<-- raises hand to offer training of the basics (radio, text, planes / loadouts, all that)
i have an outline i cna train you on everything in it:
I. Communication
A. Tune private with player
B. Both go to an isolated base
1. teach “.move” quickly if needed
C. If they have a microphone teach to key up
1. If they have no microphone, have them respond on a non-public channel
D. Both tune to a common channel
E. Radio bar explanation
1. using the tilde key “~” to expand text buffer
F. Tuning manually
G. Using “.radio” command
1. explanation of “DOT” commands (not all but concept behind them)
H. Practice different tunings (private with you, numbered text, etc.)
I. Q & A about communication
II. Clipboard
A. Raise and lower
B. Move and resize
C. Zoom in and out (both keyboard and mouse buttons)
D. right click features (icons, alts etc.)
E. Teach moving by double clicking
F. Teach click dragging map
1. Have them locate a far away base and move there by dragging map
G. Explain flashing icons and dots
H. Bottom buttons (tower, hangar etc.)
1. Teach map room
a. map layout
b. clicking on a base to see strat
c. mission joining
2. Teach Hangar
a. choosing planes by type
b. reading plane “values”
c. explanation of load outs
d. perk multiplier
e. convergence
f. right click functions (fighter, bomber, enabled, favorites)
g. skins
I. Q & A about the clipboard
III. Flying
A. Teach spawn points
B. Both take off in same plane on separate runways
1. “auto takeoff” (including why it is best to move stick a bit after airborne to achieve best climb rate)
C. Kill engine before moving
D. Views
1. default views, and to get the back
2. moving head positions and saving them
E. Explain ammo counters
1. fire test rounds
2. select second weapon
3. fire test round
4. setting “.salvo”
5. fire salved rounds
F. Fuel gauge
1. explain how “automatic” drains tanks
2. manually switching
3. drop tanks
G. Both compasses
H. Radiator
1. explain WEP and relation to temperature of engine
I. Other gauges (including how to read damage to plane )
J. Auto pilots (turn on even while still)
1. setting “.speed”
K. Back to tower
L. Q & A about general plane setup, and starting
IV. Ground vehicles
A. Selecting and explanations of uses
1. ammo load outs in panzer, tiger, M8, LVTa2 and explanation of HE versus AP rounds
2. load outs of M3, LVTa4 and uses of items
B. Spawn points
1. Test if they can find and read arrows on map
C. Spawn in hangar
1. start engine
2. shift
3. drive through all gears
4. stopping
5. moving positions
6. firing guns
7. taking supplies
D. Field guns
1. field layouts, and CV layouts.
2. CV gun positions (tell not to use the big guns until they are more experienced)
E. Q & A about vehicles, and field guns
V. Advanced Training Lessons
A. Strategic concept of the game (resources)
1. how hangars relate to fighters, bombers, and vehicles
2. how barracks relate to troops and supplies
3. how bunkers relate to ordinance
4. how HQ relates to radar
5. how radar tower relates to radar
6. how fuel bunkers relate to fuel load out
7. how strategic targets on the map effect strategic items at bases
8. zones (when large maps return)
B. Capturing bases
1. town location related to base (map room if there is no town) i.e. yellow dot on map
2. explanation of how all buildings must be down (VERY IMPORTANT many in the game currently don’t understand the whole concept i.e. 1 building comes up, you need 10 fresh troops to enter the map room AFTER all buildings are dead again)
3. transport of troops (C47 drop alts and M3 being stopped)
C. Wining the “war”
1. who wins with tie of bases (country that took last base)
2. perk reward
3. what happens after (arena reset, and disconnection)
D. Carrier groups
1. command, and not needing to “take command” just to move it.
2. setting waypoints
a. looped
b. patrol
c. offline using the “.tgjump XX” command to get CV’s in a position faster for practice
3. using the big guns
a. land mode
i. using advanced view F8 to pan for better view
ii. making small adjustments in firing position
b. sea mode
E. Bombers
1. selecting load outs
2. taking off with flaps depending on base alt
3. advanced external views
4. gun positions, and changing planes in the formation
5. calibration