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- I. Fundamentals
- A. Controls
- 1. Keyboard & Mouse
- i. Relative mouse on
- ii. Low sensitivity
- iii. Seperate rotation and direction
- a. Roll on Mouse (Mouse 4/5)
- b. Throttle on Keyboard (Space/Alt)
- 2. HOTAS
- i. Joystick curves
- ii. Full range throttle w/ deadzone
- a. Frequent changes between forward, reverse, and zero throttle
- b. Consider a hat or analog stick for short bursts
- B. Rotation
- 1. Countering
- i. Rotation doesn't affect direction
- ii. Diagram
- iii. Flying through the city
- 2. Aiming
- i. Practice, practice, practice
- a. Fixed weapons
- b. Low risk, high skill training scenarios
- ii. Finish manuvers slower than you begin
- iii. Better to overshoot than overcorrect
- iv. Roll is least important
- C. Direction
- 1. Relative Vector of Target
- i. Ignore space dust
- ii. Diagram
- iii. How to visually determine vector
- a. Watch background stars
- b. Leading reticle
- 2. Control Inputs
- i. Lateral thrust to eliminate unwanted vectors
- a. Freeze target to background for collision course
- ii. Throttle controls range
- D. Practical Demonstration
- 1. Dogfight Rail Asp with Unengineered Adder
- i. Head on pass
- ii. Recovery
- a. Keep close range
- iii. Evade on yaw axis
- iv. Ideal firing position
- a. Trying to freeze target results in effective manuvers
- v. Post mortem diagram
- II. Docking and Scooping
- A. Artificial Gravity
- 1. Rotating Frame Of Reference
- i. Objects touching the floor are accelerated
- ii. Objects in the air move in a straight line until the hit the floor
- iii. Diagram
- B. Docking
- 1. Lining Up
- i. Aim in front of the mail slot
- ii. Freeze the back of the docking bay
- a. Look through the mail slot
- b. Find the useless pole thing
- c. The navigational HUD marker is inside the docking bay
- 2. Docking
- i. Get out of the central axis
- ii. Diagram
- iii. Downward and slight left drift
- a. Stabalize above your pad
- b. Let the pad come up to you
- 3. Departure
- i. Approack the central axis
- ii. Freeze a star in the mail slot
- 4. Outposts
- i. Finding the pad
- ii. Split-S approach
- a. Diagram
- b. Execution
- C. Scooping
- 1. Standard Scooping
- i. Freeze the canister to a star
- ii. Pitch up / upward thrust
- iii. Angle the approach to avoid ventral geometry
- 2. Scooping in Gravity
- i. Easier than FA On
- ii. Go under to catch it on your hull
- 3. Catching Rocks
- i. Line up the rock with the laser mark
- 4. Catching Booty
- i. Line up the canister with the cargo bay doors
- III. Advanced Manuvers
- A. Boosting
- 1. Angled Boost
- 2. Proper Flip Turn
- 3. Slow Boost
- 4+. ???
- B. Batmobile Turn
- 1. Description
- i. Batman Video - https://www.youtube.com/watch?v=we_eTOeNSEE&t=57s
- ii. Diagram
- 2. Execution
- i. Use main thruster as the grapling hook
- ii. Align your turn early
- iii. Pitch down for greater visibility
- iv. Limited by your pitch rate
- C. Planetary Flight
- 1. Landing
- 2. Importance of Horizon
- 3. Exagerating Drift
- 4. Canyon Racing
- D. Rotational Stabilization
- 1. Description
- i. Negates AFK drift
- ii. Allows precise allignment
- 2. Uses
- i. Keep star in view while in galaxy map
- ii. Line up cold smuggling approaches
- iii. Line up distant super cruise destinations
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