Introduction to the Training Arena (TA)
by Murdr
The TA is configured specifically to provide an environment for training to take
place in. As such there are a number of features and settings that can be found
in the TA that will not be found in the other arenas on the HTC servers.
Features
- Lethality is turned off, so that ordinance and guns will not damage other planes
or objects.
- "Air spawns" are enabled at select fields to save flight time to certain areas
- The predicted point of impact site is enabled for bombs and rockets. This will
display a green + that indicates where your ordinance would impact if you
release them at that instant. It will automatically appear when you select
ordinance for firing.
- The Lead Computing Gun Site is enabled. This will display where you need to aim
your gun site in order to hit the selected target plane. To select an enemy
target plane, simply look at the target plane and press the tab key. A box will
appear around the selected plane, along with the green + to show the correct
lead. If there are multiple targets in view, and the wrong target was selected
initially, simply continue to press the tab key to cycle through all the targets
within view. To select a friendly (green icon) plane as the target, first you
must enable "friendly lock" by pressing Ctl-tab, then follow the same steps as
for selecting an enemy target.
- The arena clock is frozen. This is both for technical reasons, and to avoid
periods of sun glare near the horizon or poor visibility from low light levels.
Where to start
In the center of the map, sector 10,10, you will find Bishops Airfield A1. This is the airfield
that the trainers can generally be found at when they are not giving a private session. As such this
is also the main hangout for experienced and new players alike. While you are welcome to fly for any
country you wish in the TA, if you are looking for help, bishops A1 is the place to go. Even if a
trainer is not there at the time, there are often people at A1 who are willing to offer help or answer
questions.
If you find yourself as a Knight, or Rook, you can switch countries by selecting "O'Club" on the
clipboard menu from the tower or hangar. Once in the O'Club, you will have a "Change Countries" option
on the menu where you can make the switch.
To navigate through the Aces High Map from the tower you can double-click on another friendly (green)
field to move there instantly. As an alternative, there are also
Dot Commands to do this and many
other functions in the game.
Rules of Engagement
Since the TA is a structured arena, there are a few rules set up to maintain a training environment.
They are in place to keep other peoples training from being disrupted. The ROE should be displayed with
your clipboard when you log in to the TA, and you can view them anytime by clicking "Arena Message".
The ROE are as follows:
- Get others permission to engage before shooting at them
- Do not strafe planes on the ground
- Bomb empty fields only
- Do not attack A1 airfield in any manner
- Observe instructions and warnings from Trainers
Please note that the trainers have the administrative tools in the TA to enforce these rules. If
a simple friendly reminder is not enough to solve the problem, it is best to bring problems or disruptions
to their attention and let them deal with the situation.
For "Get others permission to engage before shooting at them" a little time saving short cut has
developed over the years. Aces High has a single keystroke "Check 6" function which is designed to alert
friendly planes that they are about to be attacked, and that they need to look to their 6 o'clock position
for an enemy. In the TA, we use the "Check 6" to ask and give permission to engage friendly planes. To do
this you use the " key in the same way that the tab key is used for the lock function mentioned above.
Simply look at the person you want to "Check 6" and press the quote key. If the wrong person is selected,
you have 1 second to press the quote key again to cycle through the other planes in view before the "Check 6"
is sent. If they reply back with a "Check 6", that means they give you permission to engage. Obviously if
you "Check 6" someone in error, it is a good idea to let them know you did not wish to engage them.
The Bombing Zone
The Bombing Zone is designed to provide you with both level and dive bombing practice on typical enemy
targets without having to spend too much time in transit to the target.
We have 4 Bishop owned fields in the bombing zone, with field altitudes from 5,000 to 20,000 feet in 5,000
foot increments. To save flight time these fields are equipped with "air spawns" that will spawn you over the
enemy target areas at the altitude of the field you launched from.
To the north is the
dive bombing area. To make use of the air spawns to that area, simply go to one of
those 4 fields, select a fighter from the
hangar, and press the NW button under the "Start Flight" area of the
clipboard. You will instantly be spawned at altitude 2 sectors north of the field. You will start out at zero
airspeed initially, so be prepared to nose down and retract gear (g key) quickly so you can gain enough airspeed
for controlled flight.
To the south is the
level bombing area. To air spawn to that area, you must have a bomber selected from the
hangar, and select the S button from "Start Flight". Again, you will spawn at 0 mph so be prepared to gain
controlled flight quickly.
Air spawns can be difficult for newer players to get control of, especially in bombers. If you are not
comfortable with using the air spawns, you may select any runway other than the two mentioned above to spawn
normally on the runway. When launching normally from the runway, you may still save transit time since the fields
are at altitude, and you do not have to spend time climbing.
Other Zones
In addition to the Basic Training, and Bombing Zones, there are also the Fighter town,
Fleet vs Fleet, Dueling,
and Mini Scenario Zones. Their titles are self explanatory, but I would like to add a note regarding one zone.
While the ROE's do apply throughout the TA, the Fighter Town Zone is generally given a bit of leeway with regards
to Rule #1 when engaging enemy planes. We usually only enforce in that area if problems arise.
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