Overview
This tutorial aims to give you the knowledge needed to build your skills and understanding of your duties and gameplay as a SQUAD Helicopter pilot.
Content
0. Introduction and video links.
The Basics:
1. The SQUAD Helicopter
2. Yaw, Pitch and Roll
3. Use of the collective
4. Stable Low Level Flight
5. Flaring
6. Stable Hover
7. “Bleed” Turn
8. “Bleed” Descent
9. Quick Stop
10. Contour Flight
11. Nap of the Earth (NOE) Flight
12. Running / Straight Landings
13. Hook / J-Turn Landings
14. Supply Drops
15. Troop Drops
16. Readiness for ONLINE gameplay
The Tactics:
A. Supply Run
B. Troop transport
C. Reconnaissance
D. Area Harassment
Introduction (and video links for non-readers)
In this tutorial we aim to cover the topic of basic Helicopter usage in SQUAD.
For those of you who prefers have your tutorials visually presented please review the following videos in order. For those of you that want to read the tutorial please skip ahead to the next section using the quick links on the side to the sections.
1. First introduction to SQUAD helicopters
2. Noob Camera Landing
3. Running Landing
4. Hook Landing
5. Helicopter Training on Any Map
6. Example Training Session
7. Runaway Helicopter Sillyness
BONUS: SMIL Training Spotify Soundtrack
[link]
For those of you that prefer reading let’s carry on!
1. SQUAD Helicopters
THE BASICS
1. The SQUAD Helicopters
The Helicopter in SQUAD only have a few parts that are relevant to the player pilot. AIRFRAME is the body of the helicopter. MAIN ROTOR is the huuuuge “fan” above your head this is what allows you to generate both lift and thrust for your semi-controlled flight. TAIL ROTOR is the smaller propeller placed to the rear of the helicopter. If the tail rotor fails you will be spinning with little or no control. This simulation is yet to be implemented in SQUAD.
In real life there are some cool helicopters that do not have a tail rotor since they are operating through two counter-rotating main rotors. Cool stuff but totally not relevant to SQUAD gameplay at the time of writing.
At the time of writing SQUAD only has the UH-60 helicopter for the NATO side and the MI-8 for the Warsaw Pact (incl. MEA). Handling and damage models of the two helicopters are all but identical at the moment.
Also note that as a Pilot you are most efficient if you are a Squad leader with the Pilot Squad Leader kit as this will allow you to talk and coordinate more naturally with other squads.
TASK: Prepare a beverage of your choice before continuing reading this tutorial.
STAY WITH OFFLINE HELICOPTER TRAINING UNTIL ALL TASKS IN THIS TUTORIAL ARE SUCCESSFULLY COMPLETED!!!
2. Yaw, Pitch and Roll
2. Yaw, Pitch and Roll
Yaw is to rotate the helicopter left and right. This is done by using the default buttons “Q” and “E” in order to activate the tail rotor. In SQUAD have a habit of always using the tailrotor when turning.
Pitch is to lean or tilt the helicopter forward or backwards. Pitching forward increases or “builds” speed while Pitching rearwards decreases or “Bleed” speed. This is done by moving the mouse up or down.
Roll is the action where you lean the airframe either left or right. This is done by moving the mouse left or right. Rolling combined with Pitching is a common turn method in SQUAD.
TASK: Play around aggressively on a OFFLINE training map in order to learn how the helicopter behaves.
3. Collective Usage
3. Collective Usage
The collective is the amount of power you apply to the engine in order to generate lift. Thrust, which in turn generates speed, is achieved by pitching the rotor of the central axis and there-through creating thrust in the opposite direction of the pitch. Remember that changing the collective has a delay between action and effect.
TASK: In level flight play around with the collective and learn how many seconds it takes until your collective changes has an actual effect on your flight path.
4. Stable Low Level Flight
4. Stable Low Level Flight
In this tutorial we will be adressing three (3) type of Flight methods:
Stable Low Level Flight
Contour Flight
Nap of the Earth Flight
For the differences please study this crude image I painted:
For Stable Low Level Flight use your collective to gain altitude and then use your pitch forward to build speed. When you get the speed you desire, or get to close to the ground, then ease back the pitch until you are neither ascending nor descending. You are now flying level. …or at least we all hope that you are flying level at this point…
TASK: Fly over the terrain in a stable level flight but choose your height so that when you pass the highest terrain point in your flight path you will see the dust flash up from the ground. If you do not see the dust flying, lower your altitude (height above ground) and try again.
5. Flare
5. Flaring
Flaring is the art of suddenly slowing down your aircraft. This is done by pitching the aircraft in a manner that causes a bleed of your airspeed. This manoeuvre is done by either maintaining an rear-ward pitch or sharply and suddenly pitch your aircraft rearwards in an jerk to an acute angle which bleeds a lot of speed.
TASK: Fly as fast as you can and suddenly jerk your pitch backwards and maintain this until you have lost half of your airspeed. Try this manoeuvre at different altitudes and different speeds.
6. Stable Hover
6. Stable hover
Hovering in SQUAD is achieved by having all axis (Yaw/Pitch/Roll) centred and by maintaining a collective of 45%.
TASK: Build as much speed as you can and then attempt to as quickly as possible transfer your machine from level flight into a stable hover by any means necessary. Please note that crashing in this tutorial in not regarded as hovering, but rather an alternative form of landing.
7. “Bleed” Turn
7. “Bleed” Turn
A “Bleed Turn” is a series of short or long turns that aims to bleed of excessive speed before, as an example, a supply drop. These turns should be done in a manner that ensures that the aircraft do not gain altitude, so some play with the collective might be required.
TASK: Bring your machine to max speed then, WITHOUT CHANGING your altitude, bleed off half your speed as fast as you can. If your altitude drops or raises you have to redo the exercise.
8. “Bleed” Descending
8. “Bleed” Descending
A bleeding descent is the act where you lower your collective below 45% and then pitch backwards in order to cause both a decline in airspeed but also a decrease in altitude. Beware that a common error is to pitch back BEFORE the altitude has started to drop. Pitching to early will result in a temporary gain in altitude. Another very common error is to misjudge the position of the tail rotor which results in the tail hitting the ground in flight. That is not an event good for your health.
TASK: Fly at full speed and an altitude of 50. Then commence a bleed descent down to altitude 2 without gaining any altitude, losing all forward momentum or losing the tail rotor in a tail strike against the ground. The last mentioned event is quite annoying to experience.
9. Quick Stop
9. Quick Stop
A Quick Stop is a manoeuvre where you aggressively pitches the helicopter backwards in order to lose a lot of momentum in a short distance and time.
TASK: Build a lot of speed and head straight for a large structure. Before impact do a aggressive flare to avoid collision. Try to make the Quick Stop as late as possible. Crash alot…. Each crash will teach you something new.
10. Contour Flight
10. Contour Flight
Contour Flight is a type of flying where you stay about one (1) – three (3) airframes above the terrain at all time during your flight. In low level flight you match the level of the highest point of the terrain and maintain this altitude throughout your flight section. In contour flying you try to maintain the same height above the ground and obstacles at all times. This method of flying is a trade off in-between the faster but more vulnerable Low Level Flight and the slower but more secure Nap of Earth Flying methods.
TASK: On the in-game Helicopter training map conduct a contour flight for at least 10 minutes.
11. Nap of Earth Flight
11. Nap of Earth (NOE) Flight
Now things are getting fun! Nap of Earth (NOE) Flight is where you attempt to stay below obstacles at all times, going to great lengths to avoid flying over obstacles and rather fly around them. This method of flying is slower, more dangerous but at the same time safer in SQUAD as it limits the time where enemies can SEE, DETECT and SHOOT your helicopter.
TASK: At minimum speed of 50 and maximum height of 8 attempt several times to fly in-between buildings.
12. Straight / “Running” Landing
12. Straight / ”Running” Landing
A straight or ”Running” Landing is the simplest landing of all. You start by doing a descending bleed, slowing down to about 5 km/h and steadily descending towards the ground. Your collective should end up somewhere in-between 25-35%. Continue until touch down.
TASK: Conduct one Running landing in a open field and an additional Running landing in a narrow field or adjacent to buildings.
13. J-Turn / “Hook” Landing
13. J-Turn / ”Hook” Landing
The J-Turn or ”Hook” Landing is one of the most useful landing techniques in SQUAD. The ”Hook” turn starts at full speed and you select a landing site. You approach the landing site as if you would pass it at about four (4) to six (6) airframe widths and once the intended landing zone is directly left or right of you then you violently turns in the target while at the same time lowers the collective to around 30%. Once the U-turn is complete you land the helicopter. Be aware that it is very common that one picks up height when doing this manoeuvre so avoid that. Another common mishap is that due to the violent nature of the manoeuvre and the closeness to the ground the main rotor have a tendency to strike the ground and making things uncomfortable for you.
TASK: Fly at full speed NOE at maximum altitude 8. Select a landing zone and conduct a Hook turn then land. Do not gain altitude during this turn else you have to repeat the task.
14. Supply Drop
14. Supply Drop
Supply drop is one of your primary tasks as a SQUAD helicopter pilot. There are two (2) main approaches to the Supply drop. A: Landing and supplying and B: Hovering and supplying.
Approach A is more suited to utilize when you are either dropping of troops and/or placing a radio for a new FOB. The pros with this approach is that, depending on the terrain you will be somewhat protected from detection and fire as well as you do not have to mind the helicopter once landed but can unload the supplies without great concern.
Approach B is faster to execute for an comfortable pilot however you are potentially sacrificing protection, and most definitely detection, for speed. Remember that a slow helicopter attracts infantry as they will be lead to believe that there is an FOB near the location you hovered at.
TASK: Train landing in your least favourite map location and then do the same but enter a stable hover at altitude 20 instead. Take note of the different feeling of the two approaches.
15. Troop Drop
15. Troop Drop
This is why we play as pilots in SQUAD! The adrenaline! The screaming passengers! The challenge!
Speed is of outmost importance when landing and deploying troops as your main concerns are the safe exit of the troops and minimising the chance of early detection. Both infantry and pilots should be aware that an undetected landing in SQUAD are very rare. Remember that you as the pilot chooses the landing spot, not the screaming Squad leader in the rear. Tell the infantry in you hold when you are landed and after a brief pause tell them that you are taking off. Anyone that has not taken the appropriate action during your time on the ground will have to make due with your sight-seeing tour.
TASK: Do a Hook Landing at full speed possible. Get status ”LANDED” in the Heads Up Display (HUD) and then start a count to twenty (20) seconds. After the twenty (20) seconds have passed take off and bug out of the area NOE. Repeat until satisfied.
16. Readiness for ONLINE gameplay
16. Readiness for ONLINE gameplay
Alright cadet, you have completed all the tasks mentioned in this tutorial and you have probably disregarded most of the tutorial and tried to play online which either resulted in you hating SQUAD or a 48h-ban in certain servers for wasting assets. So how do you specifically measure your own readiness for online gameplay?
SQUAD comes with a in-game helicopter tutorial in the form of an helicopter race track with an timer. This we can use!
Finishing times:
Did not try the training mission and/or got a DNF result
Don’t show – Don’t tell – DO NOT PLAY AS PILOT ONLINE YET!
Above 15 min finishing time
PLAY OFFLINE and keep training in the in-game tutorial mission.
15 – 10 min finishing time
You think you are ready but a quick game as pilot and you will realise that you are very uncomfortable with the added stress of the online environment. You should stick in-game tutorial mission and Jensen’s Range training maps.
10 – 8 min finishing time
Here you are able to complete most basic tasks and handle most common situations that occur in an online game. The flow is still missing and you are somewhat nervous when playing online. Here you should start training on the actual maps, but offline(!), that you are likely to play in.
8 – 6 min finishing time
Play online! You will not learn much more at the in-game tutorial and the offline map training is now about cutting seconds from your landing times.
Under 6 minutes
Make a Youtube video and show us!
TASK: Finish the in-game tutorial race track with a finishing time better then 8 minutes.
Missions: A. Supply Run
THE TACTICS
A. Supply Run
Doing supply runs, or ”Logi Runs” as they are also known as, is your most common and most important mission. Your primary job as a SQUAD helicopter pilot is to make sure that all FOB / HAB have ammo and that you support the Squad leaders at building new FOBs. This is by far your most important mission.
Always keep an eye on the ammo levels of the FOBs and fill them up BEFORE the squad leaders realise that they need ammo to fight further.
Missions: B. Troop Transport
B. Troop transport
With your helicopters great mobility you have a unique ability to move troops to surprising locations with overwhelming speed.
Use this ability of yours!
When an Squad leader ask for transport, hold the other missions and assist. This is also by far the most exciting mission you have.
Missions: C. Reconnaissance
C. Reconnaissance
In Swedish we have a saying ”Ingen Spaning – Ingen Aning” (No Recon – No Clue)
Without eyes in the terrain your team will be inefficient and suffer needless casualties. Despite this pure reconnaissance missions is quite rare in SQUAD as your value as supplier and transporter is often considered more urgent, and those two roles are more valued, by your team than you having “eyes-on” the opposing forces.
Here there are two (2) main approaches:
I. High and Slow
Here you go as high as you can and spot movement from up high. The visibility is not great but if you are high enough most weapon systems in SQUAD will have a trouble to hit you
II. Low and Fast.
Also known as ”poking the hornet’s nest”. You do NOE flying over suspected areas until if you either see something of interest or take fire from somewhere and then report it in to the other squad leaders.
Reconnaissance is more efficient if you have fire team leaders as gunners to assist you with spotting targets.
Missions: D. Area Harassment
D. Area Harassment
This activity is a favorite of mine but it is a complete waste of time. #GuiltyPleasure
Having to door gunners blasting away at targets that they barely can see is a great way for you and your gunners to feel like you are in an action movie. But even though it is fun the effect is with few exceptions poor.
For your gunners to have a chance to hit a target you need to be rather close to the target and fly at very slow speeds. This also means that you are vulnerable to ALL forms of ground fire. There is a suppression effect in the game but it is to small to really matter.
But how to do it: as the pilot you need to designate a clearly defined area as a ”free fire zone”, without any friendlies nearby. After this declaration the gunner should shot at this area EVEN IF THE GUNNER SEES NO TARGETS. Since getting a kill as a door gunner is much left to chance, spraying an area with fire will make the enemy infantry feel that their position is known and this will make them slower and more cautious.
This FEELING that your door gunners give the enemy players might be what tips the scales of battle. But this is a vain hope…and you will not be getting any kills…
Just remember to play “Fortunate Son” by Creedence Clearwater Revival, or “Along the Watchtower” by Jimi Hendrix, on local VOIP in order to get your gunners in the right mindset for the mission at hand.
Conclusion
CONCLUSION
Helicopter in SQUAD is generally fun, relatively forgiving and something you really should try to do.
Just make sure that you really are ready for online gameplay before(!) you go online as a pilot squad leader.
Remember to play the objective, fulfill your role and have fun playing SQUAD!
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