The way i fly, some tips n tricks, some basics and a bit of explanation here n there.
It's a bit long, but i hope it will help!
THE BEGINNINGS WITH VOLO (technicals & theory before you go!):
- turn on the trajectory visualiser in options -> gameplay, it will help you understand the mechanics more and let you know when you're flying too low or loosing speed (if the ball at the end gets red, you're on collision course and need to pull up or make a turn; when the line of visualiser gets red, means you're loosing too much speed and you're falling to the ground)
- like good people above (@KaKeSaTaN, @Jens_Hagen) said before me, change your arms closing keys for the second analog axis (if you're using the controller) for pro arms control.
Observe and learn - understand the mechanics
- don't get frustrated by the mechanics as they kick ass once you understand them. Observe how the blueman is acting when you turn, pull up/down, how his body is affected by the wind pressure - be mindful of it and you'll learn to fly a lot faster!
Learning by watchful repetition
- be prepared to fly A LOT of times same path, watch the wind gusts along as it will help you plan your flight next time, and help you learn the art of flight.
Steady hands & slow movements
- Volo is very receptive on your movements, wether you're using mouse/controller/anything else, avoid the fast movement as fire! Move slowly and precise, as any fast move can quicly turn against you!
I can't control myself! HELP!
- if you roll/spin/get out of control in the beginning of a jump, release your sticks/don't move your mouse, and double tap restart. Like @Jens_Hagen said, jump(restart) have acceleration memory, meaning that it's altered by your input while restarting, as well as with what were your aerodynamics doing before restarting (if you spin out of control before restarting you will restart without control) so if you move your mouse/axis when you restart, you're gonna restart with that input being added. Double taping restart 'resets' the previous input/aoerdynamics. (as the second restart catches you in the moment when blueman's pretty stable; You need to release the input of course)
- let yourself fall for a moment, the first seconds of flight are very receptive to intput and if you're not falling "head first" you can turn around very easily
- in volo you need to be very gentle with input, when you're falling, pull up(mouse/analog downward movement) just a bit will help you stabilize.
Still can't control myself!
- if you're loosing controll try closing your arms for a moment and let blueman falling head down;
- do the fast cannonballs (like two-three times, press the CB button(or axis) and release (time around a second for button pressed, then second released), it sometimes helps to stabilize, but is last resort, closing your arms or full cannonball works better).
- other way of stabilizing is falling in cannonball until your head is facing the ground, then releasing the cannonball and pulling up gently (you might need to turn one side or the other a bit sometimes to get into a good belly-to-groud falling position)
Pull up, before you hit the ground!
- when you have the control in falling, pull up(downward movement of input) -gently but firmly- the blueman to stirr him into the direction you want to fly, until the threat of hitting the ground is neutralised and you're gliding smoothly.
LEARNING TO FLY (control basics):
Up and down, left and right...
- turns [Roll left/right], are pretty self explanatory (side input movement).
- to make a faster/sharper turn, turn to side then pull up (side and downward input movement) -gently and/or firmly- this way you'll turn, and wind pressure will allow you to make a turn faster, as you pull up against the wind. This comes in handy in tight spots or hen you REALLY don't want to crash into that mountain
- pull up [Pitch up], (downward input movement) used to bent the blueman in the U shape, resulting in gaining altitude but loosing speed due to air pressure on wings. Use gently or you'll loose all speed and fall to the ground. Can be used as a break, for extra challange/tricks as you get more skilled.
- pull down [Pitch down], (upward input movement) use gently to slowly get closer to ground/walls; be careful with the winds, they can push you straight into the ground. You'll be using it the most at the beginning of flight and when flying in proximity to the ground. For getting close to ground closing your arms might be the better way to go, depends on winds, so learn the winds along. (as @KaKeSaTaN stated above before me). Pull down can also be used right after the jump to help you turn head down faster. To do this, pull down, then as soon as you're heading ground, start slowly pulling up.
Slow is fast, fast is slow
- don't rush yourself, fly at higher altitudes, slowly coming closer to the ground as you get the feel to fly
- same applies to tight spots; trailers and videos are awesome, but you won't learn much from flying to your death Start in wide areas, move on to tighter as your flight improves.
- don't rush to fly trial courses; as they are great tool for learning, they'll make you frustrated and distracted from learning in the very beginning - just fly around, get closer to the ground, practise turns and overall control and feeling of the flight. As you find yourself able to fly further, try to find an interesting path to fly. Try to fly it as far as you can. Then get a bit lower to the ground and try to fly it through. This way you'll practise your control and be more focused on mechanics (therefor learn faster), than when your attention is focused on rings. So go on! Find your own path to fly!
MASTERING THE ART (more advanced controls):
Look! With one hand!
- closing arm left/right let's you do the fast, aggresive turns (even more when combined with pulling up for extra air resistance), but you loose altitude along it; be prepared to pull up a bit when closing single arms and flying in proximity. You can also use closing arms to help you stabilize or to turn on your back.
- closing both arms; makes you gain a lot of speed, but loose altitude fast; also you're less receptive to wind changes. Use it when you need to get closer to the ground. It can be used to get through difficult gusts as well; usually when you're going down a smaller hill/obstacle theres a chance of counter gust hitting you - if you're coming into proximity by pulling down, this can result in violent crush due to new air stream hitting you from upside insted of gliding along downside. When you close your both arms, with additional gentle pulling up, you loose altitude but wind gusts barely affect you, this way you can get around obstacle and get in close range to the ground, without being thrown down to death.
PRO TIP: Closing your arms -one at a time, and both- works like an analog button(if you're playing ith keyboard), meaning that they fully close over the time of one second, simulating the slow controler stick closeup (if you bind closing arms to analog stick, the arms closes as much as you drag your analog). In most cases, you don't need to completely close your arm/arms, learn the difference and how to use it to your advantage!
Yaw? Yaaaaawww... zzzZZZZzzz !!! YAW!
- yaws. i first started to use them as a faster turns technique, they work pretty good that way but not as good as closing single arms. You'll get to know when to use which one, when you'll get used to flying and winds. Use yaws when you're hit by the wind gust and see the blueman turning, to stabilise your flight (ie. you got hit by the left wind and see your character struggling with it(the movement of legs and arms, simillarly to yaw but caused by the wind) and your flight curve is being changed to the right; tap quickly yaw left to counter the spinning to the right. Basic use of yaw for me is when you want to maintain the flight direction and you got hit by wind gust, use yaw to counter the imbalance caused by the wind. It can also be used to position yourself towards the direction of the wind without moving to sides much, when you're sailing on the winds, but more about that later. It's also great for precise turns when you're flying in proximity to irregular cliffs.
LITTLE DETAILS - BIG HELP (tips and tricks):
Did you hear it?
- listen to the sound you make when flying. when the sound is smooth - you're gliding. When the "swoosh" sort of sound starts to appear(a louder noise), it means resistance of air on wings - you're probably gaining some altitude, but loosing speed. Big "swoosh" sound or just a "swoosh" sound for longer periods of time means you're being stopped by the air and you most likely need to pull down a bit (you're loosing lots of speed; on the other hand you can gain some altitude when this sound appears, but you need to be pulling up very delicately) The swoosh sound is perfectly normal at the beginning of pulling up after a jump.
Look at that cloud!
- watch for the cloud/condensation/sand movement as you fly. They indicate the direction the wind blows and can be used to your advantage to gain speed/altitude/do some fancy tricks! Some of them might save your life, some might able you to fly for a really long distances!
Trial of learning
- use existing trials to practise and sharpen your flying skills
- go to trial sharing thread for more advanced and twisted trials if you're feeling like you need more challenge and/or fun
- fire up the trial editor and try to make the trial based on path you like to fly; try to make it hard, play with angles and altitudes, watch the winds along and speed, challenge yourself; this way you'll learn a lot - fun way!
Fire the cannon!
- to make a cannonball (cb) you need the pressure of the air that will give you the force to spin, that being: you need eighter to be falling, or to gain momentum. To gain momentum to do the backspin cb pull up fast then quickly press the cb button/axis. To do the frontspin cb you need to pull up, then pull down fast, then quickly press the cb button/axis. Pactise this untill you can feel the right moments to do cannonball spins. You can use cb to get over obstacles or just for fun.
- You can add an extra spin to you cannonballs by turning to side(by input, yaw or closing arm) before hitting the CB button - Careful tho, as the spinning balls are harder to get out of!
- when you use first person camera, release the cb button/axis when facing the sky/ground that would be behind your legs in the direction of flight, this ill most likely result in smooth transition to continue flying in the direction you were heading before cannonballing.
As below so above - Down is the new Up!
- to fly on your back you need to understand the mechanics of flying. While you can use normal turn to side or closing one of your arms to turn around, it's way harder to maintain the flight on your back without quickly turning around or falling straight to the ground. Reason for it is obvious - you need to maintain the lift. To maintain the lift you need to stay arched(bent) the proper way to the direction of flight. To fly on your back you need not only to turn around, but also to counter the lift imbalance by pulling down(upward mouse/analog movement) and changing your posture to proper for flight on your back. As you fly, your character is bent head arms and legs up and belly down, when you turn around, you need to maintain that posture by pulling down(upward movement!) - bending your character legs head and arms up (as the character if facing sky now) and his back down. You can turn around and fly on your back with single upwards-and-side movenent, then you'll probably need to maintain the posture by further pulling the input upwards (as you turned 180 degree, to pull the lift up and keep the posture, you need to pull mouse/analog up, insted of -like normaly- pulling down).
- you can use strong winds at the edges of map and in certain places to gain altitude/speed and sail in air to regions you couldn't fly normaly. They can increase your flight time even to couple of minutes if used skillfuly... but that's hard to explain, fly to the edge, built a feel for it (also check out the great vidos of Turbo Toad's YT Channel, especially "Speed Soaring" and "Soaring - Full Map Circle" for an example of what you can do with those winds if you're skilled!)
- you can use the input acceleration (moving your mouse/analog) when pressing restart, to get some cool spins right after the jump (as @Jens_Hagen stated above me)
- when you feel confident and your flying is good; Go on and turn off trajectory visualiser; Visualiser is a great tool to begin and learn with, but you get to real flight once it's turned of. This way your gameplay will get more personal, challenging and satisfying; also you'll need to be more careful, as you now need to plan and feel the flight insted of focusing on the visualiser itself. It's the new challange and whole other skill to fly without it!
As for input from mouse and keyboard (this does not apply to flying with controller ofc). I recommend using the optical sensor mouse, as the laser gaming mouses catches too much of "move noise", that being when you need to pick up and move your mouse and put it back down - laser mouses that can pick up input from 0,5cm+ above the ground on any surface are just pain in the butt It's possible to fly on them, but for learning less sensitive mouse is better (with dpi<1000 if you have an option for that) once your flying is good, you can try to switch to higher dpi/laser mouse.
That's about all that can be said (at least by me).
If i pointed out a previously stated thing, apologies and props to the first speakers
The most important is to pay attention, and fly fly fly.
Have fun in Volo!