FLIGHT MANUAL

Guide

F-2 MISSIONS is a flight sim with no assists. Even so, most of what goes wrong early on is not your flying — it is not knowing the rules. Skip one step of a procedure and the mission ends on the spot rather than costing you points; roll into a bank and your stall speed rises with it. This is where those preventable failures are written down.

Basics — Stop Crashing First

01

Controls — Stick, Rudder, Throttle

You choose where the rudder lives, from three layouts. How bank and rudder share one axis when they do, how fuel and external tanks work, and why the controls go dead at low speed.

READ — 7 min →
02

Rudder Placement — Choosing One of Three Layouts

From v1.2 you choose where the rudder lives: sharing the stick's lateral axis, pedals above the stick, or pedals beside the throttle. What each one buys you, what it costs, and which missions each suits.

READ — 7 min →
03

The First Five Minutes — Seven Ways a Mission Fails

Before skill comes into it, there are rules that will end your flight every time until you know them. The instant failures and the slow bleed, all on one page.

READ — 6 min →
04

Procedure — A Violation Fails You, It Doesn't Cost Points

Miss one step of the takeoff sequence and the mission ends there rather than losing you points. Why it was built that way, and the full scoring breakdown behind a 100.

READ — 6 min →
05

Stalls and Turns — Why Pulling Harder Doesn't Turn You

Stall speed rises the moment you roll into bank. Load factor, turn radius and corner speed with the actual numbers — and why slowing down in the valley is the wrong instinct.

READ — 8 min →
06

Landing — Pattern, Approach, Touchdown, Full Stop

Landing is not about getting down, it is about shedding energy. The four numbers that decide whether a touchdown counts, the altitudes and speeds around the pattern, why 11 degrees of alpha is the target, and why the runway runs out in the rain.

READ — 8 min →

Reference