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Manual Engine Control

[p]What sets an experienced pilot apart from a novice? Not just the number of battles and kills: a seasoned virtual pilot understands how an aircraft’s systems work and when to “tweak” each one to squeeze out the full 100% from the machine. You have manual control of propeller pitch (RPM), coolant and oil radiator flaps, fuel mixture, and the altitude corrector, as well as supercharger gear selection and turbocharger control. These are tools that let you hold combat power longer without overheating, climb more efficiently, and keep your speed where automation tends to play it safe. This is especially noticeable in dogfights and prolonged climbs, which are situations where a pilot with MEC still has a couple of moves left.[/p]
[p]In this article, we’ll go over the key systems of Manual Engine Control (MEC) in Aces of Thunder, offer practical aircraft-specific tips, and warn about common pitfalls that can make your engine quit before your opponents even have to try.[/p]
[h2]How to use Manual Engine Control[/h2][p]On the pilot’s tablet, open the Controls menu and scroll to the Engine category: these are your main MEC settings. [/p][p][/p]
  • [p]Red: the MEC master switch — turns manual engine control on or off as a whole.[/p]
  • [p]Green: toggles for individual automations (e.g., prop pitch, radiators). Note: if a given aircraft historically lacked a propeller governor or automatic radiator flaps, then with MEC enabled those systems are manual-only, and there won’t be an automatic mode for them.[/p]
  • [p]Blue: axis bindings (throttle, prop pitch/RPM, mixture, radiators). We recommend assigning these to physical axes on your joystick/throttle/knobs. If you use a keyboard, be sure to enable relative control: instead of jumping from 0 to 100%, you’ll change a parameter in small steps (e.g., by 1–5%), which is critical for precise control of thrust and temperatures. That way, pitch, mixture, and radiators are adjusted with “fine” controls rather than crude toggles.[/p]
[p][/p]
[p]In a VR headset with controllers, when MEC is enabled you can use your hands to operate the radiator, mixture, and propeller levers in the cockpit.[/p]
[p]Use the multi‑function radial menu to activate the MEC[/p][h2]Blade angle and propeller RPM control[/h2][p]Propeller pitch sets how “heavy” the blades are in the airstream. Fine pitch makes the prop “light,” RPM rises, and low-speed thrust is higher. Coarse pitch makes the prop “heavier,” RPM drops, but efficiency at high speed increases.[/p][p]On aircraft with a propeller governor (constant-speed unit, CSU), the pitch/RPM axis sets the target engine RPM, and the governor adjusts blade angle to hold that RPM. On aircraft without a governor but with a variable‑pitch propeller, the same axis in the game changes blade angle directly, and RPM is a consequence of throttle setting and airspeed. The Bf 109 in “automatic prop pitch” mode holds RPM on its own; in manual mode the automation is disabled and that same axis sets blade angle directly, as on a variable‑pitch prop without a governor.[/p][p]On most fighters, MEC lets you keep pitch around 90–100% for takeoff and combat, while for cruising and long dives, it’s beneficial to bring it down to about 70–85%. That way, RPM won’t run away, and the engine will run cooler and burn less fuel.[/p][p]There are important nuances by aircraft family. On the Yak-3 and Yak-9T with VK-105 engines, the propeller governor (CSU) is hydraulically actuated and responds with a slight delay. Snapping the throttle open with the governor set to 100% easily causes an RPM overshoot and subsequent damage. The correct technique is: for takeoff, first set the governor a bit lower (about 70–80%), smoothly advance throttle to 100%, wait for RPM to stabilize, and only then bring the governor up to the 100% combat. The same trick helps after idle throttle in a dive. First add power smoothly with a moderate governor setting, then return to the combat value.[/p][p]The Bf 109 F-4 has an automatic prop governor. It does an excellent job, and we don’t recommend turning it off without experience, as the risk of overspeeding the prop at full throttle is too high. On the Fw 190 A-4, the Kommandogerät system automates the prop and several related parameters even further. With MEC, you’re essentially watching temperatures and power rather than “twisting blade angle.”[/p][p]American aircraft with conventional props like the P-40E and the carrier-based SBD-3 like high RPM in combat and climb, but benefit from coarsening the prop in cruise. A pitch around 75–85% lowers RPM, leaving thermal headroom for sudden emergency power (WEP). One more tactic to remember is with the throttle reduced and pitch increased, the prop can act as an effective air brake. On fast German aircraft this effect is especially strong, but with manual pitch even a small mistake at high speed can damage the engine. Use this deliberately and with care.[/p][h2]Supercharger and turbocharger[/h2][p]As you climb, the air gets thinner and without boost the engine “suffocates.” A mechanical supercharger fixes this via a gear-driven compressor; on many piston aircraft it has two speeds. The rule is simple: to switch to high gear when you see a noticeable drop in boost pressure and thrust, watch the boost/manifold pressure gauge and choose the setting that gives higher pressure at your current altitude. On Yaks with the VK-105 engine in the game, the switch point is usually around 1.9–2.0 km; below that the low gear is better, above it the high gear is. The main thing is to remember to switch back to low gear when you descend again, because at low altitude the “second gear” only robs you of power.[/p][p]Turbocharging is a different story. The P-47D-22-RE uses a turbocharger with automatic control, which helps the Thunderbolt keep excellent performance at altitude. Here, manual meddling is more often harmful, but it’s enough to watch oil temperature and avoid prolonged WEP. On the Typhoon Mk Ib/L, a classic two-stage supercharger is paired with a powerful engine. Here, it’s especially important to keep a close eye on the boost gauge, as the correct gear for the altitude gives a noticeable gain in acceleration and climb.[/p][h2]Radiators[/h2][p][/p][p]Open radiator flaps give you cooling but steal speed. Coolant and oil need different handling. Coolant is more inert and prefers steady airflow, while oil reacts faster to load and can suffer a pressure drop when overheated. A universal principle during a long climb is to not hesitate to keep the radiators 80–100% open, especially in hot conditions (yes, locations affect temperature too); before a battle, approach with the engine already cooled and close the flaps just enough to avoid entering the red zone. If the temperature indicator on your tablet moves into the yellow–orange area, that’s normal for combat, but a flashing red indicator means it’s time to add cooling immediately.[/p]
[p]Tip: without pulling the throttle back, reduce RPM by 100–300. The thrust will hardly drop, but heat output will fall, letting you close the radiators more and sustain combat power longer while preserving speed and engine life in a chase or duel.[/p]
[p]Judging by the black smoke, this Bf 110 has overheated its engines and won’t get far.[/p][h2]Mixture and altitude corrector[/h2][p]Mixture determines how much fuel and air reach the cylinders. Down low, engines like a rich mixture: easier starts, more stable running, and higher instantaneous thrust. As altitude increases there’s less air, and to avoid “drowning the engine in fuel,” you lean the mixture. In-game it’s convenient to think in percentages. 60% is a good all-purpose setpoint, but it’s better to squeeze out efficiency by fine-tuning for engine type and altitude.[/p][p]VK-105 engines on the Yak-3 and Yak-9T respond especially well to this. At 6–8 km they often pull better with mixture around 40–50%, whereas down low and at medium altitudes it’s sensible to hold 55–65% and increase before an aggressive acceleration. American aircraft like the P-47D-22-RE and even the simpler P-40E-1 reward careful mixture management. At medium altitudes the Thunderbolt performs better at 70–80%, and the trusty Warhawk is noticeably livelier down low on a rich mixture and recovers faster after short bursts of WEP. On some aircraft (e.g., certain German types), the mixture is automated and may be unavailable under MEC. That’s normal; fly by boost and temperature.[/p][p][/p][h2]Conclusion[/h2][p]Manual Engine Control isn’t a “secret advantage,” but a tool automation lacks. It doesn’t know whether you’re about to get into a hot fight, go on the chase, or have time to cool the engine before the engagement. By taking control, you tune the aircraft to your intent, reinforcing strategy and tactics and squeezing a hundred percent out of the machine, and even a bit more. MEC isn’t about memorizing magic numbers, it’s about getting used to scanning the gauges and feeling what your specific aircraft wants right now.[/p][hr][/hr][p]If you’re an experienced Aces of Thunder pilot, share with newcomers how you set prop pitch, mixture, and radiators. The more practice and tips we collect, the faster the community will learn to fly not only beautifully, but also with solid technique. Safe flights and cool engines![/p]

Update 0.1.0.8

[p][/p]
  • [p]Fixed an issue where, for some players, the game failed to launch and displayed the message “Cannot find precompiled shaders for this videocard…”.[/p]

Update 0.1.0.7

[p][/p]
  • [p]Restored support for TrackIR and similar devices.[/p]
  • [p]Improved reliability of authentication and network requests.[/p]
  • [p]Fixed a crash when launching the game at very low screen resolutions.[/p]
  • [p]The control issue indicator in Settings now more accurately detects connected devices.[/p]
  • [p]Fixed several rare crashes and stability issues.[/p]

Answering your questions!

[p][/p][p]Thank you for your interest in Aces of Thunder! We’re keeping an eye on comments on social media, discussion threads, and Steam reviews — please keep posting them! Here, we’ll answer the most common questions we’ve seen.[/p][h3]— Will there be a way to use the menus with only HOTAS in VR? Is there a way to avoid using VR hand controllers to access the in-game menu?[/h3][p]Due to a number of bugs we discovered too late before release, it’s currently not possible to interact with the GUI in VR without VR controllers or hand tracking. We’re working hard to restore this ability as soon as possible.[/p][h3]— The most urgent issues to fix are VR haptic feedback and disabling the “toggle grip” mode (how you grab and release with your hand).[/h3][p]Both options are available in the Comfort Settings and Control Settings. If they’re enabled but don’t work for you, please submit a bug report via the CBR.[/p][h3]— Do you consider the current level of simulation (no propeller RPM control, radiators, WEP, etc.) final? Are there plans to deepen aircraft systems modeling?[/h3][p]All of the above features (propeller RPM control, radiators, etc.) are already implemented in the game. Some controls require Manual Engine Control to be enabled and can be toggled individually between automatic and manual modes.[/p][p]We’re working to make these functions more convenient to use and to encourage players to learn to fly with full controls. We’re also considering additional improvements to the flight model and aircraft systems, while aiming to strike a balance between a hardcore simulator and gameplay that’s accessible to inexperienced casual pilots. We are not trying to make a study-level simulator.[/p][h3]— Do you plan to add a cold start from the runway and enable collision modeling between friendly aircraft?[/h3][p]For now, a cold start is not planned, but we can consider it if there’s strong demand. Collisions with friendly aircraft are disabled on the runway but work as intended in flight.[/p][h3]— Will you improve or simplify the keybinding system?[/h3][p]Yes — plans are in place and work is underway. You can help us a lot by detailing exactly what you find problematic, and we’ll do our best to take your suggestions into account.[/p][h3]— Are you considering adding a tutorial to help new players learn the controls and gameplay basics?[/h3][p]Implementing a truly good, immersive tutorial for a VR project has proven much more difficult due to technical engine constraints, so it isn’t in the game yet. We’re working on it! We hope that once it’s in, Aces of Thunder will be more accessible to less experienced virtual pilots.[/p][p]You can learn to fly in the test flight, and there’s a flight principles manual that you can find on the pilot’s tablet next to the game mode selection button.[/p][p][/p][carousel][/carousel][h3]— Why is the framerate low on my system?[/h3][p]Please submit a report with all relevant details. On a base PS5 in VR mode, the game delivers a stable 90 FPS, as it does on many of the PC builds we tested. The system requirements reflect this.[/p][h3]— The tablet jitters at the slightest movement![/h3][p]That’s definitely a bug, and we can’t reproduce it on our side. Please submit a detailed report — we’ll be happy to fix it.[/p][h3]— Everything smears as the camera moves around. All the edges ghost like crazy. I would suspect an always-on frame generation, but I don’t know that that’s the case.[/h3][p]This is definitely a bug. There should be no smearing, and we can’t reproduce it on our side. Please contact us via CBR and provide more details.[/p][p]There is no frame generation implemented in the game. It doesn’t work well with many important aspects of flight sim gameplay. The game is optimized to not require it on most hardware configurations, specifically for gameplay reasons.[/p][h3]— When will TrackIR support, already implemented in War Thunder, be added to Aces of Thunder?[/h3][p]We had to temporarily disable it at release due to technical issues. It will be back very soon![/p][h3]— Doesn’t work with Moza MTP![/h3][p]Please file a bug report. The game does not limit or block any devices. However, for obvious reasons, we can’t test every possible hardware combination. The game is known to work with the Moza devices we have on hand, and we’d like it to work with as many devices as possible.[/p][p]Thank you to everyone sharing feedback and reports after release. We’re closely following community discussions and are already working on a number of improvements related to control usability, the VR experience, TrackIR support, and technical stability. Some of the reported issues are already in progress and will be fixed in future updates. We’ll keep you posted on our progress—thank you for staying with us and helping make the game better.[/p]

Update 0.1.0.5

[p][/p][p]General fixes[/p]
  • [p]Fixed an issue where the Controls screen could freeze when remapping buttons in certain cases.[/p]
  • [p]Improved assigning mouse movement to axes on the Controls screen.[/p]
  • [p]Fixed a critical bug that caused the game to crash when opening the Mission Creation tab.[/p]
  • [p]Fixed a freeze when switching from fullscreen to windowed mode in the game settings.[/p]