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TABLE OF CONTENTS
Table of Contents…………………………………………………………………………………………………………………....... 1
Introduction……………………………………………………………………………………………………………………………….. 2
Pilot’s Game Setup…………………………………………………………………………………………………………………….. 3
Camera & Cockpit………………………………………………………………………………………………………………….. 3
Flight Controls……………………………………………………………………………………………………………………….. 4
Mouse Sensitivity………………………………………………………………………………………………………………….. 5
Viewing Distance……………………………………………………………………………………………………………………. 5
Binds……………………………………………………………………………………………………………………………………… 5
Theory Knowledge…………………………………………………………………………………………………………………….. 7
Maneuvering………………………………………………………………………………………………………………………….
Craft……………………………………………………………………………………………………………………………………….
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XP Rewards……………………………………………………………………………………………………………………………. 9
Threats…………………………………………………………………………………………………………………………………… 9
Practical Skills…………………………………………………………………………………………………………………………….. 11
Maneuvering…………………………………………………………………………………………………………………………. 11
Air-to-Ground Combat………………………………………………………………………………………………………….. 11
Air-to-Air Combat………………………………………………………………………………………………………………….. 13
The Test……………………………………………………………………………………………………………………………………… 14
Beggar’s Canyon Run……………………………………………………………………………………………………………… 14
Acknowledgments……………………………………………………………………………………………………………………… 15
The purpose of this manual is to make players familiar with the basics of piloting aircraft in Quake
Wars. It contains instructions on how to set up the game for flying, theoretical knowledge of piloting,
and instructions on basic maneuvering, air-to-ground, and air-to-air combat.
The final part of the manual is concerned with what is covered in the test that members must
pass if they wish to earn the Basic Pilot’s Wings Badge.
The manual should be available to all members of the TAW Quake Wars Division. Drill
Instructors may use it for trainings concerned with piloting as they see fit.
The goal of the Basic Pilot’s Wings test is to prepare pilots for the advanced challenges of the
Intermediate Pilot’s Wings skill level, and also to prepare them for basic use of flying vehicles in the
game.
Even though this game setup is not mandatory, it is highly recommended that pilots set up at least
one of their configs accordingly.
Uncheck “Show cockpits in vehicles.” The cockpits are unnecessary eye candy and obscure much of
your view. Alternatively, add seta g_showVehicleCockpits "0" to your config. 3
The cockpit obscures about one third of your You have a much better view of your
screen. The reinforcements in the glass canopy surroundings. Nothing is obscured, only your FOV
even hide an entire Magog (top left setting is limiting your view.
intersection).
Make sure that “Lock camera view behind vehicles” is unchecked. It will allow you to use your mouse
to rotate view around the vehicle when using external view. Alternatively, add seta
ui_drivingCameraFreelook "1" to your config.
You can check or uncheck “Remember vehicle camera settings” at your own discretion.
Checking it will force the game to remember if you are using cockpit or external view. You can switch
Note that you will not have a crosshair for aiming when using the external camera. It requires more
practice to aim and shoot effectively.
Flight Controls
Check the option “Advanced Flight Controls.” It is a must-have that will give you significantly more
extensive command over your vehicle. If you use only basic flight controls, the system will only allow
you to roll and pitch your craft within a limited angle. While that makes flying in terms of getting
from A to B easier, it makes flying in terms of combat impossible.
Alternatively, add seta ui_advancedFlightControls "1" to your config.
In general, you need to set your mouse sensitivity so you are comfortable with it. A high sensitivity
will allow you to maneuver more sharply, making you harder to hit, increase the effectiveness of
your evasive maneuvers, and offer you better chances to adapt to new situations quickly. The
downside is that it will make aiming—especially at distant targets—more difficult.
A low mouse sensitivity will make aiming generally easier, but it will take away the edge from
your maneuvers.
In the end, it is entirely up to you how high you set it. Make sure it’s working for you; and
think about changing it if it’s not.
Viewing Distance
One major strength of the Anansi and the Tormentor is long range combat. In order to fight distant
targets, the pilot needs to see them. This is where the viewing distance comes in.
Binds
Any pilot should feel free to experiment with those binds until they suit their purpose and are
comfortable to use. The goal is to use those binds instinctively, for example automatically hitting the
decoy key when a missile lock warning appears, without having to think which key it is first.
Maneuvering
Name: Anansi
Crew: Pilot, Gunner
Armament: LAW (4 seconds recharge), Rocket (6 until recharge),
Minigun (6 seconds of sustained fire until recharge)
Spawn time: 30 seconds
Name: Tormentor
Crew: Pilot, Gunner
Armament: Strocket (3 seconds recharge), Plasma Cannon (6 until
recharge), Hyperblaster (10 seconds of sustained fire
until recharge)
Spawn Time: 30 seconds
Name: Bumblebee
Crew: Pilot, 2 Gunners, 2 Passengers
Armament: 3 Miniguns (11 seconds of sustained fire until recharge)
Spawn Time: 30 seconds
Threats
The Anansi and the Tormentor can deal serious amounts of damage, but they are very fragile. There
are a number of threats to those craft that any pilot needs to be aware of—as well as of the
countermeasures available.
Threat Countermeasure
Small Arms Fire is not the most dangerous thing,
but large numbers of infantry can wear down
If the source can be located (muzzle
flash/tracer), the threat can usually be
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the hull integrity rapidly. neutralized easily by returning fire. Otherwise,
distance is your friend. Small arms cause little to
no damage the farther away you are.
Snipers are moderately dangerous. On a Snipers can be found easily with the help of the
distance of 100 meters it takes 10 full power damage direction indicator and the tracers their
rounds from a Railgun to destroy an Anansi. weapons leave in the air. They are best
neutralized immediately. Distance will decrease
the damage their weapons can do.
Heavy Weapons Fire such as Hyperblasters, Neutralize or avoid. Distance helps you again,
GPMGs, Miniguns, and machine guns deals and the enemy tends to run out of
significant damage to aircraft. ammo/charge rather quickly.
Rocket Launchers and Obliterators are every Distance is your friend. On less than 100 meters
pilot’s worst enemy. They can take down an there is no chance of avoiding the missile. The
Anansi or Tormentor with one direct hit, are farther away you are, the more time you have to
hard to spot because fired by infantry, and carry fire decoys AND fly an evasive maneuver.
enough ammo to keep flyers in check.
Anti-Vehicle Turrets are dangerous because AVTs can be easily disabled from the distance as
they can fire guided missiles at a high rate of the main weapon’s range of the Anansi and the
fire. They will shoot as soon as an enemy vehicle Tormentor significantly exceeds their target
enters their target acquisition range. Note that acquisition range. Usually, it is best to only
their weapon range is higher than that and fired disable the turret rather than destroy it. That
Maneuvering
Taking off is relatively easy. Make sure not to hit anything when accelerating. Collisions can cause
major damage to the aircraft—damage that is avoidable and unnecessary.
Any flyer can hover when it’s kept level in the air, the hover engine nullifying the pull of
gravity.
While hovering and while flying, the craft can be turned by using the strafe keys. It’s the most
basic way to change direction.
The craft can be accelerated by firing the thrusters—default [SHIFT]. It can gain additional
speed by pointing the bow toward the ground, adding some power of the hover engine to the
forward movement. However, this happens at the expense of losing altitude.
The craft can break to either port or starboard by combining the turning motion—strafe
keys—with the drifting motion—mouse movement.
The aircraft can be brought to a stop from full speed by using the airbrakes—default [CTRL].
The airbrakes are also useful to hover the craft while the bow points slightly toward the ground, like
when engaging ground targets.
Landing the flyer is more challenging than starting. It is easiest to bring it to a full stop using
the airbrakes, then level it out so it doesn’t drift, and then carefully set it down by cutting power to
the hover engine—default [S]. 11
Sometimes, it is not possible to save the vehicle. At that point the pilot should bail out. In
order to survive the fall, the parachute/repulsor can be activated by pressing the use key while
falling. This will not save the pilot on short falls, though.
Air-to-Ground Combat
This is an elementary firing technique in air-to-ground combat. Instead of firing an LAW and waiting
for it to recharge, the pilot can switch to Rockets—default mouse wheel—and fire them at the target
while the main weapon is recharging. Once the secondary weapon has depleted its charge, switch
back to the main weapon and fire it. Repeat. 12
Note that the LAW and the Strocket have a lock-on ability, similar to the Rocket Launcher, while the
Rockets and the Plasma Cannon do not. Further, the effective ranges of the LAW, the Strocket, and
the Rockets are unlimited. Plasma Cannon rounds will destroy themselves after several hundred
meters.
When fighting ground vehicles of any sort, the pilot should try to avoid locking on to the
target. A dumb-fired LAW/Strocket cannot be diverted by decoys, and ground vehicles are usually
too slow to dodge. Practice your aim accordingly.
Flying vehicles in Quake Wars are more fragile than ground vehicles, but they are also a lot more
difficult to hit. There are two main approaches to taking down enemy flyers.
Missile Lock
The main advantage of locking on is that the enemy pilot is forced to fire decoys and fly and evasive
maneuver—and neither guarantees survival. This will force the enemy to abandon firing position or
to leave the engagement entirely. The disadvantages are that it is hard to lock on to a flying vehicle—
especially when the enemy pilot is aware of the threat—and that a lock does not guarantee a hit.
Fired from too far away, the lock warning will give the other pilot enough time to initiate
countermeasures. Fired from up close, the missile can overshoot the target and miss in spite of the
lock.
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Dumb Firing
The other approach is to dumb-fire the missile. It is harder to hit the target, but the other pilot will
not get a warning, and decoys are useless. Further, the secondary weapons of the craft can be used
as well. The Rockets and the Plasma Cannon don’t allow for instant kills, but their projectiles travel
faster and are harder to avoid. This method
requires a certain amount of foresight on where
the target will be when the projectile reaches it.
It also involves a lot of practice and
experience—but it pays off because it is
absolutely lethal when used effectively.
The test for the Pilot’s Wings: Basic Badge consists of four parts: a theoretical test and practical tests
on maneuvering, air-to-ground, and air-to-air combat. Pilots aspiring to earn the badge are expected
to be familiar with the theory presented in this manual.
Further, they are expected to have mastered all the maneuvers explained in this manual—
and will be required to demonstrate those maneuvers.
Only pilots who pass all four parts of the test will be awarded the badge. Pilots who fail in
only one of the parts of the test must retake the entire test again if they wish to earn the badge.
Conducted at the end of the badge test, candidates must complete the run of Beggar’s Canyon. The
run is a race against the clock. For the basic badge, the candidates must complete the run in 40
seconds. Time starts running on the mark of the Drill Instructor, at which time the pilot is already
inside the Anansi at its spawn point on the map Canyon. The pilot will then take off and follow the
main road to the Strogg base. Time stops when the pilot is fried by the Strogg base’s shields. The
candidate must stay beneath mountain top level at all times and may take only one shortcut (at the
first major turn to port).
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Thanks go to stymy and Feanor who actively participated in creating this manual, as well as to all the
others who offered suggestions.
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