Rotor Arcade · Flight school

A recommended flying order

The three flying games contain first flights, training drills and difficulty ratings. This page sequences them the way a syllabus stages manoeuvres, rather than the way the mission roster lists them. Progress is read from the games' own saves in this browser, and stays there. Nothing is gated or graded, and every mode remains replayable from its own game.

Flight and mission terms used below are defined in the glossary.

The record of what you have flown lives in the logbook.

Next sortie Start your first flight Guided first flight · Aerial Firefighter Start →
Phase 01 Not started

Hover and power

A guided first flight in the same aircraft you'll later fly on daily shifts: fly a slow, low pass over the dam to fill the bucket, then find a fire and place a drop, each stage confirmed by an instructor line before the next one opens.

Teaches: the collective as the up and down control, and the feel of the rotor sagging as engine power runs out.

Entry procedure: Start the six guided lessons directly. In the game, the same route is TRAINING, then FIRST FLIGHT.

Recommended after: no prerequisite. Start here.

Phase 02 Not started

Rotor energy management

Ground School walks the same aircraft through an engine failure, one control at a time: dump the collective to keep the rotor turning, hold the glide, then flare and cushion the landing.

Teaches: rotor RPM as a spendable energy budget, and the timing of the flare that spends it on a soft touchdown.

Entry procedure: Launch Ground School, three ungraded steps end to end. The three fixed-seed drills behind it run individually too: Entry Control, Flare Timing, Cushion. All four also sit on the title screen under [4] TRAINING DRILLS.

Recommended after: Hover and power.

Phase 03 Not started

Slung loads and power margin

The same aircraft flown for real: fill the bucket, read wind and terrain, and place drops against a fire that keeps spreading, with the water swinging on the line like a second aircraft with its own mass.

Teaches: the loaded bucket's pendulum swing, and guarding the power margin at the mildest fire danger rating.

Entry procedure: Fly the fixed-seed Power Margin and Slung Load drills, then apply both in a practice shift; it starts at MODERATE fire danger, and the rating is yours to raise from there.

Recommended after: Rotor energy management.

Phase 04 Not started

Fast-roping and hover discipline

Qualification starts over open water with three lessons: use collective to climb and descend, use cyclic to move and arrest closure, then use both controls to hold a marked hover. A single vessel follows once the basics are confirmed.

Teaches: collective controls height and power; cyclic tilts the rotor disc to accelerate or slow the aircraft; a stable hover keeps the aircraft inside the envelope: the position, altitude, speed and attitude window the crew needs to work the ropes.

Entry procedure: Launch First Flight directly. It is unranked and allows unlimited training resets. Assists start at MILD, which widens the limits and softens the wind; FULL adds auto-level on top; OFF keeps the standard limits and wind.

Recommended after: Slung loads and power margin; the first three phases are all the grounding it needs.

Future capstone In development

Mission command

Lead a four-ship flight from the map board: plan the route, manage fuel and threat, and put the formation on the landing zone inside a scored time window.

Teaches: mission planning across multiple aircraft and a fixed time on target, the judgement that sits above flying any one airframe.

Time on Target is still in development and isn't linked here yet. It becomes the capstone of this sequence once it is flying.

Recommended after: Fast-roping and hover discipline.

← Back to Rotor Arcade