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MarkShot's STK/EAW Guide
by Mark "MarkShot" Kratzer
Table Of Contents Download/Print PDF Version
EAW Basics for Online Play
I discuss some of the most basic tools which you will need in order to play effectively.
Controls Needed
A joystick is essential, you cannot hope to play competitively without it. Enough said.
Although I have a throttle, I think you could probably get by without it. I rarely throttle back. Thus, perhaps the control which is manipulated the least is the throttle. Of course, I still feel that it is better to have one than not.
I would also consider rudders to be an essential control. They have many uses. Here are three which immediately come to mind:
- Rapidly rolling the plane. I find that kicking same side rudder and stick achieve the quickest possible snap roll.
- Often to achieve the fine line up with the nose needed to make a shot, you can use the rudder to skid the nose into the proper alignment. This is in lieu of using the ailerons and rolling. Response seems to be quicker and at the same time control seems a little finer. This is assuming that the repositioning of your nose is not terribly substantial.
- Many times when your opponent is somewhat below and off to the side in the forward quarter, your plane obscures your view of him. Not knowing what your opponent is doing is very dangerous. Using the rudder, you often skid (twist) the plane so that you can get a view of your opponent.
Calibration (sensitivity)
Properly calibrating your joystick in EAW is very important. Someone taught me early on that turning ability is very tied to a good calibration. To be more correct, I am really talking about setting a good sensitivity for your joystick. {I suspect that this might vary for different types of planes, but I have not delved into it that deeply. However, the other night I flew a P51D, and I did have the distinct impression that I was not getting enough Gs out of my P51D due to my joystick sensitivity setting for my usual Spitfire.}
In setting the sensitivity of your joystick, you are trying to achieve the optimal balance of control and response.
- If the sensitivity is too low, then you cannot pull max Gs in a turning fight, and you will be out turned by your opponent.
- If the sensitivity is too high, then you will find your aircraft difficult to control and easily spinning. Protracted turning fights that push your aircraft to the edge of the envelope will be difficult to manage.
If you have found the right balance, then your joystick should behave as follows when flying.
- In most turning fights (150mph-230mph), the joystick will be moderately deflected (pulled back), 30-70%.
- If full deflection is pulled at best turning speeds (150mph-230mph), then your plane should quickly stall or spin.
Essential Views to Use (programmed on your controls)
What follows is the list of views which I make extensive use of in one-versus-one online combat.
I fly at 1024x768. So, I am generally in the virtual cockpit and most of that time is spent padlocked on my opponent.
In order to maintain situational awareness while padlocked, I use the snap forward view. I have this programmed to a press/release button on my Thrustmaster F22. This allows me to quickly glance forward. It is sort of analogous to glancing in a mirror while driving. This allows me to accomplish three things:
- I usually get an idea where my nose is relative to the horizon (pitch), and I can determine where my wings are relative to the horizon (roll). This is critical in managing energy, since you need to know your orientation in order to determine if your orientation can be supported by your current energy state, and also to prevent you from becoming too fast and going above corner speed.
- The snap forward view swivels your head in a panning fashion. Following the panning action, gives you an intuitive sense of where the bandit is relative to your plane; this is especially true when the bandit is in your rear quarter.
- The snap forward view allows you to competently execute maneuvers while twisting with your opponent. This includes maneuvers such as a Split-S at minimum altitude or a horizontal scissors right above the water. For a Split-S, you can quickly focus on making your wings level to make sure you pull up as opposed to auger. For a horizontal scissors, you can make sure that you achieve a perfect 180 degree roll of your wings.
Additionally, this view provides the X notation for the location of your opponent relative to your flight path. This is very useful for performing maneuvers that involve not being in exactly the same plane of motion. Some examples would be high and low yo-yos.
I also use the snap backward view to a much lesser degree. I generally only use the snap backward view in one particular case. This is when an opponent is B&Zing (boom and zooming) me from behind. I can watch my opponent approach and dodge out of his way at the appropriate moment. However, most of the time I prefer to put my opponent over one of my shoulders by performing a gentle turn in order to keep an eye on him.
I make extensive use of fixed forward view with no cockpit. I take most of my shots from this view. It gives you the maximum field of view and allows you to pull lead (point your nose ahead of the target) without losing site. I find it easier to aim, since there is less relative motion in this view than in padlock. I will generally switch to this view whenever my opponent is in my wind screen. I will either maneuver from this view or maybe get a shot. If my opponent is about to maneuver outside the field of view, then I switch back to padlock.
Lastly, I use zoom in/out from time to time. There are two particular instances where I find this useful.
- When you are in a turning fight at higher speeds with considerable separation, it is often hard to anticipate what your opponent intends, because you are too far away to follow the position of his nose and wings. Zooming in allows you to regain situational awareness.
- Sometimes your opponent is faster and running away from you in a straight and level horizontal extension. By zooming in with this view at 2000-3000 feet, it becomes possible to nick your opponent or come relatively close with a short burst or two. This often is not enough to decide the fight, but it is psychologically important to harass your opponent when you can. In many cases, your opponent will decide to reengage at his disadvantage out of fear of being shot in the back.
© This STK/EAW Guide is Copyright 2000 Mark Kratzer. All Rights Reserved.
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