First Eagles: The Great Air War 1918copyright © 2006-2008 Third Wire Productions Inc. Quick BasicsOn the Ground
In the AirDefault Key Commands
Quick BasicsWelcome 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 OffBy 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.
NavigatingFinding 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.
TargetingYour 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.
Using a WeaponAfter 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.
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 MissionYou 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. LandingLanding 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:
On the GroundEvery 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! Main ScreenThe 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 ScreenJump 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. Single Mission ScreenCreate 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 ParametersSetting 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:
Campaign ScreenParticipate 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 ParametersWhen you opt to create a new campaign, you can set the following options:
Hangar ScreenThe 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.
Briefing ScreenThe 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. Loadout ScreenIn 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.
Planning Map ScreenThe 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.
Pilot Roster ScreenThe 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:
Debrief ScreenAnytime 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.
Pilot Record ScreenView 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 StatisticsThe 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:
Options ScreenAdjust 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. GameplayThe Gameplay subscreen lets you change difficulty settings that affect how hard or easy the game is to play.
GraphicsThe 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.
SoundThe 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.
ControlThe Control subscreen lets you adjust your joystick's sensitivity and deadzone settings.
In the AirThis 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. Flight BasicsForcesFour 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 ControlsAircraft 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. InertiaFollowing 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 AttackOn 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 AngleOn 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 VectorLift 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. Mission TypesOffensive PatrolOffensive 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 PatrolDefensive 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. InterceptIntercepts 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. EscortEscorts 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 TargetBombing 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-operationArmy 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 ReconnaissanceSometimes 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. ReconnaissanceReconnaissance 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 BustingThe 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 DefenseBalloon Defense missions are defensive missions flown to protect friendly observation balloons from incoming enemy aerial attacks. Cockpit InstrumentsAll 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 2. Altimeter 3. Tachometer 4. Turn-and-Slip Indicator 5. Compass 6. Engine Temperature Gauge 7. Oil Pressure Gauge 8. Fuel Quantity Indicator 9. Clock Combat BasicsFirst 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 ThumbThere 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 VectorAs 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 RadiusTurn 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. Basic ManeuversImmelman TurnNamed 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-SThe 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 TurnA 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-YoA 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. Default Key CommandsThe 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. In-flight Keyboard Commands
View CommandsNote: In all interior views, you can move the mouse to pan the view up, down, left and right.
Flight Control CommandsYou 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.
Weapons Commands
Visual Targeting Commands
Misc. Commands
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