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INSTALLATION
Insert the Nations WWII Fighter Command CD into your CD drive. The CD-ROM
should auto-play in which case follow the on-screen prompt to start the setup process.
If the CD-ROM does not auto-play, you can start the setup program by running the
Setup.Exe program which is located on the CD-ROM.
Once started, the setup program will ask you to select a language for use by Nations
WWII Fighter Command.
There are three installation levels to choose from
- Minimum uses the least hard drive space but requires more CD access.
- Medium and Maximum use more hard drive space but access the CD less frequently.
Medium is the default level.
If you wish to change the installation level or remove the program completely at a
later stage, just run the Setup program again.
You can start this by choosing Add/Remove Program from the Windows Control
Panel.
GETTING STARTED
When you start the game, a number of animated intro sequences will play. These and
other movie sequences throughout the game can be skipped by pressing the ESC key
or the Left mouse button.
Once the intro movies have played, you will arrive at the Main Menu.
MAIN MENU
The Main Menu is the central hub of Nations WWII Fighter Command. Options
appear on the menu as illustrated buttons that can be activated using your mouse. Pass
the mouse pointer over buttons to read the description, then click to confirm your
selection.
In the bottom left of the Main Menu is the ‘HOME’ icon. This icon appears on each
menu screen - click on it to return to the Main Menu. If you are already on the Main
Menu, this icon will have no function.
In the bottom right of the Main Menu is the ‘EXIT NATIONS’ icon. If you click on
it, you will be prompted to confirm whether you really want to quit. Click the
‘CHECK MARK’ icon to confirm or the ‘X’ icon to cancel. Confirming will leave the
game and return you to Windows. This selection system is common to all the menus
in Nations WWII Fighter Command. The ‘CHECK MARK’ icon is used to confirm a
selection while the ‘X’ icon will cancel it.
The options appearing on the Main Menu are as follows:
CAMPAIGN
The Campaign game mode allows you to fly through 15 challenging missions on
behalf of your chosen nation - Great Britain, Germany or the USA. The missions are
based on actual historical events and follow the progress of each nation through the
war. Selecting this option will take you to the Pilot Selection Menu - you should refer
to ‘CAMPAIGN’ section of the ‘GAME MODES’ chapter for more detailed
information.
MULTIPLAYER
The Multiplayer game mode allows you to play a game against other human
opponents via the Internet, or a LAN. You can play different types of games in this
mode, including ‘every man for himself’ dogfights and team-based battles. You
should refer to the ‘MULTIPLAYER’ section of the ‘GAME MODES’ chapter for
more detailed information.
SHOW RECORDED MISSIONS
When flying missions, you are able to record the action for future reference. You may
simply want to watch it again for pleasure - perhaps you scored a spectacular hit and
want to relive your moment of glory - but you may want to study the recording in
order to learn from your errors. Selecting this option will bring up a list of recorded
missions - you should refer to the ‘PLAYING RECORDED MISSIONS’ section of
this manual for more detailed information.
INSTANT ACTION
When you want to fly straight into the middle of the action, choose this option. It
allows you to select a specific scenario and immediately engage in a mission that,
while no less realistic than any other Nations WWII Fighter Command game mode,
ensures you see combat very soon after taking to the air. Selecting this option takes
you to the Instant Action Menu - refer to the ‘GAME MODE’ section of this manual
for more detailed information.
TRAINING
There are certain activities common to many of the combat missions within Nations
WWII Fighter Command and you will need practice if you are to become proficient at
them. Training allows you to practice without the challenge of a competitive mission.
Selecting this option takes you to the Training Menu - you should refer to the ‘GAME
MODE’ section of this manual for more information.
DATABASE
The in-game database contains statistics and images relating to all the aircraft
included in Nations WWII Fighter Command. It also contains cockpit diagrams for
those aircraft that can be flown by the player. You should refer to the ‘DATABASE’
section of this manual for more detailed information.
OTIONS
This option allows you amend some of the audio-visual effects within the game and
reconfigure the controls. Refer to the ‘OPTIONS MENU’ section of this manual for
more detailed information.
OPTIONS MENU
To reach the Options Menu, click on the Options button on the Main Menu. The
Options Menu allows you to alter the game controls, or alter sound and music
settings.
CONTROLS
Click on the ‘Controls’ button on the Options Menu to bring up the Controls Menu.
This screen shows a scrollable list of in-game functions and their corresponding keys.
Scroll through the functions by clicking on the Up and Down arrows to the left of the
list. To reconfigure a function, highlight the key you wish to alter by clicking on it.
You will be prompted to press your preferred key (or enter the appropriate mouse or
joystick movement). If you choose a key that already has another function, you will
be warned. If at any time you want to reset all functions back to their default setting,
click on the ‘Default Controls’ icon to the left of the list.
NOTE: It is not possible to use keys AND joystick for the same functions at the same
time. This means that if you assign a function to a key and then assign that same
function to the joystick, you will not be able to use the key to operate that function
while the joystick is active and vice versa.
You are able to switch a function off completely by highlighting it, then pressing the
DELETE key to mark the control as ‘NONE’.
If you are using the joystick to control your aircraft’s direction, but you want to use
the keyboard to control the rudder, you need to turn ‘ANALOG RUDDER’ to
‘NONE’ and then define the required keys to control the keyboard rudder. Similarly,
if you are using the joystick to control your aircraft’s direction, but you want to use
the keyboard to control the throttle, you need to turn ‘ANALOG THROTTLE’ to
‘NONE’ and then define the required keys to control the keyboard throttle.
If you wish to use the joystick to glance round while flying, you only need to define
the joystick controls for ‘GLANCE FORWARD’, ‘GLANCE BACK’, ‘GLANCE
LEFT’ and ‘GLANCE RIGHT’. You do not need to define joystick controls for the
diagonal directions - these should remain as key controls or specifically defined as
‘NONE’.
SOUND AND MUSIC
There are 2 volume controls on this screen. The Sound Effects Volume is in the top
left of the screen and the Music Volume is in the bottom right. Both these controls are
operated in the same way. Move the mouse pointer over the volume level number and
left click to increase volume or right click to lower it.
Other sound options can be selected by clicking on items on the central list - choose
from Mono or Stereo.
You can also select your general MIDI device from this list.
CHANGE RESOLUTION
This option allows you to choose the screen resolution to be used while playing
Nations WWII Fighter Command. The available resolutions appear on a scrollable
menu - this can be scrolled by clicking on the ‘UP’ and ‘Down arrows on either side
of the list. Click on your chosen resolution to highlight it, then click the ‘CHECK
MARK’ icon to confirm. Alternatively, click on the ‘X’ icon to cancel the menu
without changing the resolution.
FLIGHT CONTROL SUMMARY
You will need a minimum of a keyboard and a mouse to control Nations WWII
Fighter Command. The mouse is used to navigate through menu screens in the frontend, and to look round the virtual cockpit once you’re in-game. All the other flight
functions can be controlled using the keyboard.
However, while flying, you can also use a correctly connected joystick to operate
your aircraft’s elevators and ailerons. The joystick buttons can also be used to fire
your guns, rockets or bombs, while other controls can still be used via the keyboard.
Use the ‘J’ key to switch between joystick and keyboard control.
You can reconfigure all the game controls to suit your own preferences by choosing
‘Controls’ from the Options Menu. Refer to the section called ‘Options Menu’ for
more detailed information on how to do this, but if you do reconfigure any of the
controls, remember that this manual always refers to the default keyboard controls.
Whenever this manual instructs you to click on an on-screen button or icon, it refers
to a single click on the left mouse button unless stated otherwise.
Cursor arrow keys
Elevators and Ailerons
Left CTRL key
Fire Guns / Fires Cannon (if
applicable)
Rudder (Analog)
Joystick Throttle
Throttle (Analog)
Left SHIFT key
Fire Rockets / Drop Bombs
‘J’ key
Switch between Joystick and Keyboard
contra (on- screen confirmation will
appear)
‘Z’ key
Rudder Left
Mouse
Look around
‘X’ key
Rudder Right
‘D’ key
Airbrake (Hold key down to engage
brake)
‘C’ key
Center Rudder
‘Q’ key
Throttle Up
‘A’ key
Throttle Down
‘S’ key
Flaps (Hold key down to operate flaps)
‘F’ key
Flaps (Toggle On/0f0
‘B’ key
Wheelbrake (Green light in cockpit)
TAB key
Emergency Throttle (inactive if
Joystick Throttle is in use)
‘G’ key
Toggle Landing Gear Up/Down
Joystick
Elevators and Ailerons (Analog)
‘E’ key
Eject
Joystick Button 1
Fire Guns
ESC key
Quit Game (cannot be redefined)
Joystick Button 2
Fire Rockets / Drop Bombs
F1 key
In-game menu (cannot be redefined)
Joystick Twist
‘M’ key
Map
‘4’ key
Into Cockpit View
‘T’ key
Target ID Flags
F5 key
Command – Break Information
Keypad ‘8’
Glance Forward
Keypad ‘4’
Glance Left
F6 key
Command – Regroup
Keypad ‘6’
Glance Right
F7 key
Command – Help me!
F8 key
Command – Return to Wing Position
F9 key
Broadcast Message (Multiplayer –
sends text message to all players)
Keypad ‘2’
Glance Back
Keypad ‘5’
Glance Up
Keypad ‘7’
Glance Forward/Right
F10 key
Radio Message (Multiplayer – sends
text message to your own side’s pilots)
Keypad ‘9’
Glance Forward/Left
‘I’ key
Zoom In
Keypad ‘1’
Glance Back/Left
‘O’ key
Zoom out
Keypad ‘3’
Glance Back/Right
‘1’ key
Fly-by Camera
Keypad ‘+’
Glance at Cockpit Instruments
‘2’ key
Free Camera (not locked behind the
aircraft)
Keypad ‘0’
Move smoothly (use with keypad keys)
‘3’ key
Padlock View
PAUSE/BREAK key
Pause game
AIRCRAFT COCKPITS
Although all the different aircraft in Nations WWII Fighter Command have their own
specific cockpit layouts, most of the dials on the instrument panel are common to all
aircraft. This manual reproduces labeled cockpit diagrams for all the aircraft and
summarizes the function of each dial - you will soon get used to the location of the
most useful information.
You will also find that when flying with the in-cockpit view, you may want to refer to
instruments that are not currently visible on-screen. Use the mouse to simulate the
movement of your head - you will then be able to scan all the cockpit dials as
required. Alternatively, you can quickly glance at the instrument panel by pressing the
keypad ‘+’.
The in-game database also contains cockpit layouts for your reference. Access the
database by selecting ‘Database’ from the Main Menu.
UNITS OF MEASUREMENT
The RAF and USAAF cockpit dials are calibrated in imperial units, while the
Luftwaffe aircraft use the metric system approximate equivalents between the two
systems are given below. These are not accurate conversions, but should enable you
to assess quickly your height or speed when dealing with a system with which you are
unfamiliar.
300 meters = 1000 feet
600 meters = 2000 feet
1000 meters = 3500 feet
100 kilometers = 50 miles
250 kilometers = 150 miles
500 kilometers = 300 miles
COCKPIT LAYOUTS
GERMANY
Focke Wulf 190
1. Altitude
2. Rocket Count
3. Air Speed
4. Hydraulic Pressure
5. Cannon Ammo
6. Artificial Horizon
7. Oil Pressure
8. Gun Ammo
9. Climb Rate
10. Fuel
11. Slip Indicator
12. Compass
13. Landing gear
14. Flaps
15. R.P.M.
16. Chronometer
Messerschmitt Bf109
1. Flaps
2. Landing gear
3. Compass
4. Altitude
5. Gun Ammo
6. Artificial Horizon
7. Air Speed
8. R.P.M.
9. Climb Rate
10. Cannon Ammo
11. Chronometer
12. Slip Indicator
13. Rocket Count
14. Oil Pressure
15. Hydraulic Pressure
16. Fuel
Messerschmitt 163
1. Rocket Count
2. Hydraulic Pressure
3. Chronometer
4. Compass
5. Air Speed
6. Altitude
7. Artificial Horizon
8. Climb Rate
9. R.P.M.
10. Cannon Ammo
11. Fuel
12. Slip Indicator
13. Landing gear
Messerschmitt 262
1. Chronometer
2. Flaps
3. Landing gear
4. Air Speed
5. Altitude
6. Rocket Count
7. Artificial Horizon
8. Compass
9. Cannon Ammo
10. Climb Rate
11. Slip Indicator
12. R.P.M.
13. Oil Pressure
14. Hydraulic Pressure
15. Fuel
GREAT BRITAIN
Hawker Hurricane
1. Flaps
2. Rocket Count
3. Landing gear
4. Chronometer
5. Air Speed
6. Altitude
7. Artificial Horizon
8. Compass
9. R.P.M.
10. Climb Rate
11. Slip Indicator
12. Gun Ammo
13. Oil Pressure
14. Fuel
15. Hydraulic Pressure
De Havilland Mosquito
1. Chronometer
2. R.P.M.
3. Fuel
4. Oil Pressure
5. Hydraulic Pressure
6. Air Speed
7. Altitude
8. Artificial Horizon
9. Compass
10. Landing gear
11. Flaps
12. Climb Rate
13. Slip indicator
14. Gun Ammo
15. Cannon Ammo
16. Rocket Count
Supermarine Spitfire
1. Chronometer
2. Hydraulic Pressure
3. Landing gear
4. Rocket Count
5. Flaps
6. Air Speed
7. Altitude
8. Cannon Ammo
9. Artificial Horizon
10. Compass
11. Climb Rate
12. Slip Indicator
13. Gun Ammo
14. R.P.M.
15. Oil Pressure
16. Fuel
Hawker Typhoon
1. Chronometer
2. Hydraulic Pressure
3. Flaps
4. Landing gear
5. Cannon Ammo
6. Air Speed
7. Altitude
8. Artificial Horizon
9. Compass
10. Climb Rate
11. Slip lndicator
12. Rocket Count
13. R.P.M.
14. Oil Pressure
15. Fuel
USA
P-38 Lightning
1. Fuel
2. Compass
3. Altitude
4. Hydraulic Pressure
5. Chronometer
6. Air Speed
7. Landing Gear
8. Artificial Horizon
9. Slip Indicator
10. Flaps
11. Climb Rate
12. Rocket Count
13. Oil Pressure
14. R.P.M.
15. Gun Ammo
16. Cannon Ammo
P-40 Kittyhawk
1. Hydraulic Pressure
2. Chronometer
3. Gun Ammo
4. Air Speed
5. Cannon Ammo
6. Altitude
7. R.P.M.
8. Oil Pressure
9. Climb Rate
10. Compass
11. Artificial Horizon
12. Slip Indicator
13. Fuel
14. Landing Gear
15. Flaps
16. Rocket Count
P-47 Thunderbolt
1. Landing Gear
2. Flaps
3. Fuel
4. Gun Ammo
5. Rocket Count
6. Altitude
7. Hydraulic Pressure
8. Air Speed
9. Compass
10. Slip Indicator
11. Chronometer
12. Artificial Horizon
13. Climb Rate
14. R.P.M.
15. Oil Pressure
P-51 Mustang
1. Flaps
2. Air Speed
3. Altitude
4. Rocket Count
5. Landing gear
6. Compass
7. Slip Indicator
8. Chronometer
9. Artificial Horizon
10. Climb Rate
11. Gun Ammo
12. Fuel
13. R.P.M.
14. Oil Pressure
15. Hydraulic Pressure
COCKPIT DIAL FUNCTIONS
ALTITUDE
Air pressure outside the aircraft is used to measure altitude above sea level - two
needles are used to show the reading. The long needle registers the smaller unit while
the short needle registers the larger unit. In the RAF and USAAF aircraft, the units are
feet above sea level, so if the long needle points to '3' and the short needle points to
'7', the aircraft would be 730 feet above sea level. The Luftwaffe aircraft use meters
above sea level to measure altitude.
ROCKET COUNT
This indicator shows how many rockets are currently carried on your aircraft. As you
use the weapons, the indicator will register the reduction in rockets.
AIR SPEED
The air speed indicator shows you the forward speed of the aircraft. RAF and USAAF
aircraft use miles per hour, while the Luftwaffe aircraft use kilometers per hour.
HYDRAULIC PRESSURE
This indicator shows your landing gear's oil pressure. The yellow light will also
indicate when your landing gear is damaged.
AMMO COUNT
These indicators tell you how many guns and cannon ammunition you have
remaining. The counters will count down as you use the weapons.
ARTIFICIAL HORIZON
Any kind of maneuver beyond basic flying and turning has potential to disorientate
the pilot, and during intense combat this could have fatal consequences. The Artificial
Horizon will assist your awareness of your own position relative to the horizon. The
white line will be located between the two dots when the aircraft is flying level. When
the aircraft pitches or banks, the white line move accordingly.
OIL PRESSURE
This indicator shows your aircraft’s engine oil pressure.
CLIMB RATE
This indicator shows the rate at which your aircraft is ascending or descending. RAF
and USAAF aircraft will show this reading in thousands of feet per minute, while
Luftwaffe aircraft show meters per second.
FUEL
You should remain aware of your fuel level as you won’t be flying very far once it
runs out. Bear in mind when flying substantial distances that running your engine at
around 80 per cent of maximum RPM will us fuel much more efficiently.
SLIP INDICATOR
When your aircraft turns, it also slips. You can compensate for this by using your
aircraft’s rudder. The indicator shows slip on the top gauge and turn rate on the
bottom gauge.
COMPASS
This is a standard compass showing your direction of flight in relation to magnetic
north.
LANDING GEAR
The indicator shows whether your aircraft's landing gear is up or down. You should
only have the landing gear lowered when you are taking off and landing, though not
all missions within the game will require you to do this.
FLAPS
The flaps will normally be raised during flight, although you will need to lower them
when coming in to land, as they will increase lift at slow flight speeds. The indicator
shows whether the flaps are currently up or down.
RPM
The Revolutions Per Minute reading on this gauge shows you the power currently
being produced by your engine. The higher this reading, the more fuel you are using.
CHRONOMETER
This is a standard 12-hour clock.
WARNING LIGHTS
RED - A flashing red light next to an ammo dial indicates you are low on ammo.
When you run out completely, the light will stay on permanently.
YELLOW - A yellow light next to the Hydraulic Pressure dial indicates low pressure.
GREEN - A green light indicates your wheelbrakes are on.
FLIGHT BASICS
Although Nations WWII Fighter Command features many aircraft for you to fly, each
with its own strengths and weaknesses, the principles of flight remain the same across
all aircraft. This section will take you through some of the fundamental points,
hopefully encouraging you to try some new techniques and thereby improving your
chances of success when it comes to the fine art of air combat. This advice appears in
addition to the section 'Nations WWII Fighter Command - Golden Rules' which
summarizes essential gameplay tips and presents them for easy reference at the end of
the manual.
Initially, of course, you will simply want to keep your chosen aircraft in the air, but it
won't be long before you find yourself flying into a confrontation with one or more
enemy aircraft. There are several steps that can be taken to help you attain on early
advantage, but remember that your opponent's desire to initiate the action will be
equally as strong as your own. In the end, every skill you learn during your practice
sessions will prove valuable; the most successful pilots are undoubtedly those who
know their aircraft and its capabilities intimately. And remember, too, that this is war.
If your nerve fails, it could be the end of your campaign.
Many of the techniques available to you are detailed in the manual section 'Tactics Of
Air Warfare'. However, in taking you through the basics of flight, we will also
mention a few of the key moves you should definitely bear in mind if you are to take
the fight to the enemy and progress further than your first mission.
THE FOUR FORCES OF FLIGHT
In order to fly, an aircraft requires 4 physical forces to interact. These forces are
weight, lift, thrust and drag.
WEIGHT
An object's weight is the force acting on that object due to the effect of gravity. All
objects are subject to the pull of gravity - in the case of a flying aircraft, weight must
balance the lift force for the aircraft to remain at a constant altitude. Once weight
exceeds lift, the aircraft will descend. When weight is less than lift, the aircraft climbs
into the air.
LIFT
The wing of an aircraft is designed so that the topside is slightly curved whereas the
underside is flat. As the aircraft moves, air travels faster as it passes over the curved
surface resulting in a lowering of the air pressure above the wing. The result is that air
pressure below the wing is able to lift the aircraft off the ground. When this force
equals the aircraft's weight, the aircraft will fly at a constant altitude.
THRUST
Thrust is the forward force of the aircraft generated by the engines. In World War II
aircraft, the rotation of the propeller pulls the aircraft forwards causing air to pass
over the wings and thereby generating lift. Thrust acts in opposition to drag; when the
two forces are equal, the aircraft is travelling at a constant speed.
DRAG
Drag is the backward force acting on the aircraft as it moves forwards. It is caused by
air resistance and acts to slow the aircraft down. When drag is greater than thrust, the
aircraft will slow down. When it is less than thrust, the aircraft will accelerate.
ANGLE OF ATTACK
The 'angle of attack' is the angle at which the aircraft's wing meets the flow of air.
This is dependent on both the angle at which the wing has been constructed, and the
angle of the aircraft itself as it flies. It is important to bear this in mind, because when
the angle of attack becomes too great, the airflow over the upper side of the wing will
be disrupted and the lift force will be lost. At this point, the aircraft will stall and go
into a dive. However, if you have sufficient altitude to gain airspeed, you should be
able to regain control of the aircraft.
G-FORCES AND THE PILOT
The maneuvers performed by aircraft subject a pilot to substantial changes in the
forces of gravity acting upon them. Gravity is measured in G - a person standing on
the ground is subject to 1G whereas a pilot in a maneuvering aircraft is subjected to
constantly changing G-forces. When these forces reach certain levels, the human body
is unable to function normally and one of two physical effects will occur.
'Positive' G-forces as experienced in a quick turn or when the aircraft climbs sharply
can result in the heart being unable to pump sufficient blood to the brain. Loss of
vision will occur, followed by loss of consciousness if the excessive G-forces
continue. This is referred to as a 'black out'.
'Negative' G-forces are experienced when the aircraft dives quickly and sharply.
When these negative G-forces reach a certain level, they cause blood to flood
upwards, filling the eyes and resulting in a 'red out' with consequent vision loss.
Both these effects are simulated within Nations WWII Fighter Command. You will
lose vision as a black or red effect wipes across the screen - you should take steps to
reverse the G-forces if at all possible as loss of vision, however brief, can have fatal
results.
WHAT YOU SEE
COCKPIT VIEW
Once your mission has begun, you will be taken to the standard in-cockpit view of
your aircraft. Your aircraft's instruments are arranged in front of you and you will be
able to see beyond the nose of your aircraft. Some Missions in Nations WWII Fighter
Command begin with you on the ground awaiting take-off - if this is the case, you
will need to get the aircraft airborne yourself. Other missions begin with you already
flying so you should then spend a few moments making yourself aware of the
surroundings and the position of other members of your formation, if applicable.
Each cockpit has a different instrument layout, although most of the important
instruments appear in every aircraft. For a labeled diagram of your aircraft's cockpit,
refer to the 'Aircraft Cockpits' section of this manual.
Although all aircraft have 'blind spots’ that restrict your view to some extent, you
must remain aware of events in all the areas visible to you. If you fail to take periodic
glances around yourself, an enemy aircraft will have a devastating advantage and you
will find yourself taken by surprise even on occasions when you should have been
fully aware of your opponent's presence.
There are 2 ways you can look around yourself to check the skies. Moving the mouse
simulates the movement of your head within the cockpit - you can check for enemy
aircraft, or you may need to refer to instruments located below the standard cockpit
view.
Alternatively, you can use the numeric keypad to quickly glance around yourself these keys offer a less restricted and more easily controllable view than use of the
mouse. You need to hold the key down to maintain the view - when you let go, you
will return to the previous view.
The keypad '4' and '6' keys glance left and right respectively, while the keypad 'S' and
'2' keys glance forwards and backwards respectively. The keypad '7' and 'g' keys look
forward to the left and right respectively, while the keypad 'I' and '3' keys look
backwards to the left and right respectively. The views simply correspond to the key
positions on the numeric keypad itself. The keypad '5' key looks upwards, and can
also be used in conjunction with any of the other numeric keypad direction keys.
Using the numeric keypad keys as directed in the previous paragraph results in the
view 'snapping' from one position to another. If you prefer a smooth transition
between views, hold the numeric keypad 'O' key while pressing the required direction
keys on the keypad.
Press and hold the '+' key at any time during the mission to look at the cockpit
controls. When you let go of the '+' key, you will be returned to the view you were
using when you first pressed the '+' key. This function can be used whether you are
using an internal or an external view.
You can return to the default in-cockpit view at any time by pressing the '4' key on the
main keyboard.
ZOOMING THE VIEW
You can zoom out of the cockpit view at any time by pressing and holding the 'O' key.
The longer the key is held, the further out the view will zoom, although the zoom
distance is subject to a limit. The same method is used to zoom back into the cockpit,
although the 'I' key is used instead.
FLY-BY CAMERA
Use the 'l' key on the main keyboard to toggle the 'fly-by' camera on or off. This view
will remain until the 'I' key is pressed again, at which point the view will return to the
in-cockpit view.
FREE CAMERA
Press the '2' key on the main keyboard while on an external view to enter 'free camera'
mode. When in this mode, the camera continually points towards the aircraft
regardless of its movement. The mouse or the numeric keypad 'glance' keys can be
used to move the camera around the aircraft, but it will still look at the aircraft
whatever its position.
PADLOCK VIEW
Press the '3' key on the main keyboard to activate the 'padlock view' - this locks the
view onto the enemy aircraft closest to the center of your target reticule and is
available whether you are in on internal or external view. This is a useful facility that
enables you to keep track of the enemy's movements. Your view will follow the
enemy until you switch off the function by pressing the '3' key again or until the
enemy aircraft flies out of range. If the previously out-of-range aircraft flies back into
view and you have not selected another target, the view will switch back to that
aircraft.
TAKE-OFF
Not all missions in Nations WWII Fighter Command begin with your aircraft taking
off. However, where this occurs, you will have to guide your aircraft into the air
before you can progress with the mission.
You will begin the mission on the runway - release the wheelbrakes then use the
throttle to begin acceleration. Visibility while on the ground can be restricted in a
number of World War II aircraft - this is due to the way the aircraft's nose blocks the
cockpit view. However, you will rectify this as you begin the take-off.
Use the throttle to push the aircraft's RPM to its maximum level. As the aircraft
passes a speed of 8Omph/130kmh, use the Down arrow key to lift the nose slowly
until the aircraft is airborne.
You should aim to raise your landing gear as soon as you can once you're airborne.
Do this by pressing the 'G' key.
Once off the ground, you will need to maintain acceleration up to a speed of around
150mph/240kmh without climbing steeply - however, beyond this speed, you should
have sufficient speed to allow a more effective climb rate. Continue using the Down
arrow key to climb until you have reached your desired altitude.
THROTTLE
Increasing your throttle using the 'Q' key increases the power generated by your
engine. Use the 'A' key to reduce throttle. However, you should be aware that while
the 'Q' key will give You up to 90% of your aircraft's throttle, only the Emergency
Throttle (the TAB key) can use 100%. You can use the Emergency Throttle at any
time, but it should prove particularly useful when you are in severe danger and need
the maximum speed possible.
When using the throttle, remember that this control is not the only factor affecting
your aircraft's speed. Flying practice will help you decide when it is prudent to use
more throttle and when to hold back on it, but make sure that you are not trying to fly
yourself or your aircraft beyond capabilities. Pushing the throttle while engaged in a
steep dive could result in too much speed and you may not be able to pull out of the
dive.
When you are flying into combat or are already engaged with an opponent, you
should try and fly at the speed at which you can turn the fastest. This is known as your
'corner speed'. This speed varies from aircraft to aircraft, but it is essentially the
lowest speed at which you can turn while simultaneously experiencing the maximum
G forces before damage occurs. Careful throttle control during combat will help you
to maintain this speed, ensuring that the maneuvers you make will be as tight and fast
as they can be.
The point to remember is that it is not always the best policy to fly as fast as possible.
While it is undoubtedly true that a speed advantage over an enemy aircraft is valuable,
this should be a controllable speed advantage rather than flat out neglect of the
throttle. Speed can also be gained by diving, assuming you have height too, in which
case over-use of the throttle would be unwise.
If you are in a strong position flying towards an opponent and about to open fire, an
excessive speed over and above the opponent's will mean that you have substantially
less time to make a hit. Before you know it, you will have flown past your target. Ease
back on the throttle to give yourself a vital few more seconds and your chances of a
hit will be greatly improved.
TURNING
Turn your aircraft by using ailerons, with use of the rudder to compensate for
slippage. It would be useful to experiment with these controls extensively before
entering combat as they have quite different effects on the way your aircraft flies.
Expressed simply, use of the ailerons (the left and Right arrow keys) will roll your
aircraft, causing it to bank to the left or right respectively. Once the aircraft is banked,
the lift force that keeps the aircraft in the air no longer pushes straight upwards instead, it pushes sideways and the aircraft begins to turn. There are other effects
which follow from this and you may have to compensate for a drop in the aircraft's
nose by using the elevators to pull the nose up again - this is done using the Down
arrow key. As you become more experienced however, you may want too use this
effect to your advantage by diving while you turn.
The rudder can also be used to turn the aircraft ~ the 'Z' key and the 'X' key move the
rudder and turn the aircraft to the left or right respectively, while the 'C' key will move
the rudder back to its central position. If you try using the rudder alone while flying
straight and level, your aircraft will turn with less of a banking effect than if the
ailerons were being used. However, the turning circle will be so large that if this
method were to be used close to a combat situation, you would be in severe trouble. In
reality, both ailerons and rudder are likely to be used, as the knock-on effects of each
on the other can be used advantageously; your aim will be to create more
unpredictable moves which are that much harder for the enemy to read.
Once you have got used to simple left and right turns, you will want to try some more
complex turning maneuvers which allow you to move rather more quickly and
efficiently. There are many maneuvers that a skilled pilot should have at their
disposal, each of which becomes even more effective when used in combination with
others. For more detail on these moves, refer to the 'Tactics Of Air Warfare' section in
this manual. There is also more information on using tactical turns during combat in
the 'Combat Basics' section.
Fundamentally, although turning is clearly a basic maneuver, you should take steps to
complicate matters by using alternative planes of movement. If you insist on
executing all your turns in the horizontal plane, an enemy aircraft will have no
difficulty in reading your intentions and maneuvering around you. Alternatively, try
and make use of the vertical and oblique planes as this makes everything far less
predictable - if you try and think this way as soon as possible, you have much greater
chance of becoming a successful pilot.
CLIMBING AND DIVING
As with turning, it is possible to use a number of different controls in combination to
generate different kinds of climb or dive, but it is simplest to begin by using the
elevators.
Use the Down arrow key and Up arrow key to move the elevators so that you can
climb or dive. In deciding to do this, you will always have to bear in mind your speed,
as without speed you will find it very difficult to climb. Conversely, diving while at
high speed can also cause problems for you and your aircraft by subjecting you to
excessive G forces.
ENERGY LEVELS
A different way to remain aware of your aircraft's ability to climb and dive is to make
yourself aware of your energy level. If you are flying low at a slow speed, you have a
low energy level - you will be unable to climb due to your slow speed and you will be
unable to dive very far because you are too low. On the other hand, an aircraft flying
low at speed has a much higher energy level because it can climb a move that slows it
down but gains the advantage of altitude. The aircraft's energy level then remains
high, because it can dive, exchanging its altitude for speed.
If the low and slow aircraft wanted to climb, it would have to spend some time
building up its energy level by using the throttle ~ this could clearly be very
dangerous if the aircraft was under threat of attack.
Tight turns that generate high G forces have the effect of sapping an aircraft's energy
level, so although such maneuvers can be vital if you are to move into an effective,
threatening position, the careful pilot will try and ensure an energy advantage before
performing the turn. An aircraft that has lost its energy through too many sharp turns
will find it very difficult to climb at all.
The calculation of energy level and its impact on your ability to climb is fundamental
to improving your abilities as a pilot. It affects your capability of performing the more
complex combat maneuvers to be found in the 'Tactics Of Air Warfare' and 'Combat
Basics' sections, and without the awareness of these tactics, you are unlikely to
progress.
USING WEAPONS
All the aircraft you are able to fly in Nations WWII Fighter Command are fitted with
guns. However, the ways in which they are designed to be used will differ according
to the aircraft type. The guns on a fighter, for example, are primarily offensive
weapons suited to aggressive flying techniques. On the other hand, the guns on a
bomber can be regarded as a defense of last resort, since the bomber's mission is
geared towards dropping bombs on a specified target.
Not all the aircraft carry rockets or bombs, however. These weapons are primarily
used to attack ground based targets, and a bombing mission will usually be
accompanied by a fighter escort instructed to defend the bombers from attack.
FIRING GUNS AND CANNONS
The left CTRL key is used to fire your guns end cannons (when applicable). Your gun
sight is located in the center of your cockpit display - as other aircraft pass through the
sight, a circular targeting reticule will appear. The reticule turns green to indicate an
enemy aircraft and turns white to indicate a friendly aircraft. On aircraft with guns
mounted on the wings rather than on the fuselage, the gunfire converges at a fixed
distance (300m) in front of the aircraft. This distance is where the maximum damage
is inflated. To aid pilots in judging this distance, the reticule is set so that when the
enemy aircraft's wingspan fits the circle, the aircraft is the correct distance away.
During World War II, the size of the reticule could be changed by the pilot between
settings for each enemy aircraft, but in Nations WWII Fighter Command it grows or
shrinks according to which aircraft is currently in its sights. Be aware that this feature
will appear even when the enemy aircraft is too far away for you to see it by eye.
DEFLECTION SHOOTING
If your opponent is out of the guns' range when you open fire, your shots will of
course be wasted. However, even if you are within range and aiming straight at the
target, the likelihood is that you will miss. The reason for this is that the target aircraft
will have moved in the time it takes your bullets to reach the point at which you
aimed. In order to anticipate and compensate for this effect, you should practice
'deflection shooting'. This means that you aim for a spot in front of your opponent so
that the bullets hit as he moves into the anticipated space. This is a skill that can only
be improved with practice, and it demands an awareness of factors such as the relative
speed of the 2 aircraft and the angle between you and your enemy.
As the angle between yourself and the enemy aircraft is reduced, the distance that you
must aim in front of the opponent becomes smaller. Once the angle has narrowed to
such an extent that you are immediately behind the enemy aircraft, there is no need
for deflection shooting, though this desirable situation is unlikely to arise very often.
FIRING ROCKETS
When rockets are available on your aircraft, they are fired by pressing the SHIFT key.
They fire straight ahead of your aircraft and should primarily be used against ground
targets.
DROPPING BOMBS
When bombs are available, they are dropped by pressing the SHIFT key. Bombing
missions will be against specific ground targets - you will be expected to drop your
bombs as close to the target as possible.
When assessing your proximity to the target, it may help you to use an external view
of the aircraft so that it is easier to judge when you are over your objective.
USING THE RADIO
Radio Messages are used to keep you in touch with other members of your squadron,
to give orders and to request help when necessary - they carry important information,
se make sure you pay attention to what is said. You will hear the message in the
language of the side you are flying for, but you will see subtitles in your installed
language at the bottom of the screen.
In addition to the messages that you hear, you can also send messages yourself if you
find yourself needing help or you wish to tell your squadron to attack. If you have
sufficient rank to give orders to wingmen or squadrons, pressing the F5 - F8 keys will
bring up a subtitle for the command given, although you will not hear an audible
voice message. Use the following keys to pass on information to your comrades:
FS key - Command to break and engage.
Use this command when you want your comrades to break their formation and attack
enemy aircraft. The command can also be used to order an attack on ground targets,
but only when you are in range of the target.
F6 key - Command squadron or section to regroup.
If you need your squadron or section to return to its formation, use this command.
F7 key - Request help from wingman.
You may be under attack from an enemy aircraft and in need of assistance - perhaps
your opponent has taken a strong position behind you and is proving difficult to shake
off. If you find yourself in trouble and you need the help of your wingman, use this
command. He will attempt to engage enemy aircraft that are threatening you.
F8 key – Order wingman back in position.
Summon your wingman back to his position with this command. This will usually
afford you a degree of protection since you and your wingman are responsible for
helping the other avoid being taken by surprise.
Note:
Please remember that although Nations WWII Fighter Command has been developed
with the utmost regard to historical accuracy, all aircraft markings and call-signs have
been deliberately modified, where possible, in order to protect the memory of those
pilots who died during the course of World War II.
IDENTIFYING OTHER AIRCRAF
With practice, you will become accustomed to the shapes of other aircraft types you
encounter, and very importantly, you will learn whether they are friendly or
dangerous. There are other factors that will also help you identify aircraft in the heat
of battle, such as coloration, markings and the aircraft's behavior. If an aircraft is
diving on you with its guns blazing, you will safely be able to assume it's on the
enemy's side.
Use the 'Aircraft Reference Information' section of this manual and the in-game
database to study images of the various aircraft and compare their performance
statistics so that you can quickly ascertain how a rival aircraft performs in comparison
to your own.
You will become more proficient at identifying aircraft the more you fly, but you can
also play Nations WWII Fighter Command with identification makers turned on.
While this function will not tell you a specific aircraft type, it will mark aircraft in the
distance as British, German, American or Italian. However, this feature will not mark
aircraft located within shooting range - you will still need to develop identification
skills of your own so as not to be caught out by unfriendly aircraft at close range.
Toggle the identification markers on and off using the 'T' key.
MISSION MAP
The 'M' key toggles the mission map on and off. When turned on, the map is overlaid
on the game screen - it shows you the area over which the mission is being flown
along with your position indicated by a moving marker. This marker is a silhouette of
your aircraft heading in the appropriate direction.
Other useful information also appears on the map; where applicable, you will also see
targets, intercept paths, patrol zones and areas of flak. Information relating to friendly
movements is marked in blue, whereas enemy movements are marked in red.
Large red circles over parts of the map represent areas of flak, so ensure that you keep
a look out when approaching these zones.
LANDING
Not all missions in Nations WWII Fighter Command will require you to land your
aircraft, and in fact, even when landing is involved, successful completion of the
mission won't be dependent on this operation. However, if you want to develop a
complete set of flying and combat skills, you will probably want to learn how to land
your aircraft.
Approach the landing strip at an angle just under 10 degrees below the horizontal and
aim to reduce your speed to just over 80 mph. Lower your landing gear by pressing
the 'G' key and hold down the 'S' key to lower the flaps. This increases the lift force
acting on your aircraft despite your reduced speed.
Once you have touched down, decrease your throttle rapidly until the aircraft comes
to a halt.
In the event that you overshoot the landing strip or you fail to land for another reason,
remember that you need to accelerate again before attempting to climb. If you fail to
do this, your slow speed and high angle of attack are likely to result in your aircraft
stalling. The extremely low altitude makes this disastrous.
COMBAT BASICS
ATTACK
There are 3 fundamental factors that you will need to bear in mind at all times while
flying. If these 3 points are in your favor, then you are in a very strong position when
it comes to tackling an enemy aircraft. If they are not in your favor, you will need to
remedy the situation or escape ... if you can.
Altitude: With a high altitude, you are considerably safer than at a low altitude. Your
attacking options are so much greater, plus you are able to swap your height
advantage for a speed advantage by diving if required. When you have an altitude
advantage, your opponent is forced to attempt to gain height, thereby reducing his
own speed still further.
Speed: A speed advantage over your opponent also increases your options, allowing
you to take the initiative and gain on him for a clear shot.
Surprise: Perhaps you are approaching your opponent from out of the sun or another
of his 'blind spots'. If this is the case, the chances are that he literally cannot see you,
giving you time to instigate an attacking maneuver of your own. You will also have a
surprise advantage if you make unpredictable moves, so learn the value of practice
and keep the enemy wondering.
Even by just considering these points, you will be able to see how the 3 factors can be
combined together to give you a significant opportunity of making a kill. If you are
flying high and approaching your prey from out of the sun with the intention of
gaining speed in a dive, your opponent will be forced into a defensive move which
will hopefully worsen his situation by forcing him to lose speed in a turn or by trying
to gain some height. Of course, the best pilots would react to such a situation by
concentrating on trying to maneuver an attacking position of their own; however, such
pilots are few and far between. Most will be panicked into desperate measures that
will improve your position still further.
POSITIONING
In a one on one confrontation, the most advantageous position to be in is right behind
your opponent. This gives you the chance to line up a shot while he is unable to fire
back. This position is often referred to as 'being on your opponent's six', as in the six
o'clock position. It is likely that a large proportion of any confrontation will involve
you both trying to take this position in order to get in a good, clear shot.
TURNING FOR COMBAT
When you need to turn, you should remember that some aircraft turn better than
others, and also that all aircraft have optimum performance levels when it comes to
carrying out the maneuver. If we ignore other factors for a moment, an aircraft that
turns faster and tighter than an opposing aircraft should be in a strong position to
outmaneuver its opponent.
CORNER SPEED
The speed at which you are travelling plays an important part in determining how
effectively you can turn. Due to differences in their design and build, all aircraft have
an optimum speed at which they turn the fastest - this is the 'corner speed'. It would be
advantageous to find this speed in your chosen aircraft, and once you've found it, try
and fly at this speed or as close to it as possible while in combat.
Flying at a speed greater than the optimum corner speed will result in an increased
radius of turn and therefore the rate of turn will be reduced. Clearly, this puts you at a
disadvantage whether you are on the attack or on the defense. Flying at a speed lower
than the corner speed also results in a reduced rate of turn due to the amount of drag
and lift generated - it could even result in physical damage to the aircraft. You should
also be aware that aircraft with a high corner speed will have a larger radius of turn
and lower rate of turn than aircraft with a low corner speed. The result of this is that in
combat involving a lot of turning, an aircraft with a low corner speed is at a
significant advantage over an aircraft with a high corner speed.
Remember also that a turning aircraft will be losing speed and an aircraft at corner
speed will be subject to lots of drag - it may therefore be necessary to angle the
aircraft's nose down a little as you turn. This will exchange some altitude for speed.
If you need to find your corner speed, you are looking for the lowest speed at which
you can turn while simultaneously experiencing the maximum G force before damage
occurs.
LEAD TURNS
When you first fly, the temptation on spotting an enemy aircraft is to fly towards it,
maybe trying a few shots as you both approach, before flying past and turning to
repeat the procedure again. For a pilot lacking in combat ability, this is the simplest
maneuver to make, but it is really not very satisfactory. Both aircraft would have
much advantage and both would find it extremely difficult to get a shot on target.
Ultimately, the aircraft with the superior turning capability would gain the advantage.
The simplest way to try and break out of this pattern while flying towards your
opponent is to take the 'lead turn'. This is an early turn made with the intention of
flying onto your opponent's six.
If completed correctly, you begin your turn before you pass the other aircraft (the
point at which you pass is known as 'the merge'), so if he flies straight ahead, you
finish the maneuver with his tail in your sights. Of course, this basic technique comes
with its own dangers; if you turn too early, you will find yourself with the other
aircraft on your six. You will then be the hunted pilot.
Almost all aggressive maneuvers you can perform are executed with the intention of
getting onto your opponent’s six. This is the position in which you are safest while the
other aircraft is in most danger. However, although a successfully completed lead turn
puts you in this position, it is a dangerous maneuver to make in that it makes no use of
those key factors; altitude, surprise, or speed.
DRIVING TO THE CORNER
If you are on an enemy's six, you are in a strong position. However, your opponent
will undoubtedly attempt to turn away somehow in order to remove your advantage,
in which case you will need to be aware of 'driving to the corner'.
If you are following an opponent and are attempting to gain on him before opening
fire, you may see him begin to turn. If you immediately follow suit, you will turn into
the path of the enemy - he will have taken the advantage and will now be on your six.
Instead of turning at the same time as your opponent, you should fly to the point your
opponent was at when he turned. If you then begin your own turn, you should
maintain your advantageous position with a similar distance remaining between the 2
aircraft.
BOOM AND ZOOM
If you remain constant aware of altitude, speed and surprise, you will be forcing
yourself to think more aggressively and consequent you will always be working to
gain the advantage. This cannot guarantee success, particularly for a novice, but it will
hopefully entourage good habits that will stay with you throughout your flying career.
If you have won an altitude advantage, a technique known as 'boom and zoom' can
provide a simple yet effect means of exploiting your position.
You begin the move above and to the rear of your opponent's aircraft. Depending on
the circumstances, he may well be unaware of your presence, particularly if you're
approaching from the direction of the sun - it is virtually impossible for a pilot to
clearly see anyone located between himself and the sun. Even if he is aware that
you're there, he does not pose an immediate threat and will have to work hard to pose
any danger.
You begin with a dive on your opponent. Although you lose altitude, you are trading
it for an increase in speed. Once you have reached your opponent's altitude, level your
aircraft and fly towards him - your speed should allow you to gain on him. If you get
close enough and feel confident that you have him in your sights, take a shot.
Don't worry too much if you miss as you're going to do it all again in a moment.
Once you reach the enemy's position, begin to climb. Once you have used your speed
to climb back to a reasonable altitude, you will need to maneuver yourself back into
the position in which you began the first boom and zoom. The manual section 'Tactics
Of Air Warfare' details a number of moves which can return you to this position.
It is likely that at some point during the maneuver, your opponent will try and take an
evasive action, probably involving a turn of some sort. This will cost them speed,
leaving them even less able to gain altitude.
Repeat the whole boom and zoom procedure as many times as necessary - your
opponent will soon be lacking in any useful speed and will be unable to maneuver out
of trouble.
DEFENSE
If you are able to think aggressively, always considering the importance of altitude,
speed and surprise, then you will automatically be trying to take the initiative in each
confrontation with the enemy. However, it is also worth remembering that the vast
majority of air combat kills in World War II occurred without the victim ever being
aware of their attacker's presence. While this serves to emphasize the importance of
surprise, it also demonstrates that if you do not prepare yourself to think defensively
and are not constantly expecting the unexpected, you will soon find yourself in
trouble.
If you acknowledge that tempering your aggression with a defensive awareness is not
an admission of defeat, the first and most basic step you can take is to simply be alert.
Be aware of everything that is happening round you, and keep looking around
yourself constantly. If you are flying in formation, make sure you know where your
comrades are. Once you encounter enemy aircraft, ensure you know how many you
are tackling. Try to track them mentally as the confrontation develops, assessing their
speed and direction so that you can more easily predict where they are likely to have
gone if you lose sight of them.
Be very aware of your own 'blindspots' - these are the areas you are unable to see. The
presence of a wingman will help, but do not assume that he can always see you ~ he
may have been the victim of a surprise attack himself. Although the precise blind area
differs slightly from aircraft to aircraft, it generally extends from an area above and
behind your aircraft to an area in front and below the aircraft's nose.
Awareness of your own blind area will also help when you are able to take the
initiative and attack another aircraft. Hide yourself within their blind spots and you
will have a significant advantage.
As you can see, remaining aware of your surroundings will help you avoid an attack,
but once you find yourself with an enemy aircraft taking shots at you from a position
of strength, you will have no choice but to defend yourself.
AN ENEMY ON YOUR TAIL
If you are in the worst position of all, with the enemy aircraft on your six and within
range, you must attempt to alter the conditions even if only for a moment. By
introducing unpredictability into the engagement, you will improve your chances of
survival, though your respite may only be brief.
The most difficult type of shot to set up for en attacker is when the target is flying at
90 degrees across their flight path, therefore you should try and get as near to this
scenario as possible. Use the ailerons to roll your aircraft as hard as possible one way
or the other until you are descending at an angle. If your opponent knows his aircraft
has superior turning abilities to yours, he may follow you and try to line up the shot
again. Alternatively, if he is following boom and zoom principles he may climb so as
to gain altitude ready for another attempt.
There are many other factors which will affect the outcome, such as the proximity of
each aircraft to its own corner speed, but at the very least you are likely to make it
difficult for your opponent to see you if the turn is hard enough. Also, do bear in mind
the differences between the two aircraft - if you cannot turn well, you may be able to
dive at high speed. You may be able to climb well while your opponent may stall, so
try and get accustomed to the relative strengths of the aircraft you are likely to face.
A number of maneuvers are detailed in the 'Tactics Of Air Warfare' section, and you
will find that extreme moves will be the most effective if you are under attack.
However, you should remain aware of your speed and ability to climb. Some looping
maneuvers will slow you down too much leaving you with very little option if your
opponent is still within range. Maneuvers that incorporate a downward element, such
as the Split-S, will increase your speed, but if you are already at a low altitude, these
may prove dangerous in their own right.
Alternatively, try and confuse your opponent by turning one way with the ailerons
while simultaneously turning the other way with the rudder. The intention is to briefly
mislead so that he is not sure which way you are likely to go.
Ultimately, you will have successfully defended yourself if you manage to escape
from an attack without taking any serious damage. Although this does not mean you
have abandoned your urge to continually look for the advantage, it is worth accepting
that escaping from a very dangerous situation means you live to fight another battie.
Do not be frightened to run.
GAME MODES
TRAINING
The Training game mode gives you the chance to practice a number of key maneuvers
such as take-offs end landings, as well as providing opportunities to practice shooting
at targets and other important skills. These skills tend to be required throughout the
different mission types, so make use of the Training mode.
To select specific training missions, pass the mouse over the required mission button
and click on it.
INSTANT ACTION
The Instant Action game mode allows you to fly straight into the heart of an intense
confrontation based around a number of different pre-determined scenarios. There
will be a default aircraft for the mission, but you will have the opportunity of selecting
a different aircraft from any of the player controllable aircraft featured in the game,
and you will also choose the confrontation type from the Instant Action Menu. Many
of the Instant Action missions give you the opportunity to practice specific combat
skills which will] prove invaluable when flying a full campaign, so bear in mind the
basic combat advice given in this manual and think about where and when to employ
these tactics.
INSTANT ACTION MENU
Once you choose Instant Action from the Main Menu, you will be taken to the Instant
Action Menu.
This mission options appear on this menu as illustrated buttons. Pass the mouse over
the buttons to read the descriptor – you select your chosen mission type by clicking op
the appropriate button.
Some of the mission categories contain several specific missions to choose from.
These appear on-screen on a scrollable menu that can be scrolled by clicking on the
'UP' and 'DOWN' arrows on either side of the list. Click on mission names to
highlight them, then when your chosen mission is highlighted, click on the 'CHECK
MARK' icon to confirm your choice. Alternatively, click on the 'X' icon if you want
to cancel the menu without choosing any mission.
Once you have chosen a mission, you will be taken to the Briefing Screen.
BRIEFING SCREEN
The Briefing Screen lets you set some options before you begin flying, then lets you
access the mission once these are all set correctly. It also shows a map of the region
over which the mission will be flown, as well as a text briefing describing the
mission, your aircraft type, the mission start point and the current weather conditions.
Where this text briefing occupies more than one page, you can flick through the pages
by clicking en the 'UP' and 'DOWN' arrows that appear en the right of the screen.
Pass the mouse over menu items to read the descriptor:
Change Aircraft
Most of the Instant Action missions allow you to choose your aircraft. Click on this
option if you wish to do this - you will be taken to the Select Aircraft Menu. Click on
the flag of the nation you want to fly for, then click on one of the 4 aircraft. When you
have chosen your aircraft, click on the 'LEFT' arrow to return to the Briefing Screen.
Difficulty
There are 3 difficulty levels available to you - these are Easy, Normal and Hard. Click
on the icon repeatedly to cycle through the difficulty levels.
Realism
Click on this icon repeatedly to cycle through Relaxed Realism, Realistic and Ultra
Realistic. This option will affect the way your aircraft handles - the more realistic the
flight model, the harder the aircraft will be to control. If you are not used to flying
combat missions, you may find it useful to use Relaxed Realism for a while until you
are more accustomed to the control systems. If you are very experienced, Ultra
Realistic adds further realistic elements to the aircraft's behavior such as engine cutouts and wheel damage at high speed.
Record Mission
The Record Mission facility records your flight to allow playback in the future. This
may prove helpful as you try to improve your flight and combat techniques - it allows
you to study mistakes and successes for future reference. If you turn the option en,
you will be prompted to enter a file name for the recording. Type in your chosen
name, making sure you retain the '.rec' file extension, then once the file name has
been entered, click the 'CHECK MARK' icon to confirm or the 'X' icon to cancel.
Start Mission
When all options are set correctly, click on this icon to begin the mission.
MISSION TYPES
The Instant Action mission types are as follows:
One On One
Dogfights can break out during virtually any mission, and only pilots who have
practiced the art of aerial combat will be able to survive repeated dogfights for long.
The One On One missions take you into battle with one enemy aircraft, and without
back-up of any kind you will have no choice but to engage in combat. The advice
given in the 'Combat Basics' section of this manual will prove invaluable, and you
will also have the opportunity to attempt maneuvers from the 'Tactics Of Air Warfare'
section under combat conditions.
Squadron Duel
Although a battle between 2 squadrons may well break up into a number of individual
dogfights, the presence of multiple friendly and enemy aircraft changes the nature of
the combat. You will be able to call on the assistance of your comrades if necessary,
although they may well be occupied with their own confrontations and you will need
to remain aware of as many enemy aircraft as you can. This type of mission will help
you improve your awareness of other aircraft - you should try to constantly scan the
sky so that you know where all aircraft are from one moment to the next.
Bomber Escort
As bombing strategies developed over the course of World War II, it became usual
practice for bombing missions to be accompanied by fighter escorts charged with
safeguarding the bombers and allowing the mission objectives to be achieved. As a
member of a fighter escort, you will need to bear in mind that you are protecting your
bombers from attack - if you are drawn too far away from the bomber squadron, they
will be left very vulnerable.
Bomber Interception
The interception of bombing missions by fighters was a basic part of the defense
against bombers. It had initially been thought that there was virtually no defense
against bombers, but some kind of resistance had to be offered and it was found that
successful missions could be flown against them. Be aware that groups of bombers
are likely to be protected by a fighter escort.
Fighter Interception
You will be briefed to meet a group of enemy fighters and engage them in combat.
They may be threatening the successful movement of a convoy, or they could be
targeting an important ground installation such as an airfield.
Opportunity Target
Engage in attacks on ground targets and cause as much damage as possible. It will be
particularly important to hit industrial targets in order to hamper enemy operations.
Anti-Shipping Strike
Attacks by fighters on shipping convoys were vitally important, particularly to
Germany, as Britain was so reliant on supplies transported by sea. There were a
number of very important shipping areas in which fighting was heavy - these included
areas around Malta and North Africa, and the shipping routes from the US across the
Atlantic.
Ground Target
Target specific ground installations as detailed in the brief and ensures they are put
out of action. Particularly sensitive targets are likely to be protected by anti-aircraft
guns on the ground.
Surprise!
An element of surprise gives an attack perhaps the best advantage of all. In these
missions, you will attempt to carry out your objectives before the enemy is able to coordinate a full response. Delays will mean the enemy is able to summon all its
defenses and the initiative will have been lost.
Scramble!
A rapid response and efficiently implemented take-off will be necessary in these
missions as you will be required to counter an imminent threat.
CAMPAIGN
The Campaign game mode is the heart of the Nations WWII Fighter Command
challenge. You can choose to join the British, US or German forces and fly your way
through 15 missions based on actual events from World War II. Although you will
have the opportunity to temper the realism to suit your own abilities, the missions
have been carefully researched so that the tasks you are briefed to carry out reflect the
progress of your chosen nation. You will also have to complete each mission
successfully before you are able to move onto the next.
PILOT SELECTION MENU
Choose 'Campaign' from the Main Menu to begin your campaign - you will be taken
to the Pilot Selection Menu.
Campaigns are identified by the name of the pilot flying them. You can have several
campaigns running at any one time - for example, you may want to start a campaign
for one nation before you have completed all 15 missions for another.
The name of the current pilot, if any, appears on a panel at the bottom of the menu.
However, you can create a new pilot or load a previously created one using the menus
illustrated buttons.
Create Pilot
Select this option to create a new pilot and begin a campaign from scratch. When you
click on the button, a text panel appears in which you can enter a pilot name via the
keyboard. Once the name has been entered, click the 'CHECK MARK' to confirm or
the 'X' to cancel. If you confirm the name, you will be prompted to spee4 the nation
they fly for - click the appropriate flag from the choice of Britain, USA and Germany.
Load Pilot
Once a pilot has been created the details and mission records can be loaded again at
any time. When you click the button, a scrollable list of all the created pilots will
appear. Click on your chosen pilot name to highlight it, then click the 'CHECK
MARK' icon to confirm. If you need to scroll the list, click on the 'UP' and 'DOWN'
arrows above and below the list. Click on the 'X' to cancel the menu without selecting
a pilot name.
Mission Folder
Clicking the 'RIGHT' arrow on the right of the Pilot Selection Menu takes you to the
current pilot's Mission Folder.
The Mission Folder contains information en all the pilot's completed missions, as well
as allowing you to access the next one. Pass the mouse over the mission images to
bring up a small descriptor at the bottom of the screen - if you click on completed
missions, you will be taken to a Pilot Log. If you click on uncompleted missions, you
will be able to make an attempt on them.
UNCOMPLETED MISSIONS
Only the next uncompleted mission in the campaign will be available from the
Mission Folder. When you click on it, an archive movie sequence will give you some
background information en the progress of the war, then once this has played, you
will see the Briefing Screen.
BRIEFING SCREEN
Before you undertake your campaign mission, you will receive a detailed text briefing
via the Briefing Screen. Where the briefing takes up more than one page, you can
browse through the pages by clicking on the 'UP' and 'DOWN' arrows on the right of
the screen. You will also see a map of the area over which the mission will be flown,
along with information on your aircraft type, the mission start point and the weather.
DIFFICULTY
There are 3 difficulty levels available to you - these are Easy, Normal and Hard. Click
on the icon repeatedly to cycle through the difficulty levels. The difficulty level can
only be set at the beginning of a pilot's campaign. Once it has been chosen, it cannot
then be altered.
REALISM
Click on this icon repeatedly to cycle through Relaxed Realism, Realistic and Ultra
Realistic. This option will affect the way your aircraft handles - the more realistic the
flight model, the harder the aircraft will be to control. If you are not used to flying
combat missions, you may find it useful to use Relaxed Realism for a while until you
are more accustomed to the control systems. If you are very experienced, Ultra
Realistic adds further realistic elements to the aircraft's behavior such as engine cutouts or wheel and flap damage at high speed. The realism level can only be set at the
beginning of a pilot's campaign. Once it has been chosen, it cannot then be altered.
RECORD MISSION
The Record Mission facility records your flight to allow playback in the future. This
may prove helpful as you try to improve your flight and combat techniques - it allows
you to study mistakes and successes for future reference. If you turn the option on,
you will be prompted to enter a file name for the recording -type in your chosen
name, making sure you retain the '.rec' file extension. One the file name has been
entered, click the 'CHECK MARK' icon to confirm or the 'X' icon to cancel.
REPLAY MOVIE
Click this option to sec the archive movie sequence again.
START MISSION
When all options are set correctly, click on this icon to begin the mission.
COMPLETED MISSIONS
When you click on completed missions, if any, you will be taken to the Pilot Log
which details information relating to your own performance and that of your
squadron.
PILOT LOG
Where the mission information takes up more than one page, browse the pages using
the 'UP' and 'DOWN' arrows on the right of the screen.
VIEW MEDALS
Click the medal to view all the medals won during your current campaign. 3 medals
can be awarded throughout the campaign, with a further 2 depending on your
performance at the end of the game. Medals awarded are as follows:
GREAT BRITAIN: Air Force Medal, Air Force Cross, Distinguished Flying Medal,
Distinguished Flying Cross, Victoria Cross
GERMANY: Luftwaffe Pilot's Badge, Day Fighter Clasp, Mannerheim Cross,
October 1938 Medal, Iron Cross
USA: Bronze Star, Silver Star, Distinguished Flying Cross, Purple Heart,
Congressional Medal of Honor
REPLAY MISSION
Click the photograph to replay the mission. This gives you the opportunity to improve
your mission statistics. The page number beneath the statistics will increase as you
replay missions - the latest mission played is the highest page number.
RETURN TO MISSION FOLDER
Click the left-hand arrow to return to the Mission Folder.
COMMENDATION
The design of this non-clickable square icon differs according to which nation you are
flying for. When 5 commendations have been won, you will receive a medal.
RANK
As you progress, you will be promoted through the ranks of your air force. The ranks
attainable are as follows:
GREAT BRITAIN: Flying Officer (starting rank), Flight lieutenant, Squadron Leader
GERMANY: Ober Leutnant, Hauptmann, Major
USA: Lieutenant, Captain, Major
MULTIPLAYER
NETWORK SCREEN
To play a Nations WWII Fighter Command Multiplayer game click on the
Multiplayer icon on the Main Menu. A list of DirectPlay's connection protocols will
appear in a scrollable menu. Select one by clicking on an option to highlight it, and
then clicking on the 'CHECK MARK' icon to confirm your selection. The actual
protocols that appear depend upon your particular machine, however several common
ones are:
IPX Connection
This is commonly used by Local Area Networks (LAN).
Internet TCP/IP Connection
TCP/IP is the protocol used to transfer information over the Internet, although it is
also used by some local Area Networks (LAN). Selecting this option brings up a
Windows dialog box asking for the hostname or the IP address of the server you want
to connect to. Leaving the box blank will search machines on your local network.
MULTIPLAYER SETUP SCREEN
Once you have selected your protocol, you will be presented with the Multiplayer
setup screen. What follows is a description of each individual element of the screen,
but for step-by-step guides on setting up and joining multiplayer games, please refer
to the sections titled ‘Setting Up A Game’ and ‘Joining An Existing Game’ further in
the manual.
Along the top of the screen are your current player settings. From left to right they
are:
Team
Indicates which team you will play for. Clicking on the flag cycles through the
different teams available.
Player Name
Shows your current player name. Clicking on the panel lets you change your name,
although you can only do this while you are not connected to any game.
Text Color
Shows the color your messages will appear in the chat window. Clicking on the circle
cycles through the different colors.
Aircraft Type
Shows your currently selected aircraft. Clicking on the aircraft icon to the right of the
panel brings up a scrollable menu showing all the aircraft allowed for this game (this
will have been set by the host prior to opening the game). The list can be scrolled by
clicking on the 'UP' and 'DOWN' arrows on either side of the list. To make a new
selection, highlight the aircraft you want by clicking on it, then click on the 'CHECK
MARK' icon to confirm your selection. Clicking on the 'X' icon exits the list without
changing your aircraft.
The rest of the Muitiplayer Setup screen is divided into three main areas. On the left is
the Player list panel, on the right is the Game List and the Game Options panel, end
across the bottom is the Chat window.
Player List
The Player List panel shows the people who are connected to the current game
waiting to play. Alongside each player is a flag indicating their chosen team.
Additionally, the game's host is marked with the phrase '(HOST)', and your own entry
is marked with an asterisk. The 'UP' and 'DOWN' arrows to the left will scroll the list
when there are more players than can fit on the panel.
Game List
The Game List panel shows the current games available for you to join. Each entry
shows the host's name and the name of the game selected by the host. You can refresh
the list at any time by clicking on the 'Search For Games' button. To join a game, click
on its entry to highlight it, then click on the 'Join Game' button underneath.
Alternatively, just double click the entry to join the game.
Game Options
Once you have joined a game, the panel on the right becomes the Game Options
panel. The list now shows a number of settings that can be altered to configure the
current game, though only the host can make the alterations. See the section titled
'Network Game Options' for information on what these are and how to change them.
The icons underneath these two panels are used to set up end configure games. From
left to right, they are:
Kick Player
This forces the currently highlighted player in the Player List panel to leave the game.
This can only be done by the host.
Unlock Game
Opens the game for people to join. When locked, the icon flashes to indicate people
cannot join yet. Once the game is open, certain parameters cannot be changed, such as
the excluded aircraft list, the maximum number of players and the teams available for
people to play.
Exclude Aircraft
This allows you to ban certain aircraft types from the game. All of the aircraft are
presented in a scrollable menu with a check mark or a "X" next to them indicating the
aircraft's current status.
Check marks represent available aircraft, X's mean the aircraft is banned from this
game. Clicking on an aircraft toggles its state. This can only be done by the game's
host.
Select Protocol
Opens up the protocol selection list again for you to select a different protocol.
Search for Games
Scans the network for available games. Any that are found will be presented in the
Game List panel on the right of the screen.
Create Game
Creates a new multiplayer game for people to join. A list of all of the multiplayer
missions appears in a menu that can be scrolled if necessary by clicking on the 'UP'
and 'DOWN' buttons either side of the list. Click on the mission you want to play to
highlight it then click on the 'CHECK MARK' icon to confirm your choice. Click on
the 'X' icon to cancel without creating a game.
Join Game
Joins the game currently highlighted in the Game list panel.
Leave Game
Leave the game to which you are currently joined. If you are the host, this closes
down the game and forces everybody currently joined to leave.
Start Game
Starts the game itself. Only the host can start the game.
Finally, across the bottom half of the screen is the Chat window where you can talk
with people connected to the game and discuss game options, tactics, and sort out
teams. Various server messages and some game instructions will also appear here.
Clicking at the bottom of this window allows you to type in your own messages to be
sent to the group.
SETTING UP GAME
To set up your own game, follow these steps:
1. Click on the Multiplayer option on the Main Menu.
2. Select your connection protocol from the list.
3. Click on the 'Create Game' button.
4. Select the mission you want to set up.
5. Set the maximum number of players and the available teams in the Game Options
panel.
6. Click on the flashing 'Unlock Game' button.
7. Wait for people to join.
8. Set the remaining Game Options to your liking.
9. Click on the 'Start Game' button to start.
JOINING AN EXISTING GAME
To join in a game someone else has set up, fellow these steps:
1. Click on the Multiplayer option on the Main Menu.
2. Select your connection protocol from the list.
3. Nations WWII Fighter Command will search for any existing games automatically
and list any games found in the Game list panel. Click on the 'Search For Games'
button at any time to refresh this list.
4. Highlight the game you want to join and click on the 'Join Game' button.
5. Choose your aircraft and team.
6. Wait for the game to be started by the host.
NETWORK GAME OPTIONS
There are a number of settings that can be adjusted to tailor a network game to your
liking. These appear in the Game Options panel on the right of the network screen.
The options can only be altered by the host, but everyone connected to the game can
see the current configuration. To change an option, the host should click on its current
value to cycle through all of the available values. The exact options available and the
values of these options depend upon the individual mission.
The options available are:
Max Players
Set the maximum number of players you wish to join the game.
Teams
Sets the teams available for people to join. The highlighted flags indicate teams that
are to be available in the game; teams not highlighted will be unavailable. Click on a
flag to change its status.
NOTE: The two previous options should be decided before the game is unlocked and
cannot be changed afterwards. The following options can be changed right up to the
start of the game:
Power Ups
This enables or disables the use of power ups in the game.
Regeneration
Switch this OFF to stop aircraft regenerating when they are destroyed. This turns the
game into a sudden death competition.
Relaxed Realism
Use this to switch all aircraft into relaxed realism mode - this makes the aircraft less
realistic but easier to fly.
Same-Team Kills
This option determines how your score is affected when you kill an aircraft of the
same team. 'COUNTED' means you are awarded a kill point if you kill a player on the
same team as you, 'IGNORED' means you are not. 'PENALTY' means you will lose a
kill point for such an action.
Kill Limit
This sets a limit to the number of kills that can be scored in the game - when this limit
is hit, the game ends. Switching it to 'OFF' disables any limit.
Time Limit
This limits the length of time the game will last. The value is in minutes and the game
ends when the time is up. Switching it to 'OFF' disables any limit.
POWER UPS
In Nations WWII Fighter Command's multiplayer games, various power ups can often
be found dotted around the landscape. They appear as large spinning shapes with
colored sparkles flying around them - the shape itself and the color of the sparkles
indicate the effect of the particular power up. Collecting a power up is simply a case
of flying through one, at which point the power up will disappear. Another power up
will regenerate in the same spot some time later.
The power ups are as fellows:
Speed Up (Light Slue)
Effectively doubles the speed and maneuverability of your aircraft for a short time
Large fiery trails coming from the wings make this power up unmistakable.
Invincibility (Pink)
Surrounds your aircraft with a lightning sphere that gives you brief invincibility to
damage from other aircraft or from the ground.
2x Damage (Yellow)
For a short period of time your bullets will inflict twice the normal level of damage on
any aircraft unfortunate enough to stray into your firing line. look out for
extraordinarily large muzzle flashes and some heavy-sounding gunfire.
Shield (Dark Blue)
Puts a protective cage around your aircraft that will absorb damage from other
aircraft's gunfire. The brightness of the shield indicates its status - as it takes damage
it will get dimmer and dimmer before it disappears completely.
Rockets (Red)
Arms your aircraft with a fuel complement of rockets. (In multiplayer mode, all
aircraft can carry rockets regardless of their type).
Ammo (Gold)
Arms your aircraft with a fuel load of machine gun rounds and/or cannon rounds.
Fuel (Green)
Restores your fuel level to full.
Health (White)
Restores your aircraft to perfect condition.
Crate
This has no sparkles, but is usually found in an open hangar on an airfield. It is a
combination of the Rocket, Ammo, Fuel and Health power ups.
IN-GAME MENU
Press the Fl key while flying to access the in-game menu. The game will pause and
you will be presented with a number of options that you can alter to suit the speed of
your machine. Highlight options using the Up and Down arrow keys, then use the Left
and Right arrow keys to cycle through the options. Press the Fl key again to exit the
menu.
SCREEN RESOLUTION
Increase or decrease the screen resolution to suit your machine's speed.
EFFECTS VOLUME
Increase or decrease the volume of in-game sound effects.
MUSIC VOLUME
Increase or decrease the volume of in-game music.
MINIMUM FRAME RATE
Attempt to keep the game running at the species frame rate or above.
CLOUD RENDERING
When this is set to 100 per cent, very realistic cloud effects will be used in-game. As
you reduce the percentage, clouds will become progressively less realistic but this will
improve the game's speed on slower machines.
GUIT GAME
Press the ESC key to quit the game and return to the Nations WWII Fighter
Command Main Menu.
PLAYING RECORDED MISSIONS
The missions you have recorded while flying in Nations WWII Fighter Command can
be replayed by selecting 'SHOW RECORDED MISSIONS' from the Main Menu.
When you select the option, a list of your recorded missions, if any, will appear onscreen. Click on your chosen mission to highlight it, then click on the 'CHECK
MARK' icon to confirm. Click on the 'X' icon to cancel without selecting a recording.
If the mission list fills the screen, scroll up and down by clicking on the arrows at
either side of the menu.
DATABASE
To access the Nations WWII Fighter Command database, click on the Database
button on the Main Menu. The database contains information and pictures of all the
aircraft featured in the game along with cockpit layouts for each of the aircraft you
will fly as a player.
The database opens with a picture of a desk on top of which are three aircraft models one German, one British and one American, Select one of these aircrafts by clicking
on it to bring up a list "1 all the featured aircraft from that nation. Clicking on an item
on this list brings up the information related to that particular aircraft. On each page
you can click on the arrow to the left of the screen to return to the previous page. The
information pages also have an arrow on the right of the screen that will bring up
pictures of the aircraft - you can click on these pictures to enlarge them, then again to
reduce them.
Back en the desk screen, there are three cockpit diagrams underneath the aircraft
models. These bring up lists of cockpit diagrams for the selected nation. Selecting an
aircraft from the list brings up a picture of the aircraft's cockpit, annotated with the
function of each dial. Clicking en the arrow to the left of the screen will return you to
the previous page.
NATIONS WWII FIGHTER COMMAND – GOLDEN RULES
This section of the manual summarizes some of the golden rules that will prove
invaluable when playing Nations WWII Fighter Command. For more detailed
information on flying and combat, refer to the relevant sections of the manual.
However, for concise gameplay assistance, look no further than the points raised here.
AIR ATTACK
Keep a close eye on your ammunition levels. Some aircraft have very little in the way
of ammo capacity compared to others. Don't be wasteful.
Spot your target from a distance with the use of the nationality ID flags or the
gunsight and home in on the enemy aircraft, cutting down the angle in order to catch
up with it.
Wait until you are quite close to the target before firing. This helps to achieve a
greater hit ratio and you will conserve ammo that will prove valuable later.
As soon as you see an enemy on your tail, press the F7 button to call for help if you
have wingmen.
When trying to shake an enemy, keep turning in the same direction to avoid his fire.
Reversing the direction of your turn could lead you right back into the enemy's sights.
An aircraft which is being chased is at its most vulnerable at the top of a climb where
its airspeed is at its lowest. This allows the attacker to close in and leaves the
defending aircraft with little maneuverability.
If enemies are in range and have wingmen, take the wingmen out of the air first. if
you don't, they will close in on you quickly and effectively.
Try to maintain height throughout a dogfight, as this will give you a significant
energy advantage.
When protecting bombers, be aware of their gunfire. Don't get too close.
When attacking a bomber, try to approach from an acute angle and swing from side to
side thus avoiding the aim of the turret gunners.
GROUND ATTACK
When attacking ground targets, start from a good altitude and dive in a straight line
keeping the target steady in your sights. After firing, use your momentum to climb
back up to a good height before coming in for a second run if necessary.
When attacking a convoy, shoot vehicles vigorously - commit to the attack and don't
hesitate. Release a good quantity of your payload to ensure an effective hit.
When attacking ships and boats, aim for the hull while judging the speed of the enemy
aircraft.
When attacking trains, try to take out one carriage to de-rail it. It makes the next
sweep much easier.
Pay attention to the range of your rockets and how they fly. This will help in deciding
where to aim and when to fire.
FORMATIONS
When leading your squadron, don't fly erratically. Doing so makes it difficult for the
rest of your squadron to keep in formation behind you.
Remember to use the 'Break Formation' key (F5) when in range of your target. This
commands your squadron to attack.
CONTROLS
Be aware of the rudder slowing aircraft down on a turn, especially when flying at a
low altitude.
When flying a new aircraft for the first time, use the fly-by camera to judge the flight
characteristics of your aircraft.
Get used to using both hands on the controls. If you learn how to use the mouse or
keys with your spare hand (i.e. the hand which is not using the joystick), you will
have a great advantage by increasing your awareness of what is happening around
you.
Don't forget to release your wheel brake before you attempt to take off, and don't put
the wheel brake on at high speed when landing as it could cause your aircraft to upend itself.