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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#1 (permalink) | |||||
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Join Date: Sep 2006
Location: Around the Grand Rapids area, MI.
Posts: 117
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*HUGE READ ALERT*
Welcome prospective pilots. You are here because you all want to fly. In the new Project Reality release, that is easy. CHAPTER 1: Info Ok! Let's take a look at some (American Versions, no room/time for them all.) of the aircraft you might come into contact with: F16 "Fighting Falcon" http://en.wikipedia.org/wiki/F-16_Fighting_Falcon Quote:
6 Short Range Air-to-Air (AA) missiles 2 Long Range AA missiles A10 "Hog; Warthog" http://en.wikipedia.org/wiki/A-10_Thunderbolt_II Quote:
1350 Rounds for its main gun. (Primary weapon for the aircraft, use it.) 14 Unguided Rockets 4 Laser Guided Air-to-Ground Missiles (As far as I know, these do not actually lock on and target seek) 2 2,000 Pound Bombs; Dumb 2 Short Range AA missles AH-6; MH-6 "Little Bird" http://en.wikipedia.org/wiki/MH-6 Quote:
1. Transport; these have no weapons, just sideboards. Carries 6. 2. Light Attack/Recon; Just miniguns. Carries 2 3. Medium Attack; 2 Miniguns and 14 Unguided Rockets. Carries 2 UH-60 "Black Hawk" http://en.wikipedia.org/wiki/UH-60_Black_Hawk Quote:
Last for now: AH-1 "SuperCobra" http://en.wikipedia.org/wiki/AH-1_SuperCobra Quote:
38 Unguided Rockets 2 Short Range AA missiles In PR the AH-1 (Co-pilot/Gunner) has: 1500 Rounds Chaingun ammo 8 Hellfire TV Guided Missiles Chapter 2: Basic Flight First, before you go pilot any flying vehicle, you must be a Pilot (In the case of the Cobra, Co-pilot too. Also, to operate the Cobra Gunner position, you MUST be in the same Squad as the Pilot.) First off, go and get a Pilot kit. (If you do not know how to do this, go and read the Wiki on PR: http://guide.realitymod.com/index.php?title=User_Guide) Ok, now find your Aircraft of choice. Get in the Aircraft. If you are having trouble, try holding "Enter/Exit Vehicle" near the cockpit all around the Aircraft on the ground. Hear that? Those are your engines revving up to speed, and before you can take off into the wild blue yonder, you have to wait for roughly 30 seconds for preflight check to finish. PLANES If you got in and are looking at a straight runway in front of you, skip the next step. You now need to taxi the Aircraft for takeoff. This used to be messy, but now it is easy to do. To taxi forward, press the input for "Nose Down" (Up arrow, push mouse up, push joystick forward (If you use backwards input, good luck)) Your jet will start moving forward. DON'T PANIC! This is normal and good. Use your Yaw controls (A or D, Rudder left and right) to turn. When you are on the runway in the proper manner, continue. Now you should be good to go. Throttle up to 100%(Important, just because someone will ask: KEEP YOUR THROTTLE AT 100% ALL THE TIME EXCEPT IF NOTED) and wait until you start moving to kick in your afterburner (Left shift). When you reach 450-600 knots, pull back on your stick (Down arrow, pull back on joystick, pull mouse toward you. (IMPORTANT, I will now only mention controls for keyboard, as that is all I use.) Welcome to the sky! To turn, roll (Left and Right arrow keys) toward your new destination and pull back on the stick. To climb pull back on the stick in level flight, to dive, push forward Got it? Good! Now, when you practice all of that a lot! CHOPPERS (ENTIRELY IN KEYBOARD) After waiting 30 Seconds, press your "w" key to start increasing torque. Unlike Jets, 100% torque is not always best... When you lift off, "jiggle" the "w" key and get a feel for how to hover. Use "a" and "d" to rotate the chopper. YOU CANNOT ROTATE IT WHILST MOVING FORWARD, SIDEWAYS OR BACKWARDS Pitch forward slightly using the "Up" arrow key. Due to the nature of choppers, tilting makes you go in that direction, making these aircraft VERY versatile.. To turn, roll a little while moving forward. These aircraft are simple to learn but amazingly hard to master, with Helicopters, practice is king Chapter 3: Combat There is not a finite "method" for combat. This will merely attempt to teach you some common tactics for Air to Air and Air to Ground combat. 1. RETREAT! RETREAT! RETREAT! RETREAT! RETREAT! With 25 minute spawns for some aircraft, spending a few extra seconds at the repair pad can be much more fun than that one extra kill. 2. That red "X" on your screen is NOT a good thing, use flairs ("x" on keyboard) to sometimes make the red "X" go away. That X means that an Anti-Air Missile is trying to acquire a lock-on, if the alarm goes steady, a lock has been achieved and most likely, a missile has been launched. See Rule 1. 3. The best place to be is on the tail. Because missiles do not shoot backward, being behind an opponent is advantageous to say the least. Be wary of sudden reversals though. 4. Where is that missile coming from? If the X won't go away, take the hit. Look around for the missile trail, then kill him whilst waiting for the respawn of your vehicle. 5. Laaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaag will kill you faster than anything. Whilst lagging, your character is still moving and not doing things. Do not fly with lag, it is no fun... 6. The Laser guided missiles on the A10 are mostly useless (for new pilots, but Betterdeadthanred brought up a point: the sight for the ATGM will spot armor to be taken out) use the gun. The aircraft was built around its gun and it shows. For fun, shoot the gun on the ground while landed... 7. If you are a transport LB (Little Bird) or Black Hawk. Wait for people to get out before you leave, sometimes it takes a second. Make sure you know where you are dropping off troops before you take off. 8. Land based AA is a problem, tell your friendly ground forces about it. They will usually go after it. 9. *Generic Energy Drink advertisement* 10. HAVE FUN, nothing ruins the game like when you don't let go of a glitch or a stupid death. It happens, even to the best of us. Lastly: Landing is hard. No ifs ands or buts. The best way to try is to come in straight at the runway at around 600-900 knots. (At the edge of the map) Then let your speed gradually drift to about 300-350 knots. Nose up slightly when you touch down. Find a rearming spot and stop on it. When on the ground, always use taxi speed unless you are taking off. I still can't do it every time in a jet. Choppers are a little better, if you have time, just wait for the torque to wind down, keep an eye on it and you will be fine. Combat landings are different for all. WHEWT! WOW, time for bed, Thanks for reading. Have fun. Fly free! (PUT YER PANTS BACK ON )Last edited by mat552; 07-02-2007 at 10:13 AM. |
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#2 (permalink) |
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Join Date: Apr 2007
Location: Philadelphia, PA
Posts: 126
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Re: Mat552's Flight School for .607rc1
Holy cow thats alot of words. But there seem to be a bunch of good points in there. Tip on landing, don't forget to flair (tilt your nose up) about 2 feet before you hit the ground, dont just plow into the ground head first. And make sure your straight with the runway, an uneven approach is nasty with some of these jets, particularly the F-16. Number 7 is my favorite, I've had my head taken off a few times by Blackhawk wheels. Although I don't really agree with number four and I don't think you do either judging by rule 1. I'm really hoping in the next release they get the SOFLAM in the officer kit to coordinate with the A10's guided missiles. That would be so sick, and I can't think of why else they would have "guided" missiles that can't be guided...
Oh and BTW you kind of remind me of the flight lessons in FlightSim haha
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Watch your fire, be safe. |
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#3 (permalink) |
![]() Join Date: Mar 2007
Location: California
Posts: 705
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Re: Mat552's Flight School for .607rc1
LOL@600-900KIAS. if you ever did that in a real airplane. you would end up like this guy
http://youtube.com/watch?v=2Fk7Xb0_21U good post though. BF2 isnt the greatest simulator
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#4 (permalink) |
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Join Date: Sep 2006
Location: Around the Grand Rapids area, MI.
Posts: 117
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Re: Mat552's Flight School for .607rc1
Nope, I agree with both depending on the situation and the vehicle.
Also, So many people talk about SOFLAM, it will be. I also dug this up... Proof of the SOFLAM's existence at some point Watch at about 1:20... I crapd pants... http://video.google.com/videoplay?do...arch&plindex=1 EA has lied and watered down BF2.. I mean, BH with rocket pods! SCHWEET! |
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#5 (permalink) |
![]() Join Date: Mar 2007
Location: Belgium
Age: 26
Posts: 926
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Re: Mat552's Flight School for .607rc1
Nice guide for new players -> +rep.
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#6 (permalink) |
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Join Date: Oct 2006
Location: Naples, FL
Age: 17
Posts: 505
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Re: Mat552's Flight School for .607rc1
Overall your guide was correct, but two points where blatantly wrong.
The ATGMs for both attack jets are by NO means useless as you have to factor in angle of attack before launching. Flat sided or rear impacts will probably destroy the tank in 1 hit, if your hit is angled, it will require a short burst of the cannon to finish them off. APCs and IFVs will always go down in one hit, those are usually the money shots. Even if you don't use the ATGMs, the sight that it brings up makes target acquisition much easier. Landing at 600-900KPH will 2/3 times result in a crash or overshooting the runway. Bring your speed down to 500KPH by circling around the airfield at high altitude to avoid other aircraft and when on final approach, make sure your speed is no more or less than between 350-400KPH when you cross over the barricades surrounding the runway. From that point, nose up and bleed off your remaining speed and touch down with your rear landing gear first. You should taxi 1/3 of the way down the runway at most leaving plenty of room to take back off in. As a quick aside, don't come to a complete stop unless you have landed on a rearming point. They are staggered throughout the runway so the entire runway does not rearm. The point of maintaining some speed is to be able to taxi to the next point should you travel farther than one. By some speed I mean no more than 20KPH, 10 is ideal. Should you stop, you will have to wait until the engine warms up again before begining to taxi which usually results in a sudden burst of speed and lurching over your intended spot. Backing up onto a rearming point is trickier as all jets have some sort of "recoil" meaning that when you stop, you will travel forward slightly so make sure you back beyond the rearming point and let the recoil take you back onto it. Oh and the ATGMs on the Attack choppers are TV guided, not Laser guided. Laser guided would be like the copilots weapon in the Fighter/Bombers for BF2. I'm in the process of writing my own for the PR wiki.
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#7 (permalink) |
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Join Date: Sep 2006
Location: Around the Grand Rapids area, MI.
Posts: 117
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Re: Mat552's Flight School for .607rc1
Point taken, but you are missing one key factor, the guide is written for those who do not know how to fly and want to. The factoring of angle, speed, distance, and so on, is very complicated for someone who just learned how to get it off the ground. Also, 600-900 is the speed I land at every time, come in from the corner of the map and it works for me. Start at that speed from the corner, and let it drift down .
Also, guided edited with proper term for missiles. If you want... I give full permission for Betterdeadthanred to copy and paste any part of my guide into the Wiki. (Without alteration of the part.) |
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#8 (permalink) | |
![]() Join Date: Mar 2007
Location: Belgium
Age: 26
Posts: 926
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Re: Mat552's Flight School for .607rc1
Quote:
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#10 (permalink) |
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Join Date: Oct 2006
Location: Naples, FL
Age: 17
Posts: 505
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Re: Mat552's Flight School for .607rc1
I was 2.5 pages into my wiki article and I accidentally pressed the X button on the tab I had opened. I'm not used to this new version of firefox so I keep losing data, but this was horrible. 3 hours of work gone with a misclick of the mouse, wonderful.
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#11 (permalink) | |
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Join Date: Apr 2007
Location: Philadelphia, PA
Posts: 126
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Re: Mat552's Flight School for .607rc1
Quote:
Source: http://en.wikipedia.org/wiki/Hellfire_missile
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Watch your fire, be safe. Last edited by knewman; 07-02-2007 at 01:37 PM. Reason: Inclusion of Source |
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#12 (permalink) |
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Join Date: Oct 2006
Location: Naples, FL
Age: 17
Posts: 505
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Re: Mat552's Flight School for .607rc1
I just meant what was reflected ingame, not in reality.
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![]() ![]() Community, not corporation! TG-Irr BetterDeadThanRe(D) Xfire-BetterDeadThanRed1 Irregs PR CO |
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#13 (permalink) |
![]() Join Date: Apr 2007
Age: 31
Posts: 712
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Re: Mat552's Flight School for .607rc1
Flying in the MEC FrogFoot, (and perhaps the A-10 as well) I have my cannon, 4 guided missles, 2? AA missles and around 200 rockets (?). I was wondering what these rockets were called and how best to use them. It seemed to do massive splash damage on soft targets, but very little damage to armor. As to the guided missles, I seemed to get armor kills best by flying in from behind them and leading my shot just in front of their tank.
Any advice for shaking off an F-16 when you are in a frogfoot? I tried climbing into the sun, slowing my speed, and barrel rolls...but it seems that F-16's can drop down to speeds just as slow as mine and pick me off with their cannon. Maybe next time I should find a friendly AA vehicle and circle it instead! |
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#14 (permalink) |
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Join Date: Sep 2006
Location: Around the Grand Rapids area, MI.
Posts: 117
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Re: Mat552's Flight School for .607rc1
1st Off, NO GUARANTEES ON WHAT JOYSTICKS/MICE DO FOR CONTROLS!
Ok, now, to get rid of a fighter in an attack plane, let go of your throttle/goose it gently down, as you maneuver, you will shed airspeed, F16 will eventually stall, don't try this low to the ground though. An intentional stall in PR can work wonders for evading enemies. Also, circling ground AA platforms is good too, chances are, the AA vehicle will kill your problem off for you. The Hydra (unguided Rocket on chopper and attack plane) Is DEVASTATING to infantry and light vehicles. Pump enough of them into a tank and you can kill it, but that takes too long. (For me) |
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#15 (permalink) | |
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Join Date: Apr 2007
Location: Philadelphia, PA
Posts: 126
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Re: Mat552's Flight School for .607rc1
Quote:
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