STEAM 组
GreyWolves Community. GW200416
STEAM 组
GreyWolves Community. GW200416
1
游戏中
5
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2016 年 4 月 20 日
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Grizzk 2017 年 4 月 6 日 上午 7:58
Training (For War Thunder)
Training
Every squad should perform some kind of training exercise which teaches them their basics and individual aspects as well as improving their skill levels.

I: Control changes:
Options menu - Main
Distance: Miles (M)
Speed: Miles per hour (Mph)
Altitude: Feet.
Climb rate: Feet per minute.
Temperature: Fahrenheit.

Options menu - Indicators
Indicated air speed (IAS) - Yes
Ammunition count indicator - Always
Temperature indicator - Always
Fuel indication - Always

Controls - Aircraft controls
Set drop-bomb series. (Drop all bombs quickly).
Adjust relative control sensitivity to 40% (by accessing throttle axis).
Turn instructor to no on all settings.

Controls - Common Controls
Adjust free look activation from C to ` ¬ (that button left of one)

II: Basic training air:
take-off and landing.

Take-off:
Step I: Engines off!
Step II: Take-off flaps (otherwise raised)
Step III: 100% throttle
Step IV: Report ready when steps 1 to 3 have been completed.
Step V: Form up in a standard "Vic", await further orders.
Notes: Keep tail on the ground until lifted off of the ground.
Wait for the order to take-off, then execute after 1 second of command.
Wait for 2 seconds for every row behind front.
Getting good at it as well.

Landing:
Step I: Lower throttle to 50% when coming into landing to reduce speed.
Step II: Pull out landing gear and landing flaps at 150mph or appropriate speed, you should be ready to hit land by trajectory, having already adjusted throttle to 30%
Step III: Gently get just above ground level at 0% throttle.
Step IV: Hit the ground and have the tail tag the ground and apply brakes.
Notes: Do not fire!
Instructor may be wrong if trajectory and speed are correct.
If failing to follow procedure, turn up engine and prepare a second time to land.
If trajectory failed and emergency landed is needed, apply landing flaps, drop throttle and gently hit the ground with the belly of the plane. Do not apply brakes.
Do not tag tail on the ground in tricycle wheeled aircraft.

III: Communication:
Squad leader and squad messenger only! Other Squadron members do not need to pursue training exercise 3.

Spotting:
Upon spotting an enemy, report coordinates, distance, direction, altitude, activity.
Coordinates: The enemy's rough coordinates.
Distance: An estimate of how far out the enemy is.
Altitude: An estimate on the enemy's altitude (Aircraft only).
Direction: Direction relative to the current position of the group. (Referring to analogue clock relative positioning. AKA: 12 o'clock).
Activity: What the enemy is doing. (Climbing, Diving, Attacking, Fleeing, Engaged, Bombing, Landing, Taking off).

Within party:
Verbal communication should be reported briefly for the following: Coordinates, Heading, Activity, Situation, Distance, Altitude.
Coordinates: Your exact coordinates.
Heading: The Coordinates of landmark or destination. Also any other points being made to before changing heading. A heading is only distinct by straight lines.
Activity: What you are doing. (Climbing, Diving, Attacking, Fleeing, Engaged, Bombing, Landing, Taking off).
Situation: Concerns about your current position. (Damaged (report), Under threat (report enemies), low (report), under escort).
"Repeat!" means you have heard the information, but not understood or got the entire message.
"Roger" means you have heard the information, and you understand it.
"Wilko" means you have received the information, understood it and are following orders as instructed.

Within Squadron:
Using Chat to give a report to other flights, squadrons, etc. that may take concern of your current activity. The procedure is as follows: The leader tells the Comm's man what to send, the Comm's man types up and sends the message within "team" chat. The receiving Flights/Squadron's Comm's man reads the message to the leader who then takes the situation from there, then tells the Comm's man what to reply. Procedure repeats.
Any message should be followed by the term 'over', allowing the recipient to respond. The end of any passing of messages should result with the term 'over and out'.

The general activity of the Squadron should be mentioned within the initial reports, determining the most immediate situation. Try to keep these chats brief, as they are for action purposes.
CHAT communication should be reported briefly for the following: Coordinates, Heading, Activity, Situation, Distance, Altitude.
Coordinates: The Flight's exact coordinates.
Heading: The Coordinates of landmark or destination. Also any other points being made to before changing heading. A heading is only distinct by straight lines.
Activity: What the flight are doing. (Climbing, Diving, Attacking, Fleeing, Engaged, Bombing, Landing, Taking off).
Situation: Concerns about your current position. (Damaged (report), Under threat (report enemies), low (report), under escort).

Terms:
ETI = Estimated time to interception. This is dependant on the target (friend or foe).
RTB = Returning to base. Landing.
ICE = in case of emergency. Prepare to assist, but possibly no need.
FOE = Fending off enemies. Fighting, scaring off the enemy, etc.
RTTH = Returning to the hanger (leaving game).

All messages should end with "over" to allow for reply, or "over & out" to end.
Confirmation of orders recieved followed by a "Roger" or "affirmative".
Misunderstanding orders followed by "repeat".
Cannot do followed by "negative".
Recieved, understood and will carry out followed by "Wilko".
Send 3 & 4 pence = Send reinforcements.
We're going to a dance = We're going to advance.
Cutting slack = falling back.
Attempting to amaze = Attempting to ambush.


IV: Combat manoeuvres:
Split S: Use ailerons, rudder and elevator to duck down and to the side, then pull up in the opposite direction, facing should be the same, altitude and distance changed. - good for avoiding head-on combat.
Barrel roll: Use Ailerons to turn the plane around continuously in a single direction. - Good for avoiding damage from wing mounted guns.
Immelmann: Use elevator to pull up 180*, then ailerons to turn 180* to correct facing. Plane should end up facing away from original facing.
Loop the loop: Use elevator alone to increase altitude, then lose altitude.
Thatching: Turning 45* in, followed by a 90* and continuously adjusting by 90* opposite each time, motion should be curved. This is done in conjunction with another member performing the same maneuver in opposite sequence, same heading.
Tail spin: Hold down the rudder and elevator, this will send the plane spiralling. Note, do not use at low altitudes ON ANY CIRCUMSTANCES. This manoeuvre will take time to exit if flawed.

V: Rules of dogfighting:
1. Conserve ammo, you need it!
2. Burst fire for 3 seconds, then cool for 1. Say 3, 5, 7, 11.
3. Bank, don't turn. Banking is faster & less stressful.
4. Do not stay upside-down or dive, roll the plane over to lose altitude.
5. Survival is a must, always try to evade rather than go for the kill.
6. Help your allies instead of going after kills.
7. Prioritise targets based on threat and chance of success.
8. Avoid being knocked out in a head on attack.
9. Do not chase an enemy that is fleeing, diving or crashing, lose of tail control, fires, wing damage/destroyed and flat spinning enemies are going to die anyway.
10. Keep an eye on speed. If you stall, you're dead.
11. If damaged, return to base. (After conflict).
12. Before engagement, make sure you have allies.
13. Never shoot with an ally in front of you, wait for them to pull off.

Strength and weaknesses of aircraft.
Learning a few limitations.
Aircraft specific.
Knowing what it does well, what it does badly and what situations to use them in

Aim training, how to use the tracer.

Formation training.
95-90% throttle on the leader.
Knowing your place in the formation
Arrowhead: Designated for attacking to the front and/or sides as well as maximum speed. (or a Vic)
Wedge: Designated to attacking to the front with easy to split into two groups of two for flanking/facing side attacking enemies.
Chevron: Designated for attacking off to one side.
Loose Line: Defensive formation for covering rear.

Coordinated assault.
Waiting for the right timing
Waiting for orders
Designating co-ordinates of enemy position and current position.
Designating enemy position based on the 360* Binocular/Gun scope.
Designating enemy range based on Gun guidance systems. (0, 400, 800, 1200, 1600, 2000 yards).

Leader and second attacks to the front, the rest wait.
right side attacks to the right
left side attacks to the left

The different types of bombing
Ground strafe bombing
Dive bombing
High altitude bombing

Advanced air training.
take-off and landing on a carrier.
getting the speeds right for the aircraft
using the tail hook effectively
Skip bombing
Non-tracer aiming.
Advanced manoeuvres.

Knowing how to make your plane exceed the limits.
The test of robust aircraft

Knowing what your plane can and can't do over the limit.
Compression
engine failure
surviving a ram

Practise aiming without tracers.
Stealth - specific for specialists

Advanced manoeuvres.
Vertical
Barrel role turning
Reverse Immelman

Advanced bombing:
Skip bombing.
Requires a fuse delay, a buoyant bomb (like the 4000ibs oil drum). Low altitude and fast speed flight in a straight line.

Playing against the enemy's weakness when it's your own.
Playing to your weakness to get the advantage over the enemy.

How to aim bomb (without reticule).
Low altitude bombing

When to make a sacrifice for victory.
kamakazieing
risking failing to RTB to save someone else/kill an enemy

Tank basic training
Learning your tank's strengths and weaknesses.
Armour, Speed, Turning, Breaking, firepower, accuracy, stability, collateral protection.

Learning what your tank can handle and when it should disengage.
Giving away position, taken enough hits, whether it's better to hold and shoot or run.

Tank formations:
Line: Designated for maximum frontal firepower.
Column: Designated for moving quickly across the battlefield
Wedge: Designated for attacking frontally with little rear but stable side defence.
Arrowhead: Designated for attacking frontally with little rear or side defence
Chevron: Designated for attacking to one side.
V formation: A backwards arrowhead for conserved retreat.
Loose Line: Spread out line formation
Full Circle Facing all directions, two by two
Square: All members facing forward, two by two.

Use of different shell types.
AP (All types), HE, HEAT, HESH.

Disable enemy tanks:
Tank training: disabling.
Tracking - easy target. Effective vs tank destroyers, charging vehicles & tanks coming around corners.
Also valid support when SPAA.
Engine: Highly effective. Starts fires. Only aim for when rear flank. Stops enemies fleeing.
Driver: Short lasting. Kills crew leads to killing tank faster.
Transmission: Slows enemy down to first gear.

Cannon breach/barrel: Stops enemy firing or they blow up the tank. Chance they can still fire.
Gunner: Stops shooting temporarily. Kills crew leading to killing tank faster.
Loader: Reduces reload time. Effective against targets that had already fired.
Horizontal turret drive: Stops turret turning, good when disabling the tank.

Ammo racks: Only when you know you will set it off. Research these tanks extensively.
Recognition of when to use shell types.
Weakly armoured targets - HE
Heavily armoured targets - composite shells/HEAT/HESH.
Long range: High velocity rounds.
Short range: Easy to penetrate armour.

Recognition of different enemies.
Recognition of tank class by general size
Recognition of tank or tank destroyer based on turret.
Recognition of tank designation by turret shape, hull shape, gun length, gun features, distinct tank features, markings.
Recognition of friendlies from enemies using tank features.
High fire rate probably means SPAA.

Hull down.
Knowing that it is crucial to the defence component to hide your hull from the enemy to minimise potential for the enemy.
Defence over Offence.
Take defensive positions when expecting/being attacked.
Deciding between picking a good spot and getting into positions fast.
Advance on green alert only.

How to manoeuvre a tank.
Rotating tracks on the stand-still.
Getting over hills.
Rotating tracks along with turning the turret.

Long range combat.
How to use the range markers
getting shots within the correct 400 yard boundry 1st time.
Each marker represents 400 yards, the matching point being 0 and each line after that adding 400 yards. This does not mean the shot goes 400 yards away.

Towing rope:
Attach to the highest point of a tank and pull in opposite direction to get on wheels.
Attach in general direction of heading in order to move.

Advanced tank training.

How to outmanoeuvre an enemy.
Flanking an enemy infront of you.
Outrunning traverse

How to disengage an enemy from assault.

When to push up and when to hold back.
Where to aim on an enemy tank depending on weak spots and sensitive spots.
Improved long range aiming.
How to disengage a formation.
How to use a weakness to an advantage.
When to sacrifice for victory.

Basic training will be updated when necessary.

Tank Platoon:

YouTube™ Video: Tank platoons
Views: 242,946
What is the basic unit for tanks? How big is it? How does it operate? How are orders conveyed? All this and a bit more. Support me on Patreon: https://www.patreon.com/Lindybeige Apologies for the...
Last edited by Reg_Grizzk_SAH_GWR; 17 Jan @ 6:46pm — See post history
Showing 1-2 of 2 comments


Rules of dogfighting:
1. Conserve ammo, you need it!
2. Burst fire for 3 seconds, then cool for 1. Say 3, 5, 7, 11.
3. Bank, don't turn. Banking is faster & less stressful.
4. Do not stay upsidedown or dive, roll the plane over to lose altitude.
5. Survival is a must, always try to evade rather than go for the kill.
6. Help your allies instead of going after kills.
7. Prioritise targets based on threat and chance of success.
8. Avoid being knocked out in a head on attack.
9. Do not chase an enemy that is fleeing, diving or crashing, lose of tail control, fires, wing damage/destroyed and flatspinning enemies are going to die anyway.
10. Keep an eye on speed. If you stall, you're dead.
11. If damaged, return to base. (After conflict).
12. Before engadgement, make sure you have allies.
13. Never shoot with an ally infront of you, wait for them to pull off.

Take-off
Engines off!
Take-off flaps (otherwise raised)
100% throttle
Report ready
Wait for the order to take-off, then start the engine.

Wait for 3 seconds for every row behind front you are.

Tank Training

I: Controls
Tank training: disabling.
Tracking - easy target. Effective vs tank destroyers, charging vehicles & tanks coming around corners.
Also valid support when SPAA.
Engine: Highly effective. Starts fires. Only aim for when rear flank. Stops enemies fleeing.
Driver: Short lasting. Kills crew leads to killing tank faster.
Transmission: Slows enemy down to first gear.

Cannon breach/barrel: Stops enemy firing or they blow up the tank. Chance they can still fire.
Gunner: Stops shooting temporarily. Kills crew leading to killing tank faster.
Loader: Reduces relod time. Effective against targets that had already fired.
Horizontal turret drive: Stops turret turning, good when disabling the tank.

Ammo racks: Only when you know you will set it off. Research these tanks extensively.
#1

Climbing advanced level:

YouTube™ Video: Fighter combat school lesson 7: Effective climbing and how to use it in combat.
Views: 13,822
Link to the thread to post questions: http://forum.warthunder.com/index.php?/topic/17580-ramjbs-channel-combat-flight-school-series/ Hello and welcome to RAMJB's fighter

Engaging German tanks:
Frontally, shoot right hand side through hull to kill Driver and Gunner, then finish with a shot in the left side. If failed to kill, shoot the middle-right of the hull to kill commander and any replacement gunner, should finish off the tank. If less confident about penetrating, shoot the turret right hand cheek.
Side, shoot the driver first (may kill transmission also), or shoot the engine, then shoot the front of the turret to kill gunner, may also damage cannon breach in which case just burn (ensure time is left for him to extinguish flames before you shoot-to-burn again, then you know how many times he has been on fire). If confident, shoot centre of hull just under turret to hit ammo-rack. If failed to kill cannon breech, kill driver first, then shoot turret again.
Rear, Shoot engine followed by turret, then engine until burned 3 times or destroyed.
Engaging U.S.A tanks:
Frontally, shoot left hand side first, performing the same acts as against German tank. Less confident shoot turret to kill gunner, enemy may flee. Shoot left hand cheek centrally. U.S.A hulls are more often angled than on German tanks (excluding Panther & Koenig’s Tiger).
Flank: Shot middle of hull, killing most crew and potentially ammo rack and burn. This should be followed by a driver or engine shot. This is due to faster turret rotation.
Rear: Shoot the engine followed by the turret, then engine again until burned 3 times or destroyed.
Engaging U.S.S.R tanks:
Frontally, shoot centrally, this should kill most things due to cramped tank conditions. Also centre is weakest points on IS series tanks. If less confident about successful penetration, shoot right hand turret cheek to kill gunner.
Side: Shoot upper plane at the back to ensure engine fire, or shoot between tracks at the front to kill all crew.
最后由 Grizzk 编辑于; 2018 年 5 月 1 日 上午 9:22
发帖日期: 2017 年 4 月 6 日 上午 7:58
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