These things took me a long time to figure out, save yourself some time and refer to this list, particularly when you are starting to fly a particular plane. (NOTE: Most of my key assignments are default, but a few are different. Below are all according to my layout).
Over big forest areas such as Kuban, I recommend flying pretty low to medium altitude to be able to see the action in front of you rather than below. You also have the advantage that being lower than your opponent and framed against forest, they cant really see you, but you can look up and see them. This is particularly true when transiting between your airfield and a target area.
All monitors are different and theres also VR headsets. I personally benefit from reducing my resolution from native 2560×1440 down to 1920×1080 and unselecting ‘sharpen’ and reducing the gamma slider to 1.0 or 1.1. I used to fly with a cheap old big screen HD 1080 TV and I think this would be optimal, because it is physically huge and has big pixels and is native HD only. I might even buy another TV like this again to use it for multiplayer, because it would help Im sure. TLDR: Whatever has chunky pixels thats what you want and I think old HD flat panel big screens are where its at.
In general, to spot an enemy, fly to one of your defense targets on the ground ie a train or airfield or truck convoy or ship or whatever and wait near it and look for tracer fire or AAA bursts from the ground. They will point you to the enemy. And you know its the enemy because ground ai units only target enemy aircraft. Pro tip: Dont hang around over an enemy defend target or you will get the tracer fire and flak bursts showing everyone where you are…
Default view in a particular plane is wrong perspective – Solved: Put the perspective at or close to where you need it and press F10. This sets the new view where you were looking. Then press your default view button and the view goes where you had it when you pressed F10. TLDR: F10 saves you.
In multiplayer you are going to need to manage the engine. Mostly this means propeller pitch, engine power, water radiator and oil radiator. As well as mixture.
Time and time again you will use:
Right SHIFT -+ for propeller pitch
Right CTRL -+ for water radiator
Right WIN button and -+ for oil radiator
and Right ALT -+ for Mixture.
You will use these button combinations so much. Occasionally also you will need to use Left ALT -+ and sometimes Left CTRL -+ for some engine cooling flaps, cowl flaps, inlet or outlet flaps etc.
Basically when starting a plane you need to:
Set the mixture 100%,
Set the Prop pitch 100%,
Open the water Radiator enough – say 50%
open the oil radiator enough – say 15%
If its a radial engine plane it doesn’t have a water radiator but it has inlet and outlet cowl flaps.
As soon as you takeoff unless its a Yak or LA5 you need to reduce prop pitch within say 1 minute. Running a prop at 100% pitch for longer than a minute is likely to break it. You can test this out with say a P40. Takeoff with 100% prop and see it fail after a short time. BUT if you were to reduce it to 90% that P40 would run like that for 10 minutes. Usually a good safe continuous cruise prop pitch is 72% – across all aircraft.
Also first thing you should do before engine start E, is Press H to bring up techno messages, which shows you the percentage of any thing that you are adjusting. Its not essential, but trust me… its essential.
Its a great power to weight ratio, accelerates better than most fighters and other great qualities. Dont fly it too slow, dont try to keep up with 109s that depart the combat, but if you can dive in and also turn fight at medium speeds, then that’s where you’re strongest.
Also unless you are specifically going to hunt bombers, do not carry the wing cannons, they are too heavy and you become a sitting duck for 109s.
Goes best in combat with some kind of slashing moves, think a pirate wielding a cutlass, riding an old barrel, attached to a bungy jumping line and dropping from a great height and springing back up. Thats a good way to fly the 47. And because its superb at high altitude, if you find yourself being pursued by say Bf110’s at medium altitude, you can cruise climb away from them and come down from a great height later or just depart.
One main thing is, make sure you decide how much fuel you want to take on a particular flight. Are you flying 1500 miles today? No? Well then cut the fuel down to 30-40% otherwise you will be very sluggish in climb and everything else.
UPDATE: Flaps! You want to deploy flaps for many close combat scenarios. 10-20% flap in combat enables you to turn very very well, compared to without. You can use this advantage to turn around quickly and go head to head where your 8 .50 Cals will hose down anything in front. Use flaps in dogfights and close combat it helps so much.
P47D Engine management:
Left CTRL -+ to set 50% inlet shutter and leave it.
Open the outlet cowl flap to an extent and same open the oil flap.
For climb you want the cowl flap set to 20% but once level you can close it completely.
I usually set and forget the oil flap at 10 or 15%.
Left Shift and B enables Boost
T -+ to 100% for max Turbosupercharger. Set it to 100% and leave it there. Update: It seems the turbosupercharger can overspeed and there is a red light on the left side of the instrument panel that will flash, you can stop it flashing by reducing the turbosupercharger % with T- Further Update: I now – at takeoff – set the turbo to 40% and leave. This doesnt usually cause the red light to flash, but it must give you some turbo as well.
Lean mixture to 85% unless in combat go full rich
Fastest Eastern front plane on the deck, cannot climb with Bf109 though. On the deck I have tried climbing after a Bf109 repeatedly and it just gets away. You can select AP rounds (blue not orange) and they have no tracer, so benefit is your enemy wont react when your bullets fly past him, because he cant see them.
LA5 Engine management
Use boost in combat its Left Shift and B
There are two Spits, the Vb and the IX. Both Mk’s need their gunsights set before takeoff to match your convergence.
Spits are hard to taxi and hard to land without ground looping. I will land (Try to land into wind) then as the ground run is slowing a ground loop will try to emerge so you gotta hold her straight and apply brake right up until zero forward speed.
Because Spits have big wings they are slower than Bf109s and FW190s, so rather than chase your opponent climb instead and convert your time waiting for combat into altitude.
Its the older model plane that is in IL-2 Kuban. Its main drawback is lack of ammo – it dont got much ammo. But its a strong turn fighter and very maneuverable. The Hispano Sueza 20mm cannons are high muzzle velocity and high rate of fire, they can wreck enemy aircraft far off in the distance ie 300m away, but theres not much ammo for them so you gotta make your shots count. You also have some MG in the wings and they are pretty effective and they contain more ammo. Vb is basically a dogfighter. Its not as fast as Bf109 so you shouldnt try to pursue 109s over long distances, better you climb near a ground target (Yours preferably or the enemies) and wait for action below.
Spitfire IX Engine Management
Run combat mode for a long time like an hour.
The prop pitch runs low ie around 65%, even for takeoff.
I find most potent configuration, is the clipped wing with a 150 octane Merlin engine and the gyro sight. There is a Merlin 70 option – I think its for high altitude.
The Spit IX is not able to climb with a K-4. If you are fighting a Bf109 generally, don’t try to climb with it, because (If the pilot is good) they will climb until they see your nose drop and then they simply stall turn and come down on you and your dead.
Spitfires in general are turn fighters. In hardcore maneuvering fur ball type combat the Spitfire is in its element – its probably strongest here. Main thing to remember actually is to slow down, because you have such big wings, if you turn sharply in a chase, you will GLOCK. Better even to cut the power often, so you can stay at a kind of full control deflection maneuver speed with minimal gforce. Thats where your strongest.
Its useless at similar speeds as Bodenplatte prop aircraft so keep speed high in combat areas.
It climbs best at high speed with a shallow climb. The faster it goes, the faster it can go.
Its a lot slower with a bomb attached.
Use elevator trim instead of joystick in cruise.
At speed elevator trim wants to be down around 70%
Run the motors at 94%
You might damage the motors if you descent from great height without pulling the throttle back a few%.
Dont exceed around 900-950KMH – You get into an unrecoverable nose down situation. If this happens turn the motors off, deploy the gear and flaps and use elevator trim to nose up. You may survive…
Starting the motors requires a lot of practice.
She only produces useful power at or above 80% power.
Shes slippery and landing means crossing the threshold under 200KMH. Do it faster and you may run out of runway.
Takeoff goes well with around 10% flap, 100% throttle and when you get to 200KMH, rotate but try to hold the nose at a crazy angle of attack for about 5 seconds otherwise, if you just keep rotating you wont lift off you will tail-strike. BUT if you don’t rotate very much you wont have enough lift to get wheels off the ground. TLDR: Get to 200KMH and lift the damn nose.
Greatest strength is its dive speed. It is still nimble at like 800KMH.
You can set the convergence to 500m and the .50 cals will reach out that far.
Its intensive in managing the prop, radiator and manifold pressure. Easy to wreck the engine.
In a Bf109 you want to boom zoom, because at P40 cruise speed, a 109 has no turn fight or scissor or maneuvering advantage on a P40 and if it gets its guns on you, you will face 50 cals even out to 500m. If you are without energy and in vicinity of a P40, note that Bf109 is faster than P40 in straight line so dont bother to climb which slows your departure, just dive a bit then cruise away at power and come back higher with energy.
Again this is the P40 viewed from a Bf109 perspective, which demonstrates its strengths compared to its most likely adversary.
As long as you are keeping an eye on the temperature gauges, you can basically run the Mig 3 hard and it will move very swiftly. This planes can do 100% prop pitch continuously, just like the Yaks and La5. However because I think they eventually get damaged I usually run them at 90% or 85%.
Before takeoff you gotta shut the intake above the engine cowl, or else the whole plane vibrates.
A20B climbs pretty well – it doesnt take forever to get to cruise altitude.
Fast and nimble, aerobatic.
If you’re attacking a A20B its rear gunners are just about as dangerous as gunners in PE2 and JU88 so watch out!
Press N to open the bomb bay doors a few minutes before target and directly after drop REMEMBER to press N again to shut them.
Don’t stay looking at your result through the bombardier’s sight over target, instead as soon as you drop, get the heck out of dodge, because the AAA and flak is coming up fast!
Takeoff with the stick full aft to keep the tail wheel locked until you see the airspeed indicator is around 100kmh then release the back pressure and takeoff as normal.
The A-3 and A-5 don’t have boost, but the A-8 does, so in the A-8 don’t forget to use boost!
They roll ultra fast and they handle superbly at ultra high speed, such as in diving chases. They don’t into turn fighting – unless at high speed or while energy stocks last….
If you get jumped at lower speeds, try to turn once and then as your opponent approaches, cut the power and see them fly past you and then go full power and get them. Works sometimes, especially because you can out-roll anyone.
Use Left Shift B to activate boost (A must in combat)
Greatest strength is ultra high speed descending chases chasing Mustangs. As long as you don’t GLOCk you will catch the Mustang even with turns along the way. Goes very very well at ultra high speed. Goes well at high altitude with boost on.
Track IR perspective in FWs can be a problem. I make a rule to zoom in on target from afar and as I close in, to zoom out. If you don’t you will lose sight of a plane 25m away from you and never see it again until it shoots you down! When close to a foe, zoom out and keep visual track of them. This is partly because the big metal canopy frame gets in the way and totally obscures a plane you are looking at. So zoom out when close in, it really helps.
To avoid damaging the engine in a prolonged climb, before takeoff, set the cowl Left ALT + to around 70% open. That gets you to the top of your climbs without overheating and damage. The plane otherwise overheats in a climb because combination of low airspeed and high engine power thus heat output.
I would go into combat with the engine cowl outlet open around 30% or more. BUT if you need to give chase straight and level you can:
You can fly along at full power full boost and all the cowl shutters etc closed and she wont overheat even after a long time, because the airflow cools everything.
Its got boost so use that in combat and turn it off afterwards. (Left SHIFT B)
It also has a thermostat control which you can lift up to a higher temperature, which you should do. I found a while back that if I didnt do that, the plane produced no power at altitude. I cant remember the key combo – check the key assignment/bindings lists in settings.
Shes slower than Bf109s and FW190s on the deck so don’t try to out run them on the deck they will catch you.
You can achieve big power output at full throttle but only for so long. If you run the engine for too long above continuous mode, it will damage and fail.
Gunsights & Guns
I usually set either 180m or 300m. for WW2, but for WW1 I usually set 150m.
You can set up the gyro gunsights for windage and elevation at the start of a flight usually, by selecting Right ALT and , or / the Right ALT and . or;
You want wingspan of your target a fighter is 10m or 33 feet and a bomber is bigger. Make sure you set your gunsights distance to what you set your convergence. Ie if convergence was set to 300m, then set your Spitfire’s gyro sight to around 300 yards etc.
Its better to have your Machine gun (MG) on your main trigger and you cannon on your secondary trigger button. Often I will shoot first with MG from greater distance and as I get closer I then use both MG and cannon or just cannon.
JU87 and IL-2
These are similar planes in that if you get jumped, best thing to do is immediately descend and fly home direction, or to your flak areas, as LOW as possible. I’m talking lower than the trees. Because as long as your opponent cannot get under your tail gunner, he can defend the aircraft and often will take out a pursuing fighter.
Macchi MC.202 Folgore
Same engine as a Bf109E-7
Has some 50 cals and turns well and is pretty fast.
Often gets misdiagnosed by other axis pilots who cant into Macchi recognition.
To identify a Macchi observe its wingspan is particularly different than other planes, it has long straight surfboard-like wings that have no leading or trailing edge sweep at all except of course at the ends. In profile it can look a bit like a Mig3 or Yak 1 because the under fuselage radiator placement but the rest of the fuselage still looks distinctive enough to differentiate.
Its a oldie but a goodie.
Great turn fighter and faster than I16s. Also useful as a fighter-bomber.
Cant run it at 100% power for very long without causing damage – maybe 60 seconds.
Bf109F & G
You can run combat mode power for a long time perhaps 20 minutes.
They are not faster than Yaks or LA5 on the deck so try to stay higher with a energy height advantage. You do have a advantage over Soviet fighter when you are at 3000m and above. You are very safe at 4000m. You are faster than Yaks etc at higher altitudes, just not at sea level. You can fly away from a I16 and he cant catch you. But arguable you are more stable at very low speed than an I16. With combat against I16 go ultra slow or go high speed, don’t muck around in mid range speeds where I16 is best.
These are good boom and zoom machines not so much turn fighters, BUT if you dive to a high speed, you cant pull out and you will crash into the ground. Stay below around 700KMH in a dive and if you get into trouble, use elevator trim to pull out. (Make sure you have assigned a key or button to elevator trim it will save your bacon)
Don’t use extra wing guns unless specifically hunting bombers or trucks. As a fighter, you can change the nose gun…. Its better to swap out the default nose gun: the MG151/15 and put in a MG151/20.
In multiplayer select the option (Where given) to remove the rear headrest armor, because it will obstruct your rear and upper and side view too much. You can add windscreen armor (Extra armored glass) its good value.
Of real value with the F and G series, is noting the approximate running time at power settings. Experiments have shown that you can run at:
100% power for approximately 1-3 minutes
95% power for 4-5 minutes
90% power for longer – maybe 8 minutes
and the top of combat power which is usually around 85% in F-4 and G-4 and lower in F-2 and G-2, for around 20 -25 minutes.
Memorise these things they will make or break you. lol.
Bf109K-4 & G-14
(Note: Bf109G-6 is like the G-14 but The G-6’s engine wont run like that, it cannot do the whole 10 minutes at full power thing. You will damage a G-6 engine after 4 minutes at full power…)
These planes have similar engines if not the same because they use methanol water injection, which is activated at 100% throttle.
You want to use basically only either 100% throttle or 63%. ie full power for 10 minutes then rest at 63% for 5 minutes then full power for another 10 minutes etc. You can utilise 30 minutes total of WM injection, but spaced out with 5 minute intervals every 10 minutes.
Crucially – don’t think its better to use say 85% power than 100% because this wont activate WM injection, which means there will be no cooling from the water injection, which means your engine is going to get damaged if its running at high power but less full power.
Note: The K-4 has an optional engine the DB604DC (Its even more powerful) and I tried my usual 100% power takeoff yesterday, but with this DC engine and the engine failed and seized while still on the runway. Possibly the DC needs different handling…I dunno yet but make a note of that.
TLDR Stay at full power for 10 min then drop to very low continuous mode like 63% power for 5 min. Rinse and repeat.
K-4 Update: Dives well even at max power and crazy high speed like 850+ kmh, you can still pull out as the elevator still works a bit and you use stabiliser trim for the rest of the pull up.
K-4 Update: Very important…Although the K-4 is a ‘super plane’ If you try and outclimb a P38, or out turn it or out maneuver it, it will get you. I can almost guarantee it. So, in a K-4 and fighting a P38, one thing you can do is dive. You can dive a K-4 much fatser acceleration and much higher top speed than a P38. You can dive then zoom away and up and then you are safe you can return or disengage. Same probably goes for a G-14 since its similar to the K-4. This is all very important because I can often simply escape a pursuer by out-climbing them (Once out of gun range that is) but being pursued by a P38, dont climb, it will simply out climb you! However in a dive at 850kmh, the K-4 is just fine, but at that kind of speed the P38 literally falls to bits and cant follow.
Yak1 & 1b
Strongest at lower altitudes, with great turn fight ability and also level speed. You can catch a Bf109 or even a FW190 on the deck, especially if you go 100% prop RPM, with 100% power, with all radiators shut for no longer than about 1.5 minutes. You can catch anything during this engine configuration. However you want to open the rads pretty quick after that or else you will overheat.
You can best defeat a Bf109 by simply turning. 109s cant turn as well as you, and unless at high speed FW190s cant either.
Update: I dont have a conclusion yet on the best settings for these, but today I was flying Yak 1 and using 80% mixture, 100% Propeller RPM and 60% water radiator and 25% oil radiator. I could cruise indefinitely like this if at 70% power. Then in combat I could go full power for probably 4 minutes like that. If you need full speed to catch a Bf109, you can close the water radiator in combat to 0% and the oil rad too, but be prepared to defeat the 109 in 1.5 minutes or you will over heat. BUT like that you are very very fast.
Its the original LA5, before they chopped of the inline water cooled engine and added the radial to make the LA5.
The Lagg 3 is not a high performance fighter but it’s strength is its structural strength…It does not care about battle damage so for example, I have flown a Lagg back to base with a badly damaged and smoking engine for about 10 minutes flight in that condition, expecting the engine to fail, but it just kept going and I got back and landed.
So the Lagg is a ideal ground attacker/fighter-bomber.
If you’re attacking one, its rear gunners are deadly and you will be killed if you do it wrong. You got a few options:
Go in real fast in a dive and boom zoom. – You wont usually destroy the Pe2 in one pass, but because you are so fast the gunners cant get you.
OR you can try to fly in from the side or a frontal attack.
In any case I prefer to hit Pe2s really fast with a number of boom zoom passes including from different angles such as front quarter. Just make sure you are not directly behind the PE2 for more than 1 second and you are good. Same goes for attacking Ju88.
Flying the Pe2 – its fast sort of like a Mosquito and carries a useful bomb load. You can level bomb or dive bomb, because it has dive-brakes.
It was considered a mediocre fighter, so knowing this often I casually flew away from it albeit at high power on the deck in my FW190 or Bf109, expecting to just depart without issue and only to find it catches up to me and I’m shot down!
It is real fast on the deck so watch out! It has a thumping nose mounted cannon that is like 50mm caliber or something and is basically a full on artillery weapon. Its also capable of pitching and turning superbly. Also can carry a truck load of extra belt ammo for the .30 Cal MGs and also has an option for some .50 cal MGs.
If you’re confronted by one of the Airacobras, best thing to do is boom zoom it and basically keep your distance, height and energy. Expect it to get crazy turn-fight maneuvering, but don’t try to follow it. That is a synopsis of the P39 from an opponents perspective, which just as well serves a P39 pilot to know the strengths of the plane.
You can remove the wing MGs and it still leaves 2 x .50 Cals in the engine nacelle with 500 rounds and 1 x big cannon in the nose. That cannon is capable of actually exploding enemy fighters! So if you remove those 4 .30 cal machine guns from the wings, you save 250kg and become much more nimble.
Basic idea her is how do you steer on the ground? and the answer is: Lock the tail wheel mostly, but sometimes unlock the tail wheel to get out of a tight spot. Some planes lock unlock with Left SHIFT and G, such as the Bf109, while the FW190 series will lock unlock the tail wheel simply by pulling the stick back and holding it back.
Some planes don’t have a locking tail wheel such as the Spitfire and so any taxiing should be done at low engine power (like 12% once moving) and at low speed.
You can also steer with toe brakes. Some planes have differential toe brakes, while other planes have a single brake lever for both main wheels. Some planes the rudder is good for steering, while others it don’t work none. ME262 for example has differential braking, but the rudder has zero effect on taxi turning.
Keep in mind that some planes have a park brake applied default and at engine start you want to simply tap the brakes and see the status message (Assuming you remembered to press H – to show messages on screen) “Park Break Released”
Stay cool, don’t be afraid to use many different power settings with the throttle ie to get you moving use a higher power, then throttle right back real quick maybe even to idle.
Your goal is also to locate the flame and smoke (in multiplayer that is) which designates the start of the runway. Often you need this if your in a bomber, because you need full runway, but often in a fighter you can just give her full throttle from parked and takeoff straight ahead runway or not.
Main thing as well with moving around on the ground is don’t hit other planes.
When its really busy at a multiplayer airfield, if a plane that is parked in front of you starts up and moves off, be aware that if you are still parked for a time, a new player plane will spawn in that same now vacant spot in front of you and you wont hear it because its silent and its noisy at these fields anyway and you wont see it because your plane’s nose is blocking forward view. So in this scenario and in general, before you shut the canopy, lean to both sides and look ahead of you and see what you can see near and far. Also plan your takeoff rout to not hit AAA guns and tree lines etc.
Tempest is the most hardcore plane in all of IL-2. It has 2400hp and goes fast enough to often catch a ME262 jet.
Main thing is don’t GLOCK it. Shes got such power, such speed, and such wing area, that you will GLOCK very easily. solution is to slow down to turn fight or to stick to smooth actions if boom zooming. You will most likely GLOCK in the Tempest more than any other plane.
The Tempest is so fast on the deck. A few times while diving on a fast moving fighter, it would vanish out of sight. I was at full power, full boost in a FW190A-8 and descending from very high – like 4500m and chasing this fast mover, only to never even catch it and it just vanishes out of sight, or I just manage to catch it if I’m close enough to begin with. Basically the Tempest is fast. You can catch it, but part of this is knowing its a Tempest (Identifying it from afar) and as soon as you ID it you know that rather than pulling back on power for the descent, you want to throw the kitchen sink at it power-wise and go full boost steep descent angle full power cowl flap shut everything and you will inch closer to it.
It is a slow plane and climb to altitude takes forever. It likes to operate at low speed, you can take off with some flap at like 160KMH which is disconcerting given its a fully laden bomber with bombs fuel ammo etc, but it just lifts off the runway like that and away you go. Useleft right braking at the start of the takeoff run to keep her on the centreline along with lots of rudder. You can get massive splash damage on targets with the bigger bombs around 1800kg. Dont take full fuel, but keep at least 50% fuel. You can run out of fuel. Keep the engines cool, dont overspeed the props, ideally be above 2000m or flak and fighters will very likely pick you off over the target.
Its quite a bit faster than the He111.
You can lock unlock the tail wheel with Left SHIFT G
Takeoff with 100% RPM and full power, and some flap – maybe 10-15%, lift off around 180KMH then gear up and watch the speed get it up above 200KMH as a priority. As soon as you are flying get that prop RPM down to more like 85% and ease off full throttle down to say 85%. and Left SHIFT F to get the flaps back up. Now your airborne and cleaned up, aim for a climb at between 200-300KMH. The climb is slow, takles a long time, you can climb at climb power directly after takeoff, but also mostly just climb at continuous power mode, so you have less chance of overheating.
You can stay in climb mode for 30 minutes and that is more than enough time to get you to cruise altitude.
Climb mode as per the actual instruments is something like 1.24 Ata and 2400RPM. Also Cowl open 50%.
Cruise is 1.15 Ata and think same 2400 RPM. You can close the cowl a bit – probably 20% will do.
Basically with bombers like the JU88 if you can master takeoff settings, climb power and cruise power, then you are half way there, you then just need to figure out the bombardier’s sight (you press V to go into bomb sight view) and then those are the basic operating requirements of this plane.
If you do this plane’s propeller RPM, engine cowl and power settings how they are supposed to be done, it gets along quite swiftly and without any mechanical overheating type problems. It also pays to take as least fuel as you need.
The flaps are hard to operate. You gotta have the elevator trim assigned to some keys or in mine I have assigned trim to the hat switch atop the Logitech Extreme 3d Pro joystick.
So to operate flap, you press F then you move the elevator trim until you see the status as not only trim moving but simultaneously flap deploying. To disengage flap you press F.
You can unload cargo on the ground by selecting Right ALT C to open windows – and in this one it opens the cargo doors, then B to unload.
To drop cannisters or paratroopers, select doors open and B.
Dont flare with 0% power, because this activates the brakes. Better keep some power on in the landing and then go zero throttle when you want the brakes on.
How do you pull out of a dive that you cant pull out of? You need to go to the key assignments and add trim somewhere, either both on the joystick somewhere and or on the keyboard.
I have trim on the hat button atop the joystick, but also just added it to the keyboard at Right CTRL Up or Down arrow, because the hat key wasnt working for all planes, but now for example using the keyboard, I have trim control on the P47D. This by the way Im refering to is elevator trim. You can also trim out rudder and probably aileron, but I only did elevator so far – owing its usefulness in pulling out of high speed dives.
TLDR: Get elevator trim on your keyboard and joystick so you can pull out of out-of-control high speed dives. It will save your bacon.
WW1 planes in Flying Circus
Main thing is you need to not be at high engine power as you dive…If you are you will damage your engine. So when descending, decrease power.
A lot of these planes will get into basically unrecoverable spins, so try not to be at low airspeed with high power, because the reduction of control surface authority at low speed coupled with the exacerbated engine torque will induce a spin. If it happens cut the power and go opposite rudder and nose down, but it may still not save you. These old crates can be savage.
Camel goes hard with 100% throttle and a leaned out mixture. Say 84% mixture is pretty good. Its not apparent at sea level, but at even 3000 feet you need to lean that mixture and you will see a power increase.
Its a crazy plane, I cant yet fly it well, just do your best haha.
So far its the fastest plane ive seen, its faster than the Dolphin. Dolphin though is faster than a Fokker DVII.
As I think Of more things this section of the website will grow.