Aiyel's Su-25T tutorial continued:
Right, a bit about planning evasive maneuvers ahead of time:
What I mean by that, more than the obvious, is that the real threat you'll be facing in a Grach is AAA/MANPADS. If you're getting locked up by long-ranged SAMs, you're CASing wrong. So, when you're on an attack run, don;t target fixate, keep your eyes peeled for any fire. Having one of your sticks mapped to free look is almost as good as a trackir (though that should definitely be on your shopping list. Look into FreeTrack or FaceTrackNoIR if you can't afford one. They're amazingly useful and, frankly, necessaary in the pro planes. So, knowing your threats are MANPADS or AAA, plan going in how you'll break if you come under fire. One of your buttons should be preprogrammed as the panic button; your countermeasure dispenser. If you see a launch or fire, or when your run is complete, execute your alreaddy-prepared-for evasion, which is basically throttle to the stopper, flaps up, sharp turn to one side with some climb, spitting flares like a fireworks stand gone up in flames. If you're carrying jammers, you should light them up. You should have memorized the keyboard shortcut for your IR jammer, too. It's only effective tail-on, but between it and the cloud of burning magnesium you're leaving in your wake, it should help throw off any cheap ass heatseekers. Not necessarily an AA-8 or AIM-9M, but MANPADS certainly. After you defeat the first attack (positive thinking is good
) your next objective is to turn your climb out into a lawn-mowing dive and NOE exfiltration. If you don't come back with bits of tree stuck to the airframe you're doing it wrong. Once you clear threat radius, plus a safety margin, you can climb back and re-engage. Preferably by killing whatever the anti-air threat was from outside its range.
If you're engaged by air, trade whatever altitude you have for speed, hug the dirt, and exfil in the direction of friendlies. Screaming like a little bitch over tacnet for fighter cover is a perfectly valid response. Trying to engage the bandits is the final resort of the truly desperate. Remember, even the Warthog has better thrust-to-weight than you, and a better turn radius to boot. Helicopters should be engaged with your own heaters from outside their range. Attempts to close and engage, especially against AI choppers, will only end in tears. You're not much faser than they are and you're a lot less agile.
Now, suggested controller mapping:
Right stick should be pitch and roll, triggers yaw. Slew should be D-pad, Right bumper fire left bumper countermeasures. Left stick should be free look, if that's an option. I'd personally have Back be weapon select, B as gun select, A as lock target, Y and X as master mode nav and air to ground respectively, Start as next waypoint. Everything else mapped to keyboard. Yes, even throttle. There's a lot of personal preference there, but that puts everything you'll commonly use right there. If you're creative and the action doesn't feel too awkward to you, you could map some more buttons by using shift, ctrl, or alt as modifiers to your four buttons, and to use your d-pad as pitch and roll trim. Trim is your friend, especially with the very limited range of motion from one of those sticks. I'd personally use l-shift and d-pad for trim, and make the l-shift modified buttons autopilot modes, and the bumpers be skhval zoom, start and back be tracking gate size.
Finding a good controller scheme that's comfortable to use, though, is almost as important as learning to keep your head on a swivel.
Oh, and:
Tutorials that are somewhat better than the built-ins.