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training:guides:controlling_fighters [2019/03/04 04:19]
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.\\
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 {{:​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 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.\\ 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.\\
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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).\\
  
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 {{:​training:​guides:​controlling_fighters_7.png?​nolink&​400|}}\\ {{:​training:​guides:​controlling_fighters_7.png?​nolink&​400|}}\\
  
-**Moving**\\+=====Moving===== 
 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.\\
 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.\\ 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.\\
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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.\\
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 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.\\ 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.\\
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 As LR fighters attack new target, they will start moving towards it, so orbit command needs to be issued again, for every new attack.\\ 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.1551673199.txt.gz · Last modified: 2019/03/04 04:19 by Fafer