HE111 Pilots Guide

Over the past few campaigns, it has become quite clear that RDP bombing plays an extremely important role in the outcome of the ground war. This guide is aimed at getting some of the basic information to the pilots of the HE111, so that we can use it more effectivley both in RDP operations and in regular flights.

Pilot Instruments

The main instrument panel

Here's a screenshot of the HE111 control panel, with numbers corresponding to the instrument descriptions below. There are also two more indicators (fuel and [unknown]) that you must look up over the pilots right shoulder (Keypad 5 and 6 keys at the same time) in order to see.

Numbered HE111 Instrument Panel

Numbered HE111 Instrument Panel

Number & Indicator Name Picture Description
1. Artificial Horizon Artifical Horizon Information This instrument indicates the plane's pitch (up-down) and roll (left-right) in relation to the horizon.
2. Roll / Yaw Indicator Roll / Yaw Indicator This instrument tells the roll (left-right) orientation. When the stick is vertical, then the plane is not rolled either direction. Hidden behind the stick is the yaw indicator (the little ball). It indicates the 'slip' or 'yaw' of the aircraft, that is, how much the aircraft's nose is slewed to the left or right of its actual direction of motion.
3. Bomber Heading Indicator Bomber Heading Indicator This is the instrument that shows how far to the right or left the bombadier has the bombsight set. This instrument is used to adjust the course of the plane depending on how far off-target you are. When centered, it indicates you are on-target. [As pictured indicates that the pilot should adjust course to the right in order to be on target]
4. Climb / Descent Indicator Climb / Dive Indicator This instrument indicates how many meters per second the plane is climbing or diving. As pictured it shows that the plane is in level flight (not moving upwards or downwards).
5. Altimiter Altimiter This indicates the planes current height above sea level. The number in the box represents how many kilometers up the plane is, and the dial represents what percent of a kilometer the plane is above the number in the box. (Pictured indicates an altitude of 100m above sea level).
6. Airspeed Indicator Airspeed Indicator This instrument shows your current airspeed in kilmeters per hour. It is labeled at 100 km/h intervals, each large tick is 50 km/h.
7. Compass Heading Indicator This indicates your compass heading as seen from above the plane (as on a map, where N is at 12'oclock).
8. Heading Indicator Compass I'm not sure how to read this instrument. But I know it has something to do with your heading. :)
9. Slip Indicator Slip Indicators This indicates the slip of the plane (same as on the roll indicator).
10. RPM Indicators Airspeed Indicator These instruments indicate the RPM's of both engines. This instrument is not of particular importance as far as I can tell.
11. ATA Indicator ATA Indicator This instrument indicates your ATA settings. When you hear someone say "Max 1.0" or an engine setting like that, the '1.0' refers to the setting on this instrument.
12. Temperature Indicators Temperature Indicators These dials indicate the temperature of both engines.
13. Unknown Indicators Unknown Indicators I don't know exactly what this shows, but its not important.
14. Fuel Indicators Fuel Indicators This indicates your level of fuel remaining for each engine. Note that 1/2 a tank of fuel is NOT geometrically 1/2 way between 0 and 2, it is at the point labeled '1'.
15. Unknown Indicators Unknown Indicators I don't know what this is either. Might be oil pressure? Not important for regular flight.

Important Keymapper Settings

Flight Control How to set it up
Trim

In order to fly straight and level, it is necessary to trim the aricraft up so that you don't have to hold the plane steady with your joystick the whole time. Trim simply automatically applies a constant input from the joystick for you.
When perfectly trimmed, the airplane will fly perfectly straight and level (which is a great help on long bombing runs). However, you any change in speed will require slight adjustments to the trim, so you still have to keep an eye on the plane :).

By default, I and K control elevator trim (pitch) , J and L control rudder trim (yaw), and , and . control the aileron trim (roll). By pressing these keys, a 1% change to the control surface will be applied. This means that in order to change the trim by a large amount, you have to hit the key a bunch of times.
I don't like this setup very much, so I changed it to a setup where I can hold down the key, and depending on how long I hold it, a larger and larger change is applied. This is by no means an absolutely necessary adjustment, just personal taste.

To Set this up (instructions are for rudder trim, but all the others are the same process):

  • Go to your keymapper
  • Select the 'Air' option under 'Category'
  • Select 'All' under the 'Vechicle' box. (You can set this only for certain planes by selecting them one at a time as well).
  • Scroll down to the 'Rudder Trim'
  • Click on the right-hand colum (which will have "KEYBOARD" written in it)
  • The box should look something like this:
  • Look at the 'Discrete' section of the keymapper (Upper Left)
  • Click in the 'Key Increase' box once (to higlight it) and select 'clear keymap'
  • Repeat for the 'Key Decrease' box
  • Now we will work on the 'Continuous' box
  • Double-Click in the 'Key Increase' box, and press the button you would like to use as 'Right Rudder' trim (you may also use a joystick button or HAT-Switch for this)
  • Do the same for the 'Key Decrease' box (for 'Left-Rudder' trim)
  • Set the '% Per Second' option to 1
  • The Screen should now look something like this:

    Note that I have joystick buttons for my trim, you can use the default keys as well...
Now all thats left is to save your changes and exit the keymapper! Follow the same procedure to change the other trim functions.

These keymapper settings will allow you to change the trim by large amounts simply by holding down on the assigned key, and small amounts by tapping the key quickly. If you find the speed of change too slow, simply change the '% per second' option to suit your taste.



Flaps

By Default only 100% and 0% flaps are enabled for all the planes. I find that this is a prety useless default, as it doesn't provide much precision for the flaps settings. I have my flaps setup so that I can increase by 10% on each press of the button.

To Set this up:

  • Go to your keymapper
  • Select the 'Air' option under 'Vehicle Type'
  • Select 'All' under the 'Vechicle' box. (You can set this only for certain planes by selecting them one at a time as well).
  • Scroll down to the 'Flaps' option
  • Click on the right-hand colum (which will have "KEYBOARD" written in it)
  • The box should look something like this:
  • Look at the 'Discrete' section of the keymapper (Upper Left)
  • Double-Click in the 'Key Increase' box and then press the key you would like to setup
  • Repeat for the 'Key Decrease' box
  • In the '% Per Keypress' box, enter '10' (for 10 percent, tho you can use more or less to suit your preference. I find 10 percent is pretty good).
  • Note: If you want to use the default keys (q and w) for the increase and decrease, then be sure to clear them from the '0%' and '100%' boxes in the 'Absolute' section.
  • Here's how mine looks:

Now you can set your flaps at any 10% increment from 0% to 100% (This is quite usefull for takeoff and landing) simply by pressing your increase and decrease keys!

How to Do stuff

Preflight and Takeoff

Step Important Keys Description
Starting Up The Engines ; - Engine RPM's Down
' - Engine RPM's Up
Z - Left Wheel Brake
X - Right Wheel Brake
E - Start Engine
/ - Lock/Unlock Tailwheel
Throttle
Starting the engine is pretty standard across all planes:
  1. We’re going to have to taxi across the runway, so set the Engine RPM’s to ‘Economy’ before starting the engine. This will keep the plane at a controllable speed while you taxi.
  2. Throttle as far back as you can so that we don’t take off running as soon as the engine starts.
  3. Next lock the tail wheel. This keeps the plane from yawing (turning left and right) all over the place while we’re taxiing.
  4. Next hold down both wheel brakes, and start the engine. The reason we hold down the wheel brakes is to keep the plane from rolling off down the runway as soon as we start up the engines.
  5. Note: Often times one engine will start a lot sooner than the other. Just wait until both engines are running smoothly before going to taxi, or you’ll end up whirling in little circles ?.
Taxiing Z - Left Wheel Brake
X - Right Wheel Brake
E - Start Engine
/ - Lock/Unlock Tailwheel
Throttle
  1. First, find the end of the runway that you want to get to. Normally this will be at one of the corners of the runway. If you’re forming up with a group of bombers, look around to find them on the runway.
  2. Release the wheel brakes (you still have them held down right?) and throttle up lightly. Don’t give it 100% throttle to get yourself rolling, cause you’ll probably end up going too fast. Be patient and taxi your way over to the end of the runway you’ve chosen.
  3. You can turn the plane by gently tapping the wheel brake in the direction you want to go. Tap the opposite wheel brake to stop yourself from turning. If you’re having trouble turning fast enough, you can release the wheel lock to let the plane turn more easily.
  4. Its important to keep your speed under control, be patient and take your time getting to the other end of the runway. Getting to the end of the runway isn’t any good if you can’t stop in time, or if you dip a wing into the dirt before you get there.
  5. Pull in behind the planes you’re forming with (or as far as you can towards the edge of the runway if you’re alone) and point the plane in the direction of the longest clear path.
  6. Once you’re lined up, hold the wheel brakes again and kill the engine.
  7. Keep an eye out for AI pits, bunkers, and the fueling depots on the runway. You don’t have to worry about the other planes, you won’t take any damage if you pass through them.
Preparing For Takeoff ; - Engine RPM's Down
Z - Left Wheel Brake
X - Right Wheel Brake
E - Start Engine
/ - Lock/Unlock Tailwheel
Throttle
Flaps
F8 - WEP On/Off
  1. First off, check that you have the tailwheel locked. If you don’t, then when you take off the plane will Yaw (slide from side to side) uncontrollably when you accelerate down the runway.
  2. Next set your Engine RPM’s to maximum, and enable your WEP. We’re going to need all the power we can get in order to pull this bird off the ground.
  3. Some people like to use flaps on takeoff (I’m one of them), as it gives you a little extra lift. I normally drop about 50% flaps before takeoff. By default you can only use 100% and 0% flaps in the keymapper, see the ‘Keymapping’ section for details on how to set up incremental flaps.
  4. Next, return your throttle to its lowest setting, depress both wheel locks, and start your engine. The engines should come to life pretty much instantly, but you may still have to wait a bit before they both are started up.
Takeoff Z - Left Wheel Brake
X - Right Wheel Brake
Throttle
Flaps
F8 - WEP On/Off
Rudder
  1. When you’re ready to roll, keep the wheel brakes depressed while you SLOWLY increase your throttle to 100%. Once the engines are up to speed the plane will start to pull forward (even with the brakes depressed).
  2. Now release the brakes and the plane will start to roll.
  3. Rolling down the runway is probably the hardest part of the whole takeoff for the following two reasons:
    1. The plane cannot get enough speed to lift above the trees, bunkers, or other obstacles at the far end of the runway. Hopefully, by taxiing to an end of the runway with a long clear path, you’ll avoid most of these obstacles.
    2. The other reason, is that the plane tends to yaw to one side when you’re getting up speed. Often a very SLIGHT amount of right rudder is necessary to counteract this motion. Often small amounts of alternating rudder is necessary to keep the plane pointed straight down the runway. You could also use the wheel brakes to keep you going in the right direction, but this will slow you down much more than rudder will, and may affect your ability to get up to speed.
  4. Next, return your throttle to its lowest setting, depress both wheel locks, and start your engine. The engines should come to life pretty much instantly, but you may still have to wait a bit before they both are started up.
  5. You’re aiming for a takeoff speed of AT LEAST 150 km/h before you start to pull up off the runway. Once you’re up to speed, apply slight pressure backwards on the stick, and ease the plane off the ground.
  6. DO NOT jerk backwards on the stick and try to gain altitude right away. You’re just trying to get far enough off the ground to clear the trees. You will be right around the planes stall speed, so fly straight for a little bit to build your speed.
  7. Pull your flaps back up, turn off WEP and don’t forget to bring your gear back up. The plane will continue to accelerate, and once you’re at about 200km/h or so, you can begin to maneuver and climb out.
Gaining Altitude and Speed ; - Engine RPM's Down
' - Engine RPM's Up
Throttle
  1. Once you’re in the air, you’re going to want to climb and gain some altitude. Normally you should stay at MAX Engine RPM’s until you’ve got some altitude (about a KM or so). If you’re forming up with a flight of other bombers, ask the flight leader what the engine settings he will be flying at are. Normally with the bombers this is a setting like Economy MAX (ie. Full throttle on Economy RPMs).
  2. Its important to keep your speed up and take your time while climbing. The HE111 actually flies pretty nicely once its off the ground, and is quite a stable plane, unless you get too close to stall speed. A good rule of thumb is that 150 km/h is about the lowest speed you want to reach. A good speed is about 175 km/h for most climbing.

Flight To Target

Step Important Keys Description
Flight To Target Throttle
Trim
  1. If you’re flying with a group, the most important thing is to stay with the rest of the bombers. Ask the flight leader what engine settings you should use, but don’t be afraid to go faster or slower as need be to stay with the group. If you find yourself falling behind at what you expect is the right speed, then check your flaps are all retracted and your engine RPM’s are set correctly.
  2. Setting the correct trim on your plane is vitally important for long flights. You want to pretty much be able to fly hands-off and only have to make minor corrections every once in a while. Until you get up to your cruising speed, you will probably have to adjust the trim every once in a while.

Lining Up Target

Step Important Keys Description
From Long Distance Throttle
Trim
  1. Its important to know the position of the target you are going to bomb ahead of time. You want to line up as best you can before you get close to the target. The best thing is if you know the Latitude or longitude of the target, and you can line up along one of these and follow a straight line in.
  2. If you don’t know the latitude and longitude, then try to line yourself up with the roads or terrain you know is around. For instance, if you’re bombing an AB, you know the town will probably be near a road intersection, and you can line up on one of these roads on the way in. Rivers, large forests and other landmarks also make it easier to get lined up.
Near Target Throttle
Trim
  1. Once the target is on map, you’re about ready to start seriously lining it up.
  2. One of the most important things in this period is to communicate with your bombardier. The next important thing is to hold the plane steady ?, the bombardier will have trouble making the settings he needs to if you can’t hold the plane level and at a constant speed.
  3. One of the more recent tools for providing feedback to the pilots from the bombardier is the ‘Target Heading’ indicator (Labeled #3 on the cockpit diagram). This indicates the amount to the left or right that you need to change your direction to be lined up with the target. As you move towards the target, the bombardier should keep the target directly in the bombsight so that you can see when you’re lined up.

    Indicates the pilot should turn to the right

    Indicates you are correctly lined up with the target.

  4. Note!!: I find that the best thing to do, is to keep the plane as level as you can, and adjust your heading using your rudder only. If you roll the plane from side to side (as you would in a normal turn), then the bombsite will not indicate the correct heading. Also, if you pull the plane nose-up or nose-down, then the bombadier will drop prematurely or too late.
  5. Once you’re on target, keep the plane as steady as you can. Hold it straight and level. And wait till the bombardier indicates that he has dropped.
  6. If you miss target, or the bombardier didn’t unload the entire bomb load in the first pass, continue for a few seconds flying straight. Resist the urge to start turning immdietly, you want a nice long steady straight approach to the target so take your time and get a good distance away then circle around as level as you can and line up again. It may take a few tries until you get a good pass.

Here's a couple screenshots to help when lining up on a target that is in sight.
Image of how to line up target

Line up the target on the red line

Here's a shot of how the target (lined up in the above image) looks through the bombsight. Note that the vertical line in the bombsight is pretty much the same as the highlighted red line. Image of the previous lineup through bombsght

Return Flight

Step Important Keys Description
Getting Youself Home Throttle
Trim
  1. The return flight will be much like the flight in. I’d recommend that you try to stay with the rest of your flight, there is safety in numbers. However, most of the time the group falls apart after you get to target, and many people need to take repeated passes at the target.
  2. If you get separated from the group, get away as fast as you can. Drop some altitude to get some speed, and head back to the nearest Bomber Field.
  3. If you were bombing RDP, then it is normally safer to stay up high, as you’ll be flying back over allied territory.

Landing

Step Important Keys Description
Approach and Landing Throttle
Trim
  1. If you’ve made it this far, then you’re probably not going to have trouble landing the 111. The most important thing is to get lined up on the runway so that you won’t overshoot too much and crash.
  2. Drop you altitude early so that you’re not going too fast on your approach, and don’t be afraid to pull out of a landing approach if you’re going too fast. Its better to have to go around the airfield again than crash into a tree :).
  3. You’re going to want to be going at about 200 km/h on your approach. Drop altitude and pull back on the throttle do that you loose speed. I drop about 50% flaps when I’m still a ways out, and then increase to 100% flaps as I get closer.
  4. Drop your RPM’s to continuous as you approach the runway, and try to come in as level as you can. Once you touch down, turn off your engines, and begin to brake to slow yourself.
  5. Use alternating right and left brake in order to slow yourself down. Once you’re at a slow enough speed you can kick in both brakes to stop yourself.
  6. Many people suggest landing gear-up with the 111, as you will slow much more quickly and run less risk of overshooting the runway. I personally prefer to land with the gear-down, as its good practice :).