Triplane Turmoil II Field Manual
Notice: Large portion of this information is also accessible in the application by pressing F1
- Main menu
Triplane Turmoil is an action-arcade blast set in a fictional World War I era. It was the time when the Air forces first appeared in warfare; acting mostly as reconnaissance.
However... In this game the three-winged planes, triplanes, dominate the skies and have the power to change the flow of the war!
You will be representing a pilot of one the six countries involved in the World War, gunning down enemy planes in fierce dog-fights and bombing enemy installations into oblivion!
Ultimately most of the time the infantry does all the overall dirty work, as you use your wit and skills support them from the skies.
If you have hard time controlling the skies, sooner or later you will found yourself overrun by enemy troopers... And that's pretty much as bad as it sounds!
As you first arrive at the T.A.F. airbase, you feel a bit lost. Even though that's what everybody feels when transferred, all this air combat stuff is all new and maybe even a bit confusing sometimes, even with your background training.
You don't have to wait for long; as somebody approaches you, a fine petty officer salutes you with great respect. It seems your hard work is slowly starting to pay off, as your rank and position as a pilot starts to earn you some respect.
"Corporal McBride reporting, Sir!"
You respond in a similar fashion and he hurriedly explains the basic facilities of the base to you. In the end, he hands you a folded flyer, briefly explaining the way around the airbase.
The petty officer indicates that he unfortunately has other duties and cannot show you around right now. He salutes you goodbye and leaves. You unfold the flyer, it reads:
This busy building shows the side of the war nobody would want to see. Fortunately, there are no wounded in here right now, so you are free to set the options and controls in peace.
Only few officers are here listening some ragtime music with this new invention called “radio”. You can see your individual scores and achievements in here and this screen also acts as the selection screen if you've setting a pilot elsewhere.
Also everything related to ladder / online scoring will be handled through this screen.
This busy, large installement is necessary to support the high demand of field intelligence when the airforce has entered the war. These fine people do their best to put together all the intelligence reports and update the overall situation.
In here you can see the local Top-10 of scores, mission scores and other various elements such as accuracy, of the pilots residing in the barracks of this computer.
"The noise of the planes constantly landing and taking off is nearly overwhelming, and you smile as you are now one of the knights of the sky!"
Here you take off to a local game. You can freely set the teams, setup the balance and winning conditions, if any. In other words, if you're in a hurry just go here and off you go!
Up to 4 human players can play together on the same computer in split-screen mode! Local games do not yield any kind of other score than the one calculated from the statistics of
the pilot, thus airtime and kills being the most important factors.
Play the confidential, secret operations of different countries involved, bringing honour and glory to your choice! You'll need a variety of skills to complete the operations... Patience, accuracy and memory!
Playing the campaign missions well will give you much edge in the online scores!
The Ladder can be found from:
When you wish to play a multiplayer game online or in Local Area Network (LAN), you need the skills and equipment kept in this depot.
Please notice the network game is still under development. Our apologies.
In the centre of the base there is an area where you have possibility to learn who are responsible for all of this.
Hats off, soldiers!
When you don't feel like setting up the game at all, just have a chat with the engineers at the shed and they set up everything for you!
If you ever reach the situation where you think the honourable air combat is too much for you, these gates lead you off the base. T.A.F. does not need cowards anyway, so if you don't think you're hard enough, take your gear and get out!
Two medical officers are in the middle of their daily routines outside and they silently greet you with an absent-minded nod. You report to the chief medical officer and leave your records.
Options screen is rather straightforward. You can adjust the audio, video, control and general options. There are at least two important things related to controls which are good to know, the motor toggle and auto-roll.
The first important thing is to understand the difference between normal "hold-down" throttle, and the motor toggle. With the normal behaviour you keep the throttle button pressed down to keep throttle up which gives you much precision especially when dog-fighting.
However, since Triplane Turmoil II has the split screen mode which allows more than one player on the same computer, this normal behaviour becomes unusable. For some reason years ago, modern PC keyboards began to only allow a very limited number of simultaneous keys pressed, so this option changes the throttle button into on/off instead of the normal 'press down' with the price of some precision.
So to recap:
* With normal throttle, you hold down the button to accelerate.
* With motor toggle, you press it only once to accelerate, and again to toggle it off.
"As usual, this quick routine visit was rather painless and you think it's time to settle down in barracks. You pick up the little personal luggage you have, and exit the building."
This options concerns only joystick or joypad controls. If you are using a controller with only 2 buttons, you have no choice but to use this feature. Basically, since the 2-button controller is one button short, roll is replaced with automatic roll. If you choose to use this options and leave the controls neutral when flying up-side-down, the plane will roll automatically.
So once again, to recap:
* When auto-roll is enabled, the player using the joystick controls gets his plane rolled if flying up-side-down and neither of the up or down buttons are pressed.
One might think that when you've seen one barrack in wartime, you'd seem them all. And actually, they're right. "It's not different at all!" you think to yourself when you enter.
A A few petty officers are present, spending their off-duty time by listening to some really nice ragtime music. This new invention, 'radio' is really incredible, those small stove-sized boxes bringing joy and news to hundreds of people!
You find your own locker, put your personal gear in there and close it. You sit down for a moment in the mess hall and start reading the information and rules of the barracks.
The Pilot Concept is similar to the profiles system featured in many games, very often the functionality is only limited to options. This is shared in TT2, so Pilot Concept has nothing to do with options.
Instead, every time you play with your own pilot, statistics are gathered and scores recorded. You can also play with generic human pilot if wish.
Scores play a very important role in TT2, since your rank is given based on your score! Everybody knows there is nothing better than a (high) military rank before your very own name! There are three different types of scores:
* Stat(istics) scores
These scores are given based on your pilot's statistics. Kills and kill-death ratio play the most crucial part in this.
* Mission scores
Scores given from the completed missions. Note: that you cannot get scores from missions multiple times. You can of course try to get a higher score since only the best mission score is stored.
* Total scores
Stat and mission scores combined, and your rank is defined by this value.
Every pilot starts as 2nd lieutenant, being the lowest rank to get your wings. The complete hierarchy is:
* Second Lieutenant (2nd Lt.)
* First Lieutenant (1st Lt.)
* Captain (Capt.)
* Major (Maj.)
* Lieutenant Colonel (Lt. Col.)
* Colonel (Col.)
* Brigadier General (Brig. Gen.)
* Major General (Maj. Gen.)
* Lieutenant General (Lt. Gen.)
* General (Gen.)
Ladder is the high-score ranking system located online in web address:
With the registered version, you can register your pilot into it, and start sharing your scores with all the other pilots all around the globe! You simply update the pilot(s) by pressing the update button, and with active net connection and proper firewall configuration the game will upload your pilot data to Draconus Entertainment's server.
The global scores are accessed with a normal web browser. Please note that the standings are updated only once per day.
And even better! You can always import your pilot to where ever you want, play, and still send your data! There's no need to worry even if you'd need to clear the scores (like a hard disk failure), or re-install the game since you can always import your pilot again!
Please note, that we guarantee that no other data else than the pilot data is sent. Draconus does NOT stealthily gather or give out user and/or machine related information.
The update button will update all the local pilots to ladder (if they have their passwords saved). The local standings are updated at least once in a day. Pilots with scores to upload are marked with *.
When creating a new (local) pilot please keep in mind that it cannot be used in the ladder system. Importable pilots must be created on-line, on the Ladder's registration pages outside the game application. Local pilots are listed as dark grey, and ladder pilots as black.
"Whew, that was quite a lot..." you think to yourself when you finally read it all through. You put down the barracks' instructions and consider taking a little nap as it's quite comfortable in here.
There are two different kinds of medals; the mission medals which are given to you when you complete all 6 campaigns for a country. On the other hand, the 3 hawk medals come in flavours of local, national and global, and are listed as gold, silver and bronze.
The colours of course indicate the standing, so if you manage to pull off the golden global hawk medal, you can really pat yourself on the back, have a pint and congratulate yourself as you're recognized as the world's best pilot! Until someone else takes the glory if you slack off...
After a moment you forget about staying put just yet, stand up and walk out of the barracks. Having few more duties left for the day, it's time to visit the command centre. You've heard rumours about the reconnaissance information system they're having in there, using the modern radio technology, but it isprobably something you have to experience with your own eyes.
As you walk towards the command centre, you ambitiously day-dream about seeing the medal rack full of medals and people everywhere saluting you as a hero! Not paying enough attention, you bump into a signpost, the embarrassing collision drawing you painfully back into reality.
Let's hope nobody saw that...
Goodness gracious. It feels like you've just experienced one wonder of the world and from this point on you understand how much all this has permanently changed the warfare. Tens of individuals constantly manning radios, sending and receiving intelligence reports and status updates. It's fascinating, but your heart is still in the cockpit of a triplane.
One of the higher officers notices you standing and staring around in awe, and nods for someone. The closest intelligence officer stands up and greets you.
"So, what can I do for you? I don't think I've seen you before in here, are you the new pilot?"
You briefly explain of your transfer, and spend a moment making small-talk with him.
You can see the local top 10 of all missions, scores and statistics in here. It is really quite straightforward so there is not much else to describe.
After a moment he explains to you that except for the intelligence officers, there isn't much to do in the area. The reports are open for everyone, and all you have to do is to choose which report to view. "Well, I have to go now, catch you later mate." The officer goes back to his duties, and suddenly everything feels a bit anticlimactic in some strange way. Taking a moment to read some of the reports, you decide that's it, and it's time to get into the real business:
Already seeing yourself in the cockpit of a plane, bringing death and glory down from the skies like an angel of death, you quickly lose interest in the wonders of technology. Dashing towards the airfield, familiar sounds get closer and closer.
Good timing, it appears there is an roll call starting right at the moment you arrived. Much to your positive surprise even your name is included!
A captain rank, head corresponding officer starts an explanation of how things work in here. Better pay attention!
It's always good to start by selecting the mission location. Do this by using the arrows below the map image in the upper right corner:
It is advised to pay special attention to map size. If you have only two players, selecting a large/huge map with space for all 6 countries might have an impact on the intensity.
The next task is to set the pilots. Some countries might be disabled as these are map-specific. Click any "unassigned" slot to set a human or computer player to that specific slot. At least 2 different countries must have a captain each. Team can be changed from the up-right corner, and computer level or human level controller is adjustable after setting a computer or human player to a specific slot. Every team has 3 slots available: Captain, 1st wingman & 2nd wingman.
You can change the values of team and controllers/A.I. levels with both left- and right mouse buttons.
If you wish to play with a pilot from roster instead of a generic human pilot, press "set" after you have selected human player.
As it sounds like, this guy isn't the worst threat to you. He is not very accurate, and isn't accurate with bombs.
Those rookies who have survived long enough to hone their skills a bit. Medium threat.
Watch out, as these guys will bomb your defences easily with deadly accuracy. They might also outmanoeuvre you in a dog fight!
What's left to decide are the winning and game conditions. Point limit should be quite self-explanatory. Plane limit represents lives and the last man (pilot!) standing (flying!) is the winner.
When Base destruction rule is used, a base can be destroyed permanently. This is excellent rule for elimination style games! Some of the levels are unsuitable for this however, as it is not certain infantry can attack the base (islands, for example).
You can select time from dawn, day, evening, dusk and random. The triplanes are quite fragile and so, there are no missions in windy or rainy scenarios. You can select the weather from clear, semi, cloudy, overcast and random. Weather or time has no effect on gameplay and is purely a visual extra.
When you've satisfied with the setup, just hit the large GO button in the lower right corner and off you go!
Quite close to what you were expecting. Lots of information and you really had to pay attention, but after all it wasn't so complex that one couldn't grasp it. Especially with the excellent examples and demonstrations, the Captain sure knows what he's doing. The roll call turned out to be quite a lecture, but you're happy as you learned everything you need to know to get flying as soon as possible!
After you are dismissed, you spend some time chatting with the other pilots. It's a trait of a professional officer to get acquainted with other people easily. Even more so, with those who you may have to depend on for your life on numerous occasions in the future! A few of the fellow pilots ask if you've already seen the confidential mission briefing quarters. Of course you hadn't, so they drag you along.
It's starting to turn into quite a day!
It surprises you a bit that this hangar has rather tight security compared even to command center. Several military personnel stand guard, and actually, it first seems like they're not going to let you in at all. Much to your surprise though, when your new mates insist long enough, they decide to let you in after all. As you enter one of the lads says that it's just because of the respect towards the pilots.
When you wish to play the campaign missions, you start by selecting a country. Just click on the masculine mug of anyone of these charismatic generals and you're almost there!
Set your pilot and controls from the lower part of the board, and then select the mission by clicking the appropriate poster. New posters will appear when you complete unlocked missions.
The shady briefing room is one of the most important things while going for a mission. This is where you get briefed with information, after all.
On the first page, there is always the mission briefing. The rest of the pages contain images of targets and the debriefing page if you already played the mission once.
Use your wits!
As you walk out of the building it seems you're already thinking about everything you just saw. Specifications, maps, military secrets, missions, data and technology you never would have even thought to exist, the list goes on and on.
The other guys leave to do their own stuff, telling you to catch them later and you sit down for a moment to ponder all you've seen today.
As the dusk approaches you decide it's time to hit the sack. You quickly do the hygiene-related evening duties, attend the final roll-call, and rather quickly enter the deep slumber. You dream of the final days of the flight school; your subconsciousness going through all the details once more.
The voice of your old instructor booms out in your dream:
"Well done getting this far, people. Now just pay attention, use some of your own brains, and you'll be fine. If not, well, you usually end up only killing yourself, eh?"
When the game begins, you start in a hangar with the hanger menu; hence the menu where fuel, ammo and bomb amounts are adjusted. When you are inside the hangar, you're as safe as you can be in this war as the hangar is indestructible.
To adjust the payload just press the according button (bomb button to adjust bombs, for example) and adjust with up/down. All fuel, bombs and ammo mats increase the weight of your plane and decreases your agility.
Plane types are defined by the map/mission and cannot be changed.
Standard plane type with both bombs and machine guns available. Versatile type to perform well in almost any situation if the payload is customized correctly
Fast dog-fighter type with no bombs available. Used especially to intercept incoming bombers
Sluggish type with no machine guns to compensate for the heavy payload. Requires escort
A special type with no weapons available at all. Instead of bombs the plane carries a camera to take photographs
Notice: If you have trouble taking off, it is highly advised to take less bombs as they put the most strain on the weight of your plane.
- In the left-up corner, from left to right is the fuel meter, motor, kills and planes/lives
- When fuel decreases to zero, motor will automatically toggle off and does not toggle on anymore
- The motor lever is up when motor is on, and down when off
- When you are shot down, you will not lose a kill (or "frag") but when you cause your own death, one kill is taken away as a penalty
- Not every mission / game include extra planes. It is possible there is no plane limit, or only one plane so you better be alert!
- In the right-up corner there is the ammo counter and mats
- You cannot reload until you have spent the full mat. Reloading is automatic, and you have only to wait. However, every time you press fire the reload starts from beginning again so if you can't keep a cool head, then the Air Force is not the place for you!
- There is no indicator for the bomb amount other than the visual confirmation
- Also, in some missions your mats might be replaced with film for photographing. Just press bomb button to take a picture, and you'll get instant feedback if you took a good one or not
- The lower part contains the clock and the name bar with the player's rank, name and team name (except in campaign missions!)
- The transparent clock only shows the time in the campaign missions. It will only act as a timer (decreases) in non-campaign games where time limit has been set. In every other situation, it's appearance usually means there are some time-related events in the mission
- It is the pilot's duty to keep track of the events; the clock only shows the time, nothing else!
- Just press the roll button and if the pushers are available, they will open the doors and push your plane on the airfield. You can also press roll to call them to bring you back into hangar
- You can select the take-off direction with up/down
- Taking off basically doesn't require anything else than turning the motor on
- Make sure you do NOT turn your plane upwards too soon as it is airborne will most probably end up in a stall. You will learn the limits of the plane by experience and before you know it, you're performing loopings and split-s'es like an ace!
- Every building is destroyed by one bomb hit
- Exception is the hangar which is invulnerable due game balance reasons
- Enemy planes can be bombed in theory but this requires high-level accuracy, exceptional timing and just a bit of luck
Dogfights, the very core of air combat! This indeed is what this is truly all about. There is only one basic, fundamental trick into it which we shall give you:
First learn not to be hit and to pick your position.
It doesn't matter what you can hit unless you can first avoid being hit! And rest assured, hitting the enemy with your gun is the easier part. One of the most sophisticated tactic is to involve usage of motor as well. After that, it's mostly all about pilot's intuition, reflexes, experience and even a bit of luck! Practice is the key, and there just isn't any short cut to glory!
One of the most important elements for you to understand is that even if you're the vanguard of a battle, you're not alone. You are only a part in a larger war, and one of the most important element is your infantry.
The infantry plays multitude of roles in the game. To put it as simple as possible, the infantry will in fact represent how well (or bad!) you are actually doing.
In general, if you're losing, your men are having hard time trying to keep your base running and fending of enemy planes and troopers. On the other hand, if you're doing well, it means you're putting pressure on the enemy. In fact, your infantry might get the chance to actually attack the other base(s) on their own!
Let us go through what these highly-disciplined men are capable of!
In here we see few examples of infantry manning something, as towers and anti-air guns. None of them work without troopers.
- Command towers increase the accuracy of your AA-guns +50% per man up to +100%
- Watch towers increase the sighting ability of the guns with the same principle
- Guard towers give troopers inside increased protection against enemy (trooper) fire
- Anti-air machine guns (AA-MG) are dangerous from low-to-mid altitudes. Avoid by flying high, or diving steep towards the gun
- Anti-air cannons (AA) fire a single exploding grenade to mid-to-high altitudes. Avoid by flying low and fast
When a building explodes it will also end up in flames. Building cannot be repaired as long as it is on fire.
It will take quite a while for the flames to die but your troopers can extinguish the fires by fetching water buckets from the back of the hangar, wells and other water sources.
The buildings cannot be repaired as long as it is on fire.
Since the planes are relatively slow moving targets and are unable to fly very high, the infantry is very keen indeed trying to get a lucky shot! Even if they wouldn't hit you most of the time, it certainly will harass you a lot.
Troopers will take priority over ground targets and enemy troopers over planes, though. Most of the time, mind you.
Now it gets interesting. In some levels there are some tents that allow the infantry to join this squad which will then leave the base to attack the enemy base. In addition of giving much tactical value for the air defences (such as 10 troopers suddenly firing from the forest) these brave men will destroy the base if they get there in one piece!