Amish's Training Corner | Rise of Flight | Wulffe Den

You must be logged in to post Login

Lost Your Password?

Search Forums:


Minimum search word length is 4 characters – Maximum search word length is 84 characters
Wildcard Usage:
*  matches any number of characters    %  matches exactly one character

Amish's Training Corner

No Tags

11:10 pm
September 20, 2011


Jordan, MN


posts 20

Hey guys,

I just wanted to open a thread regarding some basic training advice and goals.  Since many of us are starting from square one with this sim, and it's still a little unclear about who will be flying regularly and who won't, I thought it might be good to have a go-to place for anyone to browse and see what to focus on before heading into the servers and flying with me/us.  As time goes on, from our varying levels of skill, we'll have an established regimen of what to study and practice, and in what order.

My thought is that rather than sit down and write out a training manual, I'm going to post here each time a new idea strikes me, and over time it may be able to be edited down into a squad manual.  The simple fact is that I'm still figuring a lot of this out myself, and without knowing what works and what doesn't, I can't hope to put together a polished product at this time.  Not without some field trials.

So let's think of this as brainstorming, or (at best) a conceptual rough draft.  Yeah… Yeah.. I like the sound of that.


One matter I want to address right away.  My policy as T.O. is not going to be one of harsh demands and high expectations.  This is a fun game.  As soon as it ceases to be fun, and game-like, something has gone wrong.  I'll work with squad members as much as possible to get the basics down, and beyond that, it will be our collective group initiative that determines how good we want to become.  Everyone will improve at their own pace, as their own lives and schedules allow.  I'll just point in the proper direction and give a little nudge when I think it's necessary, and we'll all have a good time.

My simple opinion is that it's more enjoyable to shoot down your opponent than be shot down.  A good pilot is proud of his or her abilities, and those of their squad-mates.  When we work together in a dogfight and prevail, IT'S FUN!

That will be the basis for our flying and learning together.  Simple eh?


That's it for tonight.  The real lessons begin soon.

12:44 am
September 23, 2011


Jordan, MN


posts 20


I spent a little more time in the New Wings training server tonight.  Morale is important, even in a game simulation.  Flying with and against a number of newbie pilots and a few seasoned ones is good experience for a couple of reasons.
1.)  You get a kill every once in awhile, which is good for one's confidence.

2.)  If you're flying with a set of tactics in mind, making one mistake against an opponent doesn't seal your fate.  Odds are good that the guy you're flying against won't pounce on you with an unshakable fixation and dead-eye aim.  He's doing what you're doing – which is trying to figure out where the heck his opponent is.

3.)  You can try things out and not worry too much about the consequences.  It's a quick re-spawn, gain some altitude, and you're in the thick of it again.  Some of the realism maps have quite a bit of flight time between engagements.  That causes a pilot to fly very carefully, because you know if you get shot down you'll have to re-spawn and make that trip all over again.  The problem is that a fighter pilot can't fly carefully and win.  You have to know and operate on the edge of your plane's abilities.

With those things in mind, and thinking about training while I was flying, I started making a mental list of training steps for this sim. 

1.)  Basic flight.  This seems like a no-brainer, but it's important.  Some of the planes are pretty tricky.  Everyone needs to start with basic mastery of takeoff, common maneuvers, stall and spin recovery, and landing.  Some crates can perform maneuvers that others can't, and they ALL seem to have different stall characteristics.  At first this frustrated me.  I wanted another Red Baron NFM where everything kind of flew like everything else, with just enough variety to keep it interesting.  Now, however, I'm really liking the challenge of truly unique aircraft.  Every dogfight is different, and you have to adjust your tactics to your own plane, as well as the one you're facing.

2.)  Gunnery.  THIS IS THE SINGLE MOST IMPORTANT SKILL FOR SURVIVING IN COMBAT.  The planes are frighteningly flimsy, and your pilot is very vulnerable.  You can take an opponent down with a single bullet if it is well placed (and vice versa).  I say that not because I think it's a good idea to try to snap off single rounds, but because your best chances of prevailing in a fight are to be able to put shots on your target when you have the chance.  In some fights you only get one chance, and if you miss it you'll suddenly find yourself on the defensive, unable to turn the tables back in your favor.   Once you have a  handle on basic flight, good gunnery will be your best friend.

3.)  Energy fighting.  Or Boom 'n Zoom tactics.  I've found so far that mixing it up in a turn fight is a good way to make a really nice crater in the ground.  You either slowly lose ground by trying to constantly pull lead pursuit on your opponent (who may be in a better turn fighter than you anyway) until he gets the upper hand – or you get bounced by another enemy while you're fixated on your first opponent.  The answer is to fly using energy tactics at all times, only resorting to Turn 'n Burn when your opponent is damaged, severely disadvantaged, and completely alone.  I'll address the specifics of energy tactics in a subsequent post.

4.) Teamwork.  When we have a sufficient number of pilots who can fly, shoot, and know at least the bare bones of Boom 'n Zoom flying, we'll work on flying as a team.  Two or more average pilots working together are more than twice as deadly as one skilled pilot.  Bombing missions will require coordination as well, as the bombers definitely have a hard time defending themselves against well-flown pursuit planes.

One more issue, but I'm not quite sure where it fits into this all yet, is situational awareness.  It's tough to keep your eyes on your opponent.   You maneuver and lose him, and all of a sudden don't even know where he went.  The realism servers disable padlocking, which I try not to use anyway.  I'm thinking we'll all have head-tracking devices, because frankly I'm not sure how a person could play this game well without it.  So it becomes a matter of knowing what's going on around you and re-acquiring your target if you lose it.  I'll have to think more on this.

Experience this evening:

Tonight I took the SE5 out for quite awhile, the Spad 13 for a bit, and about two missions with the Sopwith Dolphin.  The SE5 is my favorite of the 3.  It's fast, stable, has an excellent roll rate, good visibility, can dive hard and hang together, and climbs very well.  It can even turn a little if you need it to.  The Spad is even faster, but its visibility is much poorer than the SE5.  It climbs just as well, but Its roll rate is also quite a bit slower, and I would say confidently that you should NEVER use it as a turn fighter.  It's got a much heavier feel to it.  Jury is still out on the Dolphin.  It's not nearly as fast as the previous two, dances around a little more and seems maneuverable, but I haven't gotten into a good fight with it yet.


12:36 am
October 1, 2011


Jordan, MN


posts 20

Post edited 12:46 am – October 1, 2011 by Amish

I'm going to take a break tonight and let Requiem tutor for me.


Watch these videos in order and understand the difference between pure pursuit, lead pursuit, and lag pursuit.  The temptation – at least for me – in a close combat situation is to constantly try to pull lead pursuit on your intended target as they maneuver.  However, by constantly trying to turn inside of them, you bleed a lot of energy during combat and will eventually find yourself at a disadvantage if you fail to get a firing solution and put rounds on target early in the fight.  Also, many fighters in the game simply don't have the turning capability to sustain a tight radius.

So far I've found it preferable to overcome the habit, focusing mainly on lag pursuit until an opportunity presents itself where I can pull my sights up on target with less energy loss, rather than try to haul the nose of the plane around constantly.  The second video illustrates this well.  And remember, you don't have to be in an SE5a to use these tactics.  A Camel or DR1 can be used very effectively to separate, re-acquire, and reengage with effective firing solutions, with the added bonus that when you seen an opportunity to turn with your opponent, that option is available – much less so with a Spad, SE5, Pfalz DXII, etc.

Put more simply – attempt to fly gracefully.  The more you learn to fight in smooth, calculated maneuvers, the more effective you'll be in the long run.  Jerking the joystick around will, at best, bleed off your precious velocity, and at worst, put you into a spin.

Enough for now.  More soon.


4:52 am
January 26, 2012


Chief Mechanic
Chief Mechanic

posts 53

I've gone through many of Requiem's missions and highly recommebd them as well. We need some time in a server together soon, eh? 🙂

10:15 am
December 31, 2012


Jordan, MN


posts 20

Post edited 10:19 am – December 31, 2012 by Amish

Agreed Jupes!

I'm making a semi-dedicated effort this winter to get some decent regular flying time under my belt.

Even though it's been awhile since my last post, I'm still sticking by my initial guidelines above.  Since getting back into the servers, I can definitely say that a pilot's odds of survival and fun increase greatly when flying with friends, and using Teamspeak.

The other night I joined in with Bluntman and KrustyTheKlown on the New Wings Battlground server to do a little 3 person teamwork.  We were all on Teamspeak, and it sure made a difference.  My experience in the servers up until that point had been mostly getting bounced by unseen enemies and subsequently getting killed.  Having two more sets of eyes made a huge difference in avoiding surprises, and flying cohesively made us more the hunters and less the hunted.  It helped that they were friendly and willing to teach.  ;0)

One major thing I learned:

Just like it's easy to lose sight of the enemy, it's easy to lose sight of your friends.  Voice chat improves everything immensely, and the occasional flare to help locate buddies when needed is a nice feature too.

Also, Boom 'n Zoom tactics become a little less important when you have a wingman or two to watch your back.  I did a lot of dieing when I would try to mix it up by myself, and get overwhelmed by several opponents.

I guess the main point is, flying with someone makes this sim a lot more fun.

Going with the theme of Requiem's training videos, here is a link to a nice compilation of them.  They really are a great way to get started in the game.

New Wings Basic Training Page




No Tags

About the Lone Wulffe Squadron Forum

Forum Timezone: America/Chicago

Most Users Ever Online: 50

Currently Online:
1 Guest

Currently Browsing this Topic:
1 Guest

Forum Stats:

Groups: 1
Forums: 3
Topics: 37
Posts: 123


There are 15 Members

There is 1 Admin

Top Posters:

Amish – 20
Dumbo – 17
Nidan – 9
Fish – 7
WWDubya – 4
WWHappy – 3

Recent New Members: Padre, Flybert, Malhard, Nidan, Dumbo, WWBrian

Administrators: Jupes (53 Posts)

Share and Enjoy:
  • Print
  • Facebook
  • Twitter
  • Add to favorites
  • email
  • LinkedIn
  • PDF
  • RSS

Comments are closed.