Psycho's Flight Tips

Welcome to my new "Tips and Tricks" page. I remember a while back when a fellow ATF pilot told me that he had trouble with a mission in the Egyptian Campaign. I gave him my five lines and he said it worked out. So I've now decided to supply you with everything I've learned from 1 year of experience with Janes flight sims. But this site isn't limited to my advice only. If you know a few pointers, I'd be happy to quote you on them on this page. So I hope the tips and tricks below help you out, because they sure have with me.

Helicopters

Fighters Anthology is definitely not a helicopter game. Flying those darn choppers are so unstable and so frustrating. But there are so many helicopters in FA, more than any other helicopter game on the market. You got like 5 Russian Helicopters, maybe about 5 European helicopters, and about 7 American helicopters. It's almost ridiculous not to give them a try. And now I've discovered the basics to flying them inside Fighters Anthology. In most cases, FA won't let you fly helos, even with the ALT+CTRL+Shift cheat. But if you edit the .m files of a custom mission, you can change the plane you fly to any helo in the game. I'm not sure about all of the paths, but they are generally related to it's name (AH1.PT, AH64.PT, MI24.PT, MI17.PT, GAZELLE.PT, TIGER.PT, etc.). Once you get the game with one, you're all set to fly. 

--Taking Off/Landing--

Whenever you start out in a helo, the game thinks you're flying a VTOL aircraft, so the so called "nozzles" are aimed at 90 degrees. You want the nozzles to be set at 60 degrees, for that's the lowest you can go. Do this by pressing Z, and increase your nozzle with X. Then, push full acceleration. When you hit about 45-60 (depending on the helo), pull up strong, at a high angle. When you're in the air, level off. If you can, lift your landing gears and shut off your flaps. This is how you take off. To land, lower your landing gears (if necessary), and turn on your flaps. Bring your nose down to about -15 degrees or lower and descend to the ground. When you find your runway, cruise over it, almost touching it. Then, turn off your engines and pull your nose up to anywhere from +10-+20 degrees. You will instantly descend to the ground and land the runway.

--Flying the Helicopter--

As hard as it may seem at first, you need to learn a few basics to get used to it. Number one, never fly with your nozzles aimed at 90 degrees or higher. Number two, at a normal speed for the helicopter, aiming the nose at -5 degrees to -10 degrees will keep the helo level. To increase altitude, level out (or with a light attack helicopter, like the AH-1 Cobra, just bring your nose up higher, then level out to avoid stalling). To decrease altitude, aim nose at high angles like -15 to -30 degrees. Number three, always keep an eye on both your altimeter and speedometer. Unlike a jet, your nose doesn't have to be aimed downward to descend. It could be that you aren't producing enough speed to stay in the air. Whatever the case is, always look at the altimeter. Same with the speedometer, make sure you are always cruising at a decent speed. Just by aiming your nose 1 or 2 degrees up or down can cause the helo to do a lot of things, including slowing down to a stall speed. So be on the watch for that. 

--Helicopter Combat Tactics (HCT)--

The helicopter isn't just an aircraft that goes slower than a jet and has a short/vertical take off and landing capabilities, it has some HCLs of its own. For one, in most helos, the gun is set to slew its target, that is, it automatically aims the cannon at the object you have targeted. With any typical helo-cannon system, you're usually in range to hit any small ground target accurately at about 1 nautical mile. With buildings, maybe 2-5 nm. With jets, maybe 1-3 nm. With fellow helos, about the same as jets.  However, your target should be in your general field of view, or else, the slewed guns won't reach the direction of your target. Fly low. Since you have the ability to cruise at 50 ft, do it. This way, you're close to your ground targets, and nearby SAMs and AAA that are 5+ miles away can't get you. However, never fire off your ordnance at low altitude. If you ever load up with Mavericks, be at an altitude of 200 to 500 ft. above the surface, because unlike the LAU-61 rocket pod, the missile doesn't turn on its engines until it drops about 100 ft. So be at a safe distance for that. NEVER load up on Cluster bombs, it's a CAS Fighter ordnance. The impact of the explosions will be devastating to your helo unless you are at 4000+ ft, maybe way higher. Also, don't load up on heavy bombs, like the MK-84 or any of the Paveway family. Stick primarily to AGMs and AAMs, and rockets. Rockets are probably the most Helo-oriented weapons, because they are most successful at real close range, and they fire off immediately, allowing you to use them at virtually any height. However, don't use rockets on buildings. Switch to either Mavericks or MK-82 Slicks (or Snakeyes, whichever you prefer).  Also, an amazing, yet useful thing with a helicopter is that when you pitch, you don't role, like jets. So, when you are close to your target and you just passed it (pretend that it is another helicopter or even a jet), instead of banking, use your rudders to get to your target and at the same time keeping your helicopter stable. If you have a radar, don't use it unless you need it for AAMs or something. In most cases, load an IR seeker if you don't have one. Virtually every target will show up on an IR seeker, but not necessarily with a radar. Plus, a radar is used for detection of objects at long distances, while the IR is for close range targets that the helicopter is capable of engaging. 

Here's an ideal tactic situation with the Commanche. You graze the land at 100 ft., searching the Infra-Red horizon. Suddenly, you pick up something, 6nm away at your 8 o'clock. The Commanche pilot uses left rudder and aims straight at the target. Visual contact has been made and it appears to be 1 T-90, 1 ZSU-23, and two sets of soldiers. With one Maverick and one Snakeye, he switches to missiles and waits for 90% lock. Once achieved, he aims his nose at +20 degrees, and accelerates to 1200 ft. He opens his bay doors, and unleashes the Maverick, quickly closing the bay doors and descending to 50ft. Boom, one T-90 is toast, and the ZSU-23 begins to search for you. He can't acquire your position, so you move in.  When your 3000ft from the AAA, you ascend to 2000ft. By now, the AAA has acquired you, and is in pursuit of your approximate position.  Meanwhile, the Commanche pilot is within bombing range of the AAA, and he once again opens his bay doors, dropping the MK-82 Snakeye.  The ZSU-23 goes to hell, and now the soldiers are firing at you. So you switch to guns, aim your nose in his direction, and unleash your M61 cannon fire into the faces of the enemy. As you pass them, you use right rudder and they're now at your 4 o'clock. More gunfire, and now the soldiers are toast (in FA, the soldiers seem to blow up for some odd reason, much like in Hollywood:). You return to course, and head home.  Mission successful.

Fighters

Let's start from the beginning. First off, when deciding what fighter you want to fly in, decide on one depending on the mission. In single player missions, you have access to every plane in the game (well, at least in Fighters Anthology). So here are some aspects you should consider:

1) When the mission calls for you to take out more than 6 ground targets, and you don't have a wingman, then fly a fighter/bomber (Su-25 Frogfoot, F-15E Strike Eagle, etc.). If you have to take out more than 15 ground targets, then go with a true bomber, or at least a fighter/bomber with a semi-heavy payload. 

2) When the mission calls for you to fly a BARCAP or Interdiction, choose a fighter that can carry many Air to Air missiles (Rafale M or C, F/A-18D Hornet, etc.). Only consider loading the Phoenix or Anti-AWACS missiles on the F-14 or Su-35 if the waypoints on the mission are spaced far apart, like 30+ miles, because these long range missiles only give you the advantage at greater distances like 20 to 30 missiles. Don't think that a 60% Lock with Phoenix is not good enough. I always blast away once it hits 60%, and 9 out of 10 times it takes the fighter out.

3) If you have to Intercept fighters and bombers heading for your base, stock up on IR missiles like Sidewinders. If you stock up on AMRAAMs, you'll only have one or two chances to use all of them, and that's when you head straight at the incomers. You'll end up clashing into incoming fighters regardless, so with IR missiles, you can quickly get on their 6 and pick them off like flies on sticky paper. Also, never use a fighter with only a few rounds of gunfire (definitely most Russian fighters, because they usually only pack about 150 rounds of some cheap cannon) Good planes to fly in an Interception are F-16s, F-22s, F-15s, Saab Gripens, EF2000s, and, in navy conditions, F/A-18 Hornets.  Remember, you will run out of missiles, so you need a lot of rounds on your cannon so that you can take down bombers.

--Use all of your defensive countermeasures in an encounter--

When you spot an enemy bandit that's 30- miles, turn on your Jammers, select the missile you want to use on him, and fire away when you have at least 93% lock on him (if you're using the AIM-120 AMRAAM; other lock percentages will vary depending on the missile). When you hear that rapid beeping noise, that's the cue that a missile is coming for you. Check your RWR to see if it's a Radar guided or Infra-Red guided. If it's a Radar guided, release a few Chaffs until that rapid beeping noise stops. If it's IR guided, let off some Flares until the noise stops. Confused with which button to push, well Insert key is Chaffs, and Delete key is Flares. As soon as you release your countermeasures, maneuver around a lot and then straighten up so that less space of the aircraft is exposed to the missiles path.

--When you run out of Chaffs, here's another way to throw off the Radar guided missile--

(this generally doesn't work with IR missiles, because they are close range).

As soon as you can see that the missile is closing in on you, start spinning hard, and don't stop. Believe me, it works 80% of the time that I've tried it. The missile will close in, but get thrown off right when it's about 100 ft. from you. After that, you can stop spinning. 

Bombers

In most hardcore bombing missions, you will choose to fly either the B-2 Stealth Bomber, or the F-117 Stealth Fighter.  For all other cases, your bomber won't have stealth incorporated in it (except in the B-1B, but its RCS is still quite large). So I've divided this section into three parts, Fighter/Bombers, True Bombers, and Stealth Bombers.  

--Fighter/Bombers--

Don't ever forget the essence of the Fighter/Bomber.  It's name speaks for itself. It can carry Air to Air Ordnance, and it can carry Air to Ground Ordnance, and a lot of it too. So how come an F-16 isn't a Fighter/Bomber in my terms? Because it only carries 4 Mavericks. However, an Su-25 can carry a ton of weapons, ranging from AAMs, AGMs, to guided bombs and dumb bombs. The point is, it's loaded, and F-16 isn't. So when flying a Fighter/Bomber, load up on both AA ordnance an AG ordnance.

--When flying in fog or heavy conditions, load up on dumb bombs and cluster bombs--

 Air to Ground Missiles like the AGM-84E SLAM, the AGM-65G Maverick, etc. is horrible for foggy conditions, because you won't get proper lock on a ground target until it's right in front of your nose, and by then you'll have a greater chance of spoofing the missile. My advice in foggy conditions is pack some HARM missiles for the SAMs, load up on dumb bombs like MK-82 Slicks, and fly something with a lot of ammo, because you might not successfully destroy all of your targets with the bombs.

--In clear conditions, use long range missiles like the HARPOON or the SLAM--

The last thing you ever want to do is come into AAA and SAM range. Use HARPOONS in place of SLAMs, because they way less than them and you can load up more. But if the hardpoint only lets you load up the same number of HARPOONs as SLAMs, go with the SLAMs.

--If it's not from the big U.S. of A, it's not as good-- (just kidding)

Actually, the Russians have had great success throughout the years with their SAMs. That's why when going for ground targets, always have one hardpoint with HARMs, so that those SAMs won't screw up your mission. 

--Always eliminate AAA that's close by to ground targets, 'cause they'll rip you to pieces--

Also keep an eye out for SAMs.

--Don't forget about your wingman--

For best results, command him to take out mission objectives by assigning him individual targets, while you go

for the AAA and SAMs.  

--When dropping a large bomb like the cluster bomb, GBUs, or FAB-1000s, keep a good altitude, because they can take you out as well as below it.--

Stealth

Don't get the wrong idea, if you're in the F-117a Nighthawk, you're not completely invisible. There are a few things you should not do that will keep you cloaked, and here are a few:

1)Never bank or make hard turns while in the plain view of an enemy bandit. Maneuvering movements will reveal your position on his radar.

2)On the B-2 Spirit, never turn on your radar, not even your Air to Ground radar. It will increase your RCS, and you'll be at greater risk of showing up on an enemy bandits radar.  

3)Try not to use your jammers, because that will also increase your RCS and that bogey might pick you up. 

--Forget about the "Approach Target" waypoint or Checkpoint Alpha waypoint--

 I always fly straight towards my objectives, so that I do all the turning and banking first. That way, later when I'm close to enemy bandits, I won't have to worry about banking to my objective and revealing my position.

--When using the B-2 for destroying a cluster of targets close together, follow this order of attack--

Use MK-82 Slicks and drop them like crazy over an area of mission objectives, then do another run with some heavy bombs, like MK-84s, then individually take out whatever's left with the smart bombs. 

--Don't open your baydoors until right before you are going to drop your bombs--

Also, turn on your jammers, so that it will take longer for the SAMs below to get a decent lock on you. As soon as you release the bombs, quickly close your bay doors and shut off your jammers. 

--Having trouble getting to your target, maybe because the enemy bandits keep spotting you and shooting you down?--

Well, here's a loop-hole that sure won't work in the real world. Instead of going straight to your target, go half the distance. With your IR seeker, target one of the enemy bandits. Then quickly return to base, and wait. Just wait, wait until that bandit has either landed or ran out of fuel. It has worked with me before on those impossible missions that never seem to work out. I simply landed, parked, and watched T.V. or something while waiting for them to run out of fuel. It takes a lot shorter time when dealing with Russian fighters, because they run out fuel pretty quickly. Anyways, once he's out, that's a good indicator that the rest are either out, or at least close to out. So take off, and go to your objectives, worrying only about the AAA and SAMs. However, it can be time consuming, plus it's unsportsmanlike. I rarely try it, and when I do, it hogs up my time.

--Always refer to your Map by pressing Shift M--

Always no what's going on. If you see enemy bandits heading in you direction, it doesn't mean that they've spot ya. Your probably in the path of their waypoint. However, this does mean that you are in his "plain view" as I will call it. So the best thing to do is not making movements at all! ESPECIALLY don't drop any bombs or turn on your jammers. Make sure you're not at the same altitude as he is.  If so, either decrease or increase your altitude depending on how high up you currently are already. Check back on your map. If you see that they are all heading away, then quickly make your necessary movements or open your bays and drop your bombs.

--With a wingman, always let him do the job first--

This way, incase he fails to destroy something, you can cover his ass, and take out what he missed.  Also, if he's going get picked up by enemy radar, at least it's him and not you. Here's how I do most F-117 missions: 

I head to my first objective. I find the objective, target it, then check my map for bandits. If the coast is clear, I give it my "say-so" and let my wingman take it out, all while I'm heading to my 2nd objective. If my wingman does take out the first objective successfully, he'll head back to me. Meanwhile, I pick out my next target, and once again check my map for bandits. If the coast is clear, I assign the target to my wingman again. This way, he's way back there, and he has time to move into position. I make sure the coast is clear, then head back to the previous waypoint, looking for any "secondary" mission objectives at that waypoint. My wingman takes out the 2nd objective, I take out this objective, the sky is lit. Finally, I head back to the 2nd waypoint and search for any remaining mission objectives and take them out. If all goes well, we're in perfect condition, and we head home. Of course, things get screwed up, but hey, nobody's perfect. Luckily for you, you have the Replay Last Mission button.

--After passing a target, don't turn around and go at it again--

The bandits will pick you up. They'll come, you'll die. Here's what you do. You fly straight out, checking your map for bandits, then quickly turn back when the coast is clear. It might take a while before the coast is clear, you might have to go 40 miles out of the way, but hey, it sure beats getting shot down. 

--Another tactic suggested by David Moak was e-mailed to me--

Here is his e-mail message: Once you make your first run (500 or 2k bombs) and want to make another pass, you look for a hole in the enemy fighter cover. Keep the plane level and apply full rudder and full thrust. It will be a little bit of a chore keeping the plane level, but if you turn the time compression up you can handle it fine. Soon you will be pointing right at the target and can make another run. Much sooner than the "run to 50 nm out and do a bank" approach.  Not only is it quicker, you are much less likely to advertise your presence. Also, I never use the jammer. All that does is give the fighters something to key off of to get closer to me. Never a good idea. 

--David Moak also brought up a point that I failed to mention--

Here is his e-mail message: You also didn't mention the effectiveness of using the ground clutter to break missile locks (Radar and IR). IR is harder (close range), but it does increase the effectiveness of your flares. Especially if there is a burning target next to or behind you.  

Real Bombers

Here are the other bombers that don't have the advantage of stealth or fighter capability. All they got are bombs. Bombs and missiles, and lots of 'em. You got the classic B-52H which premiered back in 1952 (Hence the name). There's the Tu-95 Bear (Russian version or the Stratofortress, but a lot easier to shoot down), B-1B, Tu-22M Backfire, and the supersonic Tu-160. They only have two things that will help you: a lot of weapons, and a lot of fuel. Use them to your advantage.

--The B-1B Lancer is a low-level flying, low-RCS bomber--

This means that you can achieve full capability from it at low altitude. Ground radars won't pick you up at distances, your stealthy material yielding a low RCS (1% that of a B-52's) will shield you from enemy bandits from ajar, and your large bays carrying tons of ordnance will let you make hell on anything below.

--If you can, stock up on long range missiles like the HARPOON, SLAM, Exocet, etc--

This way, you can accomplish your mission within minutes and you can get the hell out of there as soon as possible.

--When dropping dumb bombs like CBU's and MK's, do it from high altitudes--

This way you can cover a greater area with less movement of your bomber. At this height, however, don't expect to hit anything with 1 or 4 bombs.  You'll have to raise hell and drop what you got all at once so that you have a greater chance of hitting something. This is the way of the dumb bomb. One dumb bomb can't hit shit, but 10 can cause some serious damage! Well, that's about all I've got for now. If you have some

advice or pointers, just give me a buzz at my below email.  I will  quote you on them, and let viewers decide whether it's good advice or bad advice. This of course goes for me too. If you think some of my advice is a bucket of bull, just give me a buzz at johnmnil@swbell.net.