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training:guides:controlling_fighters [2019/03/02 03:10]
Fafer
training:guides:controlling_fighters [2019/03/04 04:35] (current)
Fafer
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 ======Controlling fighters====== ======Controlling fighters======
-Under construction 2019-02-28 Fafer 
  
-======The Basics====== + 
-**UI Setup**\\ + 
-**Detaching your fighter overlay**\\+=====Detaching your fighter overlay=====
  
 When you undock your carrier / supercarrier you will see your normal UI. Then just to the bottom right of the capacitor, you will find a button (as highlighted below). If you click it then you swap to your fighter management interface.\\ When you undock your carrier / supercarrier you will see your normal UI. Then just to the bottom right of the capacitor, you will find a button (as highlighted below). If you click it then you swap to your fighter management interface.\\
 +
 {{:​training:​guides:​controlling_fighters_1.png?​nolink&​400|}}\\ {{:​training:​guides:​controlling_fighters_1.png?​nolink&​400|}}\\
  
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 Move your fighter interface somewhere on your screen where you have have plenty of space above it for the fighters modules to appear.\\ Move your fighter interface somewhere on your screen where you have have plenty of space above it for the fighters modules to appear.\\
 Make sure you leave space below the fighters for their speed to show up, and so the button that allows you to drag them around stays visible.\\ Make sure you leave space below the fighters for their speed to show up, and so the button that allows you to drag them around stays visible.\\
 +**Arrange your higslot modules so that in first 3 slots are passive moudules (or empty) like e.g. fighter support units, because you don't want to accidentaly activate a cyno using F1, F2 or F3 as this function keys are used to control the fighters. (more about keys later)**\\
 +
 {{:​training:​guides:​controlling_fighters_2.png?​nolink&​400|}}\\ {{:​training:​guides:​controlling_fighters_2.png?​nolink&​400|}}\\
  
-**Understanding your fighter bay**\\+=====Understanding your fighter bay=====
  
-Below is an image to show you what your fighter bay looks like. As you can see I currently have 5 empty tubes and all of my fighters and fighter bombs in my bay. If I want to be able to launch fighters.\\ +Below is an image to show you what your fighter bay looks like. As you can see I currently have 5 empty tubes and all of my fighters and fighter bombs in my bay. If I want to be able to launch fighters ​then I need to left click to select a stack and drag it (still holding left mouse button) into one of the 5 tubes (the plus signs). Then they will be loaded in a fighter at a time.\\
-Then I need to left click to select a stack and drag it (still holding left mouse button) into one of the 5 tubes (the plus signs). Then they will be loaded in a fighter at a time.\\+
  
 Practice unloading and reloading squads often as you will need to replenish squadrons as you loose fighters during fights.\\ Practice unloading and reloading squads often as you will need to replenish squadrons as you loose fighters during fights.\\
 You need to know how your own fighters work as nobody has the time to babysit you on how they work.\\ You need to know how your own fighters work as nobody has the time to babysit you on how they work.\\
 +Type and number of fighters you should carry is determined by your Fighter Hangar Management skill (train to level 5), and defined by standard fit or FC before the operation.\\
  
 To unload a squadron simple drag it out of the tubes.\\ To unload a squadron simple drag it out of the tubes.\\
 +
 {{:​training:​guides:​controlling_fighters_3.png?​nolink&​400|}}\\ {{:​training:​guides:​controlling_fighters_3.png?​nolink&​400|}}\\
  
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 To remove a fighter squadron that has landed you can simply right click on the squadron in their tube and click unload from launch tube.\\ To remove a fighter squadron that has landed you can simply right click on the squadron in their tube and click unload from launch tube.\\
  
-**Fighter interface buttons**\\+=====Fighter interface buttons=====
  
 {{:​training:​guides:​controlling_fighters_5.png?​nolink&​50|}}\\ {{:​training:​guides:​controlling_fighters_5.png?​nolink&​50|}}\\
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 3. The third icon is for recalling all your active fighters (Default shortcut: SHIFT-R), it returns them to your bay.\\ 3. The third icon is for recalling all your active fighters (Default shortcut: SHIFT-R), it returns them to your bay.\\
  
-**Selection**\\+=====Selection===== 
 Enable your tactical overlay when in a carrier / super (Default shortcut CTRL-D).\\ Enable your tactical overlay when in a carrier / super (Default shortcut CTRL-D).\\
  
-When flying a carrier or supercarrier your capacitor will have a blue halo around it. Like below. This indicates your ship is selected.\\+When flying a carrier or supercarrier your capacitor will have a blue halo (highlight) ​around it. Like below. This indicates your ship is selected.\\
 If you ship does not have a blue halo around it you can select it by clicking in the middle of the capacitor.\\ If you ship does not have a blue halo around it you can select it by clicking in the middle of the capacitor.\\
  
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 While 4 and 5 are not selected. This means if I issue any move or attack commands, they will only register to squadrons 1, 2 and 3.\\ While 4 and 5 are not selected. This means if I issue any move or attack commands, they will only register to squadrons 1, 2 and 3.\\
 It is possible to have all your fighters and your ship selected, so any movement orders will apply to all squadrons plus your ship itself.\\ It is possible to have all your fighters and your ship selected, so any movement orders will apply to all squadrons plus your ship itself.\\
 +Make sure your ship is not selected when giving an order to fighetr, only the fighters you want to execute your order.\\
  
 {{:​training:​guides:​controlling_fighters_7.png?​nolink&​400|}}\\ {{:​training:​guides:​controlling_fighters_7.png?​nolink&​400|}}\\
  
-**Moving**\\ +=====Moving===== 
-Carriers and supers have a tool for moving that normal ships don’t, they have the wonderful world of the Q selector.\\ + 
-If you press and hold Q with either your ship or a fighter selected (blue halo remember). You will get a blue circle and a line.\\ +If you press and hold Q with either your ship or a fighter selected (blue halo remember), you will get a blue circle and a line.\\ 
-Your selected entity (fighter or ship) will move towards your mouse after you click. But wait. If you click once, you will select where your entity ​will go in the horizontal plane, then you need to select where it will go in the vertical plane.\\+When you click once, you will select where your selected entities ​will go in the horizontal plane, then you need to select where it will go in the vertical plane by using mouse again, and then doing final click when done.\\
  
 Example:\\ Example:\\
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 {{:​training:​guides:​controlling_fighters_10.png?​nolink&​400|}}\\ {{:​training:​guides:​controlling_fighters_10.png?​nolink&​400|}}\\
  
-**Attacking & modules**\\+=====Attacking & modules=====
  
-Your fighters are an extension of your ship. Rather than simple attack orders like drones have, fighters instead have modules of their own.// Their modules are standard across all fighters of the same type.\\+Your fighters are an extension of your ship. Rather than simple attack orders like drones have, fighters instead have modules of their own.\\ Their modules are standard across all fighters of the same type.\\
  
 {| style=""​ {| style=""​
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 Launch bomb Launch bomb
 |} |}
- 
- 
- 
  
 Your fighters respect module shortcuts F1 -> F3. This means if you have your ship selected and hit F1, then it will use the module as per normal, if you have your fighters selected then it will run the first fighter module (the one closest to the fighters image).\\ Your fighters respect module shortcuts F1 -> F3. This means if you have your ship selected and hit F1, then it will use the module as per normal, if you have your fighters selected then it will run the first fighter module (the one closest to the fighters image).\\
 +(remember, empty or passive fist 3 highslots prevents accidents, its so highly recommended that you should do like this)\\
  
 {{:​training:​guides:​controlling_fighters_11.png?​nolink&​400|}}\\ {{:​training:​guides:​controlling_fighters_11.png?​nolink&​400|}}\\
  
-Pressing F1 will automatically order your fighters to attack the target you have selected at that moment in time.\\ +Pressing F1 will automatically order your fighters to attack the target you have selected at that moment in time, and start moving towards the target.\\ 
-If you get a popup telling you your fighter needs to be closer than x, then you will need to press F1 again when it gets in range, otherwise it will fire and keep cycling that module until you tell it to stop.\\ +If you get a popup telling you your fighter needs to be closer than x, then you will need to press F1 again when it gets in range to start start shooting.\\ 
-Some modules will auto cycle like F1, but generally F2 and F3 modules will have a cooldown and need to be manually cycled when their cooldown has ended.\\+Some modules will auto cycle like F1 (attack) when activated in range, but generally F2 and F3 modules will have a cooldown and need to be manually cycled when their cooldown has ended.\\
  
-**MJD Notes**\\+=====MJD Notes=====
  
 If you have a long range fighter squadron, you F2 will be a MJD. You will get a menu similar to the Q menu, in which you need to select both the horizontal and vertical planes of movement.\\ If you have a long range fighter squadron, you F2 will be a MJD. You will get a menu similar to the Q menu, in which you need to select both the horizontal and vertical planes of movement.\\
 When you have selected both planes of movement, the squadron will immediately cycle its MJD and will jump 100km towards the selected point at the end of that cycle. You cannot stop the cycle after it has begun.\\ When you have selected both planes of movement, the squadron will immediately cycle its MJD and will jump 100km towards the selected point at the end of that cycle. You cannot stop the cycle after it has begun.\\
  
-**Long range fighters - orbit trick**\\+=====Long range fighters - orbit trick=====
  
 When using long range fighters, we generally use them like sentry drones. This is so we can scoop them in a hurry, as they will have almost zero travel time.\\ When using long range fighters, we generally use them like sentry drones. This is so we can scoop them in a hurry, as they will have almost zero travel time.\\
 This trick works by recalling your fighters to orbit after issuing F1 attack commands. Fighters obey the recall and orbit drone shortcut key (default: SHIFT-ALT-R).\\ This trick works by recalling your fighters to orbit after issuing F1 attack commands. Fighters obey the recall and orbit drone shortcut key (default: SHIFT-ALT-R).\\
 +As LR fighters attack new target, they will start moving towards it, so orbit command needs to be issued again, for every new attack.\\
 +
 +=====Shortcut keys======
  
-**Shortcut keys**\\ 
 In your ESCAPE menu, you will find a tab called “Fighters” under your shortcuts section. This looks like the below and allows you to set shortcuts for your fighter selection. They should all be self explanatory.\\ In your ESCAPE menu, you will find a tab called “Fighters” under your shortcuts section. This looks like the below and allows you to set shortcuts for your fighter selection. They should all be self explanatory.\\
  
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 |} |}
  
- +(this manual has been originally written by Princess Vamps for the DCU supercaps, it has been amended with some changes)
- +
training/guides/controlling_fighters.1551496241.txt.gz · Last modified: 2019/03/02 03:10 by Fafer