Advanced Mouse Settings:
I turn off automatic flaps because there are times when I want to turn with only my elevator so I don't lose a lot of airspeed in a turn that doesn't need to be extremely tight. You do have to press an extra button at times, though.
Standard Mode causes the aircraft to go where you point the mouse, similar to WoT. Vector mode makes the mouse behave like the tip of a joystick. For me, the main draw back of Standard mode is that you have to repeatedly pick up and put down the mouse in order to perform a continuous turn. The main draw back of Vector mode is that it is difficult to aim at a target. This graph shape combines the best features of Standard and Vector in my opinion. At a small radius, this configuration acts like Standard mode, the plane goes where you point the mouse. This makes it easier to aim at targets. At a large radius, this configuration acts more like Vector mode, you will not have to continuously lift your mouse and place it back down in order to perform a continuous turn. It will feel strange at first since at a medium radius this graph shape behaves somewhere in-between the two, but for me it did not take too long to get use to.
Controls how responsive the camera is to movements of the mouse. When all the way down, the camera behaves much like the one for WoT and the cursor remains in the center of the screen at all times. As you increase the slider, the camera is allowed to lag behind the movement of the cursor and the cursor no longer remains in the center of the screen at all times. To be honest, I'm not sure why anyone would want this anything else but all the way down. I lose track of where my cursor is when it isn't simply in the center of my screen.
Camera Level-Off Zone:
Camera Level-Off Delay:
Controls how long the camera waits before switching back to right side up once it has become upside down. When Camera Roll Rate is all the way down this setting is irrelevant.
Camera Roll Rate:
Controls how quickly the camera turns on its axis while switching from upside down to right side up and vice versa.
Effective Zone Size:
Behaves the same as and is a renaming for the old "Target Tracking Zone Size" setting. This determines how far you have to move your mouse from the center of the screen before you reach the maximum. In other words, moving it further than this maximum radius will not cause you to turn any faster. Essentially, it adjusts your sensitivity, but in a slightly different way.
Determines how quickly the plane rolls to level its wings when the cursor is near the center of the screen. Having it all the way down prevents the aircraft from leveling off on its own. I like this, because sometimes I like to roll my plane a certain way in preparation for a future turn, and I don't want it to return to level.
Level-Off Zone Size:
Determines how close the cursor has to be to the center of the screen before the plane initiates the Level-Off Rate. Has no effect when Level-Off Rate is all the way down.
Determines the trade-off between rudder and elevator when performing a turn. Specifically, when the setting is all the way up, the aircraft will tend to roll and use the elevators for turns. When the setting is all the way down the aircraft will tend to rely more on the rudder for turning.
Determines how the plane reacts to pulling the cursor straight down. When the setting is all the way down, upon pulling the cursor straight down the plane will roll first to an inverted position and then pitch up (toward the ground). When the setting is all the way up, the plane will simply pitch down with the elevator without rolling first. Putting the slider somewhere in the middle determines how far you have to pull the cursor down before the aircraft will perform a roll to an inverted position. I prefer the latter, because it gives me more direct control. Usually when I pull the cursor down I do not want to roll, I want my plane to pitch down quickly without delay in order to take advantage of a fleeting opportunity. If I do want to roll, I can either initiate the roll with the keyboard, or pull the mouse slightly to the left or right before pulling it down.
Weapons group 2 tends to be the big guns on mixed caliber aircraft. They also tend to be the guns with the greatest range, and fastest overheat. Occasionally and especially in the German fighters, I will fire only the big guns at a distant target, 700m-1000m for 15mm and up, and then switch to firing all weapons once my smaller caliber guns are also in range, <700m for 12.7 mm and down.
Keyboard Flight Bindings:
I use WASD for directional controls and RF for boost and air brake. This is similar to WoT. I started using space bar for my flaps so that I could use my thumb instead of a precious finger. This way, I can be using my flaps, and still have my pointer, middle and ring fingers available for the common three button combo: air brake/boost, a roll direction, and a pitch direction.
I use the altitude indicator variant 3 because it is useful to know exactly the angle at which you are diving or climbing so that you can be more consistent and have a better understanding of how your aircraft performs.
I use the barometric altimeter primarily, since it is more consistent between different maps and will give you a better more reliable measure of how your aircraft will perform. I only use the radar altimeter when I am flying close to the ground.
I do not use the radar, since i use the mini map instead. However, i did adjust the radar area to 1000m using "[ ]" because this also effects the radius of the circle around your plane on the mini map. Go into a training mission and fly level with and toward a ground Target while watching your mini map and you'll be able to use the range to the target to determine what the radius of your circle is in meters. Having it at 1000m is good because this is near the maximum effective range of most high caliber guns.
This is the one I like.
Edited by HairlesMonkyBoy, 06 March 2014 - 08:57 PM.