Controls
Click a function, then move only the axis you want for it. The trainer picks the axis that moved most. Saved in this browser.
Curve 1.0 is linear, the same as in-game with no device-software curve. Higher values flatten the centre. Once you find a value that feels right here, reproduce it in the T.Flight's Windows profile or accept linear in the game.
Curve 1.0 is linear. Higher values soften the first part of the travel, so small mouse movements do less and a hover is easier to hold. Match whatever sensitivity curve the game gives you.
Hover hold
Lift off, climb to between 8 and 12 m, and stay inside the ring for 15 seconds without a break. Then set it down on the pad at under 2 m/s. Tap the cyclic and centre it. Do not hold deflection.
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Low forward flight
Fly 400 m north to the far pad. Stay under 15 m the whole way. Add a little forward pitch, raise collective to hold height, then ease the pitch off once you have speed. Bleed speed early on the approach and land under 2 m/s.
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J-hook
Run in fast and high, then hook it down onto the far pad. Build 28 m/s or more between 25 and 60 m and hold it to the gate, 150 m short. At the gate pitch the nose well up and lower the collective, so the speed bleeds off as the aircraft comes down. Level the disc and cushion the last few metres with collective. From the side the path draws the letter J.
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The flare is the drill. Too gentle and you float past the pad, too hard and you balloon up or drop the tail in. Aim to arrive over the pad at walking pace with the disc level. The side profile under the view shows the shape you flew.
Notes
Hover collective sits at the centre mark on the bar. Touchdown over 4 m/s or with more than 15° of bank counts as a crash. Speed of rotation depends on how far you deflect, and it keeps rotating until you centre, the same as the game.
On keyboard and mouse the cyclic box in the bottom right of the view shows where your cyclic is. Every key is rebindable in Setup.