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Control Assignments and Curves 1 Rise of Flight Control Assignments I recommend the creation of two profiles.

The first is for the inline engine aircraft which includes the bombers and two seaters, and a second profile is required for rotary engine aircraft to facilitate use of the blip switch. Working off the default input mapping, ensure these controls are assigned to the students liking or need depending on their control set up. Recommended control assignments are listed and anything left up to the student is listed as Student Preference (SP). Ensure the student is aware that multiple assignments can be done if they wish, but that this icon (two squares) appears next to multiple assignments in case they need to track down an assignment conflict. It is recommended that you use your own assignments for the second box, but if any conflicts arise from this you can track them down and delete the conflicting assignment from the mapping. You will come across conflicts to begin with, so by paying careful attention once you will avoid heartache later. Initially your conflicts will most likely be located in the Camera controls or Pilot head controls. Most of these controls should already have assignments due to the input map, but the essential ones are listed in case of a desire to change them. Curves resulting from control assignments are covered in the curves section.

See boxes for conflict indication.

Control Assignments and Curves 2 Inline Engine Profile (Includes two-seaters and bomber assignments) Pilot Head Controls: Head: Zoom in SP (For TIR user, recommend Point of view (POV) hat UP or Pedal toebrakes) Head: Zoom out - SP (For TIR user, recommend Point of view (POV) hat DOWN or Pedal toe brakes) Weapons Controls: Fire red signal rocket SP (Good to have assigned on a HOTAS rather than keys) Fire green signal rocket SP Fire yellow signal rocket - SP Fire white signal rocket SP All MG Fire SP All MG Recharge SP (Recommend to assign as a joystick button) Bomb sight V Bomb bay door open Ctrl+B Bomb bay door close Shift+B Drop a bomb SP (Recommend to assign as a joystick button, and ensure no conflict with Engine on/off) Switch firing point Shift+C (Gunner control to change sides of fuselage) Turret: Nestle to the gunsight Shift+T Turret: Take control T

Control Assignments and Curves 3 Plane Controls: Toggle Combat Post Ctrl+C (Control in multi-crew aircraft to change positions) Autopilot A Level Autopilot Shift+A Level Autopilot left turn - < Level Autopilot right turn - > Cockpit light on/off L Navigation lights on/off Ctrl+L Engine 1 Control 1 Engine 2 Control 2 Engine Start/Stop keep E in first box, but allow SP in the next assignment box Engine Control: Altitude Throttle SP (On HOTAS) Engine Control: Mixture SP (On HOTAS. Although, recommend to assign the same control as Altitude throttle because all aircraft with altitude throttle have no mixture controls). Engine Control: Radiator SP (On HOTAS) Engine 1: Control Throttle SP (On HOTAS) Engine 2: Control Throttle SP (On HOTAS)

Click save, type name Inline Engine Profile and click OK

Control Assignments and Curves 4 Rotary Engine profile Staying within the Inline Engine Profile mapping, delete the SP assignment in Engine Start/Stop and place this assignment in Engineblipswitch. Click save, type name Rotary Engine Profile and click OK. Doing this allows you to make a change based off your new assignments rather than needing to input them all again as if you were working off the input mapping. Rise of Flight Curves First off I want to say using curves is a personal choice and this is simply an explanation of how they work. The curves created in Rise of Flight are a way of manipulating the input values from your joystick or HOTAS to represent a relative input within the game. As you would know, an aircraft has controls over its different axes (Roll, Pitch, and Yaw) and therefore these are the obvious curves that we can manipulate using the Responses tab. However, anything we assign to an axis on our joystick that has a range of movement can actually be assigned its own curve. For example, if you have throttle control, either on your joystick or separately, you will see in the Responses tab there is a throttle axis (Engine Control: Throttle) that has a curve option. Some people will even have their Pilot head: zoom in assigned to pedal toe brakes or another control with a range of movement and you can adjust its curve in here. So remember, if a control is assigned to a button on your joystick with a range of movement then you can create a curve for it. If you know basic algebra, think of a curve as the relationship ( y = ax ) where y is your in-game output value and x is your joystick input value. For every x value you input it is changed by a modifier value a resulting with the in-game output y. By using curves you are

Control Assignments and Curves 5 manipulating your joystick input values (x) by the curve (a) to get the output values you want within the game (y). The catch here is that there is no unlimited value to y. It is still a fixed value obviously because aircraft control surfaces have maximum and minimum deflections, so when you create a curve all you are changing is how fast you will reach these control surface deflection values y. Just like in graphs, every point on this line has an x co-ordinate that creates a corresponding y co-ordinate. As you see in the below screenshot, when the curve is straight (linear), we have a 1-1 relationship of input to output (y = x).

However, if we were to soften out the curve at the beginning like in the next screenshot then we have now added the modifier a which changes the output in-game. This curve slows down the rate at which each x value reaches a y because the difference between each y value for every x value is smaller when compared to the linear y = ax line. Therefore this

Control Assignments and Curves 6 results in greater accuracy at the beginning of the range of movement. However, here is the catch because when we did this we have essentially borrowed a portion of the range of movement from the end of our curve and instead given it to the beginning and middle portion. Even though we are now more accurate at the beginning this has caused the input to be less accurate at the end of the range of movement because each x corresponds to a larger difference in values of y and therefore reaches the final output at a greater rate.

All of these extra dots you see were achieved by left-clicking on the line and then dragging them around accordingly. The invert button reverses the values of the curve you create, and the Symmetry button means you only have to alter one side of the curve and the other will be forced to be symmetrical automatically. There may be cases where you only want to alter one side, so trial and error on your part will determine if its required.

Control Assignments and Curves 7 Taking this idea and abstracting it further; look at where the curve crosses the y-axis in the next screenshot and imagine what will happen to your responses in-game before reading on. I.e. What are your values? Note how this curve is applied to pitch which means it will affect the aircraft elevators.

See how the y-value does not equal zero even without an x-value assigned? This means your elevators will have a default in-game value like this when your joystick is centered.

Control Assignments and Curves 8 Pitch Curve Applied No Pitch Curve Applied

See the difference in elevator deflection? Many find it useful to manipulate curves to trim the aircraft for level flight when their joystick is centered. It can make the aircraft easier to handle, but by doing so you make a tradeoff in accuracy at the areas mentioned earlier. Now look at this screenshot, noting the curve location on the x-axis and imagine what will happen to your responses in-game before reading on.

Control Assignments and Curves 9 Nothing. Nothing happens to your default input y-value. However, do you see there are x-values occurring where the y-value is still zero? This means you have set up a dead-zone where you will not have any response in-game until the joystick input passes this area of where any x-value equals a y-value of zero. Doing this is useful if your joystick has lost some sensitivity around the middle and is sending input signals without your wanting it to when it is centered. Finally, A dead-zone can also be created quickly by using the sliders at the top and bottom of the screen shown here. This gives a stronger visual representation of a dead zone by the greyed out area.

That sums up key assignments and curves in a nutshell, I hope this document has helped in your understanding of these features in Rise of Flight. ~S~ =IRFC= Requiem

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