Professional Documents
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CONTENTS
Manual Layout Developers Notes What has changed since update 2.09? CHAPTER 1
OVERVIEW Installation Getting Started
1 3 4 6
6 7 9
CHAPTER 2
THE IN-GAME GUI MENUS AND CONTROLLER SET UP THE MAIN MENU Instant Action Campaigns Load game Replay OPTIONS IN DETAIL MORE GFX CONTROLS Key Mapping and Expanded Descriptors: RETROs Controller/GUI FAQ: SIM Flight Game Mission Views Field of view: Game (advanced)
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11 12 13 13 13 14 19 23 26 26 29 36 37 40 42 44 46 49
CHAPTER 3
INSTANT ACTION MISSIONS Basic training Advanced training Dogfighting Ground attack Interceptions Historic Additional information
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57 58 59 59 60 60 61 61
Contents
67 67
67 69 75 77 81 88 96 97 99
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114 128 134 147
154
172
CHAPTER 5
FLYING THE BATTLE OF BRITAIN AIRCRAFT THE AIRCRAFT CONTROLS Flight controls Engine controls The major flight and engine controls THE INTERACTIVE COCKPITS ENGINES AND PROPELLERS STARTING THE ENGINE, TAXIING, AND TAKE-OFF GENERAL CONCEPTS COCKPIT SCREENSHOTS, TAKE-OFF AND LANDING CHECKLISTS AND RECOMMENDED SPEEDS Spitfire 1a and 1b: Hurricane 1a and 1b: Messerschmitt Bf109: Messerschmitt Bf110 Junkers JU87 Stuka PRIMER STROKES: FLYING COMBAT MANOEUVRES FIGHTERS OF THE BATTLE OF BRITAIN Advancement of the AI in the game
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180 180 180 183 187 188 188 193 197 197 199 201 203 206 207 209 215 225 231
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CHAPTER 6
MULTISKIN 2.10
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CHAPTER 7
MULTIPLAYER Overview Preliminary notes Starting Multiplay Create game Death match scenarios Team play scenarios Quick missions Join game Game selection screen Ready room Multiplay unique options Ending a multiplay game Multiplay debrief Technical Help and Setup
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249 249 249 250 253 254 255 256 256 258 258 262 263 264 264
CHAPTER 8
BATTLE OF BRITAIN REMEMBERED
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CHAPTER 9
ACKNOWLEDGEMENTS
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277 309
309 310 311 312 313
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314 317
APPENDIX D: Radio Commands APPENDIX E Patch Revision History APPENDIX F: AUTOGEN function in the BDG.txt APPENDIX G: BDG_Values.Maneuvre Testing codes for Activating fprintf
Contents
APPENDIX H: CPS_Bombers Keymapping Guide
NOTES ON FK_ SERIES OF DEFINABLE COMMANDS SPITFIRE Mk1A/1B HURRICANE Mk1A/1B Bf109 Bf110 Ju87 SPECIAL NOTES FOR Bf109 & Bf110
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381 383 384 385 387 389 390
Index
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Manual Layout
Manual Layout
Chapter One contains an overview, followed by full installation instructions and a Quick Start list that will get you off the ground and flying in the minimum amount of time. Chapter Two describes the function of the in-game GUI Menus, details the Replay facility within the game and Controller set up. Included are full descriptions of the various Options configuration screens. There are more configuration options available. Appendix A contains VERY important information on the BDG.TXT file, which is similar to the config or settings file you find in other games. Collectively, the ingame GUI menus and the BDG.txt file allow you to set all of your preferences for the game. It is very strongly recommended that you look at Appendix A in conjunction with Chapter Two or you may miss out on additional settings that you might want. Chapter Three lists the available missions in the Instant Action section of the game. These are individual scenarios that put you in a variety of flying and combat situations. The layout of the Instant Action screens is described in full. Chapter Four details the game's Campaign system. The first section covers the general functionality of the campaign and tutorials for running the Campaign from the perspective of a Luftwaffe Commander and a RAF Commander respectively. This is followed by a section on tactics and how to win both the RAF and Luftwaffe campaigns, and how to run a Single Squadron Campaign. Chapter Five is a large chapter dealing with flying and the aircraft available to fly in Battle of Britain II. Section 1 lists the available aircraft controls in the simulation. Section 2 shows cockpit layouts that can be manipulated in 'interactive cockpit' mode. Section 3 focuses on engines and propellers. Section 4 shows how to start your engines, taxi and takeoff. Section 5 concentrates on solo and formation flying. Section 6 deals with combat manoeuvres. Section 7 provides technical summaries of the major aircraft in the game. Finally, there is an expanded discussion of AI improvements and flight model changes in the game and an excellent section regarding the SPIN capabilities and user-adjustable spin parameters for same.
Developers Notes
Developers Notes
Back in the year 2000, Rowan Software created a game called Rowans Battle of Britain. A dedicated online freeware group called the Battle of Britain Development Group (BDG) further improved the original core game. Battle of Britain II Wings of Victory 2.06 was the result of BDG and Shockwave Productions (now called A2A Simulations), and was the last official update. Since then the BDG has continued to release freeware updates (now up to BDG_2.10) that improve and build upon the great foundation laid out by the original developers. Rowan Software may no longer exist, but their legacy still remains. In some ways their light is now shining brighter than ever. Today, Battle of Britain II is everything the original was and more. Never have we played a flight simulation with such in-game atmosphere and delivered it on top of one of the most ambitious, historical re-creations of a living, strategic theater. The world is vast, yet detailed down to a single building or ammo shack. The action is real and with consequences as you watch events unfold on a grand scale. You may be flying back from a huge battle and just by chance stumble upon a friendly flight going out on a mission, or perhaps an unknown enemy en-route to complete their mission. The enemy makes tactical decisions like, is it worth attacking them at this point, or should we carry on? Weather affects the ability of planes to be spotted from the air and from the ground. If you just want to jump in and have fun playing all sorts of missions, fly Instant Action missions. These missions play out differently all the time. If you want to be part of the campaign, playing consecutive missions as a single pilot in a squadron, choose the Single Player Campaign. Or take full control of the skies in the Commander Level Campaign which lets you command either the RAF or Luftwaffe air fleets, and fly in any engagement you can see on the campaign map. Whatever you do, it is our truest hope you have fun with our game. All we hope is you, our customer, experience some of the magic weve been experiencing and excitement weve had while weve been making Battle of Britain II Wings of Victory.
Developers Notes
There have also been multiple stability and bug fixes. Credits Yet another wonderful team effort across all times zones and nationalities. The passion and dedication of the team continues to humble us. We don't do this for the pay, merely for the love of a shared passion. There are dozens of people contributing to the various versions so far. Please see past release notes following for previous versions. Specifically regarding Update 2.10, thank you to: Coders: Buddye, Osram, Eric Flight Model (FM): Blue Six, Eric Models: Creation, conversion- Ben, Geoff, Simon. Textures: Ben, Bader, Stickman, Hylander_1715 Gauges: Eric, Blue Six, Stickman, Smokin256 Multiskin bombers: Aces Landscape: PV, Bader Guides/Illustrations- Stickman, AlexCraig Testing/General- Trumper, Borton, Aces, Prem Holdaway, Chumleigh, Heinkill, JamesB, PV, Stickman, SeaVee and, as ever, Scott from A2A, for allowing us to camp out at the A2A Forum and for general support.
CHAPTER 1
OVERVIEW
he Battle of Britain started on July 10 th, 1940. It was the beginning of a campaign by the German Luftwaffe to destroy the defensive capabilities of British Fighter Command. The ultimate aim was a seabased invasion of southern England in an operation codenamed SEALION. It was recognized that air supremacy was vital if that operation was to succeed. Although there were expectations in Germany for a quick victory, the air campaign lasted for well over two months. The battle went through a series of phases, which culminated in a major air battle over London and southern England on September 15, 1940. That event is still celebrated in Britain as 'Battle of Britain' day. Two days later German plans for Operation Sealion were abandoned. Battle of Britain II Wings of Victory will completely immerse the player into the combat experiences of a WWII fighter pilot as well as a fighter wing commander. As the commander on either side you will have a strategic overview of the conflict using authentic campaign maps. Using these maps and your own cunning, you can make the key decisions throughout the entire campaign. Some of the Luftwaffe's 1,000 aircraft raids are reproduced, affording a unique insight into what it might have been like flying against or with, such numbers of aircraft. In 'Campaign' Mode the player can select one of four starting points to enter the air war. The campaign begins with attacks on British coastal shipping by the Luftwaffe, who then move on to attacking radar installations, coastal facilities and airfields. This is followed by concentrated attacks against the RAFs major airfields and aircraft factories, which lead on to the final showdown during the 'Blitz' of London in September 1940. The specially designed INSTANT ACTION missions take the player from 'Basic Training', which involves starting the engine and learning to take off from a grass strip, to the more advanced areas of formation flying and dogfighting. A number of historic missions are based on actual engagements, and these culminate in a massive simulation of the final raid of the war on September 15th 1940 - Battle of Britain Day.
Overview
Installation
Installation Instructions:
To install Battle of Britain II, please make sure that you follow the instructions below. 1. Insert the CD-ROM into the CD-ROM drive. If the game proceeds to autorun then go to step three. Click on the START button on the Windows taskbar and select RUN, followed by BROWSE. Select your CD-ROM drive after clicking on the down arrow to the left of the LOOK IN box. Double click on the file named SETUP.EXE followed by OK. A welcome message will be presented. Click on the NEXT button to continue and follow the installation instructions.
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Overview
Getting Started
Quickstart
1. 2. Install and load the game as referred to in the installation section above. You will be presented with the Main Menu of the game, which allows you access to every area of the simulation. The Main Menu is described in detail in Chapter Two. Select OPTIONS from the main menu. The OPTIONS screens allow you to configure a wide range of details that relate to your display, sound and control capabilities. Select the Controller option - the third from the left at the top of the screen. Ensure that you have selected an appropriate input device. We strongly recommend that you use a joystick with this simulation. Select Continue at the top right corner of the OPTIONS screen to return to the Main Menu. Select the Instant Action option at the top of the main menu. This option allows you to fly in one of twenty-eight pre-designed missions. The default first scenario is a Basic Training mission involving your plane taking off. Using the radio buttons you can change your aircraft and airfield. If this scenario is too simple for you, by all means choose something more advanced. You may, however, find the Historic raid on September 15th 1940 a bit too much at this stage! Click on the Fly option at the bottom of your screen, and once you have noted which squadron you have been assigned to, select Fly once more in order to load the simulation. Assuming that you have chosen the Basic Training Take-off scenario, you will be on a runway ready for take-off. Release your left and right wheel brakes using your , and . keys (comma and period), set throttle to 100% (hit the 0 key or set your joystick throttle to full) and as your Spitfire picks up speed gently pull back on your joystick. You may find it more comforting initially to use the Outside View, which provides a third person view of your aircraft (hit the F6 key or use the 4th button on your joystick). Control is now in your hands!
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Overview
CHAPTER 2
THE IN-GAME GUI MENUS AND CONTROLLER SET UP
he first section of this chapter deals with the contents and function of the Main Menu and the various sub menus within it. These collectively are referred to as the In-Game GUI (Graphical User Interface) menus. Not only does it describe each available option in general terms, but also it provides the key information for the Load Game and Replay facilities. There is a detailed description of the available OPTIONS screens, which allow you to configure the game to suit the specifications of your PC, including your sound card and game controllers. Section two deals with the Simulation configuration screens. The final section is a How To on setting up your controller/joystick.
IMPORTANT:
In addition to the in-game GUI menu items described in this Chapter 2, there are many user-adjustable options that can be altered via the BDG.TXT file. The BDG.txt file is described in detail in Appendix A. The BDG.TXT file, is a critical additional component of the user-adjustable game options. Collectively, the in-game GUI menus and the BDG.txt file allow you to set all of your preferences for the game. It is very strongly recommended that you look at Appendix A in conjunction with this Chapter 2 or you may will likely miss out on additional settings and features that you will want. Collectively, between the in-game GUI menu items and via changes to the BDG.txt, the player can configure Battle of Britain II to their desired level of detail, authenticity and complexity. This allows a great deal of flexibility for the player to configure the game to best suit the capabilities of their PCs individual specifications. It is important for the user to understand that some, but not all of the items in the in-game GUI menus and the BDG.TXT items may overlap and vice versa. Before making any changes to the BDG.txt file, we STRONGLY suggest you make a backup copy of the file (i.e. copy and paste the file in the same folder and then rename it OLD_BDG.txt). In this way you can
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The available Main Menu options are laid out as follows: Instant Action Campaigns Load Game Replay Options Credits Quit Contact Us Multiplayer
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Instant Action
The Instant Action option takes you to the Instant Action selection screen, where you can set up one of the twenty-eight single missions available within the game. These are limited, pre-designed scenarios which vary from simple tasks such as take-off and landing through formation flying and dogfighting, to taking part in one of six historical missions based on their major engagements during the Battle of Britain. As is the case throughout the simulation you can choose to take part on either side. The Instant Action section is described in greater detail in Chapter Three.
Campaigns
The Campaigns option lets you play on either side during the Battle of Britain. You can take the role of the commander where you will have at your disposal all of the RAF or Luftwaffe resources that were available at the time. The campaign can either be played straight through from its beginning in July 1940 until the climax on September 15th, or can be started at the beginning of any one of the four 'phases' of the battle. Chapter Four details the campaigns and provides tutorials for both the RAF and Luftwaffe sides. The campaigns themselves have an extensive help facility that describes the function of every option available to the player.
Load game
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Replay
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Rewind to the previous block. The recording is saved in discrete blocks. Forward/Rewind through the blocks is a quick way of moving around the recording.
Play/Pause
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Exit replay
Set the Start marker to the current position. Setting this to after the End marker moves the End marker to the end. Set the End marker to the current position. Setting this to before the start marker moves the start marker to the beginning. The icons can be selected using the keyboard number row (1 for the first icon, 2 for the second icon etc. up to -and = for set beginning and end marker) or the mouse pointer (so long as the interactive cockpit has the mouse allocated to it in the controller preferences). In addition to the controls provided by the icons, most of the usual view keys are available using the function keys. FREE LOOK and other views: Right-Click the mouse in order to unlock your viewpoint and pan it with your mouse. ZOOMING IN/OUT THE VIEW: Zoom in/out with the numpad plus or numpad minus keys. To zoom at a faster rate press SHIFT+numpad plus or SHIFT+ numpad minus keys. Zooming can also be achieved with the mouse scroll wheel. MOVING THE CAMERA POSITION: Use ALT+V to move the camera position from you plane. You can thus fly the camera to different areas using the zoom in/out keys discussed above instead of just having the camera locked near your plane. This is useful for example to place the camera on the ground and capture screenshots or FRAPS videos (see FRAPS below). Cycle between different camera locations using ALT+V including a nocockpit view of your plane. Press F6 to revert back to chase view from outside the plane. Cycle to views of different A/C with CTRL+I. Hit enter
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OPTIONS
The OPTIONS screen in the Main Menu gives you access to various menus. These can be used to select your preferences for the display, controller and sound preferences. The selections you make will be determined, to some extent, by your PC hardware. Once you have made your choice of preferences they are saved when you exit the game. A full description of the OPTIONS screens is presented in the next section of this chapter.
CREDITS
Select the credits option on the Main Menu to view the team that put Battle of Britain II together. Select your left mouse button at any stage to return to the Main Menu.
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MULTI-PLAYER
This beta test-feature was enabled for Update 2.10 in order to allow the player community to try BOBII Multi-player and contribute to its further development. It is a work in progress.
CONTACT US
Select the Contact Us option to open up your default web browser and connect to the Battle of Britain II web site. You will already need to be connected via your Internet Service Provider if you are to connect successfully. The web site contains information regarding the latest news on the game. See also www.a2asimulations.com
OPTIONS IN DETAIL
The PC menus have four main pages that relate to the preferences associated with your PC setup. You can move from page to page using the four active areas at the top left of the screen: GFX (graphics) More GFX Controls Sound
TECH NOTE: If you find that you are no longer able to play the game and are unable to change the options to a safe set the configuration file can be deleted. The file is \Battle of Britain II\SAVEGAME\SETTINGS.CFG.
GFX
The GFX menu contains the following options:
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Display Driver This combo-box holds the 3D drivers on your PC that Battle of Britain II has detected. The displayed driver is the one that is currently selected. Use Windows Desktop Resolution (recommended) On some systems, BoB II works better if the resolution is the same as that for your desktop. This is achieved by switching this setting to ON. This will set both the 3d Resolution and the Campaign Resolution to that of the windows default desktop. When this setting is selected, those two options will no longer be available. If you have freezes or crashes, set this option to OFF and set the 3D and campaign resolutions individually. 3D Resolution These are the range of resolutions that your current display driver can use to display the 3D simulation section of the game. IMPORTANT: The latest LCD/TFT flat monitors have a native resolution (for example 1280x1024), which is the optimal resolution for that particular monitor. The monitor can often display resolutions other than its native resolution but doing so will often not fill the entire screen or the monitor will stretch the image to fill the screen (which may result in a distorted image). If your PC desktop is not already set to the native resolution try setting BoB2 to whatever your LCD/TFT monitors native resolution should be.
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Item Shading Item shading can be turned ON, Off or Reflections. On/Off controls the light shading on aircraft and other moving objects. With Reflections selected, the in-cockpit canopy and instrument glass will have reflections, which fade out depending on the angle to the sun. Mirror If turned ON then a cockpit mirror will be drawn if present in that aircraft model. Water Detail Using this option, you may vary the quality of the sea graphics. If the frame rates on your system are struggling, you will need to set this to Low. Refer also to Appendix A of this manual where via the BDG text file you can change the colour of the sea to suit your preference. NOTE: Older 3D cards that do not have built in DX9 support, such as Nvidia 4000Ti series, can not render the high detail ocean and one will see only a black (Nvidia) or white (ATI) space instead, so you must therefore use LOW water detail. Weather Detail LOW, MEDIUM or HIGH With weather effects at LOW and MEDIUM there are either sunny skies
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MORE GFX
The More GFX page menus contains the following options: Filtering This option displays a choice of the following: None, Bi-Linear, TriLinear, All, Anisotropic 2X-16X. These filtering settings increase the quality of image-mapping. The "all" setting enables multi-textured dithering effects and may not be supported by all cards. Any of the various Anisotropic-filtering levels will include the multi-textured dithering effects. Anisotropic 16X gives the best visual quality, especially with the terrain as it is drawn out. The higher the level of Anisotropic Filtering applied, the clearer the textures will appear, but the greater the strain on your graphics card in filtering the image to produce the clearer representation of textures. Also, at very high levels of AF the clarity of distant textures may be unrealistically high. NOTE: If your graphics card supports it, you may also wish to adjust Anti-aliasing within your graphics cards driver settings (not via in ingame GUI or the BDG.txt). The higher the level of Antialiasing applied (usually in steps of 2x, 4x, 6x and 8x), the progressively smoother the image, but the greater the strain on your graphics card in recalculating the image to produce these smoother images. Vertical Sync (a/k/a V-sync) is another video driver setting that can significantly improve visual quality in
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Object Quality (previously called Terrain Mesh) Ranges from Minimum to Maximum. The lower the level of detail the closer one must be for an object to be drawn at a high level of detail. Selecting the lower ranges will result in higher frames per second. You will still get high quality objects but they will not be drawn until you are closer to them. The higher levels will draw objects at high detail levels from a greater view distance. The higher levels require a stronger video card. G Effects With the effects of G (gravity) turned on, then it is possible for you - the
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CONTROLS
At the end of this section is a very useful FAQ put together by Retro, which includes detailed photos of various operations step by step. The Controls page offers EXPRESS and CUSTOM options with custom Key Mapping available for each. For most people with a single joystick, EXPRESS should set things up so you can fly. If you wish to further customize your keystrokes, buttons, or sliders, or if you will be using multiple controllers (i.e. a joystick and separate throttles or rudder pedals) select CUSTOM.
Key Mapping and Expanded Descriptors: When Key Mapping is selected, click on one of the command lines on the left and an expanded description of what the command does appears below as follows:
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CUSTOM: Clicking on the In-Game Axis brings up the following options: Deadzone Most of the options below have independent dead zone settings. The dead zone is the region at the center of the stick where no control input is provided to the aircraft. The player can choose to set the deadzone to Small, Medium or Large depending on the quality of the hardware being used. Generally speaking, for a joystick that centers well, and produces a signal that is steady and with little noise, a small deadzone is appropriate. However, if, when the joystick is released, it does not zero exactly or the signal continues to vary, this can be compensated for by selecting a larger deadzone. You will need to
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Use For FF If you have a 'force feedback' joystick then you can tick this box. If your controller is not force feedback enabled then this feature will be grayed out. You can also disable or select force feedback levels for each of the following effects: Gunfire -transmits vibrations caused by the guns on your aircraft. Buffet - transmits vibration caused by buffeting if you are near the stall condition, close to an explosion, or close to the speed of sound (unlikely). Aerodynamic - causes stiffening of the controls at high speed. Airframe - transmits vibrations transmitted through the airframe from the ground - i.e. when you are taking off or landing (or crashing).
Rudder This provides control of your rudder, which yaws the aircraft in flight, or steers the rear wheel when taxiing. Throttle The throttle provides control for selecting the desired engine power. When this combo is set to keyboard, the row of numbers on the main keyboard can be used to select the throttle level in 10% increments There is a second box for the Bf110, which has two throttle levers, one for each engine. When this second combo is set to keyboard, the two throttles can be controlled either together or individually. In flight, pressing E will cycle through the available engine to control - both together, port engine only or starboard only. Prop Pitch The propeller pitch controls the angle of the propeller blades. This can be used manually, just like the gearbox in a car, to maintain the correct engine speed or the computer can control it automatically. When
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I want to quickly configure the one controller I have, and be done with it:
You want to use the Express mode. Just go into the controller options, select your joystick and that is. Exit the page by clicking one of the buttons in the bar on top of the page, click "ok" when the game asks you if the changes should be saved and fly.
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In this case you need to use the "Custom" screen. Enter the controller options, press "Custom" and you should be presented with a table showing, in the first column, the available in-game axis, and in the second column the associated "real" (physical) axis on your joystick(s). Should look like this:
. If you own a Force Feedback stick, you will see the FFB options at the bottom of the screen, provided you have FFB playback enabled as follows:
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Mapping in Game Axes: IMPORTANT: When configuring multiple controllers you do not set up each controller separately, you enter all the axes in the same screen. In order to map a device to an in-game axis, you click on the second column of the axis you want to map to and then move the device you want to map. IMPORTANT: At this step when selecting the axis you wish to assign, you MUST move ONLY the desired axis on your stick! DO NOT move your mouse or any other axis, as the game will recognize that as the newly assigned axis! The game should pick it up. If you reconsider and do not want to map anything to that axis, or if the game picked up the wrong axis, click the "Clear Axis" button. It should look like this:
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Finally, after the axes have been assigned, you can change their properties by selecting the in-game axis (click on the first column in the table), the associated axis details should pop up on the right side of the screen as follows:
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I want to invert one of the in-game axes: In the custom controller screen, mark the in-game axis you want to change, then the axis properties should pop up to the right. Then just select the deadzone. Click the "Reverse" button to change the direction. I want to change the deadzone of one of the in-game axes: In the custom controller screen, mark the in-game axis you want to change, then the axis properties should pop up to the right. Then just select the deadzone. Please note that throttle, prop pitch, FOV and zoom axes do not feature a "deadzone" property. I want to un-map one of the in-game axes: In the custom screen, mark the in-game axis that you want to free and then click the "Clear Axis" button. The button is in the middle bottom of the screen, the following picture shows it:
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Just what is "saturation" anyway? Think of saturation as a "deadzone at the end of the axis range". For example, the joystick may not be able to reach the minimum value that it reports to the game, either because of some physical limit or because of old potentiometers etc. So for example you could never reach the theoretically possible minimum pitch because your joystick just cannot reach this value. Saturation just makes the joystick report its maximum (or minimum) value even if it has not yet physically reached it. Drawback of bigger saturation zones is a steeper axis ascends, i.e. the stick will get more sensitive. What is "filtering" supposed to do? This property is primarily supposed to help with "spiking" on some axes, caused by old potentiometers (something most joysticks encounter when they get older). It's a low pass filter that averages the joystick's input over multiple frames. The higher this is set, the smoother the input will seem, the downside is that the input will also get more sluggish. Generally, only use the higher filtering values if you actually need them. Youll know you need them if you open your Windows Control Panel>>Game Controllers>>Properties, and see the yellow circles jumping around (spiking). If you dont see the spiking, the planes will respond much faster to control inputs with the filtering set to LOW.
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SOUND
The sound page contains the following options: Sound Driver The sound driver box displays the currently selected driver, along with other drivers available on your machine. UI SFX Volume This setting determines the volume of sound effects in the user interface. Ambient SFX Vol This setting controls the volume of the ambient sound effects in the non-
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SIM
The Sim configuration menus have four main pages of preferences associated with the setup of the simulation when you are flying. You can move from page to page using the four active areas at the top left of the screen: Flight Game Mission Views
There are also two options at the top right of the screen. PC takes you to the PC Config screens, discussed in the section above. Continue either takes you back to the Main Menu screen or back to the GFX to continue your flight. All of the configurations options are displayed within 'combo' boxes. These can be manipulated either by selecting the down arrow on the right hand side of the box (and then choosing from the list within the dropdown menu that is displayed), or by clicking on the main part of the box (and cycling through the available options one at a time).
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Flight
The Flight page of the Sim menu contain the following options: Flight Options Minimum, Low, Medium, High, Maximum, Custom Setting this box will change all the options below to 5 pre-configured difficulty levels. For instance, minimum uses the Novice flight model with most of the options turned off, and maximum will set up the full flight model with the options set up to give full realism. If you manually change the options below, then the Flight Options box will show "custom".
Flight Option Flight Model Engine Management Prop Pitch Control Power Boost Wind Effects Wind Gusts Airframe Stress Torque/Slip Streaming 109 Fuel Capacity Minimum Novice Auto Auto On Off Off Off Off Realistic Low Realistic Auto Auto On Off Off Off Off Realistic Medium Realistic Auto Auto Off On Off Off Off Realistic High Realistic Auto Manual Off On On Off On Realistic Maximum Realistic Manual Manual Off On On On On Realistic
Items shown in italics cannot be changed within the selected Flight Option.
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Game
The Game page of the Sim menu contains the following options: Weapons Realistic, Unlimited When the Unlimited weapons option is selected weapons will be automatically reloaded when they are emptied. If the weapon selection is set to Realistic, the setting still can be over-ridden in the 3D game by using the reload cheat key command: Ctrl + R. Vulnerable to Fire
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The canopy will not operate during flight unless the player hits the key command to open the canopy - O by default. The player can still operate the canopy during flight anytime he wishes even if autocanopy is selected to ON by pressing the O key. Aircraft Names This option displays the call signs of friendly aircraft and the type of enemy aircraft, below the aircraft. If you feel you need to use this facility occasionally, then you are advised to set it to On. You may then toggle the names display on and off during flight, using the T key. The toggle T key will not function, if you have turned this setting to Off.
Mission
The Mission page of the Sim menu contains the following options: LW Skill Modifier Minimum, Low, Medium, High, Maximum This setting determines the skill level of the Luftwaffe in a campaign setting. At medium, the true skills of the squadrons will be used. At minimum and low settings the skills will be reduced and at high and maximum settings the skills will be increased. You .may wish to increase
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Views
SEE APPENDIX C OF THIS MANUAL FOR KEY COMMANDS AND EXPLANATION OF THE PADLOCKING SYSTEM AND THE VIEW KEYS
The Views page of the Sim menu contain the following options: Restricted Views When turned on the player is restricted to the cockpit view. Peripheral Vision When Peripheral Vision is on, you will notice RAF and Luftwaffe identification symbols near the edges of the screen. These represent aircraft that would be in the peripheral vision of a real pilot. The standard setting presents a much smaller field of view than human vision, but this standard may be varied using the BDG.txt file - refer to Appendix A of this manual. Auto External When turned on and when 'inside padlock cockpit' has been selected, the
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Head Up Display Virtual threat indicator and artificial horizon instruments are available to help you to retain situational awareness during combat. These instruments are designed to compensate for the fact that in a simulation you do not get the same feedback during combat, as would a real pilot. A real pilot has full peripheral vision and feels the effect of gravity. When turned on, the Virtual Threat Indicator is displayed on the top left of your screen. It shows an isometric perspective of a 360-degree circle of view. Any threats are marked as vertical lines. They show the angle of the threat relative to your aircraft and the relative importance of the threat (height of line is proportional the size of threat). The artificial horizon is the same as is found in most aircraft.
Field of view:
The above Field of View menu is accessed from the Adv. Tab. Most of the FOV options are self-explanatory they allow the user to configure the FOV for various toggle options. The smaller the FOV, the more zoomed in the view.
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Game (advanced)
The Game page of the Advanced Menu contains many options that are also configurable using the BDG.txt file (see also Appendix A). Track IR related sections of this menu screen are described together at the end of this section Pan Speed Factor: Determines the panning-speed in the 3-D world (this includes the photo screen in the campaign!) Default value is 1, so a value of 2 would double the regular panning speed. It also affects the speed of rotation in death views. EPI Radius and EPI Y Radius: These two values change the size of the Enemy Position Indicator. The default ratio of Radius to Y Radius is 5 to 1. The numbers are in pixels. NOTE: The default key command to show or hide the EPI and the Artificial Horizon indicators is H. Gun Convergence Yards: Permits you to set the distance where your bullet streams will converge. Default distance is 250 yards.
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If you play as pilot and use the native TrackIR mode, the mouse is unused (but can of course be mapped to the view pan you just wont be able to adjust the view while TrackIR is active). However it is NOT recommended setting the interactive cockpit to the unshifted mouse, as it will activate itself as soon as the mouse is moved even slightly, and cannot be deactivated. If you play as gunner, you have two separate inputs: Either the joystick or the mouse moves the gun. Even when playing with TrackIR, you can still "mark" things with the padlock functions like padlock centre, padlock enemy, padlock friendly, padlock ground object etc. If you have the target diamond switched on, the padlocked object will be marked with this symbol. So, for example, you could mark a plane that you think you damaged, but is not emitting smoke. Even in the chaos of a big melee, the diamond will always show you that aircraft. You can either let padlock move your head - just like padlock does in all non-TrackIR simulations - or you can move the head with TrackIR and
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http://video.google.com/videoplay?docid=2051208934938168866&hl=en
In 4 DOF, with NO vector expansion, the viewpoint (your virtual head/camera) is still mounted on a tripod but the tripod is cemented into the ground and can not be moved. The camera can also not be raised or lowered. From that fixed point in space you can look up/down, left/right but that is all. Switching between 6DOF and 4 DOF using the Gunsight View command: While not listed in this GUI menu, there is a key command, SHIFT+NUMPAD ENTER which toggles the Gunsight View. This toggles on/off between 4DOF and 6DOF when using Track IR with VE on and locks the players view to the gunsight. Padlock overrides TrackIR
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CHAPTER 3
INSTANT ACTION MISSIONS
his chapter deals with the options that are available when you choose Instant Action from the Main Menu. Instant Action allows you access to any of the twenty-eight specially designed single missions in the game. It is the easiest and quickest way in which to jump into an aircraft and fly. In order to make the most out of the Instant Action missions you will first need to make the appropriate adjustments using the in-game GUI OPTIONS menus and if necessary the BDG.txt file. The default settings for the game are often appropriate to the less experienced user, so if you are an experienced flyer you may well wish to select more challenging preferences. There are also other Novice settings that can be adjusted. These are discussed in detail in Chapter Two and Appendix A. You may also wish to learn more about certain aspects of flying authentically modeled World War Two aircraft. In that case you will find a great amount of useful information in Chapter Five. This chapter covers the default missions which ship with Battle of Britain II Wings of Victory. When you tire of these, a number of users have created alternative Instant Action mods, which can be downloaded from the BOBII forum at A2A Simulations website http://www.a2asimulations.com/forum
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INSTANT ACTION
Choose the Instant Action option from the Main Menu and you will be presented with the Instant Action screen. On this screen all of the details of your Instant Action mission can be set up. At the top of the screen there are two combo-boxes that allow you to choose your Instant Action scenario. The upper box divides the scenarios up into six basic types, while the lower box allows you to choose between all of the missions available with that type of mission. The basic mission types are as follows:
Basic training
Five basic missions to ease you into the art of take-off, landing and circuit training. Take-Off Practice engine start-up and take-off. Landing Landing practice from final approach. Circuits Practice a circuit around an airfield and land.
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Advanced training
These five missions move you up to the more advanced art of complex flying and landing problems. Follow the Leader Attempt to follow your squadron leader and see if he is able to lose you as he tries to throw you off his tail. Formation Flying Maintain your position in formation while your leader puts you through a series of course changes. Checking The Udet Buoys Patrol over English Channel buoys Free Flight A free flight allowing you to familiarize yourself with the landscape near your home airfield. Landing - Engine Failure With an engine that has stopped operating you must perform an emergency glide landing. Landing - Heavy Damage Make an emergency landing with a heavily damaged aircraft.
Dogfighting
Actual combat training with several different customizable dogfighting scenarios. Go on your own, or set up multiple aircraft engagements with either side having the advantage. Turkey Shoot Shoot down a plane you are tracking from behind. One on One A straight fight against one determined opponent.
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Ground attack
Get the practice youll need to fly for the Luftwaffe against the varied types of ground targets that can be found in the Campaign. Dive Bomb Attack Luftwaffe bombers initiate a dive-bombing attack while their fighter escort deals with RAF fighters scrambled in response. Anti-Shipping A Channel convoy is under attack from dive-bombers. Low Level Attack German aircraft have approached a coastal target at low level to avoid detection by radar and are now initiating an attack.
Interceptions
When encountering enemy aircraft youll want to have plenty of practice with the different techniques of interception. Particularly when it happens in a dynamic campaign. Lone Fighter vs. Lone Bomber A fully laden bomber against a single RAF fighter. Front Attack Against Bombers Two RAF squadrons positioned ahead of an enemy bomber force and escort. Rear Attack Against Bombers Two RAF squadrons positioned behind an enemy bomber force and escort. Scattered Attackers, Scattered Escort Two RAF squadrons are separated and up against two Luftwaffe fighter
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Historic
Eleven scenarios based on actual historic engagements that took place during the Battle of Britain. These will provide the ultimate test of how much you have learned in the previous training missions. July 19th - End of the Defiant The day before the Boulton-Paul Defiant was removed from service. August 13th - Eagle Day The start of a new phase of the Battle - attacks on Fighter Command airfields. August 12th - Raid on Portsmouth and Ventnor RDF station August 15th Raid on Short Bros. Aircraft Factory August 15th - Black Thursday Morning The morning of the largest surprise raids of the Battle of Britain. August 15th - Black Thursday Afternoon 88 Dornier 17s on a massed raid over England. August 18th Airfield Attacks Kenley August 18th Airfield Attacks South Coast September 9th - London Heavy raids launched against South London. September 15th - Battle of Britain Day Two massive raids over London that sees the climax of the Battle of Britain. September 25th Raid on Filton Bristol Aircraft factory
Additional information
Underneath the Instant Action mission choice there are four radio buttons and each of them bring up further information about the selected scenario: SCENARIO Provides a textual description of the chosen mission.
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CHAPTER 4
SECTION A: CAMPAIGN
Every dialogue box displayed within the campaign section has an associated help file that fully describes the function of the contents of the dialogue box. The relevant help file can be accessed by clicking on the question mark at the top right corner of any box. You have the option to print out the help file at any time.
Campaign Screen
The campaign map, with a set of icons in the top right corner of the screen and five toolbars, generally dominates the campaign screen: The time toolbar The main toolbar The map toolbar The scale toolbar The teletype toolbar The layout of the toolbars and the function of some of the icons is slightly different depending on whether the campaign is being played as the RAF or the Luftwaffe.
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It is possible to change the map zoom by one of three methods: 1. by using the scale toolbar (see below). 2. by clicking with the right button while the mouse pointer is over the map and choosing either the 'zoom in' or 'zoom out' option. 3. rotating the wheel on a Microsoft Wheel Mouse (or similar) while the mouse pointer is over the map. If the mouse wheel zoom doesn't work initially, then try clicking on the map first.
Toolbar Control This gives access to the toolbar dialogue box. This box allows the player to select which of the five toolbars will be displayed on the screen at any one time
Right Click
Right click while the mouse button is anywhere apart from the campaign map on the campaign screen and a menu system that duplicates the functionality of the
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Main Toolbar
The main toolbar consists of nine square notebook icons (eight in the case of the Luftwaffe) at the bottom right of the screen. The name and function of some of the icons varies slightly depending on whether you are playing the campaign from an RAF or Luftwaffe command:
Luftwaffe Icons RAF Icons
Aircraft Allocation The aircraft allocation dialogue box shows where the nation's current aircraft production is destined and what is required. There is a line of information for each type of aircraft under production.
Luftwaffe Resources or RAF Resources The resources dialogue shows the location and strength of each Geschwader or Squadron available to central command. Geschwader Lists or Squadron Lists The Geschwader and Squadron lists provide more detailed information about strength and battle readiness of the aircraft at your disposal.
Weather The weather information box shows the day's weather forecast for southeast England.
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Review The review summary box shows all of the major information about the campaign and the known state of RAF and Luftwaffe resources.
Pilot Info The pilot info icon brings up the pilot logbook.
Target List or Asset List The target/asset list details all of the major British assets in the south of England.
Mission Folder The mission folder lists all of the missions that have been planned for the day. It shows all missions that have been authorized and that have been flown and completed. All missions are cleared from the folder at the end of each day.
Hostiles List (RAF only) The hostiles list dialogue lists all the raids that have been detected for the day. As soon as a raid is detected it is added to the list, so it is in chronological order.
Map Toolbar
The map toolbar consists of the seven telephone icons just below the map view: Thumbnail Map Click on the thumbnail map icon to bring up the thumbnail. The red rectangle indicates the area covered by the main campaign map.
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Zoom Toggle Clicking on the Zoom Toggle icon toggles between the two user definable zooms that are set in the Zoom Level dialog.
Directives Toggle The Directives Toggle icon is used to toggle the appearance of the directives dialogue box. If the telephone icon is on the hook the directive dialogue box will not appear. The directives dialogue, which by default appears at the start of each time period, allows you to build up missions automatically.
Map Filters The Map Filters dialogue is used to control the icons and lines that are drawn on the main campaign map.
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Filing Click on the filing icon to display the filing dialogue box, which is used to save and load campaigns. You can save or load a campaign at any stage of the game.
Replay Allows you to replay footage from in-flight cameras that have previously been recorded. See Chapter Two Section One for further details.
Scale Toolbar
The units shown on the toolbar scale are either imperial or metric depending on the selection under the units option in the Sirn Config menu. If imperial units are selected then the scale is displayed in nautical miles. Kilometres are used if metric units are selected. The scale is fully dockable so that you can move it around the map. The scale can be forced to display horizontally or vertically. If the scale is currently vertical, then click and hold on the top portion of the scale above the origin and drag it to the desired location.
One method of altering the map scale is to click and hold with your left mouse button over the map toolbar. Select a location at the bottom of the scale and move the mouse upwards to decrease the map resolution. Select a location at the top of the scale and move the mouse downwards to increase the map resolution.
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Teletype Toolbar
The teletype toolbar is just below the map on the left hand side of the screen. It displays a summary of the last three Messages received by central command. The originating location is on the left side of the message, followed by a message on the right. Click on a message to open the Message dialogue and see the full body of the message.
Time Toolbar
The time toolbar is located at the bottom left hand side of the screen. The Teletype section of the Time Toolbar shows the current date, time and acceleration rate of the game. Click in the teletype area to display the clock. The control icons below the teletype section determine the flow of the campaign:
Game Speed Icon This opens the Time Control dialogue box.
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Pause Icon The pause icon pauses the game. To resume a paused game you must click on the Play Icon or Accel Icon (described below).
Play Icon The play icon plays the game in real time, where one game second takes one real second (this is the default setting).
Accel Icon
The game will run at the accelerated rate determined by the settings in the Time Control dialogue. The accelerated time can range from x0, when the game is paused, through xl, which indicates that the game is running in real-time, to x600.
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http://a2asimulations.com/forum/viewtopic.php?t=6001
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have three Schwarme of four aircraft each. Bombers normally fly in Kette of threes in a Vic formation. Our understanding of the state of British intelligence is as follows. The RAF has built radio masts on the English coast. Their purpose is unclear, however there is a strong likelihood that they form some sort of aircraft detection and control system. The RAF seems able to intercept raids successfully. However there has yet to be a significant test of their capabilities. It seems likely that the RAF fighters are under some kind of Ground Control System that relies on the information relayed by the radio masts. Experience shows that this is a difficult and inflexible method of operation and so there is some merit in leaving the radio masts intact. This will mean that the RAF will continue to attempt to use their system even when they are overwhelmed by superior forces.
Setting Directives
For this tutorial we will use the Eagle Attack phase of the battle. From the main menu screen, choose the Campaign option pick the Eagle Attack' phase of the battle. As you first enter the campaign screen you will see the directives dialogue box. The help screen for directives, accessed by clicking on the question mark at the top of the dialogue box, is available for all screens displayed during the campaign.
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A certain number of aircraft are available to you, representing an accurate reflection of the resources available to Luftflotte 2 and 3 at this stage of the war. The losses and damage sustained by your aircraft during the campaign, combined with the rate of Luftwaffe aircraft production, will determine how the number of available aircraft varies as the days progress. A gruppe can fly one mission per day. You can reserve a percentage of your gruppen for missions in a specific period. At this point, say we wish to increase the number of gruppen available for raids in this first morning period. Click the down arrow in the Bomber Allocation Mid-day box until it is zeroed. Increase the allocation for the morning period so that it reads 50%, and set the Ju87 setting to 'maintain %'. The section that dominates most of the directives dialogue is used for aircraft allocation. It shows how many gruppen are being directed to attack British targets of a certain type. Some default entries have already been made at the start of this time period. Let's start afresh, by hitting the 'REST ALL' button at the lower right of the screen in order to zero all aircraft entries against targets. We wish to send our Ju87 Stukas to attack Radar (RDF) targets. Find the aircraft allocation cell for Ju 87s and RDF targets. Click the up arrow until 5 Stukas are assigned. 5 gruppen of Ju87 have now been made available for missions against RDF targets. Note the way
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in which Luftwaffe aircraft are organised - one gruppen generally represents 36 fighters, or between 27 and 45 bombers. These vulnerable Ju87 dive-bombers will need some escort. Follow the RDF row along to the Bf109 column. Assign 5 gruppen of Mel09's by clicking the up arrow five times. We want the Mel09's to escort the Stukas closely. Follow the RDF row along to the % Tied field and increase it to 100%. All escort fighters will now fly in close formation with the bombers. It is worth pointing out that the % Free slot lets you specify how much of the escorting force will be flying detached escort this means they will be flying the same route as the bombers but will be flying ahead, behind or above them by some distance. If these two fields do not add up to 100% then the difference is used for Return escort -these fighters will meet up with the bombers as they return from the target area. (If you wish, you may also determine how these escorts fly relative to the bombers by altering the 'Attached Escort' section further above in the directives dialog.)
Click on the Tick on the top right of the box to confirm the campaign orders that you have given. You are now shown a list of
proposed missions generated from your directives. Targets have been automatically chosen based on priority and gruppen assigned according to availability. More Missions can still be added to this list (and, of course, missions can be changed or deleted). Hit the cross at the right of the proposed missions dialogue box to go back to the directives set up. Let's assign some of our twin-engined medium bombers to attack airfield targets. On the airfield target row choose 4 He 111 bomber gruppen. Also, assign 3 Bf109 and 1 Bf110 fighter gruppen as escort, on the same line. We can make half of the fighters fly in close, attached, escort while the rest fly return escort. Click on a mission, then tasking, and in the % tied box set the allocation to 50%. The strafe box should be ticked, which means that fighters will strafe the target if the opportunity presents itself.
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these missions.
The Map
In the area of northern France on the campaign map you will see a number of tall boxes with yellow, red and blue horizontal bands. These 'tokens' represent the
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When a raid is created, and before it takes off, you can manually move any of the waypoints by clicking and dragging it around the map. Those that are important are the fighter rendezvous waypoint (you can move it to optimise rendezvous) and the fighter dispersal waypoint, which you can move closer to the bomber egress waypoint if you want your Return Escort to meet your bombers earlier in the raid.
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start of any engagement, offering you the opportunity to takeover. This means you can get into a cockpit of an assigned aircraft in the engagement and fly this part of the mission. We will do that later! At the moment - pause the game by hitting the pause button on the time toolbar panel. Hit cancel on the takeover dialogue to decline the chance to fly. You will see your last three messages on the teletype screen below the map. Click on the teletype and the full log will appear. Examine the most recent transmissions carefully to understand what has been happening. Close down the message box when you are completed.
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Look at the first raid - R001. There are four lines associated with this Heinkel bombing raid. The first line shows the information about the Heinkel bombers carrying out the strike, including take off time, expected time over the target and the name of the target. The status field lets you know how the raid is organised at this moment. For instance, 'forming' means that the raid has yet to pull its separate elements together and set out to the target area. Target Area' means that the raid is within range of the target or actually carrying out an attack. The RAF field shows you how many British fighters are currently engaging the raid (if any) and the tally shows the current number of kills against the RAF by the raid as a positive number and the number of losses as a negative number. The two lines below the level bomb description of the Heinkels shows the information for the attached and detached Messerschmitt escort sorties that protect the bombers. Use the scrollbars to view all of the elements of the missions in progress. The buttons at the bottom of the mission folder allow you to re-task and alter the routing of any raid, so long as it is not in
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returned and landed. Highlight the line for the first raid. Hit the 'Gruppe' button (at the bottom right of the box) to see details of the lead bomber gruppen that made up this raid. The Gruppe dialogue is split into three panels. Each panel contains details about one gruppe. Three gruppen make up one Geschwader.
To see how the selected gruppe performed during the raid, access the gruppe's mission diary by clicking the 'Details' button at the lower right of the geschwader box. In the gruppe diary box, if you click on 'view single', then you will get a very detailed breakdown of the raid debriefing. All of the other gruppen involved in the same raid can be accessed from this screen. Look at the target and result field to see if the raid managed to reach the target and inflict any damage on it.
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Click on the target list button - which is second from the right on the lower main toolbar. The target list displays every possible British target on a number of pages. Each page has a list of targets for one distinct target type according to the selection of the 'tab' at the top of the box. The list is ordered by absolute priority to the Luftwaffe war effort.
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To get more information about this target click on the 'details' button at the bottom of the dialogue box. This opens a 'target dossier' with the heading Gosport AF. Click on 'centre' to centre the airfield on your campaign map and click on 'zoom' three or four times. Your map will be centred on Gosport airfield. Targets appear as round icons on the map. Different colour icons are displayed for different target types. Airfields are green. If you cannot see any airfields being displayed on your map, find and select the map filter icon on the map toolbar.
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Click on the 'airfields' tick box, making sure that the box is checked before leaving the map filter dialogue box. The exact location of the Gosport airfield should now be identified on the campaign map by its icon. If a target suffers damage, then a red outline is displayed around the icon. A red cross on the icon means that the target is considered to be destroyed and non-operational. Select any target icon on the campaign map to bring up its information dossier. Currently we have very little information in the dossier for this target. Its status is unknown and we have no idea how much damage it has sustained (we haven't flown a raid against it yet so it's safe to assume it is undamaged). The available intelligence is restricted because we are playing the campaign with the same handicaps as the Germans at that time. There is an option on the Mission Page of the Sim Config menu for Luftwaffe Intell (igence). It is possible to change this from 'Historic' to 'Accurate' and have constant up to date and accurate intelligence for all the targets. This makes the campaign a lot easier when playing as the Luftwaffe and very difficult when taking the role of the RAF commander. For the moment, let's stay with the default 'Historic' setting. The information in the dossier will be updated after you have raided the target. This information comes from the Bomber crews who watch their bombs fall on the target. You will find that their information is often biased. From the bomber's viewpoint the damage can seem quite spectacular but on the ground it is a different story. The bombs may be hitting buildings or areas that have no real value, or the damage they cause is quickly repaired. The damage report in the dossier quickly becomes out of date. To get an accurate and up to date report you must periodically
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Authorising a Mission
Say we want to create a mission against Gosport Airfield as a target. Select the 'authorise' button at the lower right of the target dossier. In turn, the mission folder is now displayed. Scroll down to the latest mission to be
assigned, at the bottom of the mission list. A new raid will have been added to the list, with Gosport AF as a target. It has been set up using a standard mission profile. Let's now take a closer look at how this raid is put together.
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overview of aircraft types and numbers that have been assigned, and allows you to make sweeping changes to those broad parameters if you wish to. For example here the raid escort has been suggested as 50% attached and 50% detached or free. It is strongly recommended you change this to 50% returning escort to ensure your bombers do not have to fly home unprotected.
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staffeln to two guppen. Automatically the computer tries to assign gruppen from the same Geschwader, but if it cannot then the unit dialogue box comes up and you can manually select which gruppe you wish to choose. You can change a unit you have already added by clicking on the unit name. The unit select dialogue will be displayed and you may select a new unit. You can also change the target for a unit by clicking on the target name. The easiest way to choose a new target is to select a target icon on the main campaign map. Since the gruppen all make up the same main raid, any new targets will be secondary ones, and the raid will split up after it has formed. Close the task box and return to the mission folder. Note that once a raid has taken off further task editing cannot be performed. While you are on this menu, look also at the field Attack Method. Here you can choose between Level and Bomb in Trail bombing. Gameplay experience has shown In Trail bombing gives the best spread of bombs in a target area, while Level bombing gives the best concentration.
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mission events and direction changes occur - ranging from take off to the entry into the target area. It is possible, through this screen, to insert new waypoints. The major waypoints cannot, however, be edited. Full details of the meaning of waypoints are described in the help file in the route dialogue box. If you look at the map screen you will see that the route of your selected bomber group has been highlighted in white. Waypoints are displayed as rings. The fields you will most often play with here are altitude and Initial Point. By setting up multiple raids to attack the same target at the same time, one at low and one at high altitude, you split RAF interceptors and make it harder for the RAF. Or by setting up a raid to hit the same target from another direction 30 minutes after the first, you might catch the RAF on the ground and refuelling after intercepting your first raid!
Map Filtering
It was mentioned earlier that raid tokens on the campaign map are a representation of those used by the RAF during the Battle of Britain. We have a modern alternative that allows you to see more detail - more detail than would have been possible at the time. Click the 'map filters' icon on the map toolbar, and select the 'aircraft' tab. You will observe that 'authentic plots' are currently selected. Tick the option for 'one icon per Gruppe'. A small icon will appear on the map for every Luftwaffe staffeln that is in the air. You will need to zoom in to
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Part 4: Flying
Now, click on the accelerate button. As the campaign progresses you will eventually be given a 'takeover' warning message when the RAF intercepts one of your missions or a ground attack has started. Click on the 'fly' button. Control will now move to the 'frag' screen, where you can select your aircraft from the raid that has been intercepted. It is also worth noting
that it is possible to fly any aircraft from any raid that is in your mission
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folder at any time. Simply select the raid component of interest in the mission folder and click on the 'frag' button on the lower left of the screen. The frag screen displays every gruppe involved in the chosen raid. Choose which unit you wish to join by selecting its name from the list at the top left of the screen. The flight configuration of the unit is graphically displayed on the lower part of the screen. You will note that fighter gruppen are organised into three 'schwarmes' of four aircraft. The name of each schwarme leader and the call signs of the other pilots, are identified. The actual formation of each schwarme is displayed (according to the assigned configuration in the task dialog). Bomber gruppen are generally formed from three ketten, comprising three bombers each. To assign yourself to a particular aircraft, simply select one from the list. You will note that your name replaces the name or call sign of the pilot that was there. You may make last minute alterations to the flying configuration of the simulation by selecting the 'Sim Config' option at the bottom of the screen. See Chapter Three Section Three for more details and, of course, you can click 'Back' to return to the campaign. Select fly to get into your cockpit! (If you have selected a Kampsgeshwader medium bomber squadron, though, you will be sitting in the gunner's position during the flight.) If you have chosen a unit in contact you enter the 3-D you should get straight into the action. If you drift away and are not under immediate threat then hit the TAB key to enter four times normal acceleration. The auto pilot system will take over and guide you to the area where you should be. When you decide to stop flying, hit <Alt-X> to return to the map and select the time Pause button. All plots on the map will have moved since you entered the 3-D. At this point you could accelerate time again and choose to fly in any other situations that arise, but for the moment let us review our progress in the campaign.
Part 5: Reviews
Open the review dialogue by clicking the review icon on the main tool bar. This dialogue shows you a breakdown of Luftwaffe and RAF aircraft strengths and RAF target statistics (the same dialogue is available when playing as the RAF but from the RAFs viewpoint). The dialogue is broken down into pages. The strength and aircraft pages let you see how your crews are performing and show the current losses and replacements
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Managing Resources
This is not so much of an issue for the Luftwaffe as their manufacturing facilities are not under direct threat. However, it can become a problem if your aircraft are shot down in large numbers. You have the following dialogs accessed from the main tool bar to manage and view your resources Aircraft Allocation This shows the current manufacturing output and which units are the next to be replenished. Luftwaffe Resources Each page lists the number of aircraft in each Gruppe of each Geschwader. If the number of aircraft in a Gruppe is bracketed then that Gruppe is not available for duty in this period, either because it is already flying or has flown a mission, or because it is resting due to losses. This will have an impact on the number of raids generated by directives. Geschwader list This lists Gruppen in detail according to the options you have chosen, for example listing by Geschwader type or Category.
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general assessments of progress so far and updates on the proposed invasion date. More valuable than this summary, is the information in the Review dialogue (accessed with the button at right). Use this dialogue to get a more accurate update on how many of your own, and enemy aircraft have been damaged, and destroyed. While the individual split of Hurricane vs Spitfire kills is effected by fog of war, and often unreliable, the totals column is usually quite accurate, and a good gauge of how the campaign is progressing.
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a distance of up to about 150 kilometres (90 miles), but this reduced by about 30% for an aircraft at 15,000 ft. The Chain Home Low system was developed to overcome this limitation. This type of radar had a range of about 30 kilometres (20 miles) at low altitude. Neither system could be used to track aircraft once they had passed by the system and flown inland. The job of detecting aircraft over England fell to the Royal Observer Corps. Groups of two or three people were stationed all over the south east of England and they reported all aircraft movements to a central station. This system worked remarkably well however heavy cloud did have a large effect on its effectiveness. All the information generated passed through a filtering stage so that the information presented on the map was consistent and as error free as possible. This is the information that you will see presented on your campaign map.
RAF Directives
Note that to avoid repetition, many of the topics covered in the Luftwaffe campaign tutorial section are assumed to be understood by the reader when discussing the RAF campaign.
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Setting up Patrols
In the 11 Group Squadron section there is a Holes in Radar' setting. This setting allows you to set aside a number of squadrons to patrol those areas in the coastal radar net that are not covered. If all of the Radar sites are working correctly then there are no holes in the coverage. One squadron will cover each hole in the net. Hit the tick to confirm your directives. The 'Proposed Patrols' dialogue is displayed, showing the patrols that are planned. Click on the tick box to get started.
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relating to where the squadron is located. Select the 'general' tab for the airfield at the top of the airfield dialog and click on the 'centre' button at the bottom. The airfield will now be centred on your map display and you can zoom in to see its precise location. Again, you may choose to change these icons to display individual units, for better tactical decision making.
Authorising Scrambles
As the day progresses, the Radar net (assuming it has not been knocked out) will detect a build-up of Luftwaffe raids over France. Sometimes the raids will be detected late as they cross the channel into southern England.
As soon as a raid is detected you will be asked whether you wish to set up an intercept patrol. Select the 'Ok' button and a scramble response mission will be automatically generated as soon as possible - usually within a few minutes. The Task button will 1 do the same thing but opens the relevant dialogue to edit the mission before it leaves the ground. We will learn more about this later. There are also occasions when you will be asked if you wish to take over control of aircraft in intercept situations. At this stage you should decline the offer.
Mission Folder
Open the mission folder on the main toolbar (screenshot on following page). Each line shows the details of an RAF patrol mission. The order number is a unique identifier for today's missions, starting with FOOl identifying the first RAF patrol of the day. The squadron column displays the relevant squadron number and, in brackets, the number of aircraft from that squadron involved in the mission. The status field shows the current state of action of the squadron. If the status shows 'At 30 mins', then the squadron is at a low state of readiness, prepared for take-off in thirty
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If the objective is a four-character identifier, then the objective is a Luftwaffe raid. In the case of a raid, its currently known size and status are displayed along with the raid's target and status if it has been confirmed. Luftwaffe raids have an H prefix, and the three digit identifier gives the order of Luftwaffe raids detected during that hour of the day, for example, the third raid detected after 7:00
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be any Luftwaffe raid. Patrols over radar will be automatically vectored against any threats that come close to the radar site. Patrols over other assets will only automatically vector to defend their asset. As a player you may decide that it is quicker to re-vector a patrol to a raid than it is to scramble an intercept from the ground.
Routes
You will find that the dialogs and controls relating to route management are very similar to the Luftwaffe but there are some differences. A special 'estimated location' waypoint marker is displayed on the map route for missions assigned to intercept an incoming raid. This shows the location where the interception is expected to take place given the raid's current course.
Tracking Raids
As the campaign progresses and more raids are launched you will be put under increasing pressure. You must develop a strategic and tactical picture based on the events developing before you. There are different tools available to aid you in keeping track of the enemy raids: 1. Watch the map. Always keep your eye on the campaign map. Raid icons, once raids are on the move, have large arrows next to them showing the last reported heading of the raid.
2. Use the intelligence teletype. This provides the nerve centre for all intelligence information. After a time, the campaign map can become cluttered with Raid and RAF response markers. There's always the danger that as Commander you will lose track of a raid or underestimate the threat it poses.
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3. Use the Hostiles List. The hostiles list is a modern tool (unavailable in the 1940s) that helps you keep track of all raids and responses. Open the 'hostiles list' dialogue by clicking either on a raid token on the map or on the hostiles list icon at the left of the main toolbar.
The hostiles table lists all of the Luftwaffe raids that have been detected. Each line shows the current information that has been gathered about the raid. The columns at the end of each line display the number of RAF aircraft currently flying out to intercept the raid, the number currently in combat, the number returning to base and a running tally of losses for each side. Obviously a major raid with no planned response is potentially a very serious threat. This list is very useful as it lets us see an overview of all the raids and therefore make sure that they all have adequate responses. Raids that are inbound or in the target area pose more of a threat to your assets than those that have dropped their bombs and are going home. Click on a raid and you can automatically 'authorize' an appropriate response to the raid. The fine details of the authorised response can be tuned in the mission folder, which is why the mission folder is displayed once the 'authorize' button is selected.
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Debriefing Sorties
Once a squadron has returned to its home airfield, details of its sortie become available. Highlight the squadron in the mission folder and select the squadron button at the bottom right to display the squadron dialog. Click on the 'details' button to display the squadron diary and full details about the sortie just completed.
End of a Period
At the end of the morning period the directives dialogue will be displayed for the midday session. Pause the game briefly, so that you can review the outcome of the morning's action. Select the 'review' icon on the main toolbar. The review box contains all of the details about your current air force strength. The aircraft tab displays the numbers of damaged and
destroyed aircraft and the assets list will show the accumulated damage to all major asset types. A glance at the most recent teletype output will also help you to keep track of the recent key events. You will need to use the information you have gained to help plan your strategy for the next session. At the end of each day of the campaign - after the third period of the day there will be a summary of important events and some video footage. Then it is on to the next day Occasionally you will notice that you'll be offered to skip a particular session because of foul weather. Normally, you should do so. In bad weather it is unlikely that there will be enemy action and you need to conserve your resources and gain some rest.
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comes. It is still quite stressful for the pilots waiting for the call to arrive at any moment. At 5 mins: The aircraft are fuelled, armed and lined up with the pilots nearby. On the scramble order, it will take 5 mins for the pilots to get into the cockpits, start their engines and get away. At 2 mins: The pilots will be sat in their cockpits with the engines running. You must be careful not to leave a squadron 'at 2 mins' for a great length of time as it uses valuable fuel and will tire the pilots. Changing the state of readiness can have a major impact on the effectiveness of your fighters but you must ensure you do it in the right circumstances. For example, squadrons based to the North of London, which are tasked with protecting the capital, would be best kept at 30 mins or even released if the Luftwafffe is busy attacking targets along the Southern coast. Conversely, when London is being blitzed, those same squadrons should be kept at '5 mins'. You can see the current readiness state of a squadron by viewing the squadron page of an airfield dialog. You can then request a new readiness state using the relevant control. The change will take time, so moving from 'At 30 mins' to 'At 5 mins' will take 25 mins. When you make the change it will say 'to 5 mins' to warn you of the transition. Requests to squadrons that are 'released' will not take effect until the next period. If you click on the sector control station you will bring up the 'tote board' for that sector. This is an authentic representation of the style of display used by the RAF during this period. The lights show the readiness of each squadron in that sector.
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Transferring Squadrons
You will find the need to transfer squadrons to different airfields during the course of the campaign. There are various reasons for doing this: There are not enough squadrons in a particular sector to deal with concentrated raids against it. A squadron is non-operational (Cat C) and must be moved to a quieter airfield to rest and recover.
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There are 2 main ways of transferring a squadron by using the Directives dialogue or the Airfield dialog. Directives: The Front Line airfields option at the top of the dialogue allows you pull your squadrons back or move them forward through three bands of airfields: North London, South London and Coastal. The default is 'Coastal' airfields. If you change this to 'South London' then any squadrons on coastal airfields will be pulled back and relocated at available airfields in North and South London. South London is the new front line. This is a dramatic and sweeping change so use it in the right situations. For example, make South London the front line if radar is out and Coastal airfields are getting hammered, or if London is being raided. The transfers will take place at the end of the current period, so during the period the squadrons will still be available for duty. Airfields Dialog: At the bottom of the squadron page of this dialogue are two combo boxes. You can select a Group and then select an airfield within that group to transfer to. You can only move to airfields that have space to accommodate further squadrons. There are also restrictions when trying to move squadrons out of Group 10 and 12, as the controllers for those groups must have a minimum number of squadrons available at all times. Any requested transfers will take effect by the start of the next period. The squadron will still be available for duty during the current period. 13 Group: You can move units out of 13 Group to fill vacant airfields, but you can only move units back into 13 Group if there are 2 or fewer squadrons based there. It is however worth moving non-operational units to 13 Group as they recover morale faster there. 13 Group has a player limit of max 3 squadrons, which was enforced to prevent an RAF player from moving all his units north, out of Luftwaffe range a strategic option that was not politically possible for Dowding to contemplate in 1940. Naval fields come under the jurisdiction of Coastal command. Others are Bomber command or training fields only used by your fighters when making emergency landings. The Luftwaffe acting on poor intelligence will often attack your Naval and Bomber airfields. This is good and bad -
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Airfields The airfield type shows the command that the airfield comes under. Fighter Command airfields are the most important as these are used by your RAF fighters.
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Lets go through them one at a time. i. Readiness The single most important commodity you have in the campaign is not airplanes or even pilots it is TIME. A good commander knows ahead of all else how to manage time. The more time that elapses between the first detection of a hostile plot and your response getting airborne, the less chance you have of effective interception. The campaign models the RDF system available to you in 1940 pretty accurately, therefore, use it to your best advantage. The player must manage their squadrons and pilots. Poor quality squadrons do a poor quality job. Use the readiness tools available to you and release squadrons whenever it is practical to do so, especially during periods of poor weather. Release your hardest pressed units, as even a few hours will improve their moral and condition. When you need them, they will be at their best if given the opportunity to rest. Try setting minimum
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rest if options in your squadrons menu or in the directives each time period. The squadrons will then be rested automatically if they fall below the minimums the player set. Next, replace badly battered units, but do this with caution. As it was in reality fresh, and hence inexperienced units will suffer correspondingly higher casualties in their first few combats. Use the directives menu to set standing patrols only over convoys or other high priority targets, otherwise do not use the programmed responses and cancel automatic scrambling. If left to the computer the player may as well press the exit button now. At the beginning of each day set a minimum number of squadrons to at 2 minutes using the squadron readiness tab. Depending on what stage of the campaign you are at, this should be a number that you are satisfied constitutes your minimum response. Too few will weaken your response, too many will tire your squadrons. Alternate the squadrons at 2 minutes readiness throughout the day so that the task does not always fall on the same units. Do not forget you will need both Spitfires and Hurricanes where possible; the rest of the squadrons should be left at 5 minutes readiness. Responding to the raid requires time, so set the game non-raid speed at a level you are comfortable with. You can do this in the Game speed tab in the lower menu. Do not set it so high that events move so fast that you cannot control them. On this menu you can also set favourite squadrons, and take over options. The most important option is the take over on raid forming. You must know as soon as a raid is detected and react quickly. Set the time to pause on raid detection. As time moves on during the day, try and anticipate events. If the weather is fine and no serious raids have come your way in the first two periods, it is likely that you will have busy tea-time. The AI plans its raids in 3 periods but raids may overlap. One option is to get patrols up early. Patrols are a gamble, they may be a waste of time, but if you use common sense they may often be priceless. Standing patrols over convoys and coastal patrols are of limited value but are necessary, both to protect assets and keep your computerized senior officers happy. Dont overdo them or they reduce your ability to react when serious threats do materialize. But from the Eagle Attack phase setting up small standing patrols over light ships in the channel can provide a quick reaction force which will peel away fighter protection
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reach 15000ft within its sector. The time for the players patrol to reach an acceptable altitude is why time is so important. The time to decide the tactical details of the interception is now, not when your aircraft join combat. By then it is too late. First, get your patrols up. The RAF Patrols section below has detailed instructions on how to do this. After determining, or guessing, where the raid is headed, place your patrols in a holding position close to the anticipated path of the raid, but not on it. These can be target airfields, RDF stations, or preferably towns. Towns can be displayed by bringing up town and village markers up on the map from the map filters folder. The tactical positioning of your squadrons is important; too far forward and they may not be able to respond to changes of direction by the raid, too far back and they may not be able to intervene at the best moment. If the patrols are too far apart they cannot support each other, too close and they make a tempting target for the free escorts. The key is not to think in terms of horizontal lines, but in terms of a chessboard, or a quadrillage, now expand that into a 3D chessboard. Most of the time aircraft travel in straight lines, but they are able to move more or less infinitely within this huge 3D chessboard. The total number of aircraft to put up depends on the resources you have available, are prepared to commit, or the size of the raid. A large interception force may not necessarily produce better results than a smaller one, but will offer the enemy more targets. Generally, if you commit forces in the ratio of 1:3, that is a safe balance between under and over commitment. The overall quality of your force and your tactics will make a much more telling effect than sheer numbers. The mix again depends on what is available. You may already have committed forces to another raid and be short of Hurricanes or Spitfires, but ideally you need a balance. The Spitfires are superior performers to the Hurricanes, but the latter are better bomber killers. The Spitfire is an Air Superiority Fighter and is best suited to taking on the escorts. Using paired squadrons is often the best policy, but beware that a large time penalty in deployment is attached to their use. The RAF Patrols section below describes the time penalty for paired squadron deployment. The best use of paired squadrons is in anticipation where the time is available. The time needed to deploy wings, 3 to 5 squadrons, is rarely available.
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As you assign a squadron at 2 mins, bring another to 5 minute standby to take its place. In this way, you maintain what all good commanders keep, and that is a reserve to deal with the next threat. Once you have ordered your patrols into position, place the game back into accelerated mode at a moderate pace. The raid should have formed and begun moving into your airspace. Within a very short period of time events will have moved on to the point where it is not possible for you to get further units into the air in time to have an influence on this raid. Therefore, do not be tempted to waste assets if you find that the raid is bigger than at first thought. Use whatever assets you can, standing patrols in the vicinity or other assets allocated to another raid if necessary, but bringing up more units to engage this raid is now pointless and wasteful. The deployment period for this raid has now past, there is only time now to engage the enemy. TALLY HO! PROCEDURES FOR CAMPAIGN TASKS The procedures section is a guide, not on the strategy for deploying your squadrons, but a how-to guide for making the campaign inputs you want. RAF Patrols This tutorial is designed to give the basics of setting up a patrol over a chosen destination. Patrols are a basic tool used to cover convoys early in the campaign; they can also be used as rapid response combat air patrols, or CAP, to respond to Luftwaffe raids. The one draw back to patrols is they have a limited time on station, or flying, and then the squadron must rest before going up again. Patrols with Directives First, let us look at the DIRECTIVES screen that is shown at the beginning of each time period. This screen lets you lay out broad orders to your controllers. The screen has several vital areas that directly effect which raids are intercepted, what is patrolled and by how many aircraft. The use of this screen is one of two ways to set patrols:
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Figure 1. Directives Screen Section 1 deals specifically with 11 Groups squadron, as you remember 11 Group is in the southeast of the island and endures the most of the fighting. Three options set patrols over different objectives. Holes in radar send aircraft to fly patrol when the Luftwaffe knocks out part of the radar coverage. Over convoys sets a constant patrol pattern over convoys as they come up the channel and into the harbor, with replacement squadrons scheduled to fly over the convoy as the previous squadron returns to base, or RTBs. This provides coverage of the convoy 100% of the time. One word of warning, check to see how many convoys are in the area. If you schedule six squadrons and there are three convoys, then all three convoys will have coverage for as long as two squadrons are available, roughly two hours total. The possibility of leaving the convoy unprotected could then arise, remember allocate enough squadrons to cover all convoys in the area.
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Coastal is different and gives you an interesting patrol pattern. If you call for six coastal patrols, you end up with six patrols at the same time flying over radar stations that are still active. These patrols are spread up and down the coast of merry olEngland. The one draw back to this is there are no follow-up patrols scheduled; this is a one-shot deal per period. Section 2 deals with the size of patrol the player is sending out. Squadron or less implies that only one squadron, generally Hurricanes, will be assigned to fly the patrol. Paired squadrons have two squadrons, Hurricane and Spitfire, assigned to fly the patrol. The drawback to paired squadrons is that it takes longer to assemble and fly to the patrol, (or intercept). The squadrons take-off, then form on each other, and then fly to the patrol area. Squadron or less - the squadrons take-off and immediately fly to the assigned patrol area. Big Wing is an even larger formation that suffers from the same inherent problem of assembling the squadrons into the big wing before moving to the assigned patrol area. The advantage, of course, is that once that formation is in the air and a raid is spotted the player now has a powerful force to counter the raid. Patrols set manually The second method of initiating patrols is using a manual method. The manual method allows the player to set specific targets that receive patrols and is frequently used to have aircraft in the air ready to vector onto incoming raids. Setting the patrol starts with the player deciding on what the patrol is to guard. I have chosen the Dover CH towers, (see Figure 2 below). This screen is also the INTEL screen accessed from the mission folder.
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Figure 2. Location Intel Screen Assigning a patrol is as simple as clicking on the Patrol button in the window, which brings up the screen in Figure 3, the Mission folder:
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The outlined line shows that patrol F001 is being flown by 32 Squadron with 12 aircraft. The patrol is currently on the ground readying aircraft and will fly to Dover CH for patrol. All of this can be modified without starting another patrol order by clicking on the Task button, which shows the screen in Figure 4, the task summary screen:
Figure 4. Task Summary Patrol Modifications Task Summary The summary above shows that currently one squadron of Hurricanes is going to fly a patrol over Dover CH. This screen allows you to change the number of aircraft assigned, but clicking on the 1 Squadron line. In effect, you are making this patrol a Paired Squadron that was discussed earlier, with the penalties of a paired squadron. You can also change the squadron assigned, as shown above, from a Hurricane squadron to a Spitfire squadron if desired. For this tutorial, I changed the number of squadrons assigned to two. The player can then modify Hurricane orders by clicking on the Hurricane tab outlined. This will bring up Figure 5 (below), the Tasked Hurricane orders. The Hurricane orders screen allows you to change three separate areas concerning Hurricane deployment, use and unit. Figure 5 shows the preferred target of your assigned Hurricanes. I prefer to have the Hurricanes go after the bombers, if possible. This does not override the AI in defensive measures, although I cannot say with absolute certainty that with Bombers chosen the AI wont ignore fighters to concentrate on
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Figure 5 Tasked Hurricane Order, preferred Target Options Figure 6, shows the options for the Hurricanes attack method. I have not studied this extensively, except to know that Vic is not a formation to stay with if possible. Each attack method has an advantage depending on target type, the one problem with this kind of control; you may inadvertently corner the AI into a bad decision with these options.
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Last, but by no means least, is the ability to pick which Hurricane squadron you want to fly the patrol, click on the names squadron, outlined in red above. You will then see Figure 7, the Hurricane squadron list:
Figure 7. Hurricane Squadron List Choosing a squadron is as simple as double-clicking on the squadron you want to fly. One note of caution, this screen does not remove squadrons who are currently unable to fly due to other restrictions. You can easily assign this patrol to a squadron that just returned from a sortie and is unable to fly for a period. A double-check of squadron status after leaving the orders area is a good practice. The easiest way to do this is from the Mission Folder screen, highlight the squadron assigned to the patrol and hit the Squadron button in the lower right. You will see Figure 8, the squadron readiness screen.
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Figure 8. Squadron Readiness This shows you the squadron is on the ground because the required line does not say IN AIR. It shows 16 aircraft available and they are ready to fly, from the status line. All of these options, except squadron status, are duplicated under the Spitfire tab. The one thing to remember is if you have only one squadron assigned and it is a Hurricane squadron then the Spitfire screen will not work. You can visit the screen, but none of the options, Attack Method, Preferred Target, and Squadron will respond to mouse clicks.
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As stated earlier, this tutorial increased the number of squadrons to two, one Hurricane and one Spitfire. After all the changes were completed, the new task summary screen looked like the one in Figure 9. The new task summary shows that a squadron of Hurricanes and a squadron of Spitfires will be flying patrol over Dover CH. One note, the campaign engine will try and bring squadrons from the same airfield as the first choice, so if you do not want both squadrons from Biggin Hill AF to patrol at the same time, remember to go to the aircraft tab and change squadrons.
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Figure 2. Route Waypoints I have cut and pasted several images together to give all the information available. The player can move the mouse cursor over each waypoint to view the white labels designating what that waypoint is. The route screen has three tabs; take-off, main route and landing, which I have placed in the same picture for informational purposes.
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Figure 3. Waypoint Information This screen and the zoomed in map screen give the player some valuable information. First, for those players who use the ground to navigate from
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take-off to landing, you can see the IP is near an airfield for easy identification. If the player navigates like this, waypoint can and should, be moved to easily identifiable ground points. Second, the IP screen shows a lot of information: Alt, ft: ETA: REL to ToT: Altitude in feet the waypoint is Estimated time of arrival at the waypoint in campaign time Relative time to IP. If negative that means the waypoint should be reached BEFORE the IP Time remaining before the tank runs dry, I cant confirm but I assume it is at a cruise setting for the throttle and not at 100% throttle. Battle will reduce this time Used for German bomber planning, gives you a time for battle over the IP Compass direction from last waypoint, if you use manual navigation
Fuel:
The Alt, ft and ETA both have red arrows in their box, signifying that they can be changed. Figure 4 shows changes made to lower the altitude from 15,000ft to 14,000ft and change the IP arrival time to 08:00.
Figure 4. New IP Waypoint Information Notice how the fuel time went from 51 minutes to 52 minutes, this is due to the fact that your not climbing to 15,000ft thereby saving your pilot
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Figure 5. New Take-off Time The take-off time has moved from 06:52 to 07:35 to meet your new IP requirements. The last item to change is the actual waypoint position itself. If you look at Figure 2 you can see the patrol area is 2-3 miles long in a north south direction, not the most optimal direction to stop raids from France. Moving the waypoints is as easy as left-clicking on the waypoint and dragging it to its new location. Words of warning, moving certain waypoints, most notably the IP, will cause all waypoints to change. While seemingly a random choice of the computer it is not. Moving the IP causes all other waypoints to be moved in relation to the Waypoint: Estimated Location waypoint and the new IP position. Think of it this way, when you move the IP, the target egress point and the patrol area need to move to still patrol over the target the player has selected. To overcome this move the IP first and then move the rest of the waypoints to the position desired. Figure 6 shows how I moved the patrol area to a better position:
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These are the basics for manipulating the route for a task. Remember that this only changes the route for 43 Squadron. If you had a Spitfire squadron joining them, the player would have to go to the mission folder, highlight the Spitfire squadron and follow the same procedure. Otherwise, your Spitfires will arrive 30 minutes before your Hurricanes will. Winning the RAF campaign (2009 additional notes by Heinkill. Warning: will not appeal to historical purists!) To win the RAF campaign you must ensure that you preserve your capability over Group 11 airspace. You cannot afford to let too many squadrons reach Category C (non operational) status. If you do, the battle will be lost. It is more important to preserve aircraft and pilots, than it is to protect airfields, ports and factories. Unlike Dowding, you will not be sacked for letting the Luftwaffe through, so make the most of this and pick your fights carefully. The following tips will help you achieve RAF Victory:
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England. This meant eliminating it as an effective fighting force, rendering it unable to cover the potential landing areas of the South East of England.
Important concepts: readiness, and morale The sophisticated campaign game engine balances several very human elements to determine how your campaign is progressing: Readiness: RAF and LW squadrons are assigned readiness categories depending on their leader and pilot morale, which are driven by level of experience, and pilot/aircraft strength or losses. A Category A squadron has high morale, experienced and rested pilots, and sufficient pilots and aircraft. At the other end a Category C squadron is non-operational, with poor morale, novice and fatigued pilots, and insufficient pilots or aircraft to remain combat ready. Morale: this is driven up or down by several elements, over which the player has strong influence. - Loss of squadron leader. If you kill the RAF squadron leader (or as LW leader, lose yours), squadron morale plummets. This is very important in deciding how you will fly the 3D dogfights, either as squadron leader, or as a wingman. Novice pilots who are getting killed in many engagements should NOT fly as squadron leader as their loss will bring down their staffel morale dramatically. The opposite of this is that if you can identify the RAF squadron leader visually (usually aircraft letter A in non-multiskin default installs, or the first aircraft in the RAF VIC formation) you should target them and call your staffel to attack them. - Fatigue. Units gain morale if they rest during a game 'period' (eg 0600-1100, 1100-1600, 1600-2000) and lose morale if they are forced to fly for consecutive periods. As LW commander you therefore want to keep the RAF airborne, and tire them out.
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How the game defines LW victory As air superiority is the ultimate objective, the game AI constantly tracks how many Category C (non-operational) units the RAF has. When this reaches a (secret) pre-determined level, the LW player wins and Operation Sealion is initiated. You are rewarded with a stirring video of German Troops marching through London. It is just as important to understand that you do NOT win by just by destroying all Group 11 RAF airfields, or just reducing the total number of RAF aircraft available. You MUST reduce whole squadrons to Cat C, or wipe out most if not all Fighter Command airfields. (TIP dont forget those in the north of Group 12). If you fly, you increase your kills While it is not the case in the RAF campaign, it is absolutely the case in the LW campaign that you must jump in the cockpit and fly well, and often, to win the Battle. This is because the losses the RAF experiences in 2D campaign map level are much lower than you can achieve at 3D cockpit level, flying as a squadron leader or wingman, and directing your staffel's targets. The game uses a 'proportionate response' model which mirrors air warfare doctrine of the time, meaning that one RAF squadron will be met by one Luftwaffe staffel, irrespective of how many fighters you have in your escort. The rest of your escort will stay with the bombers. In a 2D engagement of squadron vs staffel, the RAF will only lose on average 2-3 aircraft per squadron. These low numbers are easily replaced, and remember that pilot losses are low if the kills occur over England, not over the Channel. However at 3D cockpit level, you can wipe out or degrade entire RAF squadrons through good leadership, or tactics.
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have of shooting them down over the channel. You can leave the RDF stations completely unmolested. Use multiple small raids: It may be tempting to send armadas across the channel, but the proportionate response system, and your own physically limited ability to frag into 2-3 dogfights per session, means there is no point to large raids. Further, you want to keep the RAF flying to fatigue them, so if they must respond to multiple raids, they are required to call on more squadrons to respond. The ideal size for a raid is 1 gruppe of fighters, escorting two staffeln of bombers (set to 'bomb in trail' for maximum effect). First Priority targets: Woolston Supermarine factory located on the Itchen River and SW London Hawker factory (you need to ensure you enable the map to show production facilities). You will see on the SW coast a cluster of 3 factories, of which one is the main Spitfire production facility at Woolston. Knocking this out, and keeping it out, will halve Spitfire production. You should also attack the Brooklands Hawker factory in SW London to reduce Hurricane output. It is also possible that the Gloster Aircraft factory at Hucclecote, Gloucestershire should be attacked as it was historically a Hurricane production facility, but it is a long range raid, and I have not been able to confirm that attacking it reduces Hurricane output. Second priority targets: Once this is done you can turn to the RAF airfields. Using the small raids of 2 staffeln strength, you can inflict light damage on airfields, and may catch RAF squadrons napping. But you will not render the airfield unservicable and force the squadrons there to Group 13. A red circle around an airfield will tell you it is damaged, and when the circle disappears, it is operational again and you can target it again. One of the most satisfying raids to fly in the BOBII campaign is a Zerstorer raid on an RAF airfield, which catches the RAF on the ground! But drop your bombs and go for the aircraft, not the buildings!
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To get them to form up together before the coast, I do this: 1. I drag the Bomber Rendezvous Way Point back a few miles, from the given point, blue dot. You need not do this all the time, but when fighters are far forward, and bombers deep back inland, I find it makes them form up better. Sometimes just dragging the Fighter Rendezvous Way Point on top of the given Bomber Rendezvous Way Point, the fighters still race ahead. 2. I drag the Fighter Rendezvous Way Point on top the Bomber Rendezvous Way Point.
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In this case, the fighters reached the Rendezvous before the bombers, and went ahead until the bombers reached Rendezvous, and then popped back to and with the bombers. OK. I planned this only once, and they formed up well, first try. Let us consider the Fighter Dispersal Way Points, and Bomber Dispersal Way Points, here, also. My observation shows that the fighters, when returning, always fly to the Bomber Dispersal Way Point, before going home. For that reason , with Attached Escorts, I always move the Bomber Dispersal Way Point up to where I want the fighters to disperse. Usually I drag the Fighter Dispersal Way Point at the same point. If you get a Bingo Fuel Limit warning, moving the Bomber Dispersal Way Point closer to the fighter home field may save enough fuel to let the planned mission go ahead. In the above pics, Bomber Dispersal Way Point is purple dot, and Fighter Dispersal Way Point is orange dot. =============================================
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2. Why do my Recon missions turn into Bombing missions? I can provide some insight on this problem. It crops up when either you or the Directives try to issue ordes for a Recon and there are no more Do-17s available to fly the mission. The game will then assign the mission to a Stuka, He-111, Ju-88, or a Me-110. If you go ahead and fly the mission with one of these alternative plane types then it's game over as far as recon missions are concerned. After this, any attempt to assign a recon will result in a bombing mission even if the mission folder lists it as a recon mission. There is no way to get the game to go back to setting up recons, that I have found. This problem is most common the first couple of days into a campaign when you only have 3 Gruppen of Do-17s to work with, KG 76. Rowan used DO17's intead of making a dedicated Recon plane type. KG 76 represents the Recon Aircraft used. Only set up recons when there are Do-17s available as shown in the Resources folder. I never use any others except KG 76 for recon. This problem can also occur latter in the campaign if you have used the Do-17s heavily for bombing missions, used them all up, then try to assign a recon. I never, ever, begin flying any mission until I check the mission folder first to make sure that no Recon missions have been assigned to any plane other than a Do-17. This is one of the reasons I make a unique saved game at the start of each day. If I screw up this or something else goes bad, then I don't have to trash the entire campaign.
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2a. Try "bomb in trail" formation versus "level bomb" to place bombs differently. 3. For Stukas and BF110s, they will usually only hit near this Main Airfield Target. Once all of the big hangars are destroyed, I do not send them to bomb that airfield anymore, and try to spread out bombs will high flying level bombers. ============================================= 5. Are Detached Escort fighters useless? Yes, as escorts. DETACHED ESCORT units will not help your bombers, unless you lead them yourself in 3D. The Detached Escort may better be called Fighter Sweep. Otherwise, they fly to Patrol Way Points 2 or 3 times, go back home and play with your French ladies while you are getting your ass shot to pieces! If you lead them in 3D and go hunting, then you may well do some damage to fighters that are coming to attack the Raid you are mission attached with. The 2D RAF interceptors and Patrols will always ignore these Detached Escorts. They never rise to the bait! To make these Detached "Sweepers" effective, you must Lead them yourself in 3D. ============================================= 6. Why do Emils always fail to engage the enemy as Attached Escort with my bombing BF110s? They never do, that is true. I think Rowan coded the BF110s as fighters, even when they are on a bombing mission. An escort fighter formation is not coded to go to the rescue of another fighter formation. So for these raids to be effective you must lead the Bf109 staffeln yourself and attack! 145
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The bombers are now on their own! Remember that the game will try to sortie 1 RAF Squadron for every Bomber Staffel you put into the air. ============================================= 8. How to make best use of Return Escorts? Heinkill uses these Return Escorts to ensure his bombers are not left to get home across the Channel alone. The key here is the Return Escort's Fighter Dispersal Way Point. Think of it as a Bomber rendezvouz point instead! Drag the Fighter Dispersal Way Point up near the bomber's Egress or Egress 1st Dogleg Way Point, and the Emils will take off in time to reach the bombers as they egress, and then engage any enemy they see. A good balance of forces is to include double the number of fighters to bombers, as 50% attached, and 50% return escorts.
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Figure 7 Main Screen Steps and Result The Accel tab gives the player the ability to control what speed the campaign is running at and what speed the campaign will jump to when certain conditions are met. So if you would like to react immediately to a raid forming, check the Raid Forming box and the campaign will move to real time when a raid is spotted on radar. This will allow you more time to set and modify your response. Now to activate a single-squadron campaign you click on the Fly tab and you will see Figure 8.
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Figure 8 Game Speed Fly Tab The check marks show the default settings for the dialog box popping up asking you to fly. First, uncheck all the boxes in the All column, if any of these are checked it will override any options you choose in the Favorite column or Favorite Units boxes. There are many options you can follow here; if the player wants to fly only Spitfires of any squadron just change the Aircraft box to Spitfire. To fly a single squadron only, just left-click on the Squadron box and choose the squadron name you desire. Figure 9 shows the final result - of choosing to fly the 610 Spitfire squadron from take-off of every mission.
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Figure 9 Flying 610 Squadron Only At first there will be no change in the campaign. You will see missions generated and raids over France forming. You will be able to respond to all of these events normally, the only difference? You will not see a popup dialog window asking you if you would like to fly an intercept. When the 610 Squadron is assigned a mission you will see 610 squadron on the map shown in Figure 10 (below).
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Although 610 Squadron is on the campaign screen and the player has not received a window asking to fly, DO NOT WORRY. What is happening is that 610s take-off time has not arrived. If you looked at the squadron status it will show Prepping to fly and that the campaign time has not reached the take-off time shown in the Route window. When the take-off time has been reached you will see the window in Figure 11.
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Figure 11. Taking Over Dialog Box Just click on the Fly button and you will be sent to the cockpit awaiting take-off. You fly the mission, land and when you exit you will go back to being Dowding working a thankless job. Its not quite single-pilot as you still have the campaign to worry about, but its pretty darn close.
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From the Desktop, load Windows Explorer and select the 'Battle of Britain II' folder. When the contents of that folder are displayed, scroll down and right-click on the 'bdg.txt' file. Left click on 'Open With' and then select 'Notepad'. The contents of the bdg.txt file will now be displayed. Roughly 25 lines down, you will see the following: SPC_Skill_RAF=VETERAN # valid selections (must spell correctly or defaults to NONE): HERO, ACE, VETERAN, REGULAR, POOR, NOVICE, NONE (NONE is default means no forced SPC skill level) SPC_Skill_LUF=VETERAN # valid selections (must spell correctly or defaults to NONE): HERO, ACE, VETERAN, REGULAR, POOR, NOVICE, NONE (NONE is default means no forced SPC skill level) The above settings should give you a fairly even scrap. If you would like to vary the skills in favour of the RAF. Try 'RAF=ACE' and 'LUF=REGULAR'. Note that if you set both skills to 'NONE' you will default to the random skills of the regular Campaign expect some ultra heroic rear gunners! Dont forget to save your changes! Now you can start your Single Pilot Campaign
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Now select 'RAF' (the Luftwaffe SPC is covered on page 172).We will start right from the beginning in this tutorial so leave the default selection at 'Convoys' (you can of course select any of the other options (by left clicking on them) if you prefer). Select 'Begin'.
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Enter a name beside the word 'Commander' to identify your Campaign. Now here is the trick to enable the SPC as it stands at the moment. Left click on the word 'Commander'.
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Favourite Units
Remember your intentions are to fly with a single squadron and the decisions you make below will affect that intent. Beside 'Group' it is suggested that you select 11 via the drop down menu if you want to see plenty of action during the Convoy stage. Beside 'Aircraft' select whether you want to fly for a Spitfire or a Hurricane squadron. There were more Hurricane than Spitfire squadrons active in 11 Group at the start of the Battle. If you select 'Either' you will see both AC types in the next menu item rather than a single type. Dependent upon which 'Group' and 'Aircraft' type you have selected above you will be presented with the squadron numbers available to you beside 'Squadron'. Pick the one you would like to fly with.
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When you have made your selections click on 'Begin' again. You will now be presented with the Campaign 2D map. If you are totally new to the BoBII campaign and are unsure on how this operates please refer to Section A. Note: The Game Speed may be set as high as 600. This will allow the minimum of time to elapse between offers that you will receive to join your selected squadron. However, this speed causes the audio cues and map actions to get out of sync! If you are prepared to wait and allow the Campaign to develop at a more leisurely rate so that all the Map room announcements are included, then you can go as low as 200. The Beta Testers have found that a speed of 300 is a good compromise. Set your required game speed as soon as you are in the 2D map room. To do this click on the speed icon on the far left of the control bar.
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You will now be presented with the pop-up window shown above. Use the menu arrows to reduce the speed to 300. Note: If you click the 'down' arrow next to 'Non Raid Speed' the speed will also be applied to the 'Reconn Speed' and 'Raid Speed' boxes too. However, if you click the 'down' arrow next to 'Reconn speed' only it and the 'Raid Speed' box change. Likewise if you click on the 'up' arrow next to the 'Raid Speed' box the speed is applied to all three boxes but clicking on the 'up' arrow next to the 'Reconn speed' box only changes it and the 'Non Raid Speed' box! You should remember that this is a Single Pilot Campaign and, in theory, you should stay with the same squadron throughout the Battle. The choice is yours, however. It is true that pilots did transfer to other squadrons, e.g. an experienced pilot to replace heavy losses. If you do switch between squadrons, then you should appreciate that your Pilots Log will follow you and not the activities of your chosen squadron.
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In the 'RAF Resources' pop-up window select the '11 Group (SE)' tab.
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Now click on your squadron number tab '64' next to the 'Damage' tab.
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In this particular case, the morale of the wingmen is top hole. Cant say the same for the CO though. Perhaps he is not too sure about the capabilities of his new intake or that pretty WAAF is still keeping him at a distance! If the 'Morale' is down to 'Very Poor' and the 'Status' is 'Category C', then the squadron is unlikely to fly for a few days. Dont write them off though! They will be back in action once morale improves. If there is no tab heading for your squadron number then it has been moved. Unless it has been packed off to Group 13 it will start to fly from its new airfield without any necessary prompting from you. You can find out where it is by clicking on the 'RAF Resources' icon at the bottom of the 2D map screen. You can either wait until its 'flag' appears on the map or search through the airfields of each Group until you find it.
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We suggest you look at 13 Group first because it will be easy to find but you dont really want it to end up there. If it does we do recommend a transfer to another squadron in this case.
During the 'Convoy' period you will find that most 11 Group squadrons will be moved to new bases at least once. If you do decide to transfer to another squadron, select Game Speed as described above, when you first selected your squadron and then click on the Fly tab.
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The procedure is the same as when you selected your squadron at the start of the Single Pilot Campaign. When the campaign is running on the 2D map you will be warned that an offer to fly is imminent as your squadron label will appear over its home airfield icon. Shortly afterwards you will receive the offer to fly.
As for the general Campaign you have 60 seconds to make up your mind. Click on the 'Fly' button to proceed.
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Newcomers to the Campaign should avoid flying as the Squadron (Red) Leader until you have had a bit of practice. Flying as 'Red Leader' means you have more control over what happens but, as in real life, you mustnt make mistakes! Also, if you are prone to getting killed, the loss of the CO usually means that the whole squadron is grounded for a session or two, i.e. until his replacement arrives. Deliberately shooting down your CO will not hasten your promotion chances! For your initial flights we suggest that you fly as 'Green 2'. He is positioned to the extreme right of the formation. Or, if you are left-handed, try 'Yellow 3'. How the Single Pilot Campaign is flown is up to the individual player but it should be appreciated that it is, in reality, a lot of 'joined-up' Instant Action missions. The missions are as varied in content as the Instant Action ones, each time that they are played they play out differently. You will see this if you scrub a mission that just got you killed and re-enter the Campaign without saving that mission. The big difference between Instant Action and Campaign missions, however, is that Instant Action missions meet up with the enemy prettymuch straight away (they were designed that way), in Campaign missions you may have quite a lengthy flight before you meet any opposition; you
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Here you can see that you have quite a trip, even in a Spitfire or Hurricane, to reach any possible prospect of action. You can, of course, back out of the map and just enjoy the view of your squadron flying in
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harmony with each other (you will have to hit 'Ctrl+A' again immediately after coming back to 3D to re-select autopilot). But believe us, you will very likely get pretty fed up with this after the first few sessions, stupendous as the views are. To speed matters up a bit click on '1. Accel' on the 'Map' screen. Now click on '4. Mission IP'
The squadron icon will slowly move through each Waypoint marker until it reaches the Mission IP marker. At this point, you will be automatically thrown back into 3D. If you now wish to continue using the Map acceleration, press M again. This time select 5. Home. This time, the squadron icon will slowly move through each subsequent Waypoint marker and continue until it returns to your home airfield.
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You can exit the map accelerate and return to your mission by pressing 'zero' (0) on the keyboard Numpad or click with the mouse on '0. Exit' on the map. You should, however, watch out for this:
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Here you can see a Luftwaffe icon has appeared. Now is the time to sharply exit from the map and take manual control of your aircraft. You now have your Instant Action type mission! As far as Patrols are concerned, they are of course, pretty repetitive. You can leave your squadron on autopilot once it has reached its patrol point and await events if any! You can break the monotony and still be vigilant by occasionally hitting the 'Nearest Enemy' keys (Ctrl+F1). If there are any bandits in the offing they will be padlocked. If you are flying as 'Red Leader' you can look around without fear of hitting anything if you are on manual flight. You can use the mouse /keyboard /hatswitch if your are on autopilot (or TIR of course if you have it!) You can also ask 'Red 2' if he can see anything by using the radio command (R-3-2). After the scrap or the completion of the patrol 'Red Leader' will order you home. If you are 'Red Leader' and want to return to base then hit the 'Home' or 'Return To Base' (RTB) key combo (R-4-2). Hit the 'Regroup' combo (R-4-1) if you want the squadron to form up behind you and continue with you to the next waypoint. Again, it might be a good idea to go into autopilot and let the squadron form up automatically. Note: Once you hit the 'Home' or 'Return To Base' (RTB) key combo (R4-2) your wingmen will disregard any other orders you may issue as this locks the AI into the RTB code. When the squadron is within reach of the airfield take back control if you are flying as anyone other than 'Red Leader'. If you are 'Red Leader' keep asking 'Home Tower' (R-5-2) for a vector and wait until he tells you that you are under 50 miles away. Then take over manual control and lead your squadron back home. As you will be continually landing at the same airfield you will soon be able to find your way without the aid of 'Padlock Last Message' (F5 after asking for 'Home Tower'). Adopting this approach you will soon be surprised at how much your takeoff and landing skills have improved! The Beta Testers have found that if you dont interfere with the AI Controller by ordering other squadrons about and even fragging into other squadrons the result of your Campaign will be historical. In other words, we (the British!) will win albeit by the skin of our teeth. If you want to
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Starting a LW Single Pilot Campaign The steps are identical to starting an RAF Single Pilot Campaign (pages 35 of the Single Player Campaign Manual) and choosing which squadron or staffel you wish to fly with. It is recommended you fly as a wingman unless you enjoy trying to find your target on your own! In the LW campaign you have extra choices: Luftflotte (I or II) Geschwader type (Stuka, Kampf, Zerstorer, Jagd) Gruppe (I II III) Geschwader (Staffel or unit) Gameplay If you choose Stuka or Kampf (bomber) units, you will find the gameplay is almost identical to the RAF campaign, with certain advantages. The game AI automatically generates raids and targets for you. As a Stuka pilot in most units you will almost always be in the action in early morning raids. (Tip: Choose a Stuka unit near the coast opposite Manston or Hawkinge. You can find out what unit is based at an airfield by clicking on the airfield and then choose this unit as your Favorite . StG I I at Peuplinge airfield is a good choice. Led by the famous Paul Werner Hozzel - Hozzel the Schnozzel. It is frequently in the action). You can check your target on the Missions Folder (lower right hand icon on the campaign map screen) if you are playing staffel leader in Stuka staffel and then navigate there using the in-game map. As a bomber gunner in most units, you will be in the action nearly every day. (Tip: Again choose a unit near the coast). It will not matter if you play as leader or wingman in this campaign as you do not pilot the aircraft, you man the guns. This is quite exhilarating in itself - see how long you can survive as a Ju88 belly gunner! (Tip for bomber campaign: Remember you can switch between positions to track a fighter as it is coming in. I suggest you allow yourself 5 reloads
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If you don't choose to fly at this point you should be offered another trigger screen to join the raid when the raid is approaching the target. Again, if you click 'FLY' when you get this offer you will be in the escorting fighter unit, but it may not actually be near the target depending on whether it successfully rendezvoused with the bombers. It is a good idea to check the map to see where your staffel is when you frag into it. (Tip: Pay careful attention to what your staffel leader and colleagues are saying over the radio. If they call 'Regroup!' or 'My fuel gauge is reading zero!' this means they are going to break off and head for home. If they do so, the RAF will stop chasing them, but if you are still engaged, you may suddenly find the anger of the entire RAF directed at you! Unless you have a death wish, if your buddies bug out, you should too!) The only other trigger which consistently appears for fighter campaigns is the landing trigger and again the game will tell you that your bombers are coming in to land, but when you click 'FLY' you will be offered your fighter staffel and again, your fighter staffel may or may not be coming in to land depending on where it is in the sky when the bombers are coming in. Check your map if you don't appear to be near the airfield and bring your fighter in yourself. On reflection this is probably an early design decision by the makers of BOB I, as there are no 'frei jagd' or fighter sweep missions possible, all LW fighter missions revolve around bomber escort. This is not to say that once airborne, you can't take your staffel on a 'frei jagd' hunt. You can! The sky is yours in BOB II, which is the beauty of the game. At the moment the fighter campaign triggers for large and small engagements do not seem to be active, but you can frag into these fights manually where you see them happening on the 2D map, by just clicking on the fighter unit you want to fight with and FRAGging in. The fighter SPC works fine though if you take the offer to fly from takeoff, or when approaching target. You can always use autopilot (TAB) for the boring commute across the channel. (Tip: If you want to follow a particular Jagd staffel, then JG26 III is a particularly good choice. It was the staffel of German Ace Adolph Galland. Morale is high and his unit colors are famous! You will find them at Audembert, SE of Wissant. To fly a Galland campaign just choose: Luftflotte: any Aircraft: Jagd Gruppe: III
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Recommended settings
These are a personal preference and you can adjust them yourself but a good starting point for the LW SPC is to have the game move briskly at the 2D map level when not plotting raids, and slower during the raid phase. This will enable you to follow what raids are being sent against what targets and assess their results by clicking on the targets that have been hit. Non raid speed: 420 Raid speed: 60 You might also need to adjust a couple of settings in the BDG.txt file in your BOB II directory. The game AI sends some pretty big raids against British targets, with upward of 200 fighters and 100 bombers, so the sky can get pretty crowded. If you find you are colliding with your comrades or the enemy too often you can set: mid-air collisions=OFF
Navigation
Finally, if you wish to play a more immersive game and lead your Stuka or fighter escort flight to and from the target you will need to be comfortable with using waypoint padlocking and the map to navigate. You cannot get directions to your target from the German 'tower'. Using the map to navigate: At any point in your flight you can press 'M' to see the in-flight map. This 'cheat' enables you to see your aircraft (centered) and other friendly and enemy aircraft. It also shows you your waypoints, though not your ground target. You can calculate a heading to your next waypoint yourself, then fly it from the cockpit, or, you can press one of the commands for 'Next waypoint' and the autopilot will move you to the next waypoint. It will kick you out of the map when you either reach the waypoint, or if you are intercepted. Using waypoint padlocking: You don't need to leave the cockpit to get a bearing to your next waypoint. You can use the 'F4' key (Next waypoint) to padlock your next waypoint. Be aware though, once you reach a waypoint, your heading will only automatically change if you are in AutoPilot ('TAB' key).
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Using terrain features and recon: You don't need to use any cheats at all if you can use a compass and your eyeballs (and have enough fuel to allow for mistakes!) After take-off, calculate a heading which will take you to a major landmark (Dover Cliffs, Dover Port, Southampton Port). The White Cliffs of Dover for example are visible from halfway across the channel, so they are hard to miss. From there you can calculate a heading to a landmark near your target, or your target itself. Use the recon function (click on the target to call up the recon button and if there is a recent recon shot available you can view it) to help you identify the target, or fly your own recon flights (e.g. in a fighter) to help you practice your track before you fly it in a Stuka. If you are quick, while your raid is readying for take-off, you can just commandeer any fighter you see in the sky by clicking on its unit icon and choosing 'FRAG'. You can then do your recon. Your commander will ask you where the heck you are going, but what he doesn't know won't hurt him! Once you've done your recon you can 'ALT-X' out and frag back into your Stuka, which is probably already in the air and on its way to the target by now, so don't waste too much time swanning around! Or, you can just wait until the game commander offers you the chance to takeover again. Morale is an important element in the LW game. Your personal actions have a direct impact on your staffel and thus the course of the Battle. To win the LW campaign you have to do more than survive, you have to cripple the RAF and morale is an important element in this. (Tip: Keep losses down to keep morale up, especially your own! And you can bring RAF morale down quicker by downing their squadron leaders!) So what are you waiting for?! Strap on a Stuka and get up there pilot!
Gameplay tips
Remember, your goal is air superiority. In the LW SPC it is critical for the player to fly as many missions as they can, to ensure the attrition (destruction) of RAF squadrons is as high as possible. If left to its own devices the AI Commander strategy may not generate sufficient RAF attrition for victory to be achieved. The game designers obviously intended that the player's actions and success be the decisive influence in the outcome of a campaign. Think of it this way. If the daily total is 20 RAF kills without the player flying any sorties, and if you can contribute even 2-3 more kills per sortie,
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SPC bonus
The beauty of the LW SPC is that the full functionality of the LW Commander Level campaign is hidden just below the surface. If you are frustrated at the targets the LW AI Commander is choosing (what, another attack on Plymouth Port?!) you can override these and choose your own! Here's how: 1) Click on the target you wish to attack: you should focus on RAF fighter airfields (Manston, Hawkinge, Tangmere, Lympne, Westhampnett, Biggin Hill, Croydon, Kenley, Rochford, Duxford...) or fighter production facilities and then click on Authorize and then click the 'Tick' to close this dialogue box and launch your new raid. 2) The game will assign bombers and escorts based on available and ready resources. If you don't like the raid generated you can delete it straight away, or later, from the missions screen (lower right hand icon on the campaign map screen). You can also keep an eye on the other missions the AI is generating from the mission screen and if you don't like them you can delete them as well, at any point before they actually take off. 3) If there are no aircraft available the game will tell you so (Insufficient Resources Available). Also, the only resources available may be out of range, so the game will generate the mission to helpfully show you there are still resources available
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to you, but it will automatically cancel the mission (declaring it an RTB or Return to Base mission). If you see one of these you can delete it, and reallocate the resources to a target which is within range of the available units. Even this small level of campaign intervention can make a significant difference to your success in the campaign, so take control! Launch a sneak attack on the three RAF squadrons based at Biggin Hill and catch the RAF napping!!
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CHAPTER 5
FLYING THE BATTLE OF BRITAIN AIRCRAFT
his chapter begins with a description of the controls available while flying the aircraft in this simulation. Section Two describes how to access 'interactive' cockpits in the simulation, where the player is directly controlling the equipment in the cockpit of the flyable planes. Section Three gives an analysis of the engines and propellers on Second World War fighters and bombers. Section Four contains detailed cockpit screenshots of each of the flyable aircraft in the game and details how to start the aircraft's engine, taxi down a runway and take off. Section Five follows various solo flying and formation flying tips. Section Six deals with the various combat manoeuvres that the player will need to learn to become a proficient pilot. The final section provides technical specifications of the fighters and bombers in the game.
Flight controls
The aircraft in the game can be flown using just the keyboard, but it is strongly recommended that a joystick be also used. Many of the controls can
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Engine controls
Throttle The throttle provides control for selecting the desired engine power. The number keys give throttle control from 10% through to 100%. The + (plus) and (minus) keys thereafter give fine control with changes in increments of 1%. The Bf110 has two throttle levers, one for each engine. These can be controlled either together or individually. Pressing E will cycle through the available engine to control - both together, port engine only, starboard only. Propeller Pitch The propeller pitch control alters the angle of the propeller blades. It can be used manually, just like the gearbox in a car to maintain the correct engine speed, or controlled automatically by the computer. Decreasing the prop pitch increases the RPM and vice versa. Pressing SHIFT+9 toggles maximum Coarse Pitch (lower RPMs). SHIFT+0 keys together toggle maximum fine pitch (higher RPMs). Similarly, SHIFT and (minus) or SHIFT + (plus) keys pressed simultaneously increases or decreases the pitch incrementally versus a toggle. Windmill Braking using FINE pitch angle: The propeller can act as a brake to slow the aircraft down to some degree. With the throttle set at idle and maximum fine pitch (SHIFT+0) the propellers angle creates higher resistance against the onrushing air and thus will act as a brake and slow the airplane down windmill braking. Initially it may seem and sound that speed is increasing because initially the RPMs will actually rise, but as the airplanes forward speed slows the RPMs will drop. This will only work if adjustment of prop pitch control is set to manual in the FLIGHT GUI menu. Automatic Boost Control Cutout. If the engine is run at full power for any length of time, the engine temperature will rise and permanent damage will be caused to the engine. If the temperature gets too high, there is a chance of the engine ceasing completely. In some aircraft an automatic system limits the setting of the throttle (to 90%) to prevent the engine overheating. Other aircraft have a gate in the throttle quadrant, or a piece of wire that limits the movement of the throttle lever. The pilot can override this system by using the Automatic Boost Control Cutout, or pressing the 0 key to push the throttle fully
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A normally aspirated engine, with no supercharger fitted, would produce maximum power at sea level, but the available power would decrease with increasing altitude due to the reduction in air density. A supercharger draws more air into the cylinders and allows the engine to produce more power at higher altitudes, but also reduces the power available at sea level as a certain amount of energy is required to drive the supercharger.
Altitude (ft)
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Note: +6 lb/sq.in. combat boost is obtained by operating the boost control cut-out. Exceeding these limitations will lead to excessive use of fuel and if
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Engine starting in other aircraft follows the same pattern but the inertia starter in the German aircraft is operated in a different way to the starter motor of the British aircraft. To energize the inertia starter, operate the starter handle for approximately 10 seconds, and then release the handle. Setting of fuel cocks, propeller pitch, priming and ignition is carried out in the same way as described above. TAKING OFF The aircraft featured in the game all have a similar undercarriage layout. This consists of two main wheels just ahead of the center of gravity (these wheels are retractable on all but the Ju87) and a fixed small tail wheel below the tail of the plane that allows the aircraft to be steered on the ground using the rudder pedals. This layout means that the aircraft sits on the ground in a nose-high attitude, typically 12 and can seriously limit the forward visibility of the pilot. When taxiing, the pilot must weave the aircraft from left to right to allow him to see ahead and ensure he is not going to taxi into anything. An alternative available to pilots of the Spitfire, Hurricane and Ju87 is to slide
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Note: The rudder trim, where available, should be left neutral if propeller torque and slipstream have been disabled in the flight preferences. Similarly, if the novice flight model is being used, both the elevator and
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LANDING TUTORIAL Following is a thread with a landing tutorial including a video clip of landing the Spitfire in BoBII: http://a2asimulations.com/forum/viewtopic.php?t=5082
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1 ) canopy: OPEN (O) 2 ) elevator & rudder trim: NEUTRAL (ALT+END). ELEVATOR TRIM INDICATOR NEEDLE SHOULD BE HORIZONTAL. 3 ) flaps: UP, LEVER UP (F) 4 ) fuel cocks 1+2: ON (SWITCHES UP) 5 ) magnetos 1+2: ON (SWITCHES UP) 6 ) throttle: OPEN .TO 7% 7 ) prop pitch: LEVER FULL FOWARD 8 ) primer: BROWN BUTTON, PULL OUT AND RELEASE FOR EACH STROKE AS REQUIRED (SEE CHART) 9 ) ignition: BLACK BUTTON ABOVE LEFT HAND FUEL COCK LEVER. HOLD UNTIL ENGINE FIRES EVENLY (ENGINE PEAKS TO APPROX 1900RPM AND REMAINS STEADY), THEN RELEASE.
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1 ) canopy: OPEN (O) 2 ) elevator & rudder trim: NEUTRAL (ALT+END) 3 ) flaps: UP (F three times for fully retracted) 4 ) fuel cock: ON (MAIN TANK, SWITCH POINTS FORWARD) 5 ) magnetos 1+2: ON (SWITCHES UP) 6 ) throttle: OPEN TO 6% 7 ) prop pitch: LEVER FULL FOWARD 8 ) primer: BROWN BUTTON, PULL OUT AND RELEASE FOR EACH STROKE AS REQUIRED (SEE CHART) 9 ) ignition: SILVER BUTTON. HOLD UNTIL ENGINE FIRES EVENLY (ENGINE PEAKS TO APPROX 2000RPM AND REMAINS STEADY), THEN RELEASE.
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80 mph 165185 mph 280 mph 315 mph 140 mph 120 mph 80-90 mph 400 mph
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1 ) canopy: LEAVE CLOSED 2 ) elevator, aileron & rudder trim: NEUTRAL (ALT+END) 3 ) flaps: UP (F three times for fully retracted) 4 ) fuel cocks 1+2: ON (LEVER DOWN / PULLED BACKWARDS) 5 ) magnetos sets 1+2: ON (LEFT & RIGHT LEVERS PUSHED FULLY FORWARD) 6 ) throttle: OPEN TO 6% 7 ) prop pitch: FULL FINE, BOTH LEVERS PUSHED UP (BOTH PITCH DIALS HANDS READ HALF PAST SIX) 8 ) primer: LEVERS AT FRONT OF ENGINE CONTROLS BOX, PULL BACKWARDS THEN RELEASE FOR EACH STROKE AS REQUIRED (SEE CHART) 9 ) ignition: SWITCHES ON RIGHT SIDE OF COCKPIT. HOLD UNTIL STARTER MOTOR GOES SILENT, THEN RELEASE. REPEAT FOR BOTH ENGINES. YOU WILL NEED TO APPLY WHEEL BRAKES, RUDDER AND ADJUST THROTTLE TO TRY AND KEEP THE AIRCRAFT STATIONARY AND ASSIST THE ENGINES IN TICKING OVER. ONCE BOTH STARTED, YOU SHOULD BE ABLE TO RUN THE ENGINES AT IDLE (0% THROTTLE) AT 900RPM.
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90 mph 180190 mph 295 mph 330 mph 160 mph 120 mph 90 mph 380-400 mph
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1 ) canopy: OPEN (O) 2 ) elevator trim: NEUTRAL (ALT+END) 3 ) flaps: UP, LEVER FULL FORWARD (F three times for fully retracted) 4 ) dive brakes: UP, LEVER FULL FORWARD (D) 5 ) fuel cocks 1+2: ON (UP FOR ON) 6 ) magnetos 1+2: ON (SWITCHES CURRENTLY POINT DOWNWARDS FOR ON) 7 ) throttle: OPEN TO 7% 8 ) prop pitch: FULL FINE, LEVER FULL FOWARD 9 ) primer: WHITE BUTTON, PULL OUT AND RELEASE FOR EACH STROKE AS REQUIRED (SEE CHART) 10 ) ignition: RED BUTTON. HOLD UNTIL STARTER MOTOR GOES SILENT, THEN RELEASE. INCREASE THROTTLE TO APPROX 15% TO ASSIST IN KEEPING ENGINE TICKING OVER AT APPROX 1150RPM.
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75-85 mph 120 mph 160 mph 230 mph 150 mph 90 mph 75 mph 400 mph
PRIMER STROKES: 20 degrees Celsius 10 degrees Celsius 0 degrees Celsius. 3 strokes 4 strokes 6 strokes
The preceding Cockpit Screenshots and Checklists are courtesy of CPS Bomber
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** A characteristic typical of all the aircraft featured was the stiffening of controls at high speed. One cause of this problem was that the control surfaces were covered with fabric rather than metal. This kept the controls systems light in weight but at high speeds, such as in a steep dive, the surfaces would tend to balloon outwards due to the airflow past them. This resulted in the controls becoming very stiff, such that the pilot may have insufficient strength to move the control stick and recover from the dive. In this case, it is necessary to close the throttle and reduce the speed of the aircraft before pulling back on the stick to raise the nose. This problem was eventually remedied by replacing the fabric covered control surfaces with metal covered ones giving significantly greater manoeuvreability at high speeds, but this did not take place until 1941, after the Battle of Britain.
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FLYING
THE NOVICE FLIGHT MODE The novice flight model is provided as a means of playing the game without having to consider the dynamic behavior of the aircraft including the level of stability and control effectiveness throughout the flight envelope. It also allows the novice player to throw the aircraft around the sky without having to worry about exceeding the limits of the aircraft or the consequences of doing so. The novice model uses the same data as the full flight model, which allows the performance of the aircraft to be modeled to the same high level of accuracy. The result of this is that the player can choose to fly using the arcade flight model and still be able to fly in formation with other aircraft, or enter combat with the same fighting capabilities as a player using the full flight model. Since the novice model does not represent the dynamic response of the novice, the control of the aircraft is considerably easier, due to the more stable behavior of the aircraft and due also to the fact that the controls will only manoeuvre the aircraft within its safe limits. Therefore, in a tight turn, the player can pull the control stick all the way back to get maximum turn rate, but will never be able to stall the aircraft, or loose control. The energy of the aircraft is modeled accurately so the aircraft will still loose speed in a tight turn, or if the player tries to climb too steeply. If too much speed is lost, the aircraft will not be able to continue flying in a straight line so, just like in a real stall, the nose will drop until the speed builds up again.
Customization of the Novice Flight model parameters can be done via the in-game menu options and also via the BDG.txt file - see Chapter 2 & Appendix A.
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The RAF fighter formations were generally made up of vics of three aircraft with a separation of approximately 2 wingspans between adjacent aircraft. This requires very accurate flying and continuous concentration from the pilots. When turning onto a new heading, the two wingmen must maintain their position relative to their leader. This means that the aircraft on the inside of the curve must turn more tightly than the lead aircraft, and likewise the wingman on the outside must make a larger radius turn than his leader to stay in position. As well as making turns of different radii, the two wingmen must also adjust their speed so that they remain the correct distance behind the leader. This requires the pilot of the inner aircraft to reduce the throttle during the turn, and the pilot of the outer aircraft to increase the throttle as he has a greater distance to travel. The Luftwaffe fighters would fly in Schwarm made up of four aircraft with adjacent aircraft being about 200 yards apart. If the pilots attempted to use the same technique as used by the RAF for turning onto a new heading, then the radius of the turn would be very large indeed and require the pilot on the outside of the curve to open the throttle fully, while the inner pilot would have to slowdown very rapidly, make a tight turn at low speed, and then accelerate again rapidly to regain the original speed. In order to avoid these problems, the Luftwaffe developed the crossover turn, as illustrated below. This allowed the all the pilots in the Schwarm to maintain their original throttle setting throughout the manoeuvre, but ended up with the positions in the formation being reversed.
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Fighter aircraft like the Spitfire are designed to be highly manoeuverable, and therefore the pilot is provided with lots of elevator power. This means that he can pitch the aircraft up or down quickly and enter a tight turn easily, but he must also be careful not to pull too hard on the stick and stall the wings. The Spitfire would enter a stall well before the control stick had been pulled back to its limit. When the wings are near or beyond the stall angle, the ailerons usually loose their effectiveness, as they are no longer in smooth laminar airflow.
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If the aircraft enters a stall and the pilot holds the stick all the way back, the speed will eventually become so low that the wings can no longer produce enough lift to hold the weight of the aircraft in the air and the nose will drop rapidly. If the pilot now centers the stick, the aircraft will dive and regain speed such that the wings begin producing lift again and the pilot regains control. If the aircraft is not completely straight when a stall occurs, one wing may stall while the other continues to produce lots of lift. If this is the case, the stalled wing will drop and the aircraft can rapidly enter a spin during which the pilot will have very little control. The pilot can deliberately enter a spin by applying full rudder just before the stall is reached. The nature of the spin will depend on the characteristics of the aircraft but in general, altitude it lost very rapidly and if the spin in not corrected the aircraft is likely to crash into the ground. During a spin, both wings are at high angles of attack so the ailerons cannot be used to stop the aircraft rotating. Similarly, the airflow over the tail surfaces is no longer smooth, and therefore the elevators have little effectiveness. Attempting to raise the nose of the aircraft by pulling back on the stick will only result in increasing the stall and worsening the spin.
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Stalling And Spinning Characteristics Each type of aircraft will have its own specific stalling characteristics that will depend on the shape of the wing cross-section and the weight and geometry of the aircraft. The behavior of the aircraft will also be affected by the extension of devices such as flaps and gears, damage to the wings and tail surfaces as well as the fuel load, the speed and the altitude. Novice Model If the Novice flight model is being used, there is no danger of the player stalling or spinning the aircraft at all. Pulling all the way back on the control stick will bring the wing almost to the stall limit but not beyond. If the aircraft looses too much speed, the nose will drop and the speed must be built up before level flight can be restored. Spitfire When the stall occurs, there is a violent shuddering throughout the aircraft and there is also a tendency for the aircraft to flick over, particularly in a
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COMBAT MANOEUVRES
COMBAT PERFORMANCE COMPARED Turn Performance at 16,000 ft Both the British and German aircraft engines were fitted with superchargers, giving them a maximum power output at about 15-16,000 ft. Combat would typically start at this sort of altitude, but descend towards the ground as the aircraft lost energy in turns. By using full throttle and pulling on the stick to achieve a tight turn, with the aircraft at the stall limit, the four fighter aircraft could maintain the rates of turn given below. These are theoretical results and would allow the pilot to maintain this speed and turn rate without losing altitude, but in practice it is very difficult to do accurately.
Speed and Climb Performance at 16,000 ft As well as using the turn rate of the aircraft to get onto the tail of the opponent, the fighter pilots could also use manoeuvres involving rapid climbing and diving. By climbing above the enemy aircraft, a pilot could start an engagement with an energy advantage, which he could convert to speed by diving down to the level of his opponent and regain by climbing away to safety following the attack. The climb performance and maximum speed of the fighter aircraft at an altitude of 16,000ft are given below.
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Spitfire and Messerschmitt Bf109 Compared Comparison flight-testing of a captured Messerschmitt Bf109 and a Spitfire during the summer of 1940 carried out by the Royal Aircraft Establishment at Farnborough proved the following results: In a shallow dive the two aircraft have the same speed. In a flat-out straight and level race the German proved very slightly faster. In various rolls and turns, the Spitfire was decidedly more manoeuvreable. Pulling out of a steep dive, the 109E had a most definite advantage. It could pull up more sharply and climb away a little faster. As can be seen from the comparison above, the fighter aircraft had different relative strengths and weaknesses in combat. The tactics and manoeuvres used by a pilot would depend on the type of aircraft he was flying, allowing his to exploit the aircrafts strengths and avoid the weaknesses that could allow his adversary to get an advantage in an engagement. The main differences between the aircraft types with regard to their combat performance are as follows. The British aircraft have a lower wing loading than their German counterparts. The wing loading is the weight of the aircraft divided by the wing area and is typically expressed in pounds per square foot or in kilograms per square meter.
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SPITFIRE Level Turning Fight As illustrated above, the Spitfire had the best turning performance of the four fighters. This gave the Spitfire pilot an advantage in a level turning fight, allowing him to turn more quickly than any German adversary and thus get into an attacking position on the tail of the enemy aircraft.
Split-S As the Merlin engine must always have positive G to provide fuel to the engine, the Spitfire cannot enter a dive simply by pushing forward sharply on
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Climbing Turn This was a defensive manoeuvre used by Spitfire pilots to take advantage of the aircrafts high turn rate. It was a steep climb with a spiraling turn during which the pilot would hope to out-turn a pursuing aircraft. Obviously, the aircraft speed will decrease rapidly during this manoeuvre so it cannot be maintained for any significant length of time.
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HURRICANE Split-S Like the Spitfire, the Hurricane is powered by a Merlin engine with a gravity fed carburetor. It must therefore use the Split-S manoeuvre in order to enter a steep dive without loosing engine power. Head-on Attack This was a tactic employed by some Hurricane squadrons when attacking bombers in order to launch an attack on the nose of the aircraft. The bombers often had all the crew members concentrated in the front section of the aircraft but with little defensive weaponry or armor against a head-on attack. The fighter pilots would therefore hope to shoot through the glass nose of the bomber and kill or disable the pilot. As the fighters approach the bombers head-on they have a closing speed of some 500mph. This leaves them very little time to aim and shoot before having to bunt to avoid a collision. This attack method was later abandoned following heavy losses to the fighter squadrons.
BF109 Dive and Zoom As stated above, the Messerschmitt Bf109 has a high climb rate, but a lower turn rate than the Spitfire or Hurricane. These properties mean that the German fighter was more suited to combat in a vertical plane rather that a horizontal turning fight. The German pilots would attempt to start an attack from above the enemy and in the direction of the sun. From this position they could dive into a formation of British fighters undetected, fire at the aircraft in the rear of the formation, and climb back to safety using their superior climb rate.
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Up and Under This was a technique used for attacking an aircraft from astern without being spotted and was favored by Adolf Galland, who made the majority of his victories in this way. All the single seat fighters offered the pilot poor visibility to the rear and below the tail and thus had a significant blind spot, which could be utilized by an aggressor. The attack started with a steep dive from above and behind the enemy, to a position to the rear and slightly below it. Here, the pilot of the enemy aircraft would not see the aggressor approaching and the first he would know of the attack was when it was too late. A right handed pilot with his left hand on the throttle and right hand on the stick could see slightly more over his left shoulder than his right. Therefore, this attack was best made from slightly to the right of the enemy aircraft.
Steep Dive The Messerschmitt was slightly faster in a dive than its British counterparts. This allowed the German pilots to escape a pursuing fighter by pushing forward on the stick and entering a steep dive. As well having the superior
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Lufberry When attacked by British fighters the Bf110s, lacking the high manoeuvreability of their opponents, would sometimes form a defensive circle, called a Lufberry. The circle was usually about a mile across and often rather ragged in shape, but it allowed each aircraft to cover the tail of a fellow pilot to prevent the British fighters from getting into a firing position. This manoeuvre was also used by the Junkers Ju87 when threatened.
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JU87 Dive Bombing Procedure The Ju87 was used for highly accurate dive bombing attacks of convoys of ships as well as ground targets. The aircraft could carry a 1000 lb bomb on a extending bomb crutch under the center of the fuselage. On releasing the bomb in a steep dive, the crutch would swing forwards and downwards, ensuring that the bomb was clear of the propeller disc at the point of release. A typical dive bombing attack would start at about 10,000 - 15,000 ft above the target, and involve a 80 degree dive through 8,000 feet reaching a speed of 350 mph, almost straight down. The bomb would be released at about 2,300 ft (700 m) allowing the pilot to pull out of the dive, sometimes clearing the ground by less than 100 meters and climb away from the target area. In order to prevent excessive speeds in the dive, the Stuka is fitted with under-wing dive brakes, which can be rotated to lie perpendicular to the airflow. This results in a large amount of extra drag on the wings which, along with the large fixed undercarriage, holds the speed of the aircraft back to about 350 mph.
The Ju 87 cruises at about 160 mph. A window in the floor of the cockpit allows the pilot to look down on the area below and ahead of his aircraft in order to find the target and decide when to begin his attack. When he judges he is over the target he pulls a lever to rotate the underwing dive brakes to the maximum-drag position. This would cause a severe nose-up trim change, so to compensate for it and hold the aircraft level the trim tab lowered automatically beneath the elevator. The pilot would then enter an 80 dive by either pushing forward on the stick, or rolling the aircraft onto its back, and pulling on the stick. During the dive, the inherent stability of the aircraft made it easy for the pilot
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The check list for preparing the Ju87 to enter a dive was as follows:
Contact altimeter set to release altitude Throttle pulled right back Dive brakes opened
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Rowan have cleverly simulated the real world Stuka's automatic pull-up feature for dive-bombing, which is active provided the dive brakes are extended and is triggered by the bomb release key. Even in a vertical dive, provided bombs are pickled no lower than approx 800 metres AGL, the Stuka will recover hands off - listen for the undulating warning tone which commences at about 1300 metres AGL, and try to pickle your bomb no later than the fourth or fifth peak in the tone. Once level flight is achieved and while still hands-off, retract the dive brakes and take control again.
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The Hawker Hurricane made its first flight in November 1935. It was designed to be an easy aircraft to bring into production. The next year a prototype was fitted with eight Browning machine guns and eventually the guns were grouped in two quartets positioned to fire outside the propeller disc. In March 1939 the first batch of 600 Hurricanes were delivered, powered by the Merlin III engine and with a three-bladed constant speed propeller. After the 681st Hurricane was made, metal wings replaced the fabriccovered wings in February 1940. The extra protection this armor provided (including rear protection for the pilot) made up for its inferior performance compared with the Messerschmitt. During the Battle of Britain two thirds of active RAF fighters were Hurricanes.
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SUPERMARINE SPITFIRE
The Spitfire was the end result of a project by Vickers' subsidiary Supermarine Aviation to design an experimental high-speed single-seat fighter. Service pilots reported that the prototype was "simple and easy to fly and [had] no vices". It seemed to give an excellent compromise between manoeuvreability and steadiness for shooting. Reginald J. Mitchell was the chief designer of the Spitfire, he died of cancer on June 11, 1937 four years after being diagnosed. Much of his work on the Spitfire was done while he was ill with the disease. The first production aircraft flew on May 14, 1938. The Spitfire was not an easy aircraft to build, which was part of the reason for the easier constructed Hurricane being found in greater strength at the start of the Battle of Britain. The production difficulties with early Spitfires were shown by comparative figures from mid 1940, when the rate was still averaging only 80 a month compared with 236 a month for the Hurricane. In spite of this, Spitfires inflicted more than half the total losses suffered by the Luftwaffe in the assault on Britain a statistic that underlines the Supermarine fighters particular merit in air-to-air fighting.
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MESSERSCHMITT BF109
Designed by Messerschmitt and Lusser, the Bf109 first flew in May 1935. Some of its features, including poor taxiing view, aroused extreme skepticism among conventionalists. It was a powerful aircraft - in November 1937 the Bf109 V13 raised the world airspeed record for landbased planes to over 370 mph. There was a single 400 liter internal fuel tank behind and below the pilots seat. This gave only 20 minutes actual combat time over Britain with London representing the effective limit of their tactical radius. 300 liter droptanks were developed, produced from molded plywood but they were found to leak seriously after comparatively short exposure to the elements. Most of the 1,172 aircraft lost by RAF Fighter Command during JulyOctober 1940 fell to the guns of the Messerschmitt single-seat fighters.
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MESSERSCHMITT BF110
The Bf110 was designed to fulfill the concept of a strategic fighter, which included performing the primary task of clearing a path for bombers in the light of an enemys defensive fighter screen. The challenge was to make a twin-engine long range fighter compete in combat terms with a short range single seat fighter. In this sense the Bf110 was to fall short of the expectations generated by the Ministry of Propaganda in Berlin. It was sluggish by comparison with the manoeuvreability of the Hurricane and Spitfire. The acceleration and speed of the Bf110 were insufficient to enable its pilots to avoid combat when opposed by superior numbers of interceptors.
JUNKERS JU87
The Junkers dive bomber had an angular and rather ugly design, but it was an extremely sturdy aircraft. It gave its pilot light controls and good flying characteristics. Its crew members enjoyed good visibility and it was reputed to be capable of hitting its target with an accuracy of less than 100 ft.
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Once the Ju87 encountered determined opposition, such as was to be found over the United Kingdom, its career dramatically entered its eclipse. By July 20, Luftflotten 2 and 3 had 316 Ju87s available for the assault on Britain. The first Ju87 sorties in strength actually took place on August 8, suffering severe losses despite Bf109Es providing top cover. The Stuka had been revealed for what it was an inadequately armed and highly vulnerable warplane. The Oberkommando der Luftwaffe had no recourse but to withdraw the Ju87 from the Cherbourg area to the Pas de Calais where it was to sit out the closing phases of the Battle.
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BOMBERS
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The Accelerated Stall Like many flight simmers, you may have developed the old, yank and bank approach to flying. With BOB v2.05 and above virtual pilots will undoubtedly notice something new happening in their airplane (usually at the worst time too). Many people think an aircraft only stalls when it is moving too slowly to keep flying. This is only one type of stall. The Accelerated Stall is a stall that the pilot can force upon his plane, even at high speeds. It is an induced stall. Read on for a brief article explaining what accelerated stalls are:
Typically, stalls in civilian aircraft occur when an airplane loses too much airspeed to create a sufficient amount of lift. A typical stall exercise would be to put your aircraft into a climb, cut the throttle and try and maintain the climb as long as possible. You will have to gradually pull back harder on the stick to maintain your climb pitch and as speed decreases, the angle of attack increases. At some point, the angle of attack will become so great that the wing will stall (the nose will drop). Below are some graphical representations of a wing traveling though the air in various conditions: Level flight a wing creating moderate lift Air vortices (lines) stay close to the wing.
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Climb - Wing creating significant lift force Air vortices still close to the wing.
Stall The angle of attack has become too large. The boundary layer vortices have separated from the top surface of the wing, and the incoming flow no longer bends completely around the leading edge. The wing is stalled, not only creating little lift, but significant drag.
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An accelerated stall is one that is forced to occur, not due to lack of airspeed, but by forcing the wing into a high enough angle of attack and therefore, forces it to stall. When you pull back on the stick, you are literally using leverage to push your tail down, which forces the main wing into a higher angle of attack, and increased lift. However, there is a limit to how much force you can place on a wing before it gives up or stalls. If you pull your stick back hard and far enough to pass through the wings critical angle of attack, regardless of the speed, you can force the main wing into an accelerated stall. In a sense you break the wings ability to provide lift as long as you continue to provide sufficient force to keep the wing in an excessive angle of attack or accelerated stall condition (some describe this as a snap).
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Spin Settings Available in Patch 2.10 Continuing with the spirit of always trying to give our community the option to choose what works best for them, Patch 2.05 allowed players to independently adjust the propensity to spin of their aircraft and those flown by the AI. At player request, Patch 2.10 provides additional flexibility and convenience. The player can now adjust and save spin settings for each of the flyable aircraft, individually, specifying different values for player and AI-flown aircraft if desired. Note: spins are only available if the Realistic FM has been selected on BoB IIs Options >> Sim menu. The various spin-related parameters and switches are found in the .bdg text file in the main BoB II directory. This file can be opened and edited using Notepad. See Appendix A for a full description of the various spin settings available in the .bdg file only the two key entries (Spin AOA Control and Spin Rotational Velocity Control) will be discussed now. Note that it is possible to selectively turn off the spin feature for any particular aircraft, when player-flown, when AI-flown, or both. Another switch in the .bdg file will turn off spins for all AI-flown aircraft. Again, see Appendix A for full details.
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CHAPTER 6
MULTISKIN 2.10
Multiskin Hardware requirements: You MUST have at least a 256MB video card to install and run Multiskin 2.10. Mission load times can also be up to twice as long with MS installed. Multi Skin introduces authentic paint and marking schemes to Battle of Britain II, bringing a vast number of historical aircraft to life. All aircraft in the Battle of Britain II dynamic campaign are based and operate from one of over 100 historic airfields throughout Britain, France, and Belgium. When you spot aircraft in flight, those aircraft actually took off from their home base, are on a mission and will eventually return to their home airfield. If you have studied the Battle of Britain enough to recognize these aircraft by their colors, markings, etc., an already immersive campaign will have just become much deeper. If you are like the vast majority of flight simmers that have not studied the squadrons and pilots that took part in the Battle of Britain, you are actually more like the real pilots that participated in this battle. You, like them, will simply experience a sky filled with countless aircraft, all with their own flavour. To assist those who wish to know more and to recognize the aircraft in flight, weve provided printable, color maps. If you wish, when you have an encounter, you can use these maps to know who is in the air. If you manage to shoot down say, 5 aircraft from a particular squadron, you can be assured there are 5 less aircraft from that squadron that will be taking part in future battles. Below are two reduced-size examples of printable maps (six included in all) that are available for reference with BoB2:
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Forum thread with screenshots of the new multiskin for RAF full list: http://a2asimulations.com/forum/viewtopic.php?t=6414 Screenshots of Bf109 multiskin full list: http://a2asimulations.com/forum/viewtopic.php?t=6412 RAF Markings Technical Explanation Many of these details in fact changed during the course of the Battle, so different references and time periods will show variances from the chosen schemes. All aircraft have individual Squadron/Staffel codes and plane ID letters/numbers. RAF Squadron leaders carry pennants of rank. Hawker Hurricane
Unit specific emblems for Squadron Numbers 1 (wasp), 3 (spinner), 85 (hexagon), 87 (cat), 242 (booting Hitler), 303 (National), 310 (National) Squadrons. Scheme 1 - night/white undersides, no under-wing roundels, full-fin flash Scheme 2 - night/white undersides, under-wing roundels, half-fin flash Scheme 3 - blue undersides, large fuselage roundels, no under-wing roundels, half-fin flash Scheme 4 - large fuselage roundels, no under-wing roundels, full-fin flash Scheme 5 - no under-wing roundels, half-fin flash Scheme 6 - small under-wing roundels, full-fin flash Scheme 7 - standard underling roundels, small fin flash Scheme 8 - night/sky undersides, under-wing roundels, sky-blue tail band/spinner
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Unit specific emblems for Squadron Numbers 54 (kiwi), 65 (East India), 66 (spinner), 234 (mailed fist). Scheme 1 - blue undersides, no under-wing roundels Scheme 2 - no under-wing roundels (standard early battle scheme) Scheme 3 - oversized fuselage roundels, blue undersides, no under-wing roundels Scheme 4 - underside roundels (standard late battle scheme) Scheme 5 - wingtip underside roundels Messerschmitt Bf109
Units bear unit specific badges/markings. There are now 612 individual Bf109 skins in the game of which 576 are flyable. Aces such as Adolph
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I mentioned exceptions and the above picture nicely illustrates the point. Youll note that the green prop spinner on the closest aircraft identifies it as being a Stab aircraft, as does the green aircraft letter on the fuselage, but the Staffel code of B indicates a 1st Gruppe and not a 3rd Gruppe Stab aircraft and the Geschwader code of J9 isnt the same unit code as the 1st Gruppe of the Geschwader of A5 . Additionally it has yellow painted wheel spats. This is because Stukageschwader 1 was formed by incorporating three different units. The 1st Gruppe was assigned Staffel codes of B, H, K and L, whilst the 2nd Gruppe was formed in early July 1940 by incorporating the former III/Stukageschwader 51 with its 6G coding and Staffel codes of
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CHAPTER 7
MULTIPLAYER
Overview
ulti-Player mode allows you to fly Battle of Britain missions with up to seven other flyers over the Internet or a network, and with another player over a direct serial or modem link. Multi-play modes available in Update 2.10 include Death Match and Team Play or several Quick cooperative or adversarial missions. You can select any of the available aircraft that are flyable in the single player mode, although you cannot take the role of a gunner. The dynamic campaign is NOT a multiplayer option. A small caution is necessary. Multi-Player is being released as a beta test platform, and it requires some PC technical skill to successfully create or join an online session.
Preliminary notes
Some things to remember for all multi-player games are as follows:
It is a good practice to reboot your computer prior to
playing online especially if you have been on the Internet or running other programs for an extended period of time. Web browsers often keep your online history stored in memory, which sometimes can reduce your available RAM to play the game. Remove any programs from memory running under windows that aren't absolutely essential to running your system (e.g. ICQ, Real Player etc). When using any third party voice communications program (e.g. Roger Wilco, Battlecom, and Teamstream) try not to activate voice communication when a player is trying to join or when you are
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Starting Multiplay
Choose the Multi-Player option on the Main Menu. The first Multi-Play screen asks you to select your multi-play service. At this point you must select a connection type: IPX Connection for Direct Play You must have an IPX/SPXcompatible protocol loaded under Windows 95/98 (it comes with Windows 95/98). To identify if you have this loaded select the "START" menu on the Windows desktop and choose SETTINGS followed by CONTROL PANEL. Then select the NETWORK icon. Scroll down in the box to see if any kind of IPX/SPX-compatible protocol is listed. Internet TCP/IP Connection for Direct Play An Internet service provider (ISP) or LAN with TCP/IP protocol is required. Two to eight players can play over the Internet (bandwidth permitting). All players should exchange IP addresses in case you want to take turns being the host. Each player wanting to join an Internet TCP/IP connection needs to know the host's IP address. Typically players will meet in some sort of chat zone on the Internet and exchange IP addresses prior to connecting. Determine who has the fastest connection speed and computer and that person should make the best 250
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Create game
The Create Game selection is found at the bottom of the first Multi-Play screen. You can create a game either by highlighting a service and clicking on this button, or double clicking on a service. Creating a game is synonymous with being the host. Once you select Create Game the game selection screen will appear. This allows you to configure the type of game that you want and to set session parameters. The various parameters are: Player name This allows you to enter the name you wish to be known as in the game. It is particularly important to use this if there are going to be more than two players. Session name This is the name that will appear to the other players trying to join your game. Password This allows you to set a password to allow for private games or those that you allow in via the Visitors' Book (see below). Data Rate This affects the amount of data that is transmitted and received. It will initially be set to a level that is suitable for the service provider that has been chosen. If 253
This determines the type of missions that can be played. Death Match and Team Play games involved only human controlled aircraft. Several different game options are available and workable, with only Quick Missions non functional as of Update 2.10 :
Players are heading around in a circle. Players are going head-on at the same
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Elements scattered: Groups of two players start outtogether, but scattered from other two player elements. Elements close: Groups of two players start out together, but close to the other two player elements. Singles Implode: the middle of the circle of players. Players are heading directly in
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Quick missions
Caution: code for the Quick mission mode is currently buggy and not recommended due to a problem with AI aircraft warping. This mode when functional allows you to play with other players and Al aircraft in fifteen of the quick shot missions available in the game. References to Quick mission play in this manual are only included in case the bugs are resolved before the next edition of the manual.
Join game
The Join Game selection at the bottom of the service provider selection screen allows you to join a game created by another host. What happens depends to some extent on your connection type:
IPX connection (see also "Selecting a connection
type" above) There is no extra information required for an IPX LAN connection. Two to eight players can "join" a game. A list of network games available will appear. Select the one you wish to join by clicking on it and then clicking select. You will then be taken to the game selection screen. If no names appear under the session list, then no games are available.
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(connection type" above) A windows dialogue box will appear allowing you to configure your modem and provide the telephone number of the computer you wish to connect to. Once you are satisfied with your modem configuration and have entered the phone number click on Connect. The game will then attempt to connect you to the host computer and if successful you will be taken to the game selection screen.
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Connection (see also "Selecting a connection type" above) After selecting "Serial Connection For Direct Play" a windows dialogue box will appear allowing you to configure your serial connections. Your port settings, apart from Port, must correspond with the host's settings for the game to connect. Once you are satisfied click on OK. The game will then attempt to connect you to the host computer and if successful you will be taken to the game selection screen.
Ready room
If you have selected either Death Match or Team Play and are ready to join the 258
Quit the game and return to the main user interface screen.
Fly
In Death Match and Team Play games when everyone is ready the host can click on Fly and the game will begin. If a player joins the game while the other players are flying then he will be able to click on Fly to join in.
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Frag In Quick Shot mission games, clicking on Frag will take the player to the Frag screen. Here you will be able to choose which aircraft position you wish to fly. Chat facilities are available as in the Ready Room screen, but messages will be sent to all players. To choose an aircraft to fly, click on the pilot name. You cannot choose an aircraft that has already been chosen by another player. To unassign yourself from an aircraft click on another aircraft or click on the unassign tick at the top right of the page. When all players have chosen their aircraft the host can click on Fly and the game will begin. A player may join a game after it has begun, while other players are flying. Simply choose an aircraft in the Frag screen and select Fly to join in. Aircraft that have been killed will be labelled as 'KIA' and cannot be selected to fly in. Visitors A new player wanting to join the
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Set Up There is no chat available while you are flying a mission, however you can set up customized pre-set radio messages. Players can edit radio messages that they wish to send to other players while flying a mission. To edit the radio messages click on Setup. The Setup screen allows you to edit the messages or to reset to the default messages if you wish. To edit a message click on it and type in the new message. Setup will be saved when you leave the game and kept for future games. Later on in this chapter we
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In Quick Mission games the host can alter the mission setup by selecting Edit Mission. For instance, the scenario or the time of day can be changed. Once you are satisfied with the mission click on Ready Room to return. If the host edits the mission then when he returns to the Ready Room any players in the Frag screen will be returned to the Ready Room and must reselect an aircraft to fly. Guests can click on Brief to view the details of the current mission if the game is a quick mission.
Config
Players have access to the PC and Sim Config screens. However, only the host controls the options that affect game difficulty.
Under the Radio Communications menu (press R when in the cockpit) there is an option to send pre-set radio messages to other players in the game (see Messages above). Comms Msg Recipient and Comms Message are two additional options. Comms Msg Recipient allows you to 262
If a player is killed then he can wait until his aircraft resurrects on its own or he can press S to force a resurrection to take place. This is not available immediately; the player must wait for a few seconds before being able to resurrect. The S key is only available in Death Match and The Team Play games. When a player dies in Death Match or Team Play games he will be resurrected and his aircraft will start to spiral upwards in autopilot mode. To retake control of the aircraft press J. If you do not press J, control will automatically handed over at 10,000 feet or 2,000 feet above the highest aircraft. In Quick Mission Games a player who has died can exit the game and go to the Frag screen to choose an AI aircraft to take over. If there are no more available aircraft then the player will have to wait at the Ready Room for the game to end.
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Multiplay debrief
In Death Match and Team play there is no Debrief. The scores of each player will be displayed in the Ready Room. For Quick Missions the Debrief will show all items destroyed. Players can then go to the Ready Room screen for another game.
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Routers: Heres where it can get a bit sticky. A player who plans to host a session that is running behind a router will almost always be required to create port forwarding entries in his/her router so that packets for the ports listed above will be forwarded to his/her machine. IMPORTANT NOTE: To do this the player will need to learn how to set-up his/her machine on a static proxy IP.
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5) Todays home networks are quite often using a router box. See example sketch below of a typical setup
Code: ----------| | -----------| | 192.168.1.30 192.168.1.1 | | 82.37.101.95 | PC |------------------------------------| Router |----------------------> The Internet | | | | | | ---------------------http://www.whatsmyip.org
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CHAPTER 8
BATTLE OF BRITAIN REMEMBERED
uring the 1930's, the British Air Ministry commissioned two new monoplane fighters, the Hawker Hurricane and Supermarine Spitfire, both of which were in squadron service by 1938. These aircraft were very different to the comparatively slow and delicate biplanes that the RAFs pilots had flown in the First World War. Fighter tactics were drawn up from theories based upon fighters intercepting lone and unescorted bombers. This was because Britain exceeded the range of German fighters, flying from German bases, so fighter-to-fighter combat was considered to be of secondary importance, not to mention unlikely. Thus in Britain, Fighter Commands pilots flew their monoplane fighters in tight vics of three, practicing carefully coordinated attacks against either lone or small numbers of enemy bombers. Actual combat experience during the Spanish Civil War had already taught the Germans that such tactics were already obsolete. Hitler had secretly rebuilt his Luftwaffe with new aircraft of the latest monoplane design, including both bombers and fighters. Taking the Blitzkrieg formula into account, German fighter design included features suitable for attacking both fighters and bombers. For example, the Messerschmitt 109, like the Hurricane and Spitfire a fast, single-engine fighter, was not only armed with two 7.9 mm machine-guns, but also two 20 mm cannon. Although the latter had a much slower rate of fire, the effects were devastating. The 109s engine was also fuel injected, meaning that it was unaffected by gravity whilst in a diving attitude. By comparison, the British fighters did not enjoy the benefits of cannon, but were instead armed with eight .303 machine-guns. Also, no thought had been given in England to fuel injection, the British fighters Rolls Royce Merlin engines relying on the simple float carburetor system, this later giving the German fighter superiority in the dive. During the Spanish Civil War Germany developed a new formation known as the Schwarm, this comprised of four fighters spread out very loosely in a stepped up line abreast similar to the fingers of an outstretched hand. When battle was joined the Schwarm would split into the Rotte of two fighting pairs, leader and wingman. Indeed, this remains the basic fighter formation
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Despite the fact that the main attack would obviously fall upon southern England, not all RAF strength was concentrated in that area. Squadrons were, in fact, dispersed across the country, meaning that not only was the whole country protected but that fresh squadrons were available to be sent south as reinforcements. By the same token, it was possible to withdraw depleted squadrons north to rest and re-fit. In July 1940, the opposing forces compared as follows: RAF FIGHTER COMMAND Spitfires. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hurricanes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Defiants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Blenheims. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Total . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LUFTWAFFE Aircraft in Air Fleets 2, 3 & 5:Fighters:Me 109s . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . Me 110s . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . 286 463 37 114 900
844 250
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RAF Fighter Command was therefore outnumbered by nearly 3:1 in purely numerical terms. Naturally, enjoying unparalleled success, the Germans were confident. Working against them, however, were the facts that their personnel were tired, having been flying constant operations since May 10th, and their aircraft were in need of attention. Defying these men and machines was not only Fighter Command, in fact, but also the English Channel, every sortie over England dictating two sea crossings. German airman shot down over England or perhaps even the Channel, were likely to become prisoners. An Allied airman shot down could, conversely, even be back in the air later that same day. Officially, the Battle of Britain II is deemed to have begun on July 10th. As the battle developed, distinctive phases, dictated by the attacker, would become apparent. The first concerned enemy attacks against Channel bound convoys. Fighter Command was therefore compelled to fly hundreds of sorties per day to protect this vital merchant shipping. This phase of the Battle of Britain II lasted until August 12th, by which time 30,000 out of nearly five million tons of shipping fell victim to enemy air attacks between Lands End and the Nore. Raids were also mounted by divebombers against various Chain Home radar stations, including those at Pevensey, Rye, Dover and Ventnor. Small and therefore difficult to hit, none of these stations were put out of action for more than 24 hours, so Fighter Command was never denied the advantages of radar. During this phase, the Luftwaffe had lost 261 aircraft, Fighter Command 261. On August 2nd, orders were issued to Luftflotten (Air Fleets) 2, 3 and 5 to destroy Fighter Command. This new phase commenced on August 13th, and concentrated on Fighter Commands airfields in southern England. During this phase, the Germans, flying from northern bases, attacked targets in northern England. To their dismay, however, mistakenly believing RAF fighters to be concentrated in southern England, they were met by Hurricanes and Spitfires in force, due to clever deployment of squadrons. German losses were heavy. Nevertheless, Fighter Commands airfields in 11 Group had taken a pounding and the situation was critical. Reichsmarschal Goering now turned his attention to London and a new phase consequently began on September 7th. Although this was bad news for Londoners, the unexpected
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CHAPTER 9
ACKNOWLEDGEMENTS
Previous Game and Patch version Credits/Acknowledgements: The original game Battle of Britain was created by Rowan Software and released in late 1999. The Battle of Britain Development Group (BDG), a group of talented and dedicated fans of the original game continued its development after the demise of Rowan Software. While Battle of Britain II Wings of Victory is a radically updated and improved game from the original, without the efforts of all those involved before, it simply would not exist today. Please visit the thread linked below for prior game version credits: http://a2asimulations.com/forum/viewtopic.php?t=7510
TECHNICAL SUPPORT:
Please visit:
http://a2asimulations.com/forum/index.php
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probably also see more shimmering. To reduce this, use anisotropic filtering, this option can be enabled in the settings of your video card. BOB_SCREENSHOT_MODE= 0 Set to 1 allows the user to make a 360-degree wrap around screenshot. SHADER2TWEAK= # give full path! Feature for Skinners tweaking shaders. For details see Skinners Pack doc. BULLET_LIFESPAN = 5.00 The duration in seconds that the game code will calculate and account for the effect of bullets fired. CPTVIEWPOINTTRAVELRATE = 20.000000 Unknown. IN_CLOUD_EFFECT_POLY_COUNT= 50 Effect Unknown. IN_CLOUD_EFFECT_POLY_SIZE= 100.0000 Effect Unknown. IN_CLOUD_EFFECT_POLY_DOMAIN= 200.0000 Effect Unknown. IN_CLOUD_EFFECT_DENSITY = 0.0000 1.0000 Effect Unknown. # On/Off switches: BDG_OUT_CACHING=OFF Leave this OFF. Used for performance and other testing purposes. TRACKIR=OFF Toggles on or off the games use of the Track IR if installed. The user must still separately launch the Track IR software prior to launching the game irrespective of this setting. NO_OUTSIDE_TRACKIR=OFF If Track IR is installed, it will be disabled upon going to one of the external airplane views. It will be re-enabled upon returning to the cockpit view.
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USE_DUMMY_IF_TEXTURE_MISSES=ON Leave ON. This forces the game to use a blank dummy texture if a given texture fails to load in the graphics card memory. It reduces game crashes in the event such texture loads fail. NO_FRIENDLY_COLLISIONS=ON Toggles on or off collisions with friendly aircraft. DRAW_PADLOCK_CENTER_BOX=ON Also selectable in-game GUI under the Adv. Game menu. Draws a red box momentarily when pressing Padlock center-most object S key. If an A/C is inside the box, it will be padlocked when the S key is released. NOTE: You must have first also enabled the drawing of the padlock diamond (SHIFT+T) to see it if an object has been padlocked. WINAMP_FADES_OUT=ON In previous BDG versions, WinAmp stopped playing when exiting the 3D game. Setting this bdg.txt variable to OFF means WinAmp will continue playing; you will however not be able to use theWinAmp-control key presses. FORCE_WINDOWED_MODE=OFF Toggles the game to play in windowed mode. NOTE REGARDING WATER COLOUR VARIABLES: The DARK values are the king values. They have great influence on the waters colors seen in the game in all times of day and weather conditions. The LIGHT values have little effect in all conditions except dusk. Best keep them at close to 50,50,50 which is a medium gray color. WATER_COLOUR_DARK_R = 55 WATER_COLOUR_DARK_G = 55 WATER_COLOUR_DARK_B = 55 WATER_COLOUR_LIGHT_R = 0 WATER_COLOUR_LIGHT_G = 0 WATER_COLOUR_LIGHT_B = 0 LABELCOLOUR_FRIENDLY = 77aa77 LABELCOLOUR_ENEMY = aa7777 These govern the colour of the aircraft labels, their values are in RGB-hex format, meaning that the first 2 characters set the red-component of the colour (0 to 255), the next two characters govern the green part and the last two the blue part.
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These are a similar function as FOV_SMALL only they change the medium and large FOV views. FOV_LARGE displays as much of the cockpit as possible (the current maximum for this is 110 degrees). This view can lead to problems if the number becomes too large. As the value gets larger the program has to force all the objects on to the screen. This may cause a fisheye view where objects in the middle of the screen are larger than normal, and objects at the edges of the screen are smaller. If this happens and you do not like the effect, simply lower this value. FOV_TOGGLE_SMALL = 35.000000 FOV_TOGGLE_LARGE = 70.000000 The assigned key will toggle to these Field of View values FOV_INITIAL = 60.000000 This is the cockpit field of view value you will see when you first enter the cockpit. FOV_MINIMAL = 18.000000 FOV_MAXIMAL = 80.000000 The assigned key will toggle these values. PC_PITCH = 10.000000 This is a wedge that extends vertically from the centre of your current view. If that value is 10, there will be a wedge that extends 20 degrees from the plane your wings form, in the direction of your lift line. See also Field of View menu GUI section PC_HDG = 10.000000 This is a wedge that extends horizontally from the centre of your current view. So if the value is 10, there will be a wedge of 20 degrees off your current heading in that the Padlock Centre will work See also Field of View menu GUI section. CONVERGENCE = 250. Permits you to set the distance where your bullet streams will converge. Default distance is 250 yards. When you fire at a target from the distance set as the convergence point, the maximum amount of damage will be inflicted, as the majority of the bullets are all impacting in the same spot. UDET_TEST_MODE = 0 This needs to be set to 1 if you want to be able to fly the Instant Action mission Checking the Udet Buoys.
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Maneuvre_Testing1= 0 Maneuvre_Testing2= 0 DO NOT ADJUST. These are for gathering log data on AI issues/problems/analysis by BDG coders. Appendix C of this manual lists the BoBII developer programs where the data is collected. User should only change these items at the request of a BDG dev coder. Render_Sheep_View_Radius= 0 Set to zero, NO sheep are drawn and distributed across the landscape. This should help lower end PCs a bit with performance as the sheep are fairly numerous. If the user wants sheep to be rendered, change this value to 2. Air_To_Air_Collision_Bubble_Size = 10 Set smaller for fewer collisions and larger for more collisions(use an integer value.) Spitfire_Aileron_Trim_Delta = 1500 Hurricane_Aileron_Trim_Delta = 1450 BF109_Aileron_Trim_Delta = 1250 BF110_Aileron_Trim_Delta = 400 JU87B_Aileron_Trim_Delta = 1400 These are Flight Model adjustments, used to simulate the fixed (nonadjustable) aileron trim found on the various aircraft. These settings will offset propeller torque effects, in the cruise condition. Leave as is. Max_Number_AI_Targeting_Player= 2 This parameters sets the initial maximum number of enemy aircraft simultaneously targeting the player on the initial engage (Peel Off manoevre). This was to prevent too many AI from targeting the player when badly outnumbered sometimes called the Conga Line of attackers.. It is very important to understand that additional AI can and will target the player above the value selected IF the player shoots at and hits or near misses other AI. Those AI will then target the player in response until they too are shot at and targeted by a different AI. In other words, even if this value is set to 1, if the player flies into a formation of enemy fighters and sprays multiple shots at many of them, all those hit or with near misses may target the player. Max_Number_AI_Targeting_AI= 2 Similar to the parameter above, this sets the maximum number of AI that will simultaneously target other AI. If one or more of the targeting AI is shot down, another will likely take its place if the AI is near a hostile.
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Weather_SunGlow= 0.250 Determines brightness of glow around the sun. Higher = brighter. No apparent effect on other sky settings. Weather_SunFlare= 0.500 Determines the sun flare size. Higher = larger. No apparent effect on other sky settings. Weather_SkyLambda3= 2250000.0 Weather_SkyLambda2= 1604038.0 Weather_SkyLambda1= 1250000.0 These values affect the sky color. Some values can give a whiter horizon while others will make the horizon bluer. Weather_SunLambda3= 0.506 Weather_SunLambda2= 0.560 Weather_SunLambda1= 0.685 These change the color of the light the sun emits. This includes the glow around the sun, the horizon (360 degrees), and 180 degrees from the sun. SunLambda and Sky Lambda are RGB values. 1. Red 2. Green 3. Blue All of these settings work in harmony together. You can make radical changes in one area and make up for it in another. Weather_SkyExposure= -0.350 Determines sky and sunglow brightness. Lower (more negative) numbers brighten both. Similar to underexposed or overexposed camera film. Weather_Turbidity= 1.800 Effects the glow around the sun disk. Lower numbers darken it, higher numbers brighten it. Too high and it brightens over the disc. Small effect on sea highlighted reflections. Weather_SkyGamma= 3.000 Affects sky color. Higher numbers give lighter blues. Weather_SunIntensity= 150.000 Affects the glow around the sun disk and the Sky Exposure. Higher numbers, brighter. Weather_MieG= -1.500 Heavy effect on the glow around the sun. Best left as 1.500
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FT_2 = 60 FT_3 = 92 FT_5 = 150 FT_6 = 183 FT_10 = 305 FT_20 = 609 FT_25 = 750 FT_30 = 900 FT_40 = 1219 FT_50 = 1500 FT_60 = 1829 FT_63 = 1920 FT_65 = 1981 FT_70 = 2134 FT_75 = 2286 FT_80 = 2438 FT_90 = 2743 FT_94 = 2865 FT_95 = 2895 FT_96 = 2926 FT_100 = 3048 FT_105 = 3200 FT_110 = 3350 FT_120 = 3658 FT_130 = 3962 FT_140 = 4268 FT_145 = 4418 FT_150 = 4572
EPI_Y_RADIUS = 10.000000 This is used in conjunction with EPI_RADIUS(see below).These two values change the size of the Enemy Position Indicator. The default ratio of Radius to Y Radius is 5 to 1. To keep the same default orientation we suggest you keep to this ratio. The numbers are in pixels. PAN_SPEED_FACTOR = 3.000000 Determines the panning-speed in the 3d world (this includes the photo screen in the campaign!) Changing from 1 to 2 for example will double the regular panning speed. If the pan view is too fast for you, reduce to 1. This also affects the speed in death views. HIRES_LANDSCAPE_OFFSET = 0.400000 Best left at 0.400000 which is the prime setting. Intended as a graphics developers tool. For example if you change it to 1.400000, then you can see exactly how all the mapped tiles are placed, because each tile will have a sea colored border line. This is actually the underlying sea showing. ART_HORIZON_SIZE = 40.000000 This setting determines the size of the Artificial Horizon in pixels. EPI_RADIUS = 50.000000 Used in conjunction with EPI_Y_RADIUS (see above) UI_REFRESH = 60.000000 Allows you to set the refresh rate of the monitor in Hertz.
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Player_Spitfire_Spin_AOA_Control = 18.250000
Sets the wing angle of attack trigger point for spinning for the Spitfire, when player-flown. Units are degrees. The range of valid values is 12.000000 and up. A setting of 0.000000 will result in no spins. Refer to the section A Spin Is A Beautiful Thing in Chapter Five for a detailed explanation of how to adjust the two key spin parameters, Spin AOA Control and Spin Rotational Velocity Control.
Player_Spitfire_Spin_Rotational_Velocity_Control = 8.000000
Sets the rotational velocity trigger point for spinning. Units are degrees per second. The range of valid values is 1.000000 and up. Again, this particular setting is for the Spitfire, when player-flown.
Player_Hurricane_Spin_AOA_Control = 17.500000 Player_Hurricane_Spin_Rotational_Velocity_Control = 10.000000 Player_BF109_Spin_AOA_Control = 20.500000 Player_BF109_Spin_Rotational_Velocity_Control = 10.250000 Player_BF110_Spin_AOA_Control = 20.500000 Player_BF110_Spin_Rotational_Velocity_Control = 10.250000 Player_JU87_Spin_AOA_Control = 19.250000 Player_JU87_Spin_Rotational_Velocity_Control = 9.750000 Player_Tigermoth_Spin_AOA_Control = 17.500000 Player_Tigermoth_Spin_Rotational_Velocity_Control = 4.250000
Per the explanation for the Spitfire, these settings are used for these other aircraft when flown by the player. Values shown here are the defaults for Patch 2.10.
AI_Spitfire_Spin_Rotational_Velocity_Control = 8.000000
Sets the rotational velocity trigger point for spinning, for the AI-flown Spitfire. The range of valid values is 1.000000 and up.
AI_Hurricane_Spin_AOA_Control = 17.500000 AI_Hurricane_Spin_Rotational_Velocity_Control = 10.000000 AI_BF109_Spin_AOA_Control = 19.250000 AI_BF109_Spin_Rotational_Velocity_Control = 8.750000 AI_BF110_Spin_AOA_Control = 19.250000 AI_BF110_Spin_Rotational_Velocity_Control = 8.750000 AI_JU87_Spin_AOA_Control = 19.250000 AI_JU87_Spin_Rotational_Velocity_Control = 9.750000 AI_Tigermoth_Spin_AOA_Control = 17.500000 AI_Tigermoth_Spin_Rotational_Velocity_Control = 4.250000
Per the explanation for the AI Spitfire, these settings are applied when these aircraft are flown by the AI. Values shown here are the defaults for Patch 2.10.
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Player_Spin_Rotational_Velocity_Control = 0.000000 #Used/reserved by Buddye for spin control processing, Note - Value does not matter Player_Spitfire_Spin_AOA_Control = 17.500000 #Player Spitfire,set to 0.0 Means no spins for Player Player_Spitfire_Spin_Rotational_Velocity_Control = 4.250000 #Player Spitfire Player_Hurricane_Spin_AOA_Control = 16.500000 #Player Hurricane,set to 0.0 Means no spins for Player Player_Hurricane_Spin_Rotational_Velocity_Control = 5.000000 #Player Hurricane) Player_BF109_Spin_AOA_Control = 18.500000 #Player BF109,set to 0.0 Means no spins for Player Player_BF109_Spin_Rotational_Velocity_Control = 5.000000 #Player BF109 Player_BF110_Spin_AOA_Control = 18.500000 #Player BF110,set to 0.0 Means no spins for Player Player_BF110_Spin_Rotational_Velocity_Control = 5.000000 #Player BF110 Player_JU87_Spin_AOA_Control = 18.500000 #Player JU87,set to 0.0 Means no spins for Player Player_JU87_Spin_Rotational_Velocity_Control = 6.000000 #Player JU87 Player_Tigermoth_Spin_AOA_Control = 17.500000 #Player Tigermoth,set to 0.0 Means no spins for Player Player_Tigermoth_Spin_Rotational_Velocity_Control = 4.250000 #Player Tigermoth AI_Spin_AOA_Control = 0.000000 #Used/Reserved by Buddye for AI spin control processing, Note - Value does not matter AI_Spin_Rotational_Velocity_Control = 0.000000 #Used/Reserved by Buddye for AI spin control processing, Note - Value does not matter AI_Spitfire_Spin_AOA_Control = 17.500000 #AI Spitfire,set to 0.0 Means no spins for AI A/C AI_Spitfire_Spin_Rotational_Velocity_Control = 4.250000 #AI Spitfire AI_Hurricane_Spin_AOA_Control = 16.500000 #AI Hurricane,set to 0.0 Means no spins for AI A/C AI_Hurricane_Spin_Rotational_Velocity_Control = 5.000000 #AI Hurricane AI_BF109_Spin_AOA_Control = 18.500000 #AI BF109,set to 0.0 Means no spins for AI A/C AI_BF109_Spin_Rotational_Velocity_Control = 5.000000 #AI BF109 AI_BF110_Spin_AOA_Control = 18.500000 #AI BF110,set to 0.0 Means no spins for AI A/C AI_BF110_Spin_Rotational_Velocity_Control = 5.000000 #AI BF110
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SPITFIRE_Aileron_Boost_Delta = 1.150000 SPITFIRE_Rudder_Boost_Delta = 0.550000 SPITFIRE_Elevator_Boost_Delta = 1.100000 HURRICANE_Aileron_Boost_Delta = 1.000000 HURRICANE_Rudder_Boost_Delta = 0.500000 HURRICANE_Elevator_Boost_Delta = 1.050000 BF109_Aileron_Boost_Delta = 0.900000 BF109_Rudder_Boost_Delta = 0.550000 BF109_Elevator_Boost_Delta = 1.100000 BF110_Aileron_Boost_Delta = 0.950000 BF110_Rudder_Boost_Delta = 0.550000 BF110_Elevator_Boost_Delta = 1.100000 JU87B_Aileron_Boost_Delta = 0.850000
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JU87B_Rudder_Boost_Delta = 0.500000 JU87B_Elevator_Boost_Delta = 1.000000 TigerMoth_Aileron_Boost_Delta = 1.000000 TigerMoth_Rudder_Boost_Delta = 1.000000 TigerMoth_Elevator_Boost_Delta = 1.000000 Provided Reduce Surface Deflection is set to ON elsewhere in the .bdg file, these settings adjust the rate at which achievable control surface deflection reduces, with increases in dynamic pressure (which basically is a function of altitude and airspeed). This can apply to either or both player- and AI-flown aircraft, as desired. The larger the value used, the greater the available deflection at a given dynamic pressure. Deviations from the above defaults may necessitate adjustments to player/AI spin settings.
These are adjustments for flight model changes used by the FM Engineer.Leave. AUTO_SHAPE_CHANGE = 000000 Unknown DEBUG_STUTTER= 0 This variable tells the program to send output to a file used for debugging. Do not change it unless asked by a (cue drum roll) BDG coder. This option can slow your game down tremendously. OPTIMISE_OBJECTS_DURING_RUNTIME=OFF This is now left off due to a gigantic buildings bug that has been introduced with the new buildings DELETE_MODELS_FOLDER_CONTENTS=OFF Effect unknown. FIX_OBJECTADDS=ON Set to ON fixed seemingly unexplained crashes, collisions and explosion problems on take-off and landing at certain airfields that affected a limited number of users. EVERYTHING_OBSCURES_TERRAIN=OFF This is to make sure nothing gets occluded by the terrain. This is wrong, for example the lower part of a house might be beneath the surface or
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CHECK_TEXTURES_ARE_AS_EXPECTED=OFF Used for on the fly texture editing. Easier to just set SKINNERS_MODE= ON - see above AUTO_TEXTURE_CHANGE=OFF Used for on the fly texture editing. Easier to just set SKINNERS_MODE= ON see above USE_HIRES_LANDSCAPE_TILES=ON Toggles ON or OFF hi resolution landscape tile textures. Set this to OFF if your video graphics card has less than 64 MB or memory. BOB_DISABLE_ENGINE_CUTOUT=OFF Enables/Disables the engine cutout British fighters experienced when they entered a negative G dive. This is because in the early model Spitfires and Hurricanes gravity-fed carburetors were used instead of fuel injected systems used by the German fighters. To avoid the engine cut out, RAF fighters had to first roll inverted before entering a dive. This feature only works if the complex engine management is enabled in the in game GUI configuration screen. BOB_DISABLE_STALL_HORN=OFF If set to ON the player will hear a stall warning horn if the engine is operated at less than 25% power (throttle) while flying the RAF aircraft. BOB_BOMBERFIX=ON This is an improvement over the original bomber behaviors when they are attacked and damaged. When set to ON, the bombers will do the following if the engine damage reaches a certain level. First, with the lower damage the bomber will break formation and head for home or the crew will bail out (rookie crew). If the engine damage increases, the crew will bail out, the bomber will crash (crew overcome by toxic smoke) or the bomber will explode caused by a fuel fire or bullet hitting the detonator cap on one of the bombs aboard the aircraft. LEAVE this setting ON. NO_HEAD_BOBBING_WHILE_PADLOCK=OFF When an aircraft or object is padlocked, the Head Bobbing is disabled if this option is set to ON. Once the padlock is broken, the head bobbing with G effects resumes. BOB_FIGHTERFIX=ON Similar to the BOB_BOMBERFIX, this is an improvement to the original fighter behavior when they are attacked and damaged. The fighters
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are preloaded. This removes the hiccup or stutter that occurs when the file would be loaded during your flight in 3D. The whole process is totally automatic and currently only works with quick missions. We recommend setting this to ON. VIEW_TIME_FUDGE=OFF Effect unknown. DEBUG_RUDDER=OFF Debugging feature for coders. Leave off unless otherwise requested during testing. SKIP_QUICKVIDEOS=OFF Toggle ON or OFF Instant historical video clips SKIP_VIDEOS=OFF Toggle ON or OFF the historical video clips in the various campaign menus. SHORTENED_LABELS=OFF Toggles on or off the full or an abbreviated aircraft label. This will only work if aircraft names have been enabled in the in-game GUI menu. HIDE_AMMO_COUNTER=ON Set OFF displays your remaining ammo count in the Infoline. ALWAYS_BEHIND_GUNSIGHT=ON In real life the Messerschmitt BF-109 gun sight (as well as the Stukas) was off-centre from the pilots seated position. He was nonetheless able to align his eye to the gunsight without shifting his head over simply by using one eye to aim. The off-centered nature of the gun sight by default thus mirrors the fact that we have a pair of eyes that are not in the middle of our heads. In-game, there is only one camera simulated eye which IS in the middle of the virtual head. So if the virtual head is centered in the cockpit it is not going to be centered behind the gunsight. By setting this BDG.txt feature ON the pilot will always be aligned behind the gun sight. BOB_SMOOTHER_DEADZONE=ON Set ON creates a smoother transition from the centre point of the deadzone to the maximum deflection point on your joystick. If you have no deadzone on your control configuration then activating this feature may have little impact. For those that do, this feature should make aircraft movements smoother and easier to control.
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Campaign_Break_Off_Code=ON This controls the campaign breakoff code. If ON the break off code will be applied which is the default. Set to OFF and the breakoff is skipped. This allows the player can chase the enemy AI back to base and it will fight and evade. Be warned it also permits the enemy AI to chase you back to base. Permit_Annoying_Radio_chatter=ON This is used to stop the annoying unnecessary chatter (SHOOTHIM and slow down I can not keep up). The default is ON. Set the parameter to OFF to stop. Use_The_Spinout_Maneuver=ON This works when you shoot at a enemy AI and score a hit or near miss. If the targeted AI is Damage = Yes (a specific amount of damage that that will send the targeted AI home (movecode =DISENGAGED or SCREWYOUIMGOINGHOME), then the targeted AI will have a 20% (medium) chance of a Spinout. If the targeted AI is Damaged = No, then the targeted AI has the following percent chance of a Spinout based on skill level: NOVICE and POOR = 20% REGULAR and VETERAN = 15% ACE and HERO = 10% This tries to simulate the different skill level AI pilots surprise and ham fisted reaction to being targeted, surprised, and shot at and the fact that a damaged A/C will tend to spinout when the AI pilot over reacts. The default is set to ON.
Do_You_Want_AI_AC_To_Spin=ON Set this to OFF in order to preclude spins by all AI-flown aircraft.
Do_You_Want_To_Fight_The_Terminator_AI=OFF #Note: Only valid for IA Missions. If set to ON, you will fight The Terminator AI. The Terminator will not disengage (except when they kill an enemy) and they will not go home. It is a fight to the death for both the wingmen (friendly) and the enemy AI (unless one gets too far out of the 8,000 meter visible range). The Terminator is as aggressive as Hero and Ace and may even ram you as he does not care about being killed. The Terminator has a weakness as his defense is rather normal as his focus is on offense. As the fight continues, more Terminator AIs will be assigned to target the player. The Goal of the Terminator Skill level is to challenge the player to try and survive the 12-on-12 Random Advantage
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Appendix A : BDG.txt
The small stick A/C reflects the enemy AI (below) or the friendly AI (above). A red small stick A/C means the AI is damaged and the black stick A/C means undamaged. Thanks to Retro for this feature. Testing_Do_Not_Shoot=OFF Used For Testing to Prevent the AI from shooting Rain_Switch=ON Sets rain ON or OFF in Poor or Inclement missions. Collision_Detection_And_Avoidance=ON #NOTE CDAA must be set to ON to do Collision Detection And Avoidance. Also check the other two CA BDG.txt parameters for correct values, if needed. When set to ON, enemy aircraft will attempt to avoid a collision with you. In very high speed or abrupt course changes, even if this is set to ON, a collision may still be unavoidable. BF109_Bf110_Slats_Open_Close_Sounds=ON The BF109 and Bf110 had slats on the leading edge of the wing that would open automatically under certain conditions when approaching a stall. The slats were designed to delay the onset of the stall. When the slats opened or closed, they often did so with a very loud audible bang heard even over the sound of the very loud engine. To rookie pilots this sound was often loud enough to be confused with being hit by the bullets of an attacking aircraft or AAA. Setting this to ON enables the slat open/close sound if you are piloting the Bf109 or Bf110. Scott_PS_Log=OFF Do Not Adjust. A dev tool used for testing.
Your_2dGauges_Work_In_Autopilot=OFF Intended for FM flight test purposes only. When set to ON, the players 2D gauges will continue to function when AutoPilot is engaged. AutoPilot_Kludge=OFF Intended for FM flight test purposes only. When set to ON, a rudimentary autopilot mode is engaged, which attempts to hold the players aircraft at a fixed airspeed, altitude, throttle setting and heading. Used in conjunction with the your 2D gauges work in autopilot switch discussed earlier.
DEATH_BREAKS_PADLOCK=OFF
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Appendix A : BDG.txt
choose an airfield with no aircraft pens you will start near hangers or trees. It will also only work with the aircraft small enough to fit in pens (not the BF110). HIDE_POWER_INFO=ON Toggles on or off the display of the engine power (throttle) expressed as a percentage in the Infoline. USE_NATIONAL_UNITS=ON When set to ON, this displays information in the correct unit of measure as used by either the RAF (imperial) or Germans (metric). FADING_LABELS=ON When set to ON, AI labels will fade away as they get farther and farther away in the distance. LOCK_GUNNER_VIEW_TO_GUN=ON OUCH! Set to OFF, all Gunners are restricted to facing forward!! Also with TRACKIR, allows you to look around without having to slew the MG in the same direction. OBJECT_PLACEMENT_MODE=OFF Used only when placing ground objects using the ObjectAdds method. Leave it OFF for gameplay. NO_PILOT_IN_ROVING_CAM=OFF This only affects the external view 3d model. You can make screenshots of the A/C without the pilot figure being inside. 3D_MODELLER_MODE=OFF Enables some features for 3D modelers to test/debug their models ingame. Specifically, it reserves the number of keys for modeler use. Explained in more depth in the 3D Modelers Pack. VIDEO_MAKING_MODE=OFF Used for making videos, it can also be used for making screenshots. It enables these keys: 5 6 decrease/increase cockpit near z by step 7 8 decrease/increase step 9 start replay(videos only) TEXT_REMINDERS=ON
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Appendix A : BDG.txt
Do_You_Want_Flak_Over_France=OFF # ON = Player Gets Flak Over France or OFF = Player Gets No Flak Over France The default is OFF as that is the current implementation. Increase_Flak_and_AAA_Rate_Of_Fire=OFF # ON = increase the Ground Flak and AAA rate of Fire or OFF = Stay with the same Flak and AAA rate of fire as in the BOBII Gun specs The default is OFF which is the current way the game is set up and operates, but if you have the Processing power and enjoys some AAA and Flak tension give it a try. Flak_Size_In_Meters = 11.0 #The flak size is used to force major damage to an A/C when the flak overlaps the A/C. Used to Simulate a A/C significant flak hit. The default is 11.0 meters (flak is about 10 meters and a Spitfire wing is about 12 meters, so 5 meters radius for flak and 6 meters for the Spitfire = 11 meters). If you fly mostly against bombers you may want to increase the Flak Size Parameter. You will know when it is a flak hit as the left or right wing will rip off very suddenly, or both tail fins will rip off, and the pilot will bail out.. This parameter is for Stickman who says that the odds of getting hit by flak in 1940 were about the same as drawing a Royal Flush in poker. For those interested in getting flak hits at a very low but they will happen sometimes (or to test the feature), my testing has shown a Flak_Size_In_Meters=25 will get infrequent but possible flak hits. Do_You_Want_Flak_And_AAA_Fire=ON # ON = Player 'Gets' Flak and AAA fire or OFF = Player Gets 'No' Flak and AAA fire. For saving processor resources. The default is ON as that is the way it is now but Beta Testers have noticed increased processing (as the bugs fixed permits additional fire) when the Flak and AAA is in full fire mode. Also may help customers with weaker PCs to save some processing. Do_You_Want_Flak_And_AAA_Fire_if_Friendly_within_1000_Mete rs= ON # ON = Flak and AAA when friendly is within 1000 meters or OFF = No Flak and AAA fire when friendly is within 1000 meters The default is ON as that the way it is now (all AAA and flak fire at enemy target). Many players will want AAA and flak off to prevent friendly A/C form being hit. In addition, large dog fights take significant processing power so limiting the flak and AAA will be a help for some. On the other hand it is fun to dog fight around flak and AAA as it just adds to the stress level if you have the processor grunt.
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TEMP_AG_SN[15,2]=1192 TEMP_AG_SN[15,3]=62
This creates dense forests of two tree types,, but users with weaker systems should delete one of these lines. Yes, you need both lines. Just copy and paste, or type it longhand. Weaker systems will need TEMP_AG_SN[15,0]=62 or TEMP_AG_SN[15,1]=62 (the number after the comma is a density setting). For those what want to know this means: -place object 1192 (a beech) on areatype 15 (forest) with medium density (2). -place object 62 (an oak) on areatype 15 (forest) with high density (3). Use together with the following to populate the landscape with livestock and haystacks
ADD_SHEEP_COWS_AND_HAYSTACKS=ON
Render_Sheep_View_Radius= # Gives a RADIUS around your plane where the sheep are: 0 none 1 only very near 2 very near + near 3 very near + near + fairly near Only used if ADD_SHEEP_COWS_AND_HAYSTACKS is on. LANDSCAPE_TEXTURE_SIZE = 2048 Should be set to 0 for low spec systems. Enables or disables the 2048x2048 resolution terrain tiles Do_You_Want_Random_Mixed_Squad_skills=ON Enables or disables mixed skill levels with squadrons or staffeln. If turned OFF, all pilots in a squadron will have the same skill level.
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Appendix B : Cockpits
APPENDIX B: Cockpits
SPITFIRE
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HURRICANE
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Appendix B : Cockpits
BF109
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BF110
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Appendix B : Cockpits
STUKA
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APPENDIX C:
Keycards, Padlocks and Views
KEY CARDS
The following keycards are courtesy of Stickman.
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APPENDIX D:
Radio Commands
Radio command table appears on following page to allow printing on a single page. NOTES to radio commands: 1. Regarding the Combat command Attack My Target (Help!) (R-35): This command will work only when you have an enemy plane padlocked. One of your wingmen will attack the padlocked target and the rest of your wingmen will attack the padlocked targets other remaining wingmen. Regarding the Combat command Break! (R-3-3): This command was modified slightly from before and is intended to allow the player to force his wingmen to break off of a target or do an evasive maneouvre if under threat. Some users found the incidents of "poaching" (your wingmen shooting at the player's target) can be found to be annoying at times. When you see a "Poacher" hit R-3-3. If he is within 300 meters of the players A/C, he will set to disengage (non-fighting movecode). If he is greater than 300 meters he will do an evasive maneuvre (normal R-3-3 as it has always worked) and stay engaged on his target. The disengage should give the player time to take care of his target. The friendly will re-engage on the closes enemy AI in about 45 seconds. This affects ALL friendly A/C so use of this command can put your team at a disadvantage if they are all currently engaging a target. Viewing the subject of current heard message: After calling out one of the tower commands, one can padlock the location of the ground control tower that is responding by pressing the F5 key. The key must be pressed WHILE the response message is being played back. Padlock diamond drawing must also have been previously enabled with SHIFT+T.
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APPENDIX E:
Patch Revision History
Below are the patch revision summaries back to version 2.04
BDG 2.10 release notes Whats new in this release: 1) Mixed Skills within Units (Squadrons/Staffeln) 2) Updated Flight Models 3) Now over 400 authentic period ground models 4) Brand new High Res Terrain textures (64x original BoBII rsolution) 5) Gauges, Fuel, compass and other items fixed 6) Multiplayer beta 7) Multiskin- we now have every single bomber uniquely coded and marked with historical accuracy. 8 ) Terrain, new areas updated for example Beachy Head and the Seven Sisters now fully modelled 9) Multiple stability and bug fixes. 10) Updated Ju87 model. 11) New Auto Gen for Trees and other objects (Work in Progress) Known Issues: 1- When selecting the Blenheim in the 'End of Defiant' Historical Instant Action Mission (you can add it in place of the Defiant), you *must* select an RAF or Luftwaffe fighter after making the change to enable the Blenheim. If you do not, you will get a crash. 2- Sorry, the Tiger Moth didn't make it as a flyable aircraft, it's static only. We plan a version that allows this, but disable the campaign game. 3- Bf110- The player's head position is low (it has always been this way). If you want to raise it, try setting EyePosYOffset to 2500 in the \models\Bf110C4.ACD file. You will then need to aim through the top of the projected reticule, or use Aces mod. We hope to raise the gunsight at some point. 2.10 code (exe) Changes (Buddye) 1.I added a random skill mix option within a Squad. I implemented the following new Bdg.txt parameter to control the option:
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Notes: a. BOOST values shown are the suggested Boost_Delta defaults found in the .bdg file. They are only applied if REDUCE_SURFACE_DEFLECTION is enabled in the .bdg file; this feature can be independently selected ON or OFF for player-flown and AI-flown aircraft. b. RUNTIME values can be adjusted in the flight control area of the aircraft .acm file (Models folder). The larger the value, the slower the response of the given flight control to player or AI inputs. A value of 1 corresponds to the pre-Patch 2.10 setting do not use values less than this. c. SPIN SETTINGS are the defaults found in the .bdg file effective from Patch 2.10. They have been adjusted to compensate for the effect of the new runtime feature, ensuring spin behaviour remains acceptable to the majority of players. Players wishing to increase a particular aircrafts tendency to spin can do so by reducing these values in the .bdg file and saving the changes. It is suggested that the Spin_AOA_Control and Spin_Rotational_Velocity_Control values be adjusted concurrently, in increments of 0.25 and 1.25 respectively, until the desired sensitivity is achieved. Conversely, susceptibility to spin can be reduced by increasing the default values, using a similar incremental approach. Note that the file allows different spin settings for each aircraft whether player-flown or AIflown under normal circumstances the two should match, i.e. if you make changes to the player settings, revise the AI settings for that aircraft accordingly.
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BDG 2.09 release notes What's included: 1) More Aggressive AAA 2) 3.5" Flak that can Kill 3) Bullet Dispersion re-design 4) Single Character Labels 5) Rework of air-to-air and ground collisions 6) Improved counts for Kills, friendly A/C losses, and friendly pilot losses 7) Implemented exact same control surface reduction code for the AI A/C as the player (subjectively, this is a *big* one!) 8 ) New Ground Objects (over 250 in total now!) Airfield buildings, houses, ships, rural features (look out for the Oast houses). 9) Further Landscape improvements (updated textures for this release, reworked areas eg Boscombe Down) 10) New Auto Gen for Trees and other objects (Work in Progress) 11) New Flight Model (FM) and Spin characteristics 12) Over 40 CTD and other fixes and features implemented. 13) New Blenheim and Ju52 models, static Tiger Moth
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BDG_2.08 release notes Summary 1) Redesign of the AI Maneuver Selection process. 2) Enhancement of the existing AI Maneuvers and introduction of new Maneuvers . 3) Enhancement of Fighters vs Bomber AI Maneuver Selection . 4) New 2dGauge System (with some continuing gauge work to follow) 5) New 3D Ground Objects for RAF and Luftwaffe airfields. 6) Updated High Res Terrain textures - Brand new textures at increased resolution (16x base BoBII) 7) Updated Terrain mapping Reworking of key areas. 8 ) General fixes 9) Updated Multiskin 150+ Historical skins including some key personalities of the Battle The 2.08 AI Performance and Design The redesign of the AI Maneuver Selection (Buddye) The redesign of the AI maneuver Selection Criteria was driven by the need to become more deterministic and less random in selecting AI maneuvers. I felt the need to move in this direction to improve the AI offence and defense so the AI selection software had more control. Of course there is a big danger in this strategy. We do not want BOBII to become repeatable. This will become a fine line to follow in the future and I will need both
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1) Feature update (Buddye) BDG_2.08 Changes (from 2.07) 1. Fixed Novice_Stronger_Bullets=ON [ #NOTE: Only the player has the stronger bullets (not the AI)] so that only the player has the stronger bullets and not the AI. Default is off and I added a NOTE in the BDG.txt 2. Fixed Auto Pilot so if significant damage occurs the A/C will crash as Auto Pilot will be disengaged back to manual and can not be re-engaged thanks to Trumper for catching this one for us. 3. Fixed Auto Landing in Auto pilot to exclude the BOBII unflyable A/C like bombers thanks to Bader for catching this one. 4. Added code to smooth out turns during auto landing thanks to Bader. 5. Prevented a CTD in SPC when START_FROM_PEN=ON. 6. Added a BDG.txt parameter External_View_Starting_Distance = 3.100000 #sets the starting distance from the A/C in external view NOTE:
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BDG_v2.07 Summary
1) Updates to exe (release notes below) AI improvements and AI death animation updates. 2) Single Pilot Campaign (beta) with brand new 28 page player guide. 3) Updated Flight Models (FMs), adjustable to user experience. 4) Updated Terrain - Brand new textures and reworked terrain detailing. 5) Updated Multiskin - adds over 150 Historical skins Detailed list of changes in BDG_v2.07 1. Fixed the L key (FLOORVIEW) for the JU87 so it will toggle. It was sticking. 2. Fixed a bad bug in the One-on-One and Turkey Shoot Missions where the enemy AI would not evade with a near miss when the Gun Camera = ON. 3. Remove all the unused Key commands from the Control->key map GUI that go with the new Key command document thanks to Rob. 4. Fixed bugs that were causing the JU87s to not dive bomb in the IA Anti-Shipping Mission and the campaign. We tested and confirmed the following: - When the player flies as the "leader" and manual (not auto pilot), all AI Stuka wingmen dive-bomb. This is true both in manual-control and in AutoPilot. NOTE: in manual control the player must enter the R-6-1 CMD (start your run). You do not need to padlock the target. - When the player flies as a "wingman", other staffel members (AI Stuka leader, wingmen) dive-bomb. - When the player flies as an "escort" 109, the whole AI Stuka staffel divebombs. - When the player flies as the RAF "intercept", the whole AI Stuka staffel
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2) Single Pilot Campaign (Beta) For full information please see your \Battle of Britain II\docs folder for Single_Pilot_Campaign_Manual.pdf Thank you to Borton, Tako_Kichi, Heinkill for this excellent 28 page guide. 3) Updated Flight Models (FMs) Thank you, Blue Six and flybywire. These have been worked on for a long while now. http://a2asimulations.com/forum/viewtopic.php?t=8561&start=0 Notes from Blue Six: Several incremental FM refinements are rolled out with BDG_2.07. Yaw stability and damping have been increased for most aircraft, to more closely approximate their real world performance. This will be most evident on the Spitfire, where previously, any side-to-side nose motion took an inordinate amount of time to damp out. Adjustments have been
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4) Updated Terrain The SummerTerrain-V2 is now included by default. 5) Updated Multiskin The BoBII_multiskin_v2.06_UPDATE has been added to the earlier Multiskin package. BOB II v2.06 Summary 1. AI (Artificial Intelligence) Advancement / improvements 2. New flight models 3. Increased stability 4. Built with Microsofts latest programming software 5. New visual effects 6. 2.06 manual revision completed Detailed list of changes in BOBv2.06 1. Fixed Collision Avoidance (CA) so that a different closure time can be used for head-on collisions (larger time as the closing is so fast) and a smaller time can be used for head to tail collisions so that the AI will not pull off as fast when shooting at an enemys tail. 2. Fixed the damage model so that when the left and right fin/elevators, or the left or right outside wings are equal to BS_DEAD (totally damaged from a collision or gun fire) the players A/C will not be flying home. 3. Fixed buffet sound so it turns off when player bails out or crashes. 4. Implemented additional/different maneuvers when Skill level Novice and Poor is selected in the Instant Action missions. The AI will be less aggressive (Novice less and Poor a bit more) and the maneuvers will be less defensive (Novice less and Poor a bit more). 5. Implemented new more aggressive AI maneuvers for Ace and Hero skill levels when selected in instant Action Missions (about the same level). The goal is so the customer can see a difference in both offence and defense when different skill levels are selected. a. Novice the lowest easiest level has very little offence mild defense. b. Poor the offence increases slightly and defense is increased over Novice. c. Regular and Veteran has less offense than 2.05 level and about the same defense as 2.05 level. d. Ace and Hero offence was increased significantly with the defense about the same as Regular and Veteran. The new STAYONTAIL and
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NEW FEATURES
(A New feature for our Kids/Novice users is Novice AI, Novice Bullets, Novice AI Speed control, and Novice larger targets that are used with Novice FM). These features are all individually selectable in the BDG.txt and should allow our kids/grandkids to better enjoy BobII at a Novice/Jr level. (* Means feature is user changeable via the bdg.txt) New AI features: 1. Novice_Stronger_Bullets. The bullets are about 20% stronger for those
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MISC
1. Engine more resistant to background application processes (ALT-TAB work) 2. New selectable weather, water, and sky* 3. Thanks to Ken, added new ACM file to improve the control of the slats 4. BF109_Slats_Open_Close_Sounds. It controls the simulated sound of the 109 slats opening and closing* 5. Flight Modeling tweaks to various aircraft.
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APPENDIX F: AUTOGEN
function in the BDG.txt
The Autogen system takes existing 3D objects (*.bin files) and sprinkles them over the landscape. There are only two things you have to tell it: What to sprinkle and where to sprinkle it. Lets start with the "what". BoB has numbered all the 3D objects, and you will find the numbers in the file shapenum.g (Shape Numbers, generated). Here are some snippets: const ShapeNum VSCON = (ShapeNum) 1; [...] const ShapeNum A_HORNCH = (ShapeNum) 610; [...] const ShapeNum DO17 = (ShapeNum) 19; [...] const ShapeNum COTTG2 = (ShapeNum) 59; const ShapeNum HAYSTK = (ShapeNum) 60; const ShapeNum PARLMT = (ShapeNum) 61; const ShapeNum TREE1 = (ShapeNum) 62; const ShapeNum TREE2 = (ShapeNum) 63; Ignore all the styrofoam that is in there, look only at the 3. column and the last one. So, if you want to litter Do17 about, use the number 19, for a COTTG2 (Cottage2) use 59, for trees 62 or 63. A_HORNCH is obviously building type a at HornChurch. If you don't see what something means (for ex. VSCON), you have to try. I don't know what a VSCON is either, (some of) you have the advantage of being native speakers. A special number is zero - it means don't sprinkle anything here. Also, see the graphical bin file catalogue created by Arch. Have a look at the shapenum.g file (included with the bob.exe) now! So, the remaining question is how to tell BoB where to sprinkle the objects. Every AreaType has its own number:
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The "template" for telling the AutoGen stuff what to do is: TEMP_AG_SN[AreaType,HowOften]=ShapeNum
For example: TEMP_AG_SN[5,0]=59 means, sprinkle in field1 ("5"), a few (0=few, 1= a bit, 2 =many 3= really many) cottage2s ("59"). So, for each of the 32 AreaTypes you can have up to 4 different object types you place there. These lines go into the ascii file "bdg.txt" inside the main-bob-directory. You can add them with notepad or any other ascii editor. In the variable name, TEMP is a reminder that this is temporary stuff, AG = AutoGen, SN = Shape number.
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APPENDIX G:
BDG_Values.Maneuvre Testing codes for Activating fprintf
(intended for BDG coder use only) 1.Collision Avoidance 2.Manual Transition Phase I 3.Spin Recovery 4.Too Low 5.Manual and Simple ACM 6. Simple ACM 7.Manual ACM 8.Mod Roll Rate 9.Mod Roll 10.Mod Fast Roll 11.Set Thrust 12.Mod AOA 13.Mod Pitch 14.Mod Vel Pitch 15.Mod Lift Limit 16.Mod Rudder 17.Simple Transition 18.Process Piston Engines 19.Complex Engine Process 20.Sub Base 21.Real Base 22.ACM Base 23.Calc Best Climb Pitch 24. MoveItem 25. MoveTransItem 26 AirCraftDanage 27. FighterDamageBehaviour 28. ArcadeBase 29. TouchedGround 30. SetEngage 31. Seen 32. VisibleAcCheck 33. AeroDevice::Action 34. MainPlane::Process 35. Surface::Process 36. SimpleACM Invalid Move Code 37. ManualACM Invalid Move Code 38. MoveItem AI A/C damage 39.:SetInstruments Instruments
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APPENDIX H:
CPS_Bombers Keymapping Guide
KEYBOARD CONVERSION CHART FOR BATTLE OF BRITAIN DEVELOPERS GROUP (BDG) UPDATES BATTLE OF BRITAIN II: WINGS OF VICTORY AND UBI / MADDOX GAMES IL-2 STURMOVIK / FORGOTTEN BATTLES / AEP / PACIFIC FIGHTERS / 1946 SERIES By Rob Henderson aka CPS_Bomber in the A2A Simulations Forums This chart is designed to aide all users with regards to the custom key mapping of commands in BoBII: WoV. The custom key map menu is found through the main options menu thus: Main Menu->options->controls->key mapping The following chart describes each command as seen in the key mapping window, and aims to shed a little light on the description and purpose of each command listed within the game. NOTES: The colour coding matches that of the keycard supplied with the original release and also (more importantly) the fully updated key card by STICKMAN & MUSAK found in the documents folder in the main game directory. Thus: Standard keyboard: BLACK Ctrl modified: GREEN Shift modified: RED Alt modified: BLUE Commands NOT listed on key mapping screen: PINK Undefined commands: GOLD TABLE HEADERS: COMMAND: This is the reported name for the command as seen in the custom key map list. SCREEN DESCRIPTION: This is how the command is described in the custom key-mapping screen when highlighted.
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1) Left Magneto = FK_MAG01 First key press turns magneto on, second key press turns magneto off. 2) Right Magneto = FK_MAG02 First key press turns magneto on, second key press turns magneto off. 3) Left Fuel Cock = FK_FUELCOCK1 First key press turns fuel cock on, second key press turns fuel cock off. 4) Right Fuel Cock = FK_FUELCOCK2 First key press turns fuel cock on, second key press turns fuel cock off. 5) Primer Pump = FK_PRIMER0 Hold down key while pump button travels to extremes. Each full in/out cycle is one injection. Tapping key repeatedly in rapid succession may not provide adequate priming. 6) Engine Starter = FK_ENGINESTARTER0 Hold down key to turn on ignition. Hold key down while engine fires up until RPM stabilises. 7) Boost Cut Out/WEP Reset = FK_BOOSTCUTOUT (not shown) Press key once to reset the gate on the throttle and return to maximum continuous power (90%). NOTES: All of the interactive controls for both Spitfire types can still be used by the mouse even when assigned to the keyboard. All the controls in the Spitfire are simple on/off toggles except for the throttle, prop pitch and
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HURRICANE Mk1A/1B
1) Left Magneto = FK_MAG01 First key press turns magneto on, second key press turns magneto off. 2) Right Magneto = FK_MAG02 First key press turns magneto on, second key press turns magneto off. 3) Fuel Cock Clockwise = FK_FUELCOCK1 Turns fuel cock in clockwise direction. First press turns on main tank, second press reserve tank. 4) Fuel Cock Anticlockwise = FK_FUELCOCK2 Turns fuel cock in anticlockwise direction. First press turns fuel off if set to main tank, or turns on main tank if already on reserve tank. A second press will then turn fuel cock off. 5) Primer Pump = FK_PRIMER0 Hold down key while pump button travels to extremes. Each full in/out cycle is one injection. Tapping key repeatedly in rapid succession may not provide adequate priming. 6) Engine Starter = FK_ENGINESTARTER0
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Bf109
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1) Magneto 1 = FK_MAG01 First press turns on magneto 1, second press turns magneto 1 off. If magneto 2 is on, first press will turn off magneto 2 and turn on magneto 1, second press will turn all magnetos off. 2) Magneto 2 = FK_MAG02 If magneto 1 is on, first press will turn on magneto 2, second press will turn on both magnetos. If both magnetos are on, first press will turn off both magnetos and turn on magneto 2, second press will turn on both magnetos again. 3) Fuel Cock ON = FK_FUELCOCK1 Press to turn fuel cock on. Subsequent presses have no effect. 4) Fuel Cock OFF = FK_FUELCOCK2 Press to turn fuel cock off. Subsequent presses have no effect. 5) Primer Pump = FK_PRIMER0 Hold down key while pump button travels to extremes. Each full in/out cycle is one injection. Tapping key repeatedly in rapid succession may not provide adequate priming. 6) Engine Starter = FK_ENGINESTARTER0 Hold down key to turn wind up starter motor. When the starter motor goes silent, release the key to start the engine. 7) Boost Cut Out/WEP Reset = FK_BOOSTCUTOUT (not shown)
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1) Left Engine Magneto 1 & 2 ON/OFF = FK_MAG01 First press turns on magneto 1, second press magneto 2, third press both magnetos, and fourth press turns both magnetos off. 2) Right Engine Magneto 1 & 2 ON/OFF = FK_MAG02 First press turns on magneto 1, second press magneto 2, third press both magnetos, and fourth press turns both magnetos off. 3) Left Fuel Cock = FK_FUELCOCK1 First key press turns fuel cock on, second key press turns fuel cock off. 4) Right Fuel Cock = FK_FUELCOCK2 First key press turns fuel cock on, second key press turns fuel cock off. 5) Left Primer Pump = FK_PRIMER0 Hold down key while pump lever travels to extremes. Each full back/forward cycle is one injection. Tapping key repeatedly in rapid succession may not provide adequate priming. 6) Right Primer Pump = FK_PRIMER1 Hold down key while pump lever travels to extremes. Each full back/forward cycle is one injection. Tapping key repeatedly in rapid succession may not provide adequate priming. 7) Left Engine Starter = FK_ENGINESTARTER0 Hold down key to turn wind up starter motor. When the starter motor goes silent, release the key to start the engine. 8) Right Engine Starter = FK_ENGINESTARTER1
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Ju87
1) Left Magneto = FK_MAG01 First key press turns magneto on, second key press turns magneto off. 2) Right Magneto = FK_MAG02 First key press turns magneto on, second key press turns magneto off. 3) Left Fuel Cock = FK_FUELCOCK1 First key press turns fuel cock on, second key press turns fuel cock off.
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391
COMMAND
ACCELKEY
ACCELERATED MODE TOGGLE (Accelerate Time x2/x4/x8) (Decelerate Time x2/x4) TAB (]) ([)
This command accelerates time x4, in the 3D world to the next selected waypoint. The function works in both Cockpit View and External Views. Upon reaching the next waypoint, it resets time to x1. The presence of nearby enemies also automatically resets time to x1. Note there is no sound while accelerating time on the map! It is worth noting however that far more detailed options for accelerated time are available when viewing the in flight map by pressing M and navigating the choices in the options menu. This combination takes you to the in flight map and offers a very basic accelerated time mode, allowing the aircraft to continue flying ahead following its last attitude before pressing the key combination however unlike the in-flight map, it does not act as a game pause. The accel time will continue irrespective of the surrounding combat situation. To exit press 0 (zero), which will return you to the cockpit of your aircraft. This is a fairly risky accelerate time function to use, for if the mode is activated without putting your aircraft in autopilot or selecting & activating a valid waypoint to follow, your aircraft may fly its self into the ground rapidly. No equivalent in IL-2 series.
392
SHIFT+TAB
ACCELKEY2
COMMAND
AILERON_LEFT
Standard flight control for banking. Aileron functions can be assigned to joystick axis in the controls menu in the game. It is worth noting that this provides far greater control over the aircraft than the keyboard can currently provide.
AILERON_RIGHT
393
Standard flight control for banking. Aileron functions can be assigned to joystick axis in the controls menu in the game. It is worth noting that this provides far greater control over the aircraft than the keyboard can currently provide.
AILTRIMDOWN
CTRL+INSERT Adds trim to the ailerons to assist in balancing (Ctrl+Left Arrow) the aircraft in flight. The longer the key press, the larger the input of trim will be applied. Trim for all axis can be assigned to joystick & throttle axis/sliders/rotaries in the controls menu in the game. It is worth noting that this provides far greater control over trim than the keyboard can currently provide. Note that not all trim commands are available in each aircraft.
COMMAND
AILTRIMUP
CTRL+PGUP Adds trim to the ailerons to assist in balancing (Ctrl+Right Arrow) the aircraft in flight. The longer the key press, the larger the input of trim will be applied. Trim for all axis can be assigned to joystick & throttle axis/sliders/rotaries in the controls menu in the game. It is worth noting that this provides far greater control over trim than the keyboard can currently provide. Note that not all trim commands are available in each aircraft. ALT+F1 Selecting this padlocks your view to the first aircraft of your target formation (leader or highest surviving wingman). No equivalent in IL-2 series. Activates a snap/sticky view in selected direction. Works both in panning or fixed mode for views. There is no equivalent in IL-2 series for snap views that stick after key release. Activates a snap/sticky view in selected direction. Works both in panning or fixed mode for views. There is no equivalent in IL-2 series for snap views that stick after key release. CTRL+8
394
CTRL+6
ALOOKE
LOOK RIGHT
ALOOKN
ALT: FORWARD
COMMAND
ALOOKNE
Activates a snap/sticky view in selected direction. Works both in panning or fixed mode for views. There is no equivalent in IL-2 series for snap views that stick after key release. Activates a snap/sticky view in selected direction. Works both in panning or fixed mode for views. There is no equivalent in IL-2 series for snap views that stick after key release.
ALOOKNW
ALOOKS
395
CTRL+3 CTRL+1 CTRL+5
Activates a snap/sticky view in selected direction. Works both in panning or fixed mode for views. There is no equivalent in IL-2 series for snap views that stick after key release. Activates a snap/sticky view in selected direction. Works both in panning or fixed mode for views. There is no equivalent in IL-2 series for snap views that stick after key release. Activates a snap/sticky view in selected direction. Works both in panning or fixed mode for views. There is no equivalent in IL-2 series for snap views that stick after key release. Activates a snap/sticky view in selected direction. Works both in panning or fixed mode for views. There is no equivalent in IL-2 series for snap views that stick after key release.
ALOOKSE
ALOOKSW
ALOOKUP
LOOK UP
COMMAND
ALOOKW
Activates a snap/sticky view in selected direction. Works both in panning or fixed mode for views. There is no equivalent in IL-2 series for snap views that stick after key release. Radio shortcut to give a warning to a padlocked friendly aircraft BREAK! No direct shortcuts available in IL-2, however similar comms are available by navigating the main radio commands menu. Pans the current view in the indicated direction. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning views that stick after key release. Pans the current view in the indicated direction. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning views that stick after key release.
ANYBANDITS
ANY BANDITS A
AROTDNLEFT
396
ALT+3 ALT+2
AROTDNRIGHT
AROTDOWN
ALT: DOWN/BACK
Pans the current view in the indicated direction. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning views that stick after key release.
COMMAND
AROTLEFT
Pans the current view in the indicated direction. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning views that stick after key release.
AROTRESET
397
ALT+6 ALT+8
Resets the current view forward, and resets the current FOV angle to the default FOV as set in the GUI. It is worth noting that if you do not want the FOV to reset each time you change views, there is an option to stop this in the BDG text file found in the main BoBII directory. There is no equivalent in IL-2 series for panning views that stick after key release. Pans the current view in the indicated direction. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning views that stick after key release. Pans the current view in the indicated direction. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning views that stick after key release.
AROTRIGHT
ALT: RIGHT
AROTUP
ALT: UP/FORWARD
COMMAND
AROTUPLEFT
Pans the current view in the indicated direction. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning views that stick after key release. Pans the current view in the indicated direction. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning views that stick after key release. Toggles the autopilot on or off. The autopilot will take you to an external view of your aircraft, and will fly you to your next waypoint. The autopilot will disengage is the command is pressed again, if you return to any internal cockpit view, or if you view and then exit the in flight map. Fast zoom control. Works only in external views. No equivalent in IL-2 series. Fast zoom control. Works only in external views. No equivalent in IL-2 series.
AROTUPRIGHT
398
CTRL+A (A) SHIFT+NUMPADSHIFT+NUMPAD+
AUTOPILOTTOGGLE
BIGZOOMIN
ZOOM IN FAST
BIGZOOMOUT
COMMAND
BOXTARGET
This toggles a red diamond to highlight the object of your padlock view. This can be turned on/off at will irrespective of your settings in the GUI. The diamond will work on aircraft, airfields, ground targets and waypoints. No equivalent in IL-2 series. Radio shortcut to give either a warning to a friendly aircraft Check Six! or a request to a wingman to stay with you Stick With Me! No direct shortcuts available in IL-2, however similar comms are available by navigating the main radio commands menu. For the Spitfire, Hurricane and Ju-87, this command operates the sliding canopies, allowing the pilot to open or close them at will. On the Me 109 and Me 110 however, pressing this key will actually jettison the canopies. It is worth setting AUTOCANOPY in the main game options menu to OFF to avoid the canopies on the 109 & 110 being lost during take-off and landing.
BREAK
399
O (User Defined)
CANOPYEJECT
COMMAND
CHASETOG
This switches between a fly-by view of the players aircraft and a chase view. It can be used in conjunction with any other external view. There is no direct equivalent in IL-2, but a combination of Flyby View and Chase View provide the same effect. Teleports the player down in 1000 ft increments for each press. Handy tool for novices wanting to practice various aerial manoeuvres without having to climb/dive to height each time. No equivalent in IL-2 series. Teleports the player up in 1000 ft increments for each press. Handy tool for novices wanting to practice various aerial manoeuvres without having to climb/dive to height each time. No equivalent in IL-2 series. This gives you a clear forward view from your aircraft with a basic gunsight reticule in the center of the screen. Although you get a much clearer view (useful for novices learning deflection shooting skills), you are unable to change the angle of the view to look left/right/behind etc. The info line at the bottom of the screen, plus any other pilot aides remain visible.
CHEATDOWNKEY
400
U F8 (Ctrl+F1)
CHEATLIFTKEY
CHEATTOG
COMMAND
CLEAR
CLEAR?/CLEAR
Radio shortcut to your wingman to ask him to confirm if your tail is clear from any enemy fighters. Also used to tell your flight/squadron leader that his tail is clear when requested. No direct shortcuts available in IL-2, however similar comms are available by navigating the main radio commands menu.
COMBATMSG
401
? E N
Brings up the Combat sub menu of the radio communications commands. Pressing 0 (zero) will exit if no commands are selected. No direct shortcuts available in IL-2, however similar comms are available by navigating the main radio commands menu. This cycles priority of controls on the Me 110s engines from both, port to starboard. There is no direct equal found in IL-2, though the user defined options for SELECT ENGINE are similar. Cycles continuously through the forward firing guns on the players aircraft as: None, Machine Guns, Cannon (if applicable), Both (if cannons available). No equivalent in IL-2 series.
CYCLEENGINES
CYCLETHROUGHWE APONS
COMMAND
SCREEN DESCRIPTION (IL2 EQUIVALENT IN BRACKETS) DEFAULT KEY (IL2 EQUIVALENT IN BRACKETS) NOTES
DETAILDN
Lowers the detail of objects at airfields. No equivalent in IL-2 series. Increases the detail of objects at airfields. No equivalent in IL-2 series. Shouldnt you be concentrating on your flying and destroying the enemy instead of watching numbers? Releases external bomb load on Me 110 and Ju-87 when pressed. You do not need to cycle any weapons options to select and arm the bombs. There is no direct equivalent in IL-2, however the commands WEAPON 3 and WEAPON 4 release external stores in much the same way. Pressing this combination will jettison your external bombs when flying either the Ju-87 or Me 110 without arming them. No equivalent in IL-2 series.
DETAILUP
DISPLAY_FPS
DROPBOMB
DROP BOMBS B
402
CTRL+W CTRL+E (Ctrl+E)
DUMPWEAPONS
JETTISONS WEAPONS
EJECTPILOT
Press this combination to leave your aircraft in flight. Your exit will be quicker if you manually open/jettison your canopy first.
COMMAND
ELEVATOR_BACK
Standard flight control for pitch. Elevator functions can be assigned to joystick axis in the controls menu in the game. It is worth noting that this provides far greater control over the aircraft than the keyboard can currently provide. Standard flight control for pitch. Elevator functions can be assigned to joystick axis in the controls menu in the game. It is worth noting that this provides far greater control over the aircraft than the keyboard can currently provide.
403
ELEVTRIMDOWN
CTRL+END Adds trim to the elevators to assist in balancing (Ctrl+Up Arrow) the aircraft in flight. The longer the key press, the larger the input of trim will be applied. Trim for all axis can be assigned to joystick & throttle axis/sliders/rotaries in the controls menu in the game. It is worth noting that this provides far greater control over trim than the keyboard can currently provide. Note that not all trim commands are available in each aircraft.
COMMAND
ELEVTRIMUP
Adds trim to the elevators to assist in balancing the aircraft in flight. The longer the key press, the larger the input of trim will be applied. Trim for all axis can be assigned to joystick & throttle axis/sliders/rotaries in the controls menu in the game. It is worth noting that this provides far greater control over trim than the keyboard can currently provide. Note that not all trim commands are available in each aircraft This blows the landing gear down in the event of hydraulic failure. Once the gear is blown, it cannot be raised again for the duration of the flight. Note that in IL-2, the equivalent is raise / lower gear manually, which is user defined. This padlocks each enemy aircraft in turn for each successive press of the key. Use this in conjunction with your radio commands and other views such as padlock/normal view toggle (ENTER) while in combat. In IL-2, there is no direct equal to this command, but using a combination of padlock enemy & padlock next produces similar results.
404
CTRL+G F1 (F4) (U)
EMERGENCYGEAR
ENEMYVIEW
COMMAND
ESCORTEEVIEW
This key combination padlocks your immediate leader. This could be your element lead, flight lead, or squadron leader depending on your position within the formation and the current survivors in the combat situation you may currently be in. No equivalent in IL-2 series. Exits the 3D world and returns to the debriefing screen (instant action) or the map room (campaign). When defined, resets the gate on the throttle so the maximum attainable power is reduced to 90% of engine output continuous safe maximum power. No equivalent in IL-2 series. When defined, enables the player to turn the ignition on for their engine in the Spitfire, Hurricane, Bf109 or Stuka, and also for the port engine in the Bf110. When defined, enables the player to turn the ignition on for the starboard engine in the Bf110.
EXITKEY
405
? not defined ? not defined (I) ? not defined (I)
FK_BOOSTCUTOUT
FK_ENGINESTARTE R0
FK_ENGINESTARTE R1
COMMAND
FK_FUELCOCK1
When defined, enables operation of the left fuel cock in the Spitfire and Stuka, the main fuel cock for the port engine in the Bf110, the opening of the fuel cock for the Bf109 and the Hurricane. A second press in the Hurricane will turn on the reserve tank. No direct equivalent in the IL-2 series, though use of mixture controls allow the player to completely turn on or off the fuel flow in some aircraft.
FK_FUELCOCK2
406
? not defined (User Defined)
When defined, enables operation of the right fuel cock in the Spitfire and Stuka, the main fuel cock for the starboard engine in the Bf110, the closure of the fuel cock for the Bf109 and the Hurricane. If the reserve tank is selected in the Hurricane, the first press will return to the main tank, with a second press closing the fuel cock. No direct equivalent in the IL-2 series, though use of mixture controls allow the player to completely turn on or off the fuel flow in some aircraft. When defined, will enable operation of the left magneto switch in the Spitfire, Hurricane and Stuka. In the Bf109 it will turn on magneto #1, and in the Bf110, cycle through magneto #1 / #2 / both on / both off on the port engine only.
FK_MAG01
COMMAND
FK_MAG02
When defined, will enable operation of the right magneto switch in the Spitfire, Hurricane and Stuka. In the Bf109 it will turn on magneto #2, and in the Bf110, cycle through magneto #1 / #2 / both on / both off on the starboard engine only. When defined, this will activate the primer pump in the Spitfire, Hurricane, Bf109, Stuka and the pump for the port engine in the Bf110. No equivalent in IL-2 series. When defined, this will activate the pump for the starboard engine of the Bf110 only. No equivalent in IL-2 series. Lowers trailing edge flaps one stage for each press. Note that the flaps takes time to travel, and excess speed with them lowered can cause damage.
FK_PRIMER0
not defined
407
? not defined V (V) F (F)
FK_PRIMER1
FLAPSDOWN
FLAPSUP
Raises trailing edge flaps one stage for each press. Note that the flaps takes time to travel, and excess speed with them lowered can cause damage.
COMMAND
FLOORVIEW
Toggles the pilots in-cockpit view to look down through the floor window of the Ju-87 Stuka while lining up for a dive-bombing run. No equivalent in IL-2 series. Changes smoothly and continuously between large and small FOV settings while key combination is held down. Works in both internal and external views. No equivalent in IL-2 series. Snaps the FOV to the wide FOV angle as set in the GUI.
FOV_JIB01
FOV_LARGE
TOGGLE LARGE FIELD OF VIEW (Wide View) SHIFT+F11 (PageDown) SHIFT+F10 (End)
408
SHIFT+F9 (Delete) SHIFT+F12 (User Defined)
FOV_MEDIUM
Snaps the FOV to the medium FOV angle as set in the GUI.
FOV_SMALL
Snaps the FOV to the small FOV angle as set in the GUI.
FOV_TOGGLE
Much like the FOV toggle given by the key combination SHIFT+8, however this snaps the zoom level to the extreme narrow / wide views as defined by the player in the GUI.
COMMAND
FRNDVIEW
PADLOCK NEXT FRIENDLY AIRCRAFT (Padlock Friendly) (Padlock Next U) F2 (Shift+F4) (U)
This padlocks each friendly aircraft in turn for each successive press of the key. Use this in conjunction with your radio commands and other views such as padlock/normal view toggle (ENTER) while in combat. In IL-2, there is no direct equal to this command, but using a combination of padlock friendly & padlock next produces similar results.
FUELGUAGESELEC TOR
409
G (G) M (M)
This toggles the current internal fuel tank to feed the engine(s) in the player aircraft. Only applicable to the Hurricane and the Me 110. Not to be confused with the main fuel cock controls. No equivalent in IL-2 series. Toggles the landing gear up or down. Note that the gear takes time to travel, and excess speed with the gear down can cause damage. Selecting the in-flight map brings up a full screen map of the local area while also acting as a pause function. The map has a 2-stage zoom function, and a variety of options for use of the autopilot, general navigation of flight plans and a repeat of the main radio communications menu. All the options are navigated and accessed by pressing the appropriate keyboard number. To exit the map screen, press 0 (zero).
GEARUPDOWN
GOTOMAPKEY
COMMAND
GRNDTVIEW
PADLOCK NEXT GROUND TARGET (Padlock Enemy Ground) (Padlock Next) F3 (F5) (U)
This padlocks each enemy ground target in turn for each successive press of the key. Use this in conjunction with your radio commands and other views such as padlock/normal view toggle (ENTER) while in combat. In IL-2, there is no direct equal to this command, but using a combination of padlock enemy ground & padlock next produces similar results.
GROUPINFOMSG
410
SHIFT+NUM ENTER
Brings up the Group Info sub menu of the radio communications commands. Pressing 0 (zero) will exit if no commands are selected. No direct shortcuts available in IL-2, however similar comms are available by navigating the main radio commands menu. This resets the head position in the cockpit to the correct level behind the gunsight if the player has moved to a custom head position by using the MOVE VIEWPOINT set of keys. It also turns off the Vector Expansion for TrackIR though obviously this function only works for those with appropriate kit! No equivalent in IL-2 series
GUNSIGHTVIEW
COMMAND
HEADBACKWARD
Allows the player to fine-tune the position their head inside the cockpit in the desired direction. To enable this function, you must turn CUSTOM_HEAD_POSITION in the BDG text file to ON. No equivalent in IL-2 series.
HEADDOWN
Allows the player to fine-tune the position their head inside the cockpit in the desired direction. To enable this function, you must turn CUSTOM_HEAD_POSITION in the BDG text file to ON. No equivalent in IL-2 series. Allows the player to fine-tune the position their head inside the cockpit in the desired direction. To enable this function, you must turn CUSTOM_HEAD_POSITION in the BDG text file to ON. No equivalent in IL-2 series. Allows the player to fine-tune the position their head inside the cockpit in the desired direction. To enable this function, you must turn CUSTOM_HEAD_POSITION in the BDG text file to ON. No equivalent in IL-2 series.
411
SHIFT+HOME
HEADFORWARD
HEADLEFT
COMMAND
HEADOUTVIEWL
Leans your head to one side of the cockpit, or even out of the cockpit if the canopy is open. You can also use this to set your line of sight directly behind the offset reflector gunsights found in the flyable Luftwaffe aircraft. No equivalent in IL-2 series.
HEADOUTVIEWR
412
SHIFT+INSERT
Leans your head to one side of the cockpit, or even out of the cockpit if the canopy is open. You can also use this to set your line of sight directly behind the offset reflector gunsights found in the flyable Luftwaffe aircraft. No equivalent in IL-2 series.
HEADRIGHT
SHIFT+PGDOWN Allows the player to fine-tune the position their head inside the cockpit in the desired direction. To enable this function, you must turn CUSTOM_HEAD_POSITION in the BDG text file to ON. No equivalent in IL-2 series. Allows the player to fine-tune the position their head inside the cockpit in the desired direction. To enable this function, you must turn CUSTOM_HEAD_POSITION in the BDG text file to ON. No equivalent in IL-2 series.
HEADUP
MOVES VIEWPOINT UP
COMMAND
HUDTOGGLE
This toggles the enemy position indicator (EPI) and the artificial horizon in the top right corner of the screen when in the cockpit. These can be turned on or off even if your preferences are set to off in the GUI. Additional options for configuring both the EPI and the artificial horizon can be found in the GUI and the BDG text file in the main BoBII directory. No equivalent in IL-2 series. When turned on, this directs the player to an external view of any bombs the players aircraft has released as they strike their target and detonate. Once the bombs have exploded, the player is returned to the cockpit of their aircraft. No equivalent in IL-2 series.
IMPACTTOG
413
I (User Defined)
INFOPANEL
The info line has 3 stage which are cycled through in turn: Flight Information; View Information; Off. Additional options for customising the info line can be found in the BDG text file in the main BoBII directory, as well as in the main options menus of the game.
COMMAND
INOUTTOG
Switches between internal (normal cockpit = F7) and external (track = F6) views with each press. There is no direct equivalent in IL-2, however a combination of cockpit view and external view perform a similar task. This puts you in the pilots seat with the cockpit graphics & instrumentation.
INSIDETOG
INSTVIEW
414
T [
This snaps your view inside the cockpit to the main instrument panel. The view is active for as long as the key is help down. Once released, your view will return to its previous position. No equivalent in IL-2 series. Toggle the labels for AI aircraft while in flight. Note that to work, labels must be enabled in the GUI before flight. Additional options for configuring labels can be found in the GUI and the BDG text file in the main BoBII directory. No equivalent in IL-2 series. Cycles backwards through the forward firing guns on the players aircraft. No equivalent in IL-2 series.
KEY_TOGGLE_DES C_TEXT
TOGGLES LABELS
LAST WEAPON
PREVIOUS WEAPON
COMMAND
LEFTWHEELBRAKE
Activates independent brakes on the main wheels of players aircraft. Holding down one brake while applying power & appropriate rudder will turn the aircraft tightly while on the ground. To get full braking effect, hold down both left and right brake keys.Note that in IL-2, a single key operates your wheel brakes simultaneously. Gives a snap view to the chosen direction from inside the cockpit. When released, the view returns to the last known position. Gives a snap view to the chosen direction from inside the cockpit. When released, the view returns to the last known position. Gives a snap view to the chosen direction from inside the cockpit. When released, the view returns to the last known position. Gives a snap view to the chosen direction from inside the cockpit. When released, the view returns to the last known position.
LOOKE
STICKY RIGHT (Look Right) ALT+NUM6 (NUMPAD 6) HOME (NUMPAD8) PGUP (NUMPAD9) INSERT (NUMPAD7)
415
LOOKN
LOOKNE
LOOKNW
COMMAND
LOOKS
Gives a snap view to the chosen direction from inside the cockpit. When released, the view returns to the last known position. No equivalent in IL-2 series for this particular command. Gives a snap view to the chosen direction from inside the cockpit. When released, the view returns to the last known position. Gives a snap view to the chosen direction from inside the cockpit. When released, the view returns to the last known position. Modifies cockpit view to look upwards in the selected direction. Modifies cockpit view to look upwards in the selected direction.
LOOKSE
STICKY LOOK BACK/RIGHT (Look Back Right) PGDOWN (NUMPAD3) DELETE (NUMPAD1)
LOOKSW
416
CTRL+NUM6 (User Defined) CTRL+NUM8 (User Defined) CTRL+NUM9 (User Defined)
LOOKUPE
LOOKUPN
LOOKUPNE
COMMAND
LOOKUPNW
LOOKUPS
417
CTRL+NUM3 (User Defined) CTRL+NUM1 (User Defined)
Modifies cockpit view to look upwards in the selected direction. No equivalent in IL-2 series for this particular command. Modifies cockpit view to look upwards in the selected direction.
LOOKUPSE
LOOKUPSW
COMMAND
418
Used in conjunction with the commands LOOKN / NW / W / SW, etc. They provide a "snap" view, i.e. the view is only active while the key is depressed. These keys, when used in conjunction with the "LOOKUPTOG" key, are modified to look 45deg up. They thus provide 16 "quick looks". In the default key assignment, these are unfortunately scattered, as six of the eight are assigned to the upper middle key cluster Insert, Home, PageDown etc. The missing pair are LOOKE and LOOKW, which are assigned to alt-Numpad4 and altNumpad6. In this configuration, they are pretty much useless, but it is clear that Rowan provided them so that they could be remapped to emulate the "quick look" keys used in other sims.The usual key assignments in these other sims is to put the LOOKUPTOG function on the Numpad5 key, and assign the rest of the set to the other Numpad digits in a ring around the 5. One can then rest a middle finger on the 5 key and access all 16 views rapidly and intuitively, without looking. These key commands can also be used for programming a POV hat to provide snap views rather than panning. If one does do that reassignment, the simplest way is to swap each key with the one it is replacing. However,I like to put the ROTRESET function, from Numpad5, onto the Home key, as that is what it does, gives you back your forward view if you lose it.The other displaced keys from the numpad, I only use in external view, and that is never in a combat situation, so I don't mind having them on the upper middle key cluster, which is an inferior location compared to the numpad. No equivalent in IL-2 series.
COMMAND
LOOKUPW
STICKY LOOK UP LEFT (Look Up Left) CTRL+NUM4 (User Defined) ALT+NUM4 (NUMPAD 4) SHIFT+9 (User Defined)
Modifies cockpit view to look upwards in the selected direction. Gives a snap view to the chosen direction from inside the cockpit. When released, the view returns to the last known position.
LOOKW
MAXPROPPITCH
419
SHIFT+0 (Shift+1) not defined not defined
Sets the pitch angle of the propeller blades maximum (fine). Prop pitch control can also be assigned to an axis on your controller, and in doing so provides greater ease of use. Prop pitch can also be set as automatic rather than manual in the GUI. Sets the pitch angle of the propeller blades to minimum (coarse).Prop pitch control can also be assigned to an axis on your controller, and in doing so provides greater ease of use. Prop pitch can also be set as automatic rather than manual in the GUI.
MINPROPPITCH
COMMAND
MOUSE_SENS_UP
MOUSEWHEEL_SEN S_UP
MSGVIEW
420
This padlocks the message subject of the immediate or most recent radio message (air, ground or waypoint, friendly or enemy), irrespective of its current position, height and heading relative to your aircraft as viewed from inside the cockpit of the players aircraft. No equivalent in IL-2 series.
NEXTSHAPEDN
CTRL+NUMPAD- This combination controls the smooth zoom for (User Defined) the FOV of the pilot while in the cockpit.
NEXTSHAPEUP
FIELD OF VIEW: ZOOM IN CTRL+NUMPAD+ This combination controls the smooth zoom for (Decrease FOV) (User Defined) the FOV of the pilot while in the cockpit.
COMMAND
NEXTWEAPON
NEXT WEAPON ]
Cycles through the forward firing guns on the players aircraft as: None, Machine Guns, Cannon (if applicable), Both (if cannons available). No equivalent in IL-2 series.
OTHERACVIEW
STEPS THROUGH VIEW OF OTHER AIRCRAFT (Next Friendly View) (Next Enemy View) CTRL+I (Shift+F2) (Ctrl+F2)
421
ALT+F6
This cycles through external views of all the AI aircraft airborne while the player is currently in flight (3D). The view cycles through the players squadron members, then allied aircraft, then enemy aircraft. The view can be manipulated with the game paused. Beware that checking through all the aircraft may take some considerable time, as it is possible to have close to 1000 aircraft in the air at once! When using this function, the players aircraft is automatically put on autopilot. The nearest functions in IL-2 are the Next Friendly View and the Next Enemy View. This changes your view to bring an external view of your padlocked target to the foreground with your aircraft in the distance. No equivalent in IL-2 series.
OUTREVLOCKTOG
COMMAND
OUTSIDETOG
Positions the external camera directly behind the players aircraft. The view can then be manipulated using various zoom, panning and snap/sticky commands. When defined by the player, activating this function enables the player to utilise the BoBII padlocking system while in combat / flight to allow targeting objects of interest. Pressing again enables TrackIR authority. No equivalent in IL-2 series.
PADLOCKOVERRID E
422
P (P) S (F4)
PADLOCKTOG
ENTER This command switches between padlock view (NumPad Insert) and your last view position inside the cockpit prior to engaging padlock. This allows you to swap views quickly in combat without losing your current target completely or accidentally padlocking another AI. Suspends game play while in cockpit (3D world). To resume play, press again. This command padlocks the enemy nearest to the center of the screen.
PAUSEKEY
PCENEMY
COMMAND
Brings up the Post Combat sub menu of the radio communications commands. Pressing 0 (zero) will exit if no commands are selected. No direct shortcuts available in IL-2, however similar comms are available by navigating the main radio commands menu.
PRECOMBATMSG
423
SHIFT+F1 (Ctrl+F2) (Y)
Brings up the Pre-Combat sub menu of the radio communications commands. Pressing 0 (zero) will exit if no commands are selected. No direct shortcuts available in IL-2, however similar comms are available by navigating the main radio commands menu. This padlocks each enemy aircraft in turn in reverse for each successive press of the key. Use this in conjunction with your radio commands and other views such as padlock/normal view toggle (ENTER) while in combat. Use this in conjunction with your radio commands and other views such as padlock/normal view toggle (ENTER) while in combat. In IL-2, there is no direct equal to this command, but using a combination of padlock enemy & padlock previous produces similar results.
PREVENEMYVIEW
COMMAND
PREVFRNDVIEW
PADLOCK PREVIOUS FRIENDLY (Next Friendly View) (Padlock Previous) SHIFT+F2 (Shift+F2) (Y)
424
SHIFT+F3 (F5) (Y)
This padlocks each friendly aircraft in turn in reverse order for each successive press of the key. Use this in conjunction with your radio commands and other views such as padlock/normal view toggle (ENTER) while in combat. Use this in conjunction with your radio commands and other views such as padlock/normal view toggle (ENTER) while in combat. In IL-2, there is no direct equal to this command, but using a combination of padlock friendly & padlock previous produces similar results. Toggles padlock between the nearest two targets at an airfield, irrespective of their current position relative to your aircraft as viewed from inside the cockpit of the players aircraft. Use this in conjunction with your radio commands and other views such as padlock/normal view toggle (ENTER) while in combat. In IL-2, there is no direct equal to this command, but using a combination of padlock enemy & padlock previous produces similar results.
PREVGRNDTVIEW
COMMAND
PREVWAYPTVIEW
This padlocks and cycles through each waypoint of the players flight plan/route for the current mission in reverse order, irrespective of its current position and height relative to your aircraft as viewed from inside the cockpit of the players aircraft. No equivalent in IL-2 series.
PROPPITCHDOWN DECREASE PROP PITCH /INCREASE RPM (Decrease Prop. Pitch) SHIFT+= (User Defined)
425
SHIFT+(User Defined) R (Tab)
Decreases the pitch angle of the propeller blades in 1% increments for each key press. Prop pitch control can also be assigned to an axis on your controller, and in doing so provides greater ease of use. Prop pitch can also be set as automatic rather than manual in the GUI. Increases the pitch angle of the propeller blades in 1% increments for each key press. Prop pitch control can also be assigned to an axis on your controller, and in doing so provides greater ease of use. Prop pitch can also be set as automatic rather than manual in the GUI. Brings up the main radio communications menu on screen while in cockpit. Navigate submenus by pressing appropriate number on main keyboard. To exit or go back one level, press 0 (zero).
PROPPITCHUP
RADIOCOMMS
COMMAND
RCAMRESET
This stops all movement of the roving camera, but does not reset to the cameras original position/location as suggested by the command name. No equivalent in IL-2 series. This activates an external camera that the player can move around the BoBII world using the pan and various zoom keys. To exit the roving camera, just press any main view key rather than a view modifier. No equivalent in IL2 series. Pressing this starts/pauses/continues the gun camera footage recording taken from the players aircraft in the current mission. The gun camera can be set in the GUI to film each time the trigger is pressed or a weapon from the players aircraft is released, or to film continuously from when the cockpit is entered up to the time the player exits the 3D world. Footage can be viewed/saved after the mission by selecting REPLAY. No equivalent in IL-2 series.
RCAMTOGGLE
426
C CTRL+R
RECORDTOGGLE
RELOADWEAPON
Reloads all weapons in player aircraft. Note that this is not an infinite weapons load, but can be utilised as many times as the player wishes. This command only affects weapons, not fuel load. No equivalent in IL-2 series.
COMMAND
RESETALLTRIM
427
CTRL+F1
Pressing this cancels ALL trim inputs made on the players aircraft in all axis. It is important to note that if you have any trim axis assigned to a wheel or slider on a joystick, pressing this key combination will cancel the trim AND reset the neutral position to the current wheel/slider position. Therefore if you are using trim via a combination of joystick wheel and keyboard, turn any wheels/sliders to the neutral position before resetting trim to avoid any imbalance. Note that currently in BoBII: WoV, you do not have the ability to cancel the trim in a single axis only. In IL-2, you have the advantage of being able to reset the trim of each axis individually, but do not have the ability to reset all trim axis at once. This padlocks the nearest enemy aircraft of any type irrespective of its current position, height and heading relative to your aircraft as viewed from inside the cockpit of the players aircraft. Use this in conjunction with your radio commands and other views such as padlock/normal view toggle (ENTER) while in combat. Although padlocking is a feature of IL2, there is no direct equivalent to padlocking the closest enemy aircraft from within the cockpit, however the command External Padlock, Closest Enemy Air performs a similar function albeit from an external perspective.
RESETENEMYVIEW
COMMAND
RESETFRNDVIEW
This padlocks the nearest friendly aircraft of any type irrespective of its current position, height and heading relative to your aircraft as viewed from inside the cockpit of the players aircraft. Use this in conjunction with your radio commands and other views such as padlock/normal view toggle (ENTER) while in combat. Although padlocking is a feature of IL-2, there is no direct equivalent to padlocking the closest friendly aircraft from within the cockpit, however the command External Padlock, Closest Friendly Air performs a similar function albeit from an external perspective. Padlocks the Main airfield target, which is a spot on the runway near the hangars, irrespective of its current position relative to your aircraft as viewed from inside the cockpit of the players aircraft. Use this in conjunction with your radio commands and other views such as padlock/normal view toggle (ENTER) while in combat. Although padlocking is a feature of IL-2, there is no direct equivalent to padlocking the closest enemy ground target from within the cockpit, however the command External Padlock, Closest Enemy Ground performs a similar function albeit from an external perspective.
428
CTRL+F3
RESETGRNDTVIEW
COMMAND
RESETRECORD
Pressing this clears (deletes) the gun camera footage taken from the players aircraft up to the present time in the current mission. The gun camera can be set in the GUI to film each time the trigger is pressed or a weapon from the players aircraft is released, or to film continuously from when the cockpit is entered up to the time the player exits the 3D world. Footage can be viewed/saved after the mission by selecting REPLAY. No equivalent in IL-2 series. Resets the current view forward, turns off all padlocked targets and resets the current FOV angle to the default FOV as set in the GUI. It is worth noting that if you do not want the FOV to reset each time you change views, there is an option to stop this in the BDG text file found in the main BoBII directory. No equivalent in IL-2 series. This padlocks the initial waypoint of he players flight plan/route for the current mission, irrespective of its current position and height relative to your aircraft as viewed from inside the cockpit of the players aircraft. No equivalent in IL-2 series.
429
ESC CTRL+F4
RESETVIEW
RESETWAYPTVIEW
COMMAND
RIGHTWHEELBRAK E
Activates independent brakes on the main wheels of players aircraft. Holding down one brake while applying power & appropriate rudder will turn the aircraft tightly while on the ground. To get full braking effect, hold down both left and right brake keys. Note that in IL-2, a single key operates your wheel brakes simultaneously.
ROTDNLEFT
430
NUM 3
Pans or snaps the view in the selected direction dependant on whether in fixed or panning view mode. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning or snap views that stick after key release. Pans or snaps the view in the selected direction dependant on whether in fixed or panning view mode. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning or snap views that stick after key release.
ROTDNRIGHT
COMMAND
ROTDOWN
Pans or snaps the view in the selected direction dependant on whether in fixed or panning view mode. The view remains at last travelled to position when key is released. If flying in any of the Luftwaffe bombers, pressing this will place youin the underside rear facing machinegun position. There is no equivalent in IL-2 series for panning or snap views that stick after key release. Pans or snaps the view in the selected direction dependant on whether in fixed or panning view mode. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning or snap views that stick after key release. Resets the current view forward and resets the current FOV angle to the default FOV as set in the GUI. It is worth noting that if you do not want the FOV to reset each time you change views, there is an option to stop this in the BDG text file found in the main BoBII directory. If flying in any of the Luftwaffe bombers, pressing this will place you in the top rear facing machine gun position.
ROTLEFT
LEFT
NUM 4
431
NUM 5
ROTRESET
COMMAND
ROTRIGHT
RIGHT
NUM 6
Pans or snaps the view in the selected direction dependant on whether in fixed or panning view mode. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning or snap views that stick after key release.
ROTUP
432
NUM 7
Pans or snaps the view in the selected direction dependant on whether in fixed or panning view mode. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning or snap views that stick after key release. If flying in any of the Luftwaffe bombers, pressing this will place you in the nose machine gun position. Pans or snaps the view in the selected direction dependant on whether in fixed or panning view mode. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning or snap views that stick after key release.
ROTUPLEFT
COMMAND
ROTUPRIGHT
Pans or snaps the view in the selected direction dependant on whether in fixed or panning view mode. The view remains at last travelled to position when key is released. There is no equivalent in IL-2 series for panning or snap views that stick after key release.
RPM_00
100% THROTTLE (GATE). DAMAGES ENGINE ON MANUAL CONTROLS (Boost (WEP) On/Off) 0 (ZERO) (W)
433
1 (User Defined) 2 (2)
Sets the engine throttle (power) to the applicable percentage. Note that engine power in BoBII (from zero to emergency/boost) is measured from 0% - 100%. This means in effect that full throttle (safe power) is actually displayed as 90%, while WEP or boost is displayed as 100%. Engine performance will deteriorate rapidly if kept at 100% for any length of time. Sets the engine throttle (power) to the applicable percentage. Sets the engine throttle (power) to the applicable percentage.
RPM_10
RPM_20
COMMAND
RPM_30
30% THROTTLE (Power 30) 3 (3) 4 (4) 5 (5) 6 (6) 7 (7) 8 (8) 9 (9) (- or NumPad -)
Sets the engine throttle (power) to the applicable percentage. Sets the engine throttle (power) to the applicable percentage. Sets the engine throttle (power) to the applicable percentage. Sets the engine throttle (power) to the applicable percentage. Sets the engine throttle (power) to the applicable percentage. Sets the engine throttle (power) to the applicable percentage. Sets the engine throttle (power) to the applicable percentage. Decreases the engine power in 1%increments for each key press.
RPM_40
RPM_50
RPM_60
434
RPM_70
RPM_80
RPM_90
RPM_DOWN
COMMAND
RPM_UP
RPM_ZERO
NO POWER (Power 0)
435
NUM 0 (,)
Sets the engine throttle (power) tothe applicable percentage. Note that engine power in BoBII (from zero to emergency/boost) is measured from 0% - 100%. This means in effect that full throttle (safe power) is actually displayed as 90%, while WEP or boost is displayed as 100%. Engine performance will deteriorate rapidly if kept at 100% for any length of time. Standard flight control for yaw. Also used for steering on the ground. Use this with the differential braking on the ground for tighter turns. Rudder functions can be assigned to joystick/pedals axis in the controls menu in the game. It is worth noting that this provides far greater control over the rudder than the keyboard can currently provide.
RUDDER_LEFT
COMMAND
RUDDER_RIGHT
Standard flight control for yaw. Also used for steering on the ground. Use this with the differential braking on the ground for tighter turns. Rudder functions can be assigned to joystick/pedals axis in the controls menu in the game. It is worth noting that this provides far greater control over the rudder than the keyboard can currently provide.
RUDTRIMDOWN
436
CTRL+PGDOWN (Ctrl+X)
Adds trim to the rudder to assist in balancing the aircraft in flight. The longer the key press, the larger the input of trim will be applied. Trim for all axis can be assigned to joystick & throttle axis/sliders/rotaries in the controls menu in the game. It is worth noting that this provides far greater control over trim than the keyboard can currently provide. Note that not all trim commands are available in each aircraft. Adds trim to the rudder to assist in balancing the aircraft in flight. The longer the key press, the larger the input of trim will be applied. Trim for all axis can be assigned to joystick & throttle axis/sliders/rotaries in the controls menu in the game. It is worth noting that this provides far greater control over trim than the keyboard can currently provide. Note that not all trim commands are available in each aircraft.
RUDTRIMUP
COMMAND
SATELLITOG
TOGGLES SATELLITE / NEAR SATELLITE VIEW F10 CTRL+P or PrintScreen (PrintScreen) CTRL+M
This toggles a plan view of the players aircraft between two zoom levels. No equivalent in IL-2 series. Takes a screenshot of the current 3D environment, and saves it to the STILLS folder in the main BoBII directory as a BMP file.
SCREENSHOT
SEEMIGS
437
SHIFT+K K
Quite a misleading description! This key combination adds grid reference data for the BoBII terrain to the top left corner of the inflight map. No real use to the player, but its been left available as a tool for terrain and landscape developers & modders to use. No equivalent in IL-2 series. This decreases the sensitivity on keyboard input in the game while flying. Only really useful for pilots flying via the keyboard who wish to fine-tune their directional control. No equivalent in IL-2 series. This decreases the sensitivity on keyboard input in the game while flying. Only really useful for pilots flying via the keyboard who wish to fine-tune their directional control. Some pilots may find that it also assists in the application of trim using the keyboard commands. No equivalent in IL-2 series.
SENS_DOWN
SENS_UP
COMMAND
SHOOT
Fires the active weapon(s) (forward firing guns) in the players aircraft. There is no independent firing control for machine guns and cannon, however the player can cycle through the forward firing guns to select either MGs or cannons or both for operation when the trigger is pulled. In IL-2, machine guns and cannons have separate firing commands listed as Weapon 1 and Weapon 2, or the player can define a key to facilitate the simultaneous firing of both sets of weapons if desired. This toggles the dive brakes on the Ju-87.
438
D (User Defined) SHIFT+S
SPEEDBRAKE
SPINRECOVERY
SPIN RECOVERY
Holding down this key combination assists the pilot to bring a spinning aircraft back under control. Experienced pilots should be able to correct a spin by using the standard recovery procedure however this function will likely be a welcome helping hand to some rookie pilots. Hold the key combination down until the rotation stops, then carefully fly the aircraft out of its dive. No equivalent in IL-2 series.
COMMAND
TOGGLE_DECEL
TOGGLES TIME=DECELERATION
SHIFT+F7
Toggles on / off a SLOW-MOTION function while in the 3D world. There is no direct equivalent in IL-2, however the Accelerate Time and Decelerate Time keys provide a similar function. Turns written messages (duplicating verbal commands & requests) on / off while in the 3D world. No equivalent in IL-2 series. Adds motion to the viewed aircraft rather than seen by a fixed perspective, though you can modify the view by panning and zoom whether the wobble is on or off. No equivalent in IL-2 series. Brings up the Tower (airfield) sub menu of the radio communications commands. Pressing 0 (zero) will exit if no commands are selected. No direct shortcuts available in IL-2, however similar comms are available by navigating the main radio commands menu.
439
SHIFT+F6 SHIFT+5
WOBBLEVIEW
TOWERMSG
COMMAND
VIEWMODTOG
NUM LOCK
This enables the player to switch between fixed (sticky) or panning cockpit view controls irrespective of the preference set in the GUI. No equivalent in IL-2 series. Turns the audible sound of the players voice on/off when requesting assistance or giving orders via the main radio communications menu or the keyboard shortcuts. Default setting is on. No equivalent in IL-2 series. This padlocks and cycles through each waypoint of the players flight plan/route for the current mission, irrespective of its current position and height relative to your aircraft as viewed from inside the cockpit of the players aircraft. No equivalent in IL-2 series. Plays the next audio track in the playlist of WINAMP media player while in the game. No equivalent in IL-2 series. Plays the previous audio track in the playlist of WINAMP media player while in the game. No equivalent in IL-2 series.
VOICETOGGLE
440
F4 CTRL+F12 CTRL+F9
WAYPTVIEW
WINAMP_NEXT
WINAMP_PREV
COMMAND
Starts playing audio tracks in the WINAMP playlist. No equivalent in IL-2 series. Stops playing the current audio track in the WINAMP playlist. No equivalent in IL-2 series. Decreases the volume of audio tracks in WINAMP. No equivalent in IL-2 series. Increases the volume of audio tracks in WINAMP. No equivalent in IL-2 series. Operates standard (slow) zoom for external views. In IL-2, the nearest equivalent is the zoom control offered by the mouse. Operates standard (slow) zoom for external views. In IL-2, the nearest equivalent is the zoom control offered by the mouse.
WINAMP_STOP
WINAMP_VOLDOWN
441
NUMPADNUMPAD+
WINAMP_VOLUP
ZOOMIN
ZOOM IN
ZOOMOUT
ZOOM OUT
Index
Aircraft Controls ............ 180 Engine Controls ......... 183 Flaps .......................... 208 Flight Controls ........... 180 Aircraft Data .................. 230 Autogen ......................... 375 Bdg.txt........................... 277 Bf109 ............................ 227 Bf110 ............................ 228 Campaign ....................... 67 Campaign Screen ........ 67 Main Toolbar .......... 70 Map ........................ 68 Map Toolbar ........... 71 Scale Toolbar .......... 73 Teletype Toolbar ..... 74 Time Toolbar .......... 74 Luftwaffe Tutorial ....... 75 Authorising and Editing Raids ................... 88 Directives ................ 77 Flying ..................... 96 Following Raids ...... 81 Reviews .................. 97 RAF Tutorial............... 99 Assets and Production ........................... 112 Authorising Scrambles ........................... 103 Detecting and Intercepting Raids ........................... 108 Managing Aircraft and Pilots .................. 110 Mission Folder ....... 103 RAF Directives ...... 101 RAF Organisation ... 99 Response Markers .. 102 Setting up Patrols ... 102 Tracking Raids ....... 105 Transferring Squadrons ........................... 110 Single Pilot Campaign See Single Pilot Campaign Single Squadron Campaign ............... 147 Wildman's Tutorial ..... 114 RAF Route Manipulation ...... 128 RAF Tactics ........... 114 Cockpits Bf109......... 201, 311, 385 Bf110......... 203, 312, 387 Hurricane ... 199, 310, 384 Interactive Cockpits ... 188 Ju87 Stuka . 206, 313, 389 Spitfire ....... 197, 309, 383 Combat Manoeuvres ...... 215 Bf109 Dive and Zoom ....... 219 Steep Dive .............. 220 Up and Under ......... 220 Bf110 Lufberry ................. 221 Stall Turn ............... 221 Hurricane Head-on Attack ...... 219
442
Split-S .................... 219 Spitfire Climbing Turn ........ 218 Level Turning Flight ........................... 217 Split-S .................... 217 Cross-over Turn ............. 210 Engine Starting .............. 193 Engines.......................... 188 Hurricane ....................... 225 Installation ........................ 7 Instant Action................ 58 Advanced Training ...... 59 Basic Training ............. 58 Dogfighting................. 59 Ground Attack ............ 60 Historic ....................... 61 Interceptions ............... 60 Ju87 ............................... 228 Keymap Table................ 391 Landing Tutorial ............ 196 Main Menu ..................... 12 Campaigns See Campaign Instant Action..See Instant Action Load Game ................. 13 Replay ........................ 14
Recording................ 15 Replaying ................ 15 Novice Flight Mode ....... 209 Options ........................... 19 Controls ...................... 26 Controller FAQ ....... 29 Field of View .............. 46 Game(Advanced) ........ 49 GFX............................ 19 More GFX .................. 23 Sim ............................. 36 Flight ...................... 37 Game ...................... 40 Mission ................... 42 Views ...................... 44 Sound ......................... 35 Padlocking ..................... 317 Propellers....................... 191 Quickstart ......................... 9 Radio Commands........... 321 Single Pilot Campaign .... 154 Luftwaffe ................... 172 Spins ............................. 213 Spitfire........................... 226 Stalling Speeds .............. 213 Stalls ............................. 211 Stuka ..................... See Ju87
443
444