Vtol VR Manual

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VTOL VR​ is a near-futuristic combat flight game built 

specifically for Virtual Reality. Pilot a variety of 


high-tech aircraft such as the AV-42C, a Vertical 
Take-Off and Landing (VTOL) capable vehicle that 
can perform transport, air to surface, and air to air 
combat roles. Take on a wide array of challenges that 
will put your flight skills, situational awareness, and 
combat tactics to the test. 
 
You can also pilot the F/A-26B, an advanced 
twin-engine multi-role fighter jet, and the F-45A, a 
stealthy single-engine VTOL fighter. 
 
No extra hardware is required. If you have a VR set with tracked controllers, then you have a virtual 
cockpit where you can reach out and interact with the stick and throttle, flip switches, press buttons, 
and even pull the eject handle if things go wrong. 
 
Immerse yourself in action packed combat missions, 
delicate vertical landings, aircraft carrier operations, 
aerial refueling and more. 
 
Create and fly custom missions which you can share 
with other pilots using the built-in mission editor and 
map editor. 
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Contents 
 

Disclaimers - - - - 2 
Aircraft Controls - - - 3 
Joystick - - - - 4 
Throttle - - - - 4 
Controller Overview - - - 5 
Start-up procedure - - - 5 
Take Off - - - - - 6 
Preparation - - - - 6 
Conventional Take Off - - 6 
Vertical Take Off - - - 6 
Landing - - - - - 7 
Conventional Landing - - 7 
Vertical Landing - - - 7 
Multi-Function Displays - - 8 
SOI - - - - - 8 
Sensors - - - - - 8 
Radar Warning Receiver - - 8 
Optical Targeting Sensor - - 8 
Radar - - - - - 8 
Anti-Radiation Attack Display - 9 
Combat - - - - - 9 
Weapons - - - - 9 
Defensive Tactics  - - - 10 
Missions - - - - - 12 
   
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Active Development Disclaimer 
 
VTOL VR is in active development. Some features may be missing, incomplete, or broken. 
Existing features may change in upcoming updates. Bugs and errors may occur. 
 
 
 
 
 
 
Motion Sickness Disclaimer 
 
VTOL VR is a virtual reality flight ​simulator,​ which means that it does 
not aim to avoid situations that commonly induce motion sickness 
such as acceleration, rolling, and spinning. If you begin to experience 
nausea, please remove the HMD and take a break. Don’t worry! The 
onset of nausea during gameplay will diminish over time. With 
practice, you will be able to perform extreme maneuvers without any 
issues. 
 
   
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Aircraft Controls 
 
In the cockpit, you interact with the 
various buttons, controls, and instruments 
naturally using your hands. For example, to raise 
your landing gear after take off, you reach out to 
the landing gear lever with your hand, pinch it, 
and raise it to the retracted position. Each 
interactive element in the cockpit is labelled, and 
when you hover a finger over an element, a 
tooltip will appear, hinting at what it does. 
 
 
Most of the controls can be activated by touching them with your finger tip and clicking the 
trigger on the VR controller. Switches and knobs can be manipulated by pulling or twisting them while 
holding the trigger. 
 
 

 
 
 
   
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Certain controls, mainly the joystick and throttle, can be grabbed. While grabbed, you will have 
access to the buttons and triggers on the control via the corresponding buttons on your VR controller. 
 
Joystick 
The main function of the joystick is to steer the 
aircraft. 
 
Tilt forward: Nose down 
Tilt backward: Nose up 
Tilt left/right: Roll left/right 
Twist left/right: Rudder/wheel steering  
left/right (yaw) 
 
The joystick also has a trigger, action button, and thumbpad. 
 
Trigger: Fire weapon / ​uncage seeker​* 
Action button: Switch weapon / ​fire uncaged weapon* 
Thumbpad: Control MFD screen marked as SOI (​see​ ​page 8​) 
* Certain weapons have special options that change how the trigger/action button work 
 
Throttle 
The throttle’s main function is to adjust engine 
power / aircraft speed. 
 
Raise/Forward: Increase power 
Lower/Backward: Decrease power 
Trigger: Wheel/air brakes 
Action button: Deploy countermeasures  
(​see page 11​) 
 
The throttle’s thumbpad on VTOL capable aircraft (A/V-42C, F-45A) is used to adjust engine nozzle tilt, 
for transitioning between hover and standard flight modes. 
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Controller Overview 
 

 
 
Start-up Procedure 
 
The start-up procedure is fairly short and similar between vehicles. 
 
1. Ensure ​Parking Brake​ is locked 
2. Set ​Main Battery ​switch to​ ON 
3. Set ​APU ​(auxiliary power unit)​ ​switch to ​ON ​to generate electrical power/recharge battery 
4. Wait for APU to spool up (moving to next steps while APU is still starting up can lead to engine 
start-up failure 
5. Set ​Engine 1 ​switch to ​ON 
6. Set ​Engine 2​ switch to ​ON (​ if applicable) 
 
The engines will spool up, then settle at idle RPM. Once the engines are running, they will 
supply electrical power, so the APU can be shut off. 
 
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7. Set ​APU ​switch to ​OFF

The aircraft is now ready to fly, but first you may want to power on and configure the rest of the 
on-board equipment. 
 
8. Turn on ​HUD​ (heads-up display) 
9. Turn on ​HMCS​ (helmet mounted cueing system) 
10. Turn on ​MFDs​ (multi-function displays) 
11. Configure ​MFDs​ (depending on what you need to use for the mission) 
 
Take Off 
Preparation 
1. Set ​Wing​ fold switch to ​Deployed ​(if applicable)
2. Set ​Flaps ​lever to ​1 
3. Ensure all ​Flight Assists​ are switched ​ON 
 
Conventional Take Off 
1. Set ​Parking Brake​ switch to ​OFF 
2. Taxi to take off runway 
3. Set ​Throttle​ to full power 
4. Use wheel steer/rudder to maintain alignment with runway 
5. When airspeed exceeds about 100 knots (50m/s), pull stick to raise the nose to about 10° 
6. Hold attitude until lift-off 
7. Set ​Landing Gear​ lever to ​Retract
8. Set ​Flaps​ lever to ​0
9. Climb to desired altitude 
 
Vertical Take Off 
1. Ensure ​TWR​ (thrust to weight ratio) of at least 1.05 
2. Set ​Parking Brake​ switch to ​OFF 
3. Hold tilt switch (on throttle) ​DOWN​ until tilt indicator reads 90°
4. Set ​Throttle​ to full power
5. As aircraft rises, maintain level nose and use yaw control to point in the desired direction
6. Adjust ​Throttle​ to maintain a steady rate of climb. Allowing the climb rate to rise too quickly may cause
adverse aerodynamic forces to flip the aircraft
7. Gradually tilt engines forward (to 0​°) to increase forward momentum while maintaining climb with 
throttle and pitch control 
8. Once full forward flight is achieved, set ​Landing Gear​ lever to ​Retract
9. Set ​Flaps​ lever to 0
10. Climb to desired altitude   
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Landing 
 
Note: These are extremely simplified instructions. Landing takes practice, and some consider it an art. 
 
Conventional​ ​Landing 
The final landing speed to aim for is about 130 knots (around 70 m/s), so as you approach an 
airfield, make sure you have decreased speed enough that you will be able to slow down to landing 
speed by the time you reach the runway. 
 
1. Align with runway at least 2nm away. Do not fly directly at the runway until you have come 
around to a point where the runway is lined up directly away from you. 
2. Once aligned, turn towards the runway 
3. Climb or descend such that the runway is at about 4° below the horizon from you. 
4. Steer Velocity Vector to the near side of the runway 
5. Maintain steady descent, using throttle/speed brakes to allow airspeed to fall 
6. Once airspeed is below 300 knots (150 m/s) set ​Landing Gear​ lever to ​Extend 
7. Set ​Flaps​ to ​1 ​or ​2 ​depending on weight 
8. Control speed using throttle/brakes to reach 130 knots as you reach the runway, while 
maintaining 3° to 4° glide slope 
9. A moment before touchdown, gently lift nose and set throttle to idle 
10. After main gear touchdown, gently release pitch to bring nose down 
11. Apply wheel brakes to stop 
12. Taxi to parking area 
 
Vertical Landing 
Vertical landing is an even trickier method of landing, since you will be balancing on the thrust 
of your engines while controlling your flight path toward a very small target. 
 
1. From standard flight, decrease altitude to a few hundred feet above your landing zone 
2. Approach the landing zone at level flight, continuing to decrease your speed using air brakes 
3. Tilt engines to 90° 
4. As your speed falls, raise the nose to maintain level flight 
5. As speed continues to fall, lift will drop to a point where you can no longer maintain altitude. 
At this point, begin using engine thrust to maintain and control altitude 
6. Use pitch and roll to steer towards the landing zone. Pitch up to slow down, pitch down to 
accelerate forward, and roll left/right to accelerate left/right. 
7. Once over the landing zone, slowly adjust throttle to descend. 
8. On touchdown or immediately before, set throttle to idle. 
9. Enable ​Parking Brake 
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Note: It’s difficult to spot a landing zone directly beneath you, so it might be helpful to approach 
at an angle. 
Multi-Function Displays (MFDs) 
 
The MFDs are used to access and control various systems on the aircraft. Navigational maps, 
mission objectives, weapon configuration, sensors, etc, can be opened from the MFD home page. 
Press the corresponding buttons around the 
frame of the display to open pages and 
execute actions. 
 
SOI 
Some MFD pages have a button that 
designates it as the ​Sensor/Screen of 
Interest​ ​(SOI)​. Designating a display as the 
SOI will allow you to control it using the 
thumb pad on the joystick.   
 
Sensors 
 
Each aircraft can be equipped with various sensors used for detecting threats and targets. 
Some are also used for acquiring and designating targets for weapons. These sensors can be 
accessed through the ​Multi-function Displays (MFDs). 
 
Radar Warning Receiver (RWR) 
This is a passive sensor that detects incoming radar signals. Each time an enemy radar sweeps 
over your aircraft, an audible ping and a visible icon will indicate the direction and type of the radar 
signal.  
 
Optical Targeting Sensor 
Targeting sensors such as the TGP (targeting pod) and EOTS (electro-optical targeting system) 
are used to find and track ground targets, and aid in deploying air-to-ground weapons. Setting the 
targeting sensor as the ​SOI​ will allow you to slew the camera around. You can also set it to HEAD mode,
which will allow you to aim the sensor using your head, and lock a target by pressing the center of the joystick
thumb pad. Note: The F/A-26B does not have a built-in targeting sensor, so one must be attached in the EXT
SENSOR slot.
 
Radar 
The F/A-26B and F-45A are equipped with forward facing radars. Once activated, the radar can 
be used to search for distant targets. In the F/A-26B, the radar MFD page can be set as SOI, which will 
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allow you to move the target selection cursor with the joystick thumb pad. With a target selected, click 
the center thumb pad to track it. The tracked target will appear on the HUD with a number. Up to 4 
targets can be tracked. Clicking the target again, or pressing the corresponding track number on the 
MFD will lock the target for radar guided weapons. When a target is locked, the radar will not be able 
to continue scanning, and only the locked target and other tracks will be shown. 
The F-45A automatically controls radar functions depending on targets selected in the Tactical 
Situation Display (TSD) and the active weapon. 
 
Anti-Radiation Attack Display (ARAD) 
The A/V-42C and F/A-26B are equipped with anti-radiation (anti-radar) sensors. The ARAD page 
in the MFD shows incoming radar signals, similarly to the RWR. Setting ARAD as SOI will allow you to 
select a target radar source for firing Anti-Radiation Missiles (ARMs). 
 
Combat 
Weapons 
Various types of weapons can be attached to the aircraft in the hangar before a mission. 
Choose weapons wisely depending on the mission. In order to use weapons, set the ​Master Arm 
switch to ​Armed​/​On. ​Cycle through your armed weapons using the ​Action Button​ on the joystick. 
Once a weapon is selected, some form of aiming reticle will appear on the HUD. The method of 
deploying the weapon varies depending on the type of weapon. 
 
Cannons and Rockets 
These are simple point and shoot weapons. Steer your aircraft so the aiming reticle is pointing 
at your target. Pull the trigger on the joystick to fire. 
 
Air-to-Ground Missiles (AGMs) 
AGMs require the use of a targeting sensor (TGP or EOTS). Power on the targeting sensor, set it 
as ​SOI ​and select a target. Then steer the aircraft towards the target until you get a lock tone. Now 
you can fire the missile. Some missiles allow you to steer away and engage a different target 
immediately (fire and forget), while others require you to maintain lock until the missile hits the target. 
 
Bombs 
Bombs are heavy hitters that do not have any self propulsion. There are two main ways of 
deploying bombs. Using ​CCIP ​(constantly calculated impact point) mode, you simply steer the aircraft 
until the impact point on the HUD is on the target, then release a bomb using the joystick trigger.   
Using ​CCRP ​(constantly calculated release point) mode, you must first designate a target using the 
targeting sensor. When you fly towards the designated target, a vertical dashed line will appear on the 
HUD. Steer the aircraft to align the bomb flight path line with the dashed line. As you approach the 
target, a diamond icon will crawl down the dashed line, indicating the calculated release point. When 
the diamond icon meets the chevrons, pull the trigger to release a bomb. 
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IR/Heat Seeking Missiles 
IR missiles are air-to-air missiles that seek the hot engines and leading edges of other aircraft. 
There are several modes for setting the behavior of the missile seeker, but in general, you just need to 
point the seeker towards an enemy aircraft until you get a lock tone, then fire. Beware that the seeker 
can lock onto any heat signature -- enemy, allied, or flare countermeasures. 
 
Radar Guided Missiles 
Radar guided missiles are used for long range air-to-air engagements. Once a target has been 
designated using the aircraft’s radar (see page 8) and the target is in range, point the aircraft to the 
lead cue and pull the joystick trigger to fire. 
 
Anti-Radiation Missiles (ARMs) 
ARMs are used for destroying enemy air defenses by targeting their radars. Designate a target 
using the ARAD (see page 9), then fly towards the target. Once in-range, the targeting reticle on the 
HUD will lock onto the radar source. Fire with the joystick trigger. 
 
GPS Guided Weapons 
There are several types of GPS guided weapons such as bombs and cruise missiles. These 
require GPS points or paths to be plotted for them, either by using the targeting sensor or the 
navigational map. Bombs and cruise missiles can be fired on single GPS points. Cruise missiles are 
also able to follow a series of GPS points set up as a path. 
 
Laser Guided Bombs 
Laser guided bombs require a target to be tracked using the targeting sensor. The target must 
be continuously tracked during the bomb’s flight, but this allows you to precisely bomb a moving 
target. 
 
Defensive Tactics 
 
The opposing force is equipped with similar technology, which means that you need to be as 
well versed at defending against the different weapon types as you are at deploying them. Your main 
threats are radar guided missiles, IR missiles, and anti-aircraft artillery (AAA). 
The easiest missile to dodge is one that has not been fired. Maintaining situational awareness, 
knowing the location, capabilities, and behaviors of threats, and avoiding flying over known hot spots is 
the best way to avoid being shot down. Sometimes, the mission or situation requires you to face these 
threats. At these times, you should be able to identify the threat, and use proper evasive tactics to 
deal with it. 
 
 
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General Missile Evasion 
When a missile is launched, your onboard sensors will detect it and give you a “Missile Launch” 
warning. If none of you allies have communicated that they have launched a missile (“Fox”, “Rifle”, 
etc), scan your sensors and surroundings as it may be hostile! Anti-air missiles will fly in “lead-pursuit” 
-- towards a point they predict you will be, rather than the point you are at right now. This allows them 
to reach you in as little time as possible and with fewer maneuvers. You can use this to your 
advantage by changing your direction of flight, which will force them to recalculate and turn towards 
your new direction. Each time a missile turns, it bleeds kinetic energy, which will make it easier for you 
to dodge. This technique can also be used to force the missile to fly into terrain. 
 
Radar Guided Missiles 
These missiles usually have a very long range, but are easiest to detect. Since a radar lock is 
required for them to function, your RWR will indicate when you are being tracked by a fire control radar 
(long ringing tone) and when you are being tracked by a missile’s onboard radar (high pitch tone). The 
easiest way to avoid the threat is to break line of site with the radar by flying behind terrain or other 
solid structures. When this is not possible, you can “beam” the missile (fly perpendicular to its 
incoming direction) while deploying ​chaff​ countermeasures. Chaff will create distracting radar 
reflections, making it difficult for the radar missile to track you. Chaff has little to no effect if you are 
flying directly towards or away from the radar. Countermeasures should be combined with general 
evasive actions for maximum effect. 
 
IR Missiles 
Heat seeking missiles, unlike radar 
guided missiles, do not rely on sending any 
signals, so your aircraft sensors will not be able 
to detect if they are tracking you. When you 
hear a Missile Launch warning, but there are no 
indications on the RWR, it is likely an IR missile. 
Scan your surroundings for smoke trails, reduce 
throttle to limit heat output, and fire ​flare 
countermeasures to avoid them. 
 
Anti-Aircraft Artillery (AAA) 
These large, rapidly firing cannons are used for close range air defense. Getting hit by a stream 
of bullets can be catastrophic, so keep an eye out for flashes and tracers coming from enemy 
positions. A simple change in direction is enough to dodge enemy fire, but you will only have a few 
seconds to react. Some AAA weapons also rely on radar to track targets, so deploying ​chaff​ can help. 
 
   
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Missions 
 
There are several missions unique to each vehicle. Within a mission, you will need to complete 
a series of objectives, such as destroying targets, joining friendly aircraft, and protecting valuable 
assets.   
 
Objectives 
Active and completed objectives can be viewed in the ​Objectives​ page in an ​MFD​. Some 
objectives have an associated waypoint. Pressing the ​WPT​ button in the Objectives page, or the ​OBJ
button in the navigation map page will show you where to go to complete the objective.

Completion
Once all objectives are complete, including the final objective (usually returning to base), the mission
will be complete.

Failure
Failing a required objective or destruction of your aircraft will result in mission failure. You will have to
restart the mission from the beginning, or from a save point.

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