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ArmA 2/OA Domination Transportation Pilot Guide

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  • [GUIDE] ArmA 2/OA Domination Transportation Pilot Guide

    ArmA 2/OA Domination Transportation Pilot Guide

    For TacticalGamer.com


    So you like the whirly birds and want to be the taxi driver? The tips below may help you in that endeavor, and hopefully, get you and passengers there and back again in one piece.

    General Tips:
    General Flying:
    When taking off, try to get over 100 knots airspeed as quickly as possible, to make it more difficult to hit you and increase your likelihood of getting behind cover/evade if you do take fire.

    When landing, let off the power and begin slowing down 1km from your LZ. You want your airspeed to be around 100 knots or less when 300m from the LZ so you can safely land without having bleed off airspeed. Slightly raise the aircraft's nose while reducing power/throttle to decrease speed without gaining or losing altitude.

    To quickly bleed off airspeed without popping up into the sky, you can perform a S-turn as you approach your LZ (depending on terrain). An S-turn involves banking your aircraft in a hard turn, then reversing your turn the other direction and back again, forming the path of an S when viewed from above. The CH-47 maintains so much inertia that is almost impossible to quickly slow it down without performing a S-turn, unless you want to pop several hundred feet into the sky.


    Nap of the Earth (NOE) flight:
    The ground (terrain) is your best friend and foe. Your goal is to navigate that razor's edge of not flying into the ground or other hazards, while using the terrain to mask your movement by flying nap of the earth (NOE). Use hillsides to give hard cover from enemy line of sight and fire (they also muffle your noise). Trees and buildings can work to a lesser extent, serving more as concealment than cover.


    Route Planning:
    The shortest route from A to B often ends in a fireball. Most pilots tend to fly a direct route from base to mission and back. Always expect enemy contact, and plan your route to give you adequate protection while still getting your team there and back again. This is a judgment call, sometimes made by the CO, but usually left to pilot to decide. Use valleys, high terrain to mask your movement. Avoid cresting over mountain ranges if possible; avoid flying over open, flat terrain that leaves you no defense if you encounter an enemy threat.


    Selecting a Landing Zone (LZ):
    Many mission commanders pick a LZ based on proximity to the target and their desired route to get there. All this is pointless if the LZ location gets the team killed on insertion either due to enemy action or terrain (landing on a hill/mountain, near trees or power lines, near buildings or other obstacles).

    The ultimate LZ (where you end up actually landing) should be at the pilot's discretion. The pilot knows what hazards lurk, and you should trust your judgment to pick the best spot you can safely land that will allow access to the target.

    Sometimes it is best to pick a spot to unload the troops, before moving the helo farther away to a safe spot to park. An example would be hovering near a hillside to unload troops and the ammobox, before lifting off to land at a safer location nearby.

    Always try to have a hill/mountain/high terrain between the mission location and your LZ. This will protect you from enemy fire and line of sight, as well as detection (depending on your approach and range). Choose your approach to the LZ that will keep you undetected if possible, as well as avoiding any known enemy contacts (convoys, aircraft, AOs, etc.)

    A final item to consider when choosing a LZ is whether your aircraft will still be there when it is time to extract. While roads often provide flat areas to land on or near, they also are the pathways of the enemy, so don't be surprised if a patrol takes interest in your parked aircraft on their MSR. Picking a good LZ is a skill all on its own, so don't be frustrated if it takes some time to get the hang of it.


    Low Light/Night Flight:
    Flying at night presents all new challenges. Obstacles that are easy to spot during the day become elusive and more deadly at night. Night vision goggles (NVGs) can help give you greater contrast at the expense of limited field of view. Some hazards like power lines are extremely difficult to spot at night with NVGs. You will need to learn to spot the pylons or poles that carry the lines.

    Enemy vehicles and troops are much harder to detect, meaning you will have to use NOE flight and pick safe LZs to a greater degree for night operations than you do during the day.

    Flying at night tests even the most skilled pilots. Focus on getting your troops to the target safely, flying slower and longer routes if necessary. It is always better to get there a bit late than not to arrive at all. Avoid using your aircraft lights unless absolutely necessary because they make you one giant target. The exception is when operating near other friendly aircraft in a low threat environment like your base, where the bigger risk is a mid-air collision.


    Pilot Aids:
    Auto-hover is the enemy. It will get you and your team killed and force you into unsafe flying habits. Avoid using it. There are a few exceptions: when you need to do a map check or set a waypoint, are waiting on standby at a location where you are safer in the air than on the ground or when you are losing your connection. Auto-hover gets more flaky and dangerous with the larger aircraft, where on helos like the CH-47, auto-hover will often throw the aircraft around in wild gyrating circles as it attempts to get centered. Using auto-hover to transition from quick forward flight to prepare for landing causes the aircraft to catapult up into the sky in an attempt to slow down, leaving you high, slow and a big, fat target.

    GPS is your friend. Hit right control and M to bring up your GPS unit while flying, which will enable you to see the local map area, waypoints, etc. without having to open the full screen map. Opening the full screen map while in forward flight is an excellent way to get you and your team killed. Shift left click on the map to set a waypoint that will give you a steering cue as well as distance.

    Third person is the enemy. Many pilots prefer to fly in third person, giving them a better perspective for landing and take off. The problem is if you play on Veteran or Expert, it is disabled, and can be disabled in parameters on lower difficulty settings. If you are used to using third person, you will be up the creek without a paddle in the above circumstances. The simple solution is do not use third person when flying. Get used to being in the pilot's perspective, and you will get a feel for the size and position of your aircraft. The CH-47 is the most difficult to fly in first person, so expect to put in some practice hours if you have been using the crutch of flying in third person.



    The Aircraft:
    The "Huey" UH-1 Iroquois
    A venerable work horse with a long pedigree, the Huey is the go to platform for a single squad or smaller units for most missions. When landing the Huey, pick a flat area or land parallel to the sloped surface to avoid having the aircraft "ski" down the hillside.

    Pros:
    • Can load an ammobox (on West, but not on East Domi)
    • Can carry pilot + seven (2 gunners, 5 passengers)
    • Manueverable


    Cons:
    • Skids treat most slopes like glass
    • Fragile, vulnerable to enemy fire


    The Huey is perhaps the most important aircraft to be familiar with because it is so commonly employed. Always be sure to load an ammobox, which will allow troops to top up on ammo while on missions or grab AT/AA/satchels when needed. The trickiest part of learning to fly the Huey is picking a good LZ that won't leave it sliding downhill.


    CH-47 Chinook
    Sporting a lineage as long as the Huey, the Chinook sports an unusual design of two main rotors and no tail rotor. Combined with several engines, the dual rotors allow the Chinook to lift a lot of weight. If you have a large number of troops to haul, your choice is the Chinook…it can carry more than 2 Hueys and 2 Littlebirds can combined.

    Pros:
    • Can carry a MHQ (if it is the designated lift helo)
    • Can carry pilot + twenty-seven (3 gunners, 24 passengers)
    • Cruising speed of 250-300+ knots
    • Lots of defensive firepower


    Cons:
    • Difficult to maneuver
    • Difficult to slow down, lower altitude


    Flying the Chinook is not only difficult because it is so ungainly, but because you often will have so many troops on board that if you have a mishap, you will have a lot of unhappy troopers. The upside is it is so fast, you will get to the mission and back twice as fast as the Huey or Littlebird. Being able to fly the Chinook to move a MHQ is a vital skill, best left to the most capable pilot available.


    MH-6J Littlebird
    Another old but very capable aircraft, the Littlebird is a dated design that has held up over time. Small, slow but very nimble, the Littlebird is a great scout aircraft, or a good choice if you need to insert a small team into a hard to reach area.

    Pros:
    • Can fit into tight landing zones
    • Good visibility from inside the cockpit


    Cons:
    • Very fragile
    • Open cockpit leaves pilot vulnerable to ground fire
    • Slow (cruising speed 140-160 knots)
    • Limited hauling capacity pilot + five (5)


    Although a very popular choice with new players, the MH-6J is the least useful transport helo for almost all circumstances due to the limited number of seats, no ammobox capability and vulnerability to ground fire.

    When flying the MH-6J, beware the aircraft can become very unstable at zero airspeed, so maintain at least a few knots of airspeed when landing to avoid having the aircraft lose control when landing.


    MH-60 Seahawk/Blackhawk
    Much younger than its siblings, the MH-60 is a modern replacement for the UH-1 Iroquois. The MH-60 is able to lift light vehicles (if marked as a lift aircraft) and is used as the wreck recovery helo on many maps.

    Pros:
    • Fast (Cruising speed 240-260 knots)
    • Decent hauling capacity pilot + thirteen (2 gunners, 11 passengers) (1+7 for MEV)
    • Good maneuverability


    Cons:
    • Fragile when landing
    • Popular target for enemy ground fire


    With its faster cruise speed, many pilots make the mistake of flying too high in the MH-60 and end up getting shot down as a result. The other common error is landing with too much airspeed, resulting in a broken bird. When landing the MH-60, always make sure your airspeed is below 20 knots. Like the MH-6J, the MH-60 can become unstable at zero forward airspeed, so you want to maintain 5-10 knots as you land to maintain stability.


    I hope you find some of the above useful and look forward to catching a ride from you to the battlefield!
    sigpic
    [squadl][conduct]




  • #2
    Re: ArmA 2/OA Domination Transportation Pilot Guide

    A great read, it will definitely come in handy to me and others around here. Thank you for taking the time to write it.

    Admins, suggestion, maybe we could have all the guides in one place so that they are easily accessible?
    - - -

    Comment


    • #3
      Re: ArmA 2/OA Domination Transportation Pilot Guide

      Very nice guide Woof, I'm sure it will help out aspiring pilots with a good foundation of do's and donts.

      There is one thing I am curious about; when you say "aircraft can become very unstable at zero airspeed, so maintain at least a few knots of airspeed when landing to avoid having the aircraft lose control when landing."

      Im pretty sure ive never actually had this happen to me? Could you expand on what you mean by losing control at 0 airspeed?
      sigpic


      Do you really want invincible bears running around raping your churches and burning your women?

      Intel i7 3930k @ 4.4ghz, 8gb RAM, 2x GTX 570 1gb, OCZ Vertex 3 120 gig SSD

      Comment


      • #4
        Re: ArmA 2/OA Domination Transportation Pilot Guide

        Originally posted by gijoe View Post
        Very nice guide Woof, I'm sure it will help out aspiring pilots with a good foundation of do's and donts.

        There is one thing I am curious about; when you say "aircraft can become very unstable at zero airspeed, so maintain at least a few knots of airspeed when landing to avoid having the aircraft lose control when landing."

        Im pretty sure ive never actually had this happen to me? Could you expand on what you mean by losing control at 0 airspeed?
        Inertia keeps you moving on course, with any control twitching having a limited effect. No inertia, and that control twitch (excess or accidental movement) has an immediate effect, which when landing usually = crash boom bang.

        I fly with a wireless mouse and keyboard, and my mouse likes to occasionally point me looking straight at the sky. Sometimes it's a dog hair on the sensor, other times it's just the mouse or the software.

        New(er) pilots tend to be heavy with their control inputs, which is the other suspected source of this, when I see pilots trying to land from a hover and bank/veer suddenly into the ground or object.
        sigpic
        [squadl][conduct]



        Comment


        • #5
          Re: ArmA 2/OA Domination Transportation Pilot Guide

          No love for the Flying Brick (Merlin)? Sadface! We need Merlins in more Domi maps. They're beautiful creatures.

          Nice guide. It makes me happy inside when people hug valleys as they fly.

          Pepper

          "If you find yourself in a fair fight, you didn't plan your mission properly." David Hackworth

          Comment


          • #6
            Re: ArmA 2/OA Domination Transportation Pilot Guide

            Originally posted by WarFairy View Post
            Admins, suggestion, maybe we could have all the guides in one place so that they are easily accessible?
            We have such a place already. It so often gets overlooked. "Everything You Need" is where you are looking for.
            |TG-189th| Unkl
            ArmA 3 Game Officer
            Dean of Tactical Gamer University
            189th Infantry Brigade Member
            SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
            "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

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            • #7
              Re: ArmA 2/OA Domination Transportation Pilot Guide

              A good small SOP that is useful at either server. Well done, probie!
              |
              | |




              "Kirov is boss"
              CO49 Great Bear Part 1, 28APR2012.

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              • #8
                Re: ArmA 2/OA Domination Transportation Pilot Guide

                hmmm ok I stand corrected then , I did not know that you updated that guide with those things too :)
                - - -

                Comment


                • #9
                  Re: ArmA 2/OA Domination Transportation Pilot Guide

                  Awesome read!

                  We should put these all in their own forum so they can be collected!

































                  ;)

                  Current ARMA Development Project: No Current Project

                  "An infantryman needs a leader to be the standard against which he can judge all soldiers."

                  Friend of |TG| Chief

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                  • #10
                    Re: ArmA 2/OA Domination Transportation Pilot Guide

                    More great work. Should be a mandatory read for Dredge... Daily.

                    Comment


                    • #11
                      Originally posted by woof View Post
                      Inertia keeps you moving on course, with any control twitching having a limited effect. No inertia, and that control twitch (excess or accidental movement) has an immediate effect, which when landing usually = crash boom bang.
                      Yeah I kinda thought you meant that but I wasnt entirely sure. The blackhawk is worst for jerky movements while hovering ive found.
                      sigpic


                      Do you really want invincible bears running around raping your churches and burning your women?

                      Intel i7 3930k @ 4.4ghz, 8gb RAM, 2x GTX 570 1gb, OCZ Vertex 3 120 gig SSD

                      Comment


                      • #12
                        Re: ArmA 2/OA Domination Transportation Pilot Guide

                        Joe, you said it. The blackhawk is a difficult landing.

                        Unless you're phlogios... who bends physics to his very will.

                        Current ARMA Development Project: No Current Project

                        "An infantryman needs a leader to be the standard against which he can judge all soldiers."

                        Friend of |TG| Chief

                        Comment


                        • #13
                          Re: ArmA 2/OA Domination Transportation Pilot Guide

                          Any suggestions/corrections/additions are welcome.

                          I don't have a lot of experience flying the Merlin, so if someone with some stick time wants to add their two cents please do. My little time on it has left me with the impression that it is very durable (can take a lot of damage and keep flying), is somewhere between the CH-47 and MH-60 in handling and maneuverability.

                          One important thing missing is a section on countermeasures (chaff/flares). The Huey has none, which is usually a rude surprise for pilots. If you hit control-R, you will change your countermeasures setting to burst, so that when you hit R (countermeasure default key), it will fire off 5 bundles of chaff/flares at a spaced interval. This is preferred to mashing the R key when under fire.

                          Also missing is a section on ground to air threats and the threat indicator.

                          If you see a "M" heading to you on the threat indicator, you've got one or more surface to air missiles inbound. If it's anything other than a Tunguska attacking you, accelerating and changing heading along with the chaff/flares should save you. As BlackPython likes to point out, the Tunguska uses SACLOS (semi-active command line of sight) guidance, which means the chaff/flares won't help at all. The only thing that might save you is NOE flight (hugging the ground) and getting a solid object between you and the threat. Most surface to air missiles usually come from the local militia in Takistan or the regular troops in Chernarus, and they like to fire multiple missiles at a time (2-4).

                          For AAA (anti-aircraft artillery) threats, like the Shilka, you will get a red circle indicating a radar lock on your aircraft on the threat indicator. Chaff/flares may help, but your best bet is getting out of line of sight. Shilkas have a hard time tracking fast moving targets, unless you are flying at them or away from them in a straight line. If your bearing is straight in or out from a Shilka, you will get hammered, so once you see the threat indicator, adjust your course if necessary to avoid flying straight at or away from the Shilka until you break line of sight.

                          The secondary fire mode on the Tunguska is its twin 30mm cannons. Those will tear you up, and the only defense is again something solid between you and the threat. If there is a Tunguska within 2km of the area you are trying to fly to, consider it a no-go zone until the threat is eliminated.
                          sigpic
                          [squadl][conduct]



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                          • #14
                            Re: ArmA 2/OA Domination Transportation Pilot Guide

                            Re: the Merlin. From my very limited experience with choppers, it seems to be a very powerful bird. It climbs fast, but can also drop very fast (a nasty surprise when just tapping Z). It also flies fast, at about the speed of a Chinook.

                            Re: surviving Tunguska rockets. Not sure if it'll work, but jerking your chopper out of the way at the last moment might. Tail twitching and the like, maybe. No idea, need to test.

                            Pepper

                            "If you find yourself in a fair fight, you didn't plan your mission properly." David Hackworth

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                            • #15
                              Re: ArmA 2/OA Domination Transportation Pilot Guide

                              One thing pilots on Bravo should be doing is planning their routes with map tools before take off, as it's quite easy to lose sense of where you are. If you've got different coloured lines at key points on your route, you'll find it much easier to gauge how far you've got to go (and when to slow down). Oh, and you can also follow the route with your GPS, which is a plus.

                              (I shamelessly stole this idea from Phlogios, I'm not that smart)

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