First Eagles: The Great Air War 1918
copyright © 2006-2008 Third Wire
Productions Inc.
Welcome to the First Eagles: The Great Air War 1918! This section
provides a short introduction to the major tasks involved with taking off,
finding your target, hitting it, and making a successful landing. If you're new
to flight simulations, these instructions will help you get started. Even if
you're a veteran, you may find some of the commands in this section useful.
For a complete list of commands, see Default Key
Commands at the end of this manual.
Taking Off
By default, you start the game in the air. However, you can change the Mission
Start Position setting in the Gameplay Options Screen to
start on the runway.
Taking off is relatively simple. Once you receive clearance from the tower,
you're ready.
-
If you have throttle control, make sure its at 0% before the mission loads.
-
Gently power up your engine to 100% thrust (press ‘=' key).
-
Keep the nose pointed straight ahead using the rudder keys (comma (‘,') and
period (‘.') keys).
-
As you approach the end of the airfield, pull back gently on the joystick to
lift off the ground at shallow climb angle.
Navigating
Finding your way around is fairly easy through the use of the Head-Up Display
(HUD). This section assumes that all Gameplay options are set to Easy or
Normal; for Hard settings, you may need to rely on bearings and cockpit
instruments to find your next waypoint.
Your waypoints show up in the Planning Map before
the mission. During flight, your next waypoint shows up either as a white
triangle in your forward view, or as a white cone on the perimeter of your
screen. Steer towards it to maneuver to the next waypoint. Note that you always
have a preliminary waypoint just before the target area or rendezvous point,
and just before landing.
You can select the next or previous waypoint to switch them in mid-mission. Be
aware that violating the planned flight path can consume precious fuel.
|
W / Shift+W
|
Select next/previous waypoint.
|
|
A
|
Activates autopilot and flies toward next waypoint.
|
|
Alt+N
|
Skips forward in time to the next encounter.
|
|
Alt+M
|
Display the in-flight map.
|
Targeting
Your next order of business is to find a target. You can select any target
within targeting distance by using Select Target command (‘T' key). The
selected target appears in square brackets on the HUD. If the target moves out
of view, a cone appears on the edge of the screen to "point" you toward your
current target.
|
T / Shift+T
|
Target next/previous air enemy or unidentified target. Depending on your HUD
settings, information may appear onscreen about your target.
|
|
Ctrl+T
|
Target closest air enemy or unidentified target.
|
|
E / Shift+E
|
Target next/previous enemy ground object.
|
|
Ctrl+E
|
Select closest enemy ground object.
|
Using a Weapon
After you have something targeted, you're ready to fire your gun, or to drop
your bomb. You can always fire your guns by pressing the Joystick button 1 (or
Spacebar on the keyboard). In order to drop bombs, however, you must select the
weapon first by pressing Backslash (‘\') key.
|
Backslash (\) / Shift+(\)
|
Select next/previous air-to-ground weapon.
|
|
Spacebar (or Joystick button 1)
|
Fire primary gun.
|
|
Enter (or Joystick button 2)
|
Fire/release currently selected weapon.
|
The gun may jam if you continue to fire for too long, or if you fire under heavy
g-load. Press ‘U' key to attempt to clear jammed gun, the gun jam should
usually clear with one or two tries.
Ending Mission
You may end the mission at any time by pressing ESC key. However, if you end the
mission before your mission is accomplished, it will be recorded as a failed
mission.
You may, of course, choose to continue to fly back to your home base and attempt
landing.
Landing
Landing is a bit trickier than taking off because you must control your angle,
descent rate and speed. The main instruments you need to observe are the
airspeed indicator and altimeter.
In general, here's what you need to do to land:
-
As you approach the second-to-last waypoint, begin your lineup with the runway.
-
On approach, begin gently reducing your throttle setting to 25% (press -).
-
Try to keep airfield in sight as you descend while maintaining steady speed of
around 60 knots.
-
If you need to slow down, pull back slightly on the stick to raise the nose. If
you need to speed up, lower the nose slightly.
-
If you need to increase your descent rate, reduce the throttle. Conversely,
increase the throttle to decrease the descent rate.
-
At about 100 feet above the runway, flare by pulling back gently on the stick.
This lowers the rate of descent and executes a soft landing.
-
After touchdown, reduce throttle to 0% (press -).
-
Press ESC to end the mission.
Every successful mission starts with a good plan. First Eagles offers a
variety of entertaining mission types, including instant action, single
missions, a full campaign and multiplayer games. But before you rush to suit up
and get off the ground, you've got to properly equip your aircraft for the task
at hand.
Your journey into the skies starts on the ground, beginning with the Main
Screen. From there, you select a pilot (except for Instant Action) and a
mission type. After you study the mission briefing, you can then memorize your
waypoint route and outfit your bird with bombs and guns. Finally, you'll be
ready to take on your foes in the sky!
The first thing you see when you start the game is the Main Screen. Here, you
select what type of mission you want to fly. You can also view statistics for
the current pilot or another pilot you've previously saved.
The Main Screen lists the following options. Click a button to access that
screen.
|
Instant Action
|
Jump immediately into flight in a randomly generated mission.
|
|
Single Mission
|
Load a historical mission, or configure a new mission and fly it.
|
|
Campaign
|
Load the currently active pilot and campaign, or start a new campaign with a
different pilot.
|
|
Pilot Record
|
View vital statistics for all of your saved pilots, or create a new pilot to
man your aircraft
|
|
Options
|
Set options for gameplay, graphics, sound, controls, network and other
miscellaneous options.
|
|
Exit
|
Closes the game.
|
|
Displays a small menu that allows you to view other screens, see the credits,
and quit the game. The small green aircraft icon in the upper left corner
appears on every base screen and has quick links to the Main
Screen, Pilot Record Screen and
Options Screen. You can also select Quit to close the game.
|
Jump into the cockpit and quickly engage enemy targets in an Instant Action
mission.
When you select Instant Action from the Main Screen, you immediately find
yourself high in the air near enemy territory. In some cases, you may even find
yourself doggedly evading a bandit who's on your tail. With an Instant Action
mission, you don't get to choose your aircraft, enemies, or setting - it's a
surprise each and every time you enter battle. You also don't have to deal with
takeoffs and landings.
At the end of each Instant Mission - after winning, crashing, or dying - you see
the Debrief Screen.
Create and fly randomly generated missions, or fly historical missions.
When you click Single Mission in the Main Screen, you're able to select a
specific set some parameters for the mission. Another difference between a
Single and Instant Mission is that the results of Single Missions are saved to
your pilot's permanent record.
You have several options in the Single Mission Screen. The left side of the file
folder shows two buttons, and the right side displays the parameters for the
selected subscreen.
|
New Mission
|
Configure a new mission. (The game remembers the last settings you used.)
|
|
Load Mission
|
Load a custom mission or a previously saved mission. You can select a
previously saved mission from the Mission Filename list.
|
|
ACCEPT
|
Once the mission is configured or loaded to your satisfaction, click Accept to
move to the Hangar Screen.
|
|
EXIT
|
Return to the Main Screen and cancel this mission.
|
New Mission Parameters
Setting different mission parameters can drastically affect the difficulty of a
mission. For instance, it's going to be harder to fly a reconnaissance mission
when there is heavy enemy air activity, and if you want to up the ante for your
pilot, try setting up heavy enemy air activity and heavy enemy air-defense
activity.
You can alter the following options for a new Single Mission:
|
Aircraft Type
|
Select an aircraft to fly on this mission - the Fokker D.VII, Fokker D.VIIF,
S.E.5a, or SPAD XIII C.1.
|
|
Service
|
Select the national insignia you want painted on your aircraft.
|
|
Mission Date
|
Select a specific year for this mission; some aircraft (both enemy and
friendly) are only available on certain date.
|
|
Mission Type
|
Select a mission type – Offensive Patrol / Defensive Patrol / Intercept /
Escort / Bomb Target / Army Co-operation / Armed Reconnaissance /
Reconnaissance / Balloon Busting / Balloon Defense (See Mission
Types for details on different mission types). Only mission types
suitable for the selected aircraft are listed here.
|
|
Mission Map
|
Select a specific map and terrain type - Verdun, France is the game's primary
map.
|
|
Mission Start Time
|
Select a time of day for the mission - Random / Dawn / Morning / Noon /
Afternoon / Evening / Dusk / Night.
|
|
Mission Weather
|
Set the weather conditions - Random / Clear / Scattered / Broken (partly
cloudy) / Overcast / Inclement (stormy).
|
|
Enemy Air Activity
|
Select the approximate level of enemy activity for the mission- Random / Light
/ Normal / Heavy. This sets the number of airborne enemies you'll likely
encounter during the mission.
|
Participate in a full-length war and fly dynamic campaign missions.
The Campaign Screen allows you to start a new campaign mission series, or load
an existing campaign that you've created. Once you begin a new campaign, you
can't change the pilot you're using for that particular campaign. However, you
can start a new campaign with a different pilot.
Two buttons appear on the left side of the screen. When you select one, the
right-hand page changes to reflect your chosen option.
|
New Campaign
|
Starts a new campaign. After you choose this option, set the campaign
parameters and then click Accept. When prompted, enter a save name for the new
campaign.
|
|
Load Campaign
|
Enables you to load a saved campaign. Select the campaign you want to load from
the drop-down list on the right-hand side of the screen, then click Accept.
|
|
ACCEPT
|
Prompts you for a campaign name and saves the new campaign, then displays the
Hangar Screen.
|
|
EXIT
|
Returns you to the Main Screen and cancels the
campaign mission.
|
New Campaign Parameters
When you opt to create a new campaign, you can set the following options:
|
Pilot Name
|
Displays a list of pilots you've created. Select one to associate that pilot
with this campaign. That pilot will still be able to fly Single Missions.
|
|
Campaign Name
|
Displays a list of campaigns; St. Mihiel Operation or Meuse-Argonne Operation.
|
|
Service
|
Displays the available service branches - US Army Air Service / French
Aéronautique Militaire / Royal Air Force / Imperial German Army Air Service.
|
|
Unit Name
|
Displays a list of available squadrons. The list varies, depending on which
service branch you select.
|
|
Campaign Difficulty
|
At the Easy level, your success has less effect on the success of other units
involved in the campaign war. If you perform poorly, other battle areas can
still achieve overall success. The opposite is true for Hard campaigns - your
performance guides the overall performance for your side. Normal falls
somewhere in between.
|
|
Campaign Length
|
Determines the maximum number of missions for the campaign - Short / Normal /
Long. A short campaign ends at about half the normal length campaign (exact
mission number varies depending on the campaign, usually around 30) and a long
campaign does not end until double the normal number of missions have been
played.
|
The Hangar Screen is your pre-flight area. From this area you can review the
mission briefing, alter your aircraft's ordnance loadout, view and adjust your
mission waypoints, and select a pilot for the mission. The main Hangar Screen
page shows an abbreviated mission briefing. Along with your squadron, callsign
and aircraft information, it also displays the current date (in game time).
Planned takeoff, target arrival and landing times for the mission appear as
well in 24-hour military time.
The Hangar Screen contains six buttons, four of which activate subscreens.
|
Briefings
|
Displays an extended mission briefing for the current mission, including
situational information, an intelligence briefing and detailed mission
instructions.
|
|
Loadout
|
Lets you proceed to the Loadout Screen and adjust weapon and fuel settings for
up to four aircraft in your wing. You can also customize your aircraft's
appearance in the Loadout area and, in some mission types, select the type of
aircraft you want to fly.
|
|
Planning Map
|
Shows the Planning Map Screen, where you can view and adjust waypoints. You can
also see all friendly and some enemy positions in this area, along with basic
aircraft and base information.
|
|
Pilot Roster
|
Shows the pilot assignments for this mission.
|
|
EXIT
|
Returns you to the previous screen (Single Mission
or Campaign).
|
|
FLY!
|
Puts you into the cockpit and starts the mission.
|
The Briefing Screen is accessible from the Hangar Screen and shows all mission
plans and available intelligence relating to your next sortie, detailing your
objectives. The information that appears in the Hangar
Screen is a summarization of the material that appears here.
In the Loadout Screen, you equip your aircraft with ordnance appropriate for
the selected or assigned mission type, whether it's a Single Mission or the
next mission in a Campaign game. (See Mission Types
for information about different types of missions you can fly in the game.) You
can view or configure your own aircraft, as well as that of your wingman and
any other aircraft flying with you.
The functionality of this screen differs slightly depending on what type of
mission you're flying and what branch of the military you choose. Single
Missions allow you a little more flexibility than Campaign Missions, since your
aircraft, callsign, squadron alignment and aircraft appearance are
configurable. (These items are not editable for a Campaign mission.)
You can set the following options in the Loadout Screen for all aircraft
involved in your flight. When you're finished with all of the loadouts, click
EXIT to return to the Hangar Screen. When you
re-enter the Loadout Screen, the settings for your aircraft display by default.
|
Aircraft
|
For Single Missions, this drop-down list lets you assign an aircraft type. You
can also select "<Add>" to add new aircraft, or select "<Remove>"
to delete the last aircraft.
|
|
Loadout
|
Select the type of extra ordnance to carry for the mission, if any. Selecting
<None> takes just the standard machine-guns only, while selecting "Bombs"
allow you to takes two extra bombs in the cockpit.
|
|
Paint Scheme
|
Sets the chosen aircraft's paint job, or "skins", to use in game.
|
|
Insignia
|
For Single Missions, displays a list of national insignia you can have painted
on your aircraft.
|
|
Squadron
|
For Single Missions, enables you to select squadron markings, which will appear
on the exterior of your aircraft.
|
|
Number
|
Displays a drop-down list of individual numbers for each aircraft of the
selected type.
|
The Planning Map Screen shows an overhead view of the mission area, complete
with color-coded icons that represent friendly and enemy units. You should use
this screen to become familiar with the navigation layout of the mission, the
enemy line, and the type and number of known foes.
The map shows the following elements of information for each mission. You can
click-and-drag anywhere on the map to scroll in any direction.
|
Chalkboard
|
Displays basic information about the mission, target area and base. This area
also displays waypoint and unit information, as described below.
|
|
Blue icons represent Allied air and ground units, and red icons denote German
units. The type of unit appears as an image on top of the icon (roundel for
Allied air units, iron cross for German air units, and infantry symbol for
ground units). When you move the cursor over any icon, known information about
that unit appears on the chalkboard, including the unit type, number of units
and home base. As you play more Campaign missions and gather more intelligence,
you'll be able to spot more targets and view more information about them in
this screen.
|
|
The small yellow triangles indicate waypoints for your flight. All aircraft
flying with you follow these waypoints. Although the set waypoints are optimal
for the mission, you can click-and-drag these waypoints to different locations.
Be aware that extending the mission path requires additional fuel. Whenever you
move the mouse pointer over a waypoint triangle, details about that navigation
point appear on the chalkboard.
|
|
Battle line
|
The red, jagged line on the terrain indicates the front line of battle. As you
progress through the Campaign, this line will move to reflect your success or
failure.
|
|
Target area
|
The black circle surrounds the area containing the main mission target. If
you're having trouble winning a particular mission, you can try entering the
target area from a different point.
|
|

|
The magnifying glass icons allow you to zoom the map view in (+) and out (-).
The icon with the dashed outline re-centers the map over the target area.
|
|
EXIT
|
Returns you to the Hangar Screen.
|
The Pilot Roster screen lists the current game date, as well as the type of
aircraft being flown and the names of all pilots involved in the current
flight. Pertinent information about each pilot's experience, success and
current condition also appears here. Note that pilots not involved in this
mission do not appear on this screen.
Click EXIT to return to the Hangar Screen.
The following information displays for each pilot:
|
Pilot
|
Shows the pilot's first name, last name and current military rank.
|
|
Combat Missions
|
Displays the total number of combat missions flown by the pilot.
|
|
Kills
|
Tallies the number of Air-to-Air (A/A) and Air-to-Ground (A/G) kills made by
the pilot.
|
|
Status
|
States whether the pilot is available for duty or not. During a Campaign game,
the game tracks the status of all pilots in your squadron. As they get shot
down, they can become KIA (killed in action), MIA (missing in action), or POW
(prisoner of war) and will no longer be available to fly the mission. Pilot
replacements are flown in on a semi-regular basis.
|
|
Morale
|
Describes the current morale level for the pilot.
|
|
Condition
|
Describes the current physical condition of the pilot - Fatigued, Normal,
Rested and Refreshed. Refreshed is the highest level available
|
|
Aircraft Assigned
|
Lists the callsign for the pilot's current aircraft assignment.
|
Anytime you complete a mission, die, or press ESC, the Debrief Screen appears.
From here you can view your score for the mission, the length of the mission,
the success/failure message and a Top 10 score list. You will also view any new
medals you receive as a result of earning points for that mission.
You have several other options in this screen. From any other post-mission
screen, you can click Debrief at any time to return to the mission summary.
|
Stats
|
Shows who fired what weapons during the course of the mission, the number of
launches/rounds, the number of successful hits and the percentage rate of
success. Finally, a kill tally also appears for each pilot involved in the
mission.
|
|
Log
|
Here, every event that occurs during the mission is logged and time-stamped.
|
|
REFLY
|
Fly this same mission again.
|
|
ACCEPT
|
Save the mission score for the currently selected pilot and return to the
Main Screen.
|
View detailed pilot records containing a complete history and statistics for
your pilot.
This screen shows a detailed record for the currently selected pilot. For each
pilot, you can choose to view the individual record or the record for
multiplayer play.
|
Pilot Name
|
Displays a drop-down list of all saved pilots. Select a pilot to display his or
her information on the right side of the screen.
|
|
Photo
|
Displays a drop-down list of available pilot photos. You can add to this list
by placing additional *.BMP images in the PilotData folder in the game
directory
|
|
Last / First Name
|
Lets you type in a name for your pilot.
|
|
Callsign
|
Lets you type in a callsign or "handle" for your pilot.
|
|
EXIT
|
Returns you to the Main Screen.
|
Pilot Statistics
The rank, score, ratings and missions that appear in the right-hand box reflect
the pilot's accumulated scores. When you click the Pilot Record button all
missions flown in single-player modes are calculated into these results. When
you click the Multiplayer Record button only multiplayer missions are
considered.
The following stats appear for the selected pilot:
|
Rank
|
Shows the current military rank. As you earn points with this pilot, you earn
medals and advance in rank
|
|
Score
|
Shows the cumulative score. You receive points for each mission based on
success in achieving the objectives.
|
|
Rating
|
Overall rating of the pilot.
|
|
Total Kills
|
Shows the kill tally (number of enemies destroyed)
|
|
Aircraft
|
Breaks out the number of aircraft kills.
|
|
Vehicle
|
Breaks out the number of vehicle and ground unit kills.
|
|
Buildings
|
Breaks out the number of building destroyed..
|
|
Friendly Fire
|
Shows the number of friendly objects destroyed (hopefully accidentally!) by the
pilot
|
|
Shot Down
|
Number of times the pilot was shot down.
|
|
Kill Ratio
|
Ratio of kill tally divided by number of times shot down.
|
|
Flight Hours
|
Shows the total hours flown by this pilot.
|
|
Last Flown Type
|
Shows the last type of aircraft flown by this pilot.
|
|
Missions
|
Displays the total number of missions flown, the number of missions that was
successful, and percentage of missions success.
|
|
Campaigns
|
Shows the total number of campaigns flown, the number of campaigns won, and the
percentage of campaigns won.
|
Adjust various game settings such as gameplay, graphics, sound and controls
options.
You can change many of the game's options by setting them in the Options
Screen. To access the options from anywhere in the game prior to flight, simply
click the green aircraft icon in the upper left corner of the screen, and then
click Options.
Note: You cannot reset options while you're airborne.
You have access to four Option Screens - Gameplay,
Graphics, Sound, and Control.
Click on the name of a section to jump to that option category.
EXIT Takes you back to whichever screen you were in prior to accessing the
Options Screen.
The Gameplay subscreen lets you change difficulty settings that affect how hard
or easy the game is to play.
|
Mission Start Position
|
Position of your aircraft when the mission starts - Near Target / Air / Runway.
This determines whether you begin the game in the air or not, and how close you
are to the target objective.
|
|
Default Viewpoint
|
Your perspective when the mission starts - External / Cockpit. An external view
positions you so that you see the outside of your aircraft; a cockpit view
seats you behind the controls. See Key Commands
for details on how to change camera views.
|
|
Display Unit
|
The unit of measurement used in HUD displays. English unit uses mph and feet,
Metric unit uses km/hr and meters, Default selects units based on aircraft
(Allied aircraft uses English unit, while German aircraft use Metric).
|
|
Enemy Skill Level
|
Skill of your opponents - Easy / Normal / Hard. Easy: Enemies aren't all that
accurate - they'll fire less often and miss more often. Also, their flying
skills are below average. Medium: Opponents are a slightly better shot at range
and are better at executing combat maneuvers. Hard: Opponents are seasoned
veterans who pick their shots carefully and are fairly accurate. Dogfighting
these enemies won't be an easy task, offensively or defensively.
|
|
Simulation Difficulty
|
Overall difficulty of the game, based on a number of option settings - Easy /
Normal / Hard / Customize. Click Customize to display additional drop-down
menus and options (listed below). For all of the customizable options, you may
select Easy / Normal / Hard. The default setting is Normal.
|
|
Options under Customize...
|
|
|
+ Flight Model
|
Controls the flight model for the aircraft. Easy: Arcade-type flight model. You
have a lot of flight control due to limited external aerodynamic forces and the
aircraft flies where the nose is pointing. Normal: More accurate flight model.
No true stalls or spins exist, but you must deal with some external aerodynamic
forces. Hard: Most complex flight model. External forces can cause you to stall
out or enter an unrecoverable spin. Realistic flight control limits make the
diagonal motion of the joystick less useful for rolling during high
angle-of-attack (AoA) maneuvers.
|
|
+ Weapon Effectiveness
|
Controls behavior and realism of player weapons. Easy: Player's guns are very
effective, able to destroy enemy with only a few hits, and never jam. Normal:
Player's guns do normal damage, takes more hits to destroy enemy and may jam
occasionally when fired in long burst or under heavy g-load. Hard: Player's
guns do less damage, requiring more hits, and can jam more often.
|
|
+ Visual Targeting
|
Controls how targets are identified and selected. Easy: You can target
anything, even things you cannot see, and all targets are marked as friendly or
enemy. Normal: You can only target objects that are within visual range and not
obstructed by mountains, clouds or other objects. All targets are marked as
friendly or enemy. Hard: Target identification does not automatically occur,
and you must fly close enough to an object to determine whether it is friendly
or enemy. You can only target objects currently in your viewing range.
|
|
+ HUD Display
|
Controls how the head-up display (HUD) operates. Easy: All available
information displays on the HUD, including flight information, target
information and waypoints. The targeting square shows the target's type,
alignment and range. Normal: You can only view target flight information when
you have the target within proper radar range. The targeting square doesn't
show the target's type, alignment or range. Hard: Your flight information and
waypoint information are the only elements that display on the HUD. Target
information does not appear.
|
|
+ Landing
|
Controls how difficult it is to land the aircraft. Easy: If you lower the gear,
you land successfully. Speed and angle are not factors. Normal: If you lower
the gear and don't come down too steeply or too fast, you land successfully. If
the descent rate is too high, however, you may crash. Hard: You must descend at
the correct angle and speed to make a successful landing. Violating landing
parameters may result in gear damage or collapse, or even worse, a crash.
|
|
+ Collision
|
Controls mid-air collisions and collisions with the ground. Easy: You cannot
collide with another aircraft in the air. Also, crashing into the ground
doesn't do any damage. Normal: You cannot collide with friendly aircraft, but
you can hit an enemy. Damage from collisions is reduced, and you won't usually
die as a result. Hard: You can collide with both friendly and enemy aircraft.
If you crash into the ground, you will probably die.
|
|
+ Ammo Usage
|
Controls the rate at which ammunition is expended. Easy: You have an unlimited
supply of gun ammunition. Normal: You can run out of ammunition, but carry
twice as much. Hard: You carry a realistic amount of ammunition.
|
|
+ Fuel Usage
|
Controls how quickly the aircraft consumes fuel. Easy: Your fuel supply is
infinite, even when you use afterburners. Normal: Fuel is consumed at half of
the normal rate during regular flight, and slightly less than the normal rate
when you're using afterburners. Hard: Fuel consumption is realistic, and you
can't use afterburners very much without risking a fuel shortage later in the
mission.
|
The Graphics subscreen allows you to change options that affect video settings.
In general, the fewer textures and less detail you specify, the better the game
performance. Older, slower machines operate best at lower graphical settings.
If you have a top-end system, you can leave everything on the highest setting
and enjoy increased video quality.
Medium settings are generally recommended for machines that meet the minimum
system requirements. However, if the video is jerky or slow, try disabling some
of these settings or lowering the detail levels.
|
Display Device
|
Specifies which video card the game should use. Normally only one video card
will be listed here. If multiple cards appear, choose the option that
corresponds to your 3D video card.
|
|
Display Resolution
|
Sets the resolutions for your monitor during gameplay. The list that appear
here are different, depending on which video card you have installed. If you're
having performance problems, you can reduce the game's resolution setting.
|
|
Display Aspect Ratio
|
Sets the aspect ratio for your monitor, 4:3, 5:4, 16:9, or 16:10. Standard
CRT monitors typically have 4:3 or 16:9 ratio,
while newer LCD monitors typically have 5:4 or 16:10 aspect ratio.
|
|
Lens Flare
|
Sets whether or not you see a blinding "lens flare" effect (multiple halos)
when you are flying in the direction of the sun. Your options are as follows -
Always On / On External Views / Always Off. Choosing the second option means
that you won't see any lens flares while viewing action from inside the
cockpit.
|
|
Graphics Detail Level
|
Overall level of graphics details you see during flight, based on a number of
option settings - Low / Normal / High / Unlimited / Customize. Click Customize to display
additional drop-down menus and options (listed below). These settings greatly
affect frame rate.
|
|
Options under Customize...
|
|
|
+ Object Detail
|
Controls level of detail and distance limits for 3D objects: Low: Fewer
polygons exist for each object. Some visual effects such as reflections and
decals are turned off. Medium: Objects have more art polygons and appear more
detailed at close range. High: Objects appear highly detailed both at range and
up close. All visual effects and decals are turned on.
|
|
+ Object Texture
|
Controls the level of texture detail for objects: Low: Object textures are
limited to 128x128 detail. Medium: Object textures are limited to 256x256
detail. High: Object textures have unlimited detail.
|
|
+ Cockpit Texture
|
Acts identically to object textures, but applies only for the 3d virtual
cockpit model.
|
|
+ Shadow
|
Controls the distance and type of object that can cast shadow. Low: No shadows
are cast. Medium: Aircraft cast shadow only in external view and only at close
range. High: Aircraft and some ground objects cast shadow. Unlimited: All
objects cast shadow at furthest distance.
|
|
+ Effects Detail
|
Controls the detail level for special effects, such as smoke, fire and
explosions: Low: Visual effects are short-lived and don't have much particulate
detail. Medium: Particle effects are denser, and visual effects last longer.
High: All effects are shown at full detail, and the effects remain onscreen for
longer.
|
|
+ Terrain Detail
|
Controls how detailed the terrain appears at various distances. Low: Terrain is
represented as a simple mesh. Medium: Terrain shows more hills and valleys.
High: Terrain is at highest detail.
|
|
+ Terrain Texture
|
Controls the level of texture detail for terrain. Low: terrain textures are
limited to 128x128 detail. Medium: terrain textures are limited to 256x256.
High: terrain textures limited to 512x512. Unlimited: terrain textures
have unlimited detail, and have additional noise detail added
(with proper Shader support).
|
|
+ Horizon Distance
|
Determines the distance to the horizon - Near / Normal / Far / Unlimited.
Note that this only affects terrain. Enemy object and aircraft
visibility distances are not affected.
|
|
+ Ground Objects Density
|
Controls how many objects (such as trees and buildings) appear on the ground.
Low: Only important ground targets and buildings are displayed. Medium: Some
trees and non-mission critical buildings also appear. High: All trees and
buildings appear on the ground.
|
|
+ Water Detail
|
Controls how water is rendered. Low: Water texture is rendered just as normal
terrain texture. Medium: Water texture has specular highlights and appears
shinier. High: Water texture is animated (with proper Shader support).
|
The Sound subscreen lets you change audio options for the game and any external
speakers you have attached to your computer.
To adjust the volume slider bars, click on the desired part of the bar. You can
also click-and-drag the slider left to reduce volume, or right to increase
volume.
|
Sound Volume
|
Adjusts the main master sound level for the game.
|
|
Music Volume
|
Changes the volume of the in-game music.
|
|
Sound Channels
|
Sets the number of sound channels to use - 8 / 16 / 24 / 32. The higher the
setting, the richer the sound.
|
|
Stereo Speakers
|
Setup Sets the speaker direction - Normal Stereo / Reverse Stereo. Switch the
setting to reverse the left and right speakers in the game.
|
The Control subscreen lets you adjust your joystick's sensitivity and deadzone
settings.
|
Joystick Sensitivity
|
Changes how responsive your joystick is to movement. Slide the bar left to
reduce sensitivity, or right to increase sensitivity.
|
|
Joystick Deadzone
|
Adjusts the non-responsive area of the joystick around the center position.
Slide the bar left to reduce the amount of "dead" space, or right to increase
it. A low deadzone value means that a slight joystick movement has a greater
effect on your movement than the same movement with a high deadzone value.
|
|
Customize...
|
Change key mappings in this screen. The default control list is loaded by
default, but you can click Customize to change the key mappings. If you choose
to customize, a new *.INI file will be saved in the Controls subdirectory under
the main game folder. You can then select the control list you want by clicking
the drop-down list and choosing a key mapping option.
|
This section covers the basic forces that operate on your aircraft, gives an
overview of the cockpit and its instruments, illustrates some basic combat
maneuvers and how to use weapons, as well as providing details about all the
aircraft found in the game.
Forces
Four forces operate on all aircraft: lift, gravity, thrust and drag. It is the
combination of these forces that allows a plane to fly.
Lift keeps an aircraft airborne, and is mostly generated by airflow
over and under the wings. A lot of factors are involved in how much lift is
present at any given moment, including a plane's airspeed, the shape and
position of its wings and their angle of attack. Gravity, on the other hand, is
always constant and is the force counteracting lift, trying to pull an aircraft
straight towards earth, no matter its orientation. The balance between these
two determines whether an aircraft ascends or descends in level flight.
Thrust propels an aircraft forwards and is adjustable by throttle. In jets it
is generated by turbojet engines and afterburners, if so equipped. It is
counteracted by drag, the amount of friction a plane's shape must overcome when
flying through the air. Thrust and drag are affected by a number of factors,
including air density, variable at different altitudes.
Axes of Movement and Controls
Aircraft have three axes of movement: pitch, roll and yaw. Each has a
corresponding flight control surface. Sufficient airflow over these control
surfaces allows a pilot to "steer" a plane in an individual or a combination of
axes.
Pitch is the angle of the nose of a plane relative to the ground
and is controlled by an elevator or an all-moving horizontal stabilizer (found
to be more effective as aircraft approached high subsonic and supersonic
speeds). Elevators and moving tail surfaces are found at the rear of an
aircraft and are controlled by pushing the flight control stick forward or
pulling it backward. This is the quickest and most effective way to make your
plane's nose point up or down.
Roll is a rotating movement on the longitudinal axis running through the center
of a plane from front to back, also known as bank. When an aircraft banks, one
wing rises or lowers relative to the other. Roll is operated by ailerons, found
on the trailing edge of each wing. These are activated by pushing the flight
stick from side to side. If you want to change your aspect from right side up
to inverted - or any position in between - use the ailerons.
Yaw is movement of the nose on a horizontal plane, much like the steering of a
car. Yaw is controlled by the rudder, a vertical airfoil found on the tail of a
plane. It is operated by a set of pedals, which also control the nose wheel
when on the ground. In aircraft with a high sweepback to the wings, the rudder
can also be used to initiate roll when the wings are at a high angle of attack
and ailerons prove ineffective.
Inertia
Following Newton's First Law of Motion, which states that "an object at rest
tends to stay at rest and an object in motion tends to stay in motion," objects
also naturally resist a change of state to their motion (velocity); this
resistance is called inertia. The more mass that an object has, the greater the
effect of inertia. How this applies to aircraft is that they will tend to
resist a change to their path of movement, despite the pilot moving the
controls. That is, the vehicle's momentum will want to continue to carry it
along its center of mass's original path. While an aircraft's orientation in
space may change, its actual flight path may lag behind where the aircraft is
pointing, and it can take a while for the plane to "catch up" to its new
heading. The higher the velocity, and the greater the mass, the more evident
this is. Unless you have chosen to use the Easy flight model, remember that an
aircraft isn't like a train on rails that will instantaneously go exactly where
it's pointed. You have to take into account its inertia. This is especially
important if you are planning on making wild maneuvers with a full bomb load or
at high speeds!
Angle of Attack
On the pitch axis, the difference between where the nose is pointed and where
the plane is actually traveling (its velocity vector) is called the Angle of
Attack (AoA). Often times even when the nose appears level with the horizon the
aircraft may still be ascending or descending according to how much lift is
being generated by the wings.
By increasing the angle of attack, both more lift (up to a point!) and more
drag are generated. Unfortunately, this added drag will have a degenerative
effect on speed, and this in turn decreases lift. The deceleration can be
counteracted by applying more throttle if there is more power available and,
when used on the vertical plane, thrust combined with lift can overcome the
force of gravity. As you can imagine, it's all a delicate balancing act!
Slip Angle
On the yaw axis, the difference between where the nose is pointing and where
the plane is actually traveling is known as the slip angle. Having a high slip
angle greatly increases drag, as airflow slams into the side of the aircraft
rather than parting around it. In combat it can sometimes be useful to
momentarily have a high slip angle to bring the nose to bear on a target.
Lift Vector
Lift is generated by wings at an angle roughly perpendicular to where they
attach to the aircraft, originating from its center of mass. The direction in
which lift occurs is called the lift vector. In level flight this is straight
up, away from the ground, and directly opposite to the force of gravity. By
rotating on the roll axis, the lift vector no longer remains in precise
opposition to gravity, and the balance between the two is disturbed. With less
lift opposing gravity, the plane naturally loses altitude. In flight pilots
often anticipate and counter this loss by pointing the nose slightly above the
horizon when banking. The degree to which the lift vector varies from the
direct opposite of the force of gravity is called the bank angle.
Stalls
Stalls occur when there is not enough airflow over the wings to generate lift.
The higher an aircraft's speed, the more lift it creates; conversely, the
slower it travels, the less it generates. Eventually, it can slow down enough
that lift no longer counteracts the force of gravity, and the plane will simply
drop. This is known as a low speed stall and the velocity at which it happens
will vary between designs of aircraft. The only way to recover from such a
situation is to increase speed so that lift can once again be generated by the
wings. A low speed stall close to the ground can be especially deadly, since
there may not be enough time or altitude to recover.
Stalls can also occur at high speeds. Generally speaking, the greater a wing's
angle of attack, the more lift it generates. There comes a point, however,
where the angle of the wing is sufficiently steep that airflow over it becomes
disrupted and so turbulent so that the wing can longer create lift, despite a
high velocity. This is known as a high speed or an accelerated stall. Easing
off back pressure on the stick, thereby decreasing the angle of attack of the
wing, will allow proper airflow to once again resume and lift will be restored.
High speed stalls most often happen during violent maneuvers.
Offensive Patrol
Offensive Patrols are the most basic type of mission for scout aircraft. They
are an offensive mission by scouts to seek out and destroy enemy aircraft or
targets of opportunity in a specified area.
Defensive Patrol
Defensive Patrols involve flying within a dedicated area and remaining on the
lookout for incoming enemy air threats. Aircraft are not allowed to stray too
far from their assigned waypoints, and often have to loiter for long periods of
time.
Intercept
Intercepts are defensive missions with the goal of engaging specific aerial
threats that have been identified by friendly forces. Planes are vectored to
close in on hostile aircraft, often heavily laden with bombs, and are to
prevent them from reaching their targets.
Escort
Escorts are tasked to stay close to and defend friendly aircraft from hostile
air attacks. Escorted aircraft are often bombers or recon aircraft, and escorts
usually fly in close formation with them. The goal of an escort mission is not
to destroy enemies, but to protect the assigned aircraft. Convincing enemy
scouts to break off an attack is a key ingredient of a successful escort
mission.
Bomb Target
Bombing missions involve attacking enemy surface targets deep behind enemy
lines. Specific Air-to-Ground ordnance suitable for the target is almost always
required and is only to be jettisoned when directly attacked, likely preventing
any possibility of mission success.
Army Co-operation
Army Co-operation means to engage enemy ground units close to, and in support
of, friendly ground forces from the air. Army Co-operation mission can be flown
both defensive and offensive, and great care is required as friendlies will be
operating near targets.
Armed Reconnaissance
Sometimes referred to as Search and Destroy missions, the primary goal of Armed
Reconnaissance is to find and attack targets of opportunity. Mission orders are
not specific and any hostile forces within the assigned area should be
considered legitimate targets, including all types of mobile equipment.
Reconnaissance
Reconnaissance missions are usually non-combative and their purpose is to
discover and report on enemy positions. This information may then be used for
subsequent attacks or to prepare defenses.
Balloon Busting
The target of Balloon Busting mission is the enemy observation balloons, often
located deep in enemy territory and surrounded by batteries of anti-aircraft
guns. Balloons can detect frontline movements and direct artillery fire with
murderous accuracy, so destroying enemy balloons was very important part of any
major offensive operation.
Balloon Defense
Balloon Defense missions are defensive missions flown to protect friendly
observation balloons from incoming enemy aerial attacks.
All of the flyable aircraft modeled in First Eagles share many of the
same cockpit instruments. While they may differ slightly in appearance, they
function in much the same way, as explained below. The following list is of the
basic instruments; some aircraft may have more, or less, than presented here.
1. Airspeed Indicator
The airspeed indicator displays the Indicated Air Speed (IAS).
2. Altimeter
The altimeter measures altitude above sea level via barometric pressure.
3. Tachometer
An indicator of engine revolutions per minute (RPM)..
4. Turn-and-Slip Indicator
This instrument measures bank angle and sliding on the yaw axis.
5. Compass
A rotating magnetic compass indicating heading.
6. Engine Temperature Gauge
A measure of the engine temperature, excessively high heat can indicate an
engine malfunction or engine overuse at high settings.
7. Oil Pressure Gauge
An indicator of oil pressure in the engine. An overly low reading signifies a
malfunction.
8. Fuel Quantity Indicator
A measure of total fuel remaining.
9. Clock
A timepiece set to local time.
First Eagles is a flight simulation, and by nature includes Air-to-Air
and Air-to-Ground combat. This section covers the basic knowledge guiding air
combat, a necessity for any successful pilot.
Rules of Thumb
There are a few basic rules of thumb that all fighter pilots live by in combat,
especially when in gun range. Learn them well, as they may just save your
virtual life! The first is "Lose sight, lose the fight." In simple terms, this
means always keep your eye on enemy aircraft and constantly analyze their
position and orientation relative to yours. The moment you lose sight of a
bandit you can no longer tell how it is maneuvering or if it is threatening
your aircraft. Make it your first priority to re-establish sight of it!
A second basic maxim of ACM (Air Combat Maneuvering) is "Speed is life!" This
rule holds true for a couple of reasons, but an important one is that speed can
easily be cashed in for altitude. Similarly, a high flying aircraft can dive to
pick up speed and for this reason "Altitude is life!" is also a popular saying.
This trade-off between altitude and speed is known as "energy." A fighter at a
high speed and high altitude is almost untouchable (it has very high energy and
therefore lots of options), a low flying fast aircraft or a lower speed fighter
with altitude both have medium energy (each have a few different options)
whereas a low flying, low speed aircraft that has used up all its "E" has next
to no options. Needless to say, energy management and keeping your options open
is critical in a dogfight.
A third basic tip is not to fly straight and level in combat. Keeping a
constant course makes you easy prey and is very predictable. Also, learn to
think in three dimensions: not only do aircraft move about on a horizontal
plane, but they can also use the vertical one very effectively. By using
vertical maneuvers, a pilot can easily turn the tables on an opponent that
insists on making only flat turns.
Using the Lift Vector
As explained in the Flight Basics section, the lift vector is the direction in
which lift is applied on an airframe. Lift as a force is not only used to
counter gravity, but it can also be used in maneuvers. Since lift is
effectively "pushing" your aircraft in a known and constant direction, you can
use that force to your advantage. Rolling an aircraft so that your lift vector
points towards your target will force you to accelerate towards it;
subsequently increasing pitch by pulling back on the stick will then increase
your turn rate toward it (subject to certain limits, see below). When following
an enemy aircraft, keeping your lift vector on the same plane of motion as that
of your foe can help you turn inside of it and set up a kill.
Turn Rate versus Turn Radius
Turn Radius is the size of a circle flown by an aircraft as measured from the
center and decreases as velocity is reduced. While this is an important figure,
the fighter that can turn the tightest isn't always at an advantage in a
dogfight. Turn Rate - the speed with which the nose changes heading, measured
in degrees per second - is even more significant. Since firing air to air
weapons is generally done from the forward aspect of a fighter, the rate at
which the nose can be brought to bear onto a target is critical. Thus, even
though an aircraft may be creating a wider circle than its opponent, if it can
travel around that circle more quickly, it is at an advantage. At any given
velocity and G load, an aircraft has a specific turn radius and turn rate.
Immelman Turn
Named after Max Immelman, a German pilot during the dawn of aerial combat, WWI,
this move involves pulling back on the stick and climbing through the vertical
as part of a half loop. At the top of the loop, when the aircraft is inverted,
the pilot rolls through 180 degrees to be right side up and facing the opposite
direction from where the maneuver was started. The aircraft finishes at a
higher altitude than it began, with a resultant loss in velocity. Useful for
changing direction quickly, it can be dangerous when pursued closely since an
opponent can easily achieve a firing solution when the plane is slow towards
the top of the loop. Insufficient speed before entering an Immelman will result
in a stall.
Spit-S
The Split-S can be considered the counterpart to the Immelman, since it is also
a half loop. However, in this case the pilot rolls inverted before pulling back
on the stick and then performs the half loop while descending. The end result
is a 180 degree change in direction, a loss of altitude and a gain in airspeed.
It is critical that it be performed with sufficient height to avoid flying into
the ground. Mainly a defensive move, it can also be used if an opponent flies
beneath you in the opposite direction. The half roll is executed before the
loop since a pilot can withstand many more positive Gs than negative ones.
Break Turn
A break turn is used to quickly defeat a guns solution by a hostile aircraft
that is rapidly closing from the rear aspect. It is executed by banking either
right or left and pulling back on the stick rapidly so as to carve a tight turn
and force an overshoot. It is imperative to turn into the attacker and not away
from him, as the latter would give him an even easier shot. A break turn is
best performed level with the horizon or lower to avoid a pop-up in altitude
and loss of speed, thus unwittingly becoming an even easier target. Break turns
are most effective when the pursuer has a significant speed advantage and
therefore cannot pull as tight a turn.
High and Low Yo-Yo
A Yo-Yo, whether high or low, is a very effective offensive tactic against an
opponent that insists on making flat turns. Its principle advantage is that by
using the vertical plane an aggressor can create an offset path of pursuit and
thus gain an angle on the enemy. The Yo-Yo is performed by rolling outside of
the horizontal plane during a turn and pitching up or down, followed by an
opposite roll back into the original turn. The end result is that you will have
effectively "cut the corner" of the flat circle and will find yourself more
squarely on your opponent's rear. The High Yo-Yo should be used when you have
energy to spare and are above Corner Velocity, while the Low Yo-Yo should be
used when you need to gain speed to reach your instantaneous turn rate.
The game has a default set of key commands. You can alter them by opening the
Options Screen. Click the green aircraft icon in the upper left corner
of the screen, then select Control. The default control list is loaded by
default, but you can click Customize to change the key mappings. If you choose
to customize, a new *.INI file will be saved in the Controls subdirectory under
the main game folder.
| Esc |
End/abort mission and display the Debrief Screen. |
| Alt+Q |
Close the game immediately and return to the desktop. |
| Alt+P |
Pause the game. (You can still perform many functions while the
game is paused.) |
| Alt+T |
Change the rate at which time passes - x2 (twice as fast), x4
(four times as fast), x8 (eight times as fast) and x1 (normal speed). |
| Alt+R |
Reset time compression back to x1. |
| Alt+N |
Jump to the next mission encounter. You can use this option only
when no enemy targets are present. When pressed, this key takes you to the next
action area and eliminates all travel time (including waypoints). |
| Tab |
Display the radio communication menu. You can then press the number keys (1
through 9 at the top of the keyboard) to select a specific message. |
| ` (accent grave) |
Initiate chat mode in multiplayer play. Once in chat mode, all
keyboard functions cease to operate, and all keys are sent to the chat window.
(Your joystick and mouse, however, work normally.)
Esc Aborts message and exits chat mode.
Enter Sends the chat message to all team members and exits chat mode. |
| Shift+` (accent grave) |
Initiate a chat with an enemy player. |
| Ctrl+` (accent grave) |
Initiate a chat with a friendly player. |
| Alt+` (accent grave) |
Initiate a chat with the closest visual target. |
| A |
Toggle autopilot on/off. In Autopilot mode, your aircraft flies
toward the next waypoint. Note that moving the joystick or mouse will cancel
autopilot. Autopilot also does not pause for enemy encounters. |
| Shift+A |
Toggle wing-leveling action. When activated, this feature restores
level flight and keeps the aircraft moving in a straight line. If you move the
joystick or mouse while this function is active, the game will drop out of
wing-leveling mode. |
| W |
Select next waypoint. |
| Shift+W |
Select previous waypoint. |
| Alt+M |
Display the in-flight map, a version of the Planning Map, but with
less information. It basically shows your current position and the position of
known mission-critical objects. |
| PrtScrn |
Take a screen shot. The current scene will be saved as a bitmap
image in the ScreenShots folder. |
Note: In all interior views, you can move the mouse to pan the view up, down,
left and right.
| F1 |
Display the interior, front cockpit view. |
| F2 |
Display the interior, front cockpit wide view. |
| F3 |
Display the interior, front cockpit narrow (gunsight) view. |
| Shift+F1 |
Show a front 45-degrees up view from inside the cockpit. |
| F4 |
Toggle the padlock view, keeping the selected target in your view
as long as it's in range. This option attempts to keep your current foe
centered in your view. Pressing this key a second time switches the view back
to front cockpit view (F1). |
| Numpad keys |
Temporarily pan the view in a given direction. The view returns to
its previous position when you release the key. |
|
Numpad Del (.)
|
Toggle cockpit art on/off, leaving only the HUD targeting circle. |
|
Numpad 0
|
Display a forward view of the dashboard, looking down at the
instruments. |
|
Numpad 8 |
Display the forward view. |
|
Numpad 7 / 4 / 1 |
Display the left front / left / left rear view, respectively. |
|
Numpad 9 / 6 / 3 |
Display the right front / right / right rear view, respectively. |
|
Numpad 5 |
Add 45 degrees of vertical angle to any other view. (Press this
key in conjunction with the other Numpad view keys.) |
| F5 |
Display an external, over-the-shoulder ("chase plane") view. |
| Shift+F5 |
Show an external rear view. Use this view to
"Check Six" (look behind you). |
| F6 |
Cycle through external views of various aircraft in the mission.
Pressing this key multiple times in succession switches to the next aircraft. |
| Shift+F6 |
As above, but in reverse order. Pressing this key multiple times
switches to the previous aircraft. |
| F7 |
Display an external view of the next ground object. Pressing this
key multiple times switches to the next ground object. |
| Shift+F7 |
As above, but in reverse order. Pressing this key multiple times
switches to the previous ground object. |
| F8 |
Display an enlarged view of your current visual target. |
| Shift+F8 |
Show a line-of-sight view to your target. This perspective puts
your current target in the center of the screen and lines it up with an
external view of your aircraft in the foreground. |
| Ctrl+F8 |
As above, but reversed. Your aircraft appears in the middle of the
screen, and the target appears in the foreground. |
| F10 |
Display an external, fly-by view. You see your aircraft make an
approach, fly past, and then exit your view. |
| Numpad + / - |
Zoom the camera view in (+) or out (-). You can also use the wheel
on your mouse if it's equipped with one. |
| Alt+Arrow keys |
Pan the view in the desired direction. You can also move the mouse
in any direction to pan. |
| Left / right mouse buttons |
Zoom the view in or out. This can be very useful for examining
your aircraft from an external camera view, or for reading dashboard
instruments. |
You can control your aircraft by using a joystick or the keyboard. If you have a
programmable joystick, many of the following functions can be assigned to your
joystick buttons and/or wheels.
Note that the aircraft takes a few seconds to respond to your flight commands.
Be careful not to over steer, or you may quickly get into trouble.
| Left / right arrow keys |
Roll the aircraft (dips the wings) left or right. |
| Up / down arrow keys |
Pitch the nose of the aircraft up or down. |
| , / . (comma / period) |
Turn the rudder left and right. Alternatively, you can also use a
rudder pedal. |
| = / - (not Numpad) |
Increase or decrease throttle. Note that you can also use an
external throttle to control speed. |
| Enter (Numpad) |
Blip Switch.
The throttle on some aircraft (Fokker Dr.1 and Camel)
can only be set at 0 or 100% when HARD flight model options is used.
This key, while pressed down, sets the throttle to 0%. |
| Ctrl+I |
Engine Toggle.
Turn engine on/off. |
| Shift+ESC |
Bail out from the aircraft, ending the mission. |
| Backspace |
Switch to next Air-to-Air (A/A) weapon. |
| Shift+Backspace |
Switch to previous Air-to-Air weapon. |
| \ (backslash) |
Switch to next Air-to-Ground (A/G) weapons. |
| Shift+\ (backslash) |
Switch to previous Air-to-Ground weapon. |
| Spacebar |
Fire primary gun or cannon. You can also use joystick button 1 to
fire. |
| Enter |
Fire/release currently selected missile, bomb, or rocket. You can
also use joystick button #2. |
| ; (semicolon) |
Cycle to next gun group. Pressing this key activates a different
set of guns. When you press Spacebar, only the selected guns will fire rounds. |
| Shift+; (semicolon) |
Cycle to previous gun group setting. |
| R |
Reload Lewis gun (S.E.5a only).
|
| U |
Attempt to clear jammed gun. |
| T |
Designate the next enemy or unidentified aircraft as your visual
target. This places square brackets on the head-up display (HUD). If the target
moves out of view, the brackets turn into a cone that points in the direction
of the target. Additional target information may also appear in the lower right
corner of your viewscreen, depending on your HUD settings. |
| Shift+T |
Select previous enemy or unidentified aircraft as your visual
target. |
| Ctrl+T |
Select closest enemy or unidentified aircraft as your visual
target. |
| Y |
Select next friendly or neutral aircraft as your visual target. |
| Shift+Y |
Select previous friendly or neutral aircraft as your visual
target. |
| Ctrl+Y |
Select closest friendly or neutral aircraft as your visual target. |
| E |
Select next enemy ground object as your visual target. |
| Shift+E |
Select previous enemy ground object as your visual target. |
| Ctrl+E |
Select closest enemy ground object as your visual target. |
| Numpad * (asterisk) |
Target the object closest to the center of view. |
| Shift+1 |
Animation key 1 (for third-party add-ons). |
| Shift+2 |
Animation key 2 (for third-party add-ons). |
| Shift+3 |
Animation key 3 (for third-party add-ons). |
| Shift+4 |
Animation key 4 (for third-party add-ons). |
| Shift+5 |
Animation key 5 (for third-party add-ons). |
| Shift+6 |
Animation key 6 (for third-party add-ons). |
| Shift+7 |
Animation key 7 (for third-party add-ons). |
| Shift+8 |
Animation key 8 (for third-party add-ons). |
| Shift+9 |
Animation key 9 (for third-party add-ons). |
|