GTA Online treats the sky like a second map, and the players who master it run laps around everyone else. You move money faster, finish setups without a scratch, and show up to gunfights from angles people simply don’t expect. Planes aren’t just toys, they’re tools, and once you feel the timing of a clean landing or the glide of a no-HUD bombing run, the game opens up.
This guide comes from a lot of hours doing dumb things until they became muscle memory. I’ve crashed into vines on the Vinewood sign, pancaked into the Del Perro pier after a bad tailwind, and learned why the hangar’s “Staff Server” at LSIA is basically a home airport. The goal here isn’t a flight school lecture. It’s how to actually fly better fast, avoid the potholes, and use GTA’s aircraft for what they do best.
The default settings are designed so anyone can get off the ground. They are not designed for precision. If you’ve ever overcorrected into a death spiral, you know what I mean. Take ten minutes and tune the controls before you try to dogfight someone who knows what they’re doing.
On controller, the big difference comes from disabling certain assists and adjusting sensitivity. Aim for a setting where small stick input gives you gentle pitch and roll, and half-stick gives you a strong response without snapping into a flip. Turn off “Allow Aircraft Roll with Camera” so your camera won’t trick your hands into unnecessary inputs. If you stick with Standard controls, practice using the bumpers or triggers as air rudder while rolling with the left stick. Rudder is your scalpel in tight spaces like the canals or during precise line-ups for bombing runs.

On keyboard and mouse, think binary inputs with finesse. WASD and number-pad controls are on or off, so you need to feather with brief taps. Bind pitch up to something you can spam comfortably. Personally, I map roll and pitch to the mouse and rudder to Q and E, then fly without moving the camera much unless I’m scanning for threats. If you feel twitchy, lower mouse sensitivity a notch. You’ll trade snap-turns for smoother lines, which saves you in landing approaches.
A note on power control. Throttle is life, and GTA’s flight model is forgiving but not cartoonish. Learn half thrust, three-quarter thrust, and idle in your fingers. Hold max power on takeoff, but after you’re clean, stabilize at three quarters for cruise to prevent overspeed stalls in tight turns. When setting up landings, think idle at midfield, then short bursts to hold the sink rate. If you’re bouncing on touchdown, you cut the power too late or kept too much pitch after initial contact.
Most players rush takeoff. They yank the stick back at 50 knots and float into a wobble that sets the tone for the rest of the flight. Do it like this instead. Line up on the center, add full power, and let the nose feel light. At around 100 mph in light planes, and 120 to 140 in heavier jets, ease the stick back a fraction. Ease is the key word. Rotate smoothly, then tuck the gear as soon as you’re sure you’re climbing. If you’re skimming cars on the runway end, you got greedy.
Watch the crosswind. The game simulates it lightly, but the feeling is there. If you’re drifting, hold a whisper of rudder into the wind and keep wings level until you’re clear and trimmed. Over LSIA and Sandy Shores, the crosswind on the far end can nudge you toward the terminal or the water. Don’t fight it with big rolls. A touch of rudder and deliberate climb power will correct drift without eating runway space.
Perfect landings start one mile out, not at the numbers. The simplest visual cue is the “picture” of your runway in the windscreen. You want a stable, shallow descent where the runway stays the same size as you come down. If it’s growing quickly, you’re too steep. If it’s not growing at all, you’re too flat and risk floating past halfway down the runway.
Power controls altitude, pitch controls speed. That mantra holds up in GTA. On final, carry a low throttle, nose just below the horizon. If your speed bleeds off below stall, nudge power up and keep the nose where it is. Don’t shove the stick forward to gain speed on short final or you’ll slam.
Short strips test your timing. Sandy Shores in a Mallard or any of the stunt planes is forgiving, but try touching down a Tula there fully loaded and your margin is thin. Come in slightly steeper, chop power over the shoreline, and flair just enough to bleed off speed. If the nose starts to balloon, you’re trying to save a late approach. Go around. Pride costs more than fuel.
Night landings get easier if you paint the runway edge lights into your mental glidepath. Alamo Sea’s shoreline can trick depth perception. When in doubt, keep your descent higher and drag it in with small pulses of power, landing a third down the runway rather than the numbers.
First person looks cool when you’re wearing a flight helmet, but third person is king for spatial awareness. I fly third person for takeoff, cruise, and combat. I only pop into first person for cockpit-based aiming in specific jets or for cinematic landings when I’m alone. If you want to place a plane on a helipad rooftop, third person with a slightly zoomed-out view lets you judge tail clearance and wingtip distance.
Use the free camera to scan for missiles. If your lock-on alert starts beeping and you can’t see the shooter, flick the camera toward likely angles and check contrails or weapon trails. That little bit of vision catches 70 percent of incoming missiles before your ears do, especially over the city where clutter masks the sound.
You can’t be pro in every single aircraft. GTA’s hangar catalog is a toy chest, but a few models carry most of the practical value. If you learn these well, you’ll cover nearly every job.
The Pyro is the knife fighter. It accelerates well, rolls fast, and holds energy in turns. Its twin cannons are strong, and while its missiles aren’t top of the line, the Pyro bullies anyone who tries to reverse-merge and loses track of their speed. If you want to learn energy fighting, start here. Practice descending spirals where you keep speed and your target overshoots.
The Laser is classic raw power. Get it from the Fort Zancudo base if you feel brave. It has murderous cannons and blistering speed, but it also drinks fuel metaphorically, meaning it punishes sloppy turns with stalls. The Laser has no countermeasures by default, so your defense is never getting caught slow or predictable. Treat it like a swordfish. Straight lines, aggressive slashes, and immediate extension.
The Hydra’s VTOL mode makes it the SUV of the sky. It’s slower in forward flight than a true fighter, but vertical takeoff and hover let you stick landings on roofs and place ordinance with patient aim. Learn the quick-tap hover trick: switch into VTOL to brake, make your adjustment, then tilt back to forward flight. Use it for heist setups and business resupplies when you prioritize stability over speed.
The Rogue is a sleeper. It carries bombs, guns, and missiles, and has a stable feel for low-altitude strafing. If you like harassing convoys or smacking the NPC buzzards that spawn during sales, the Rogue’s combination of firepower and toughness punches above its price.
The Molotok looks like a cold war museum piece, but it climbs with promise and turns tightly. It lacks some modern conveniences, so fly it when you want purist fun or style points. If you expect to fight players in top-tier jets, bring countermeasures and break with intent.
For logistics, the Velum and Titan matter. They won’t win dogfights, but they carry crates and crew where they need to be. In a crew session, a Titan pilot who knows how to slow-roll a drop at Sandy without scraping the landing gear is worth their weight in cash.
The first mistake most pilots make in a fight is to yank the stick too hard and bleed all their speed in the first turn. You win most engagements by managing energy, not by holding the tightest circle for the longest time. After the merge, try a shallow oblique climb to build separation, turn gently, and keep your speed above your plane’s comfort floor. In a Pyro, that means staying above roughly 160 to 180 while maneuvering. In a Laser, keep it hotter.
Missiles versus cannons is a judgment call. Against experienced pilots, missiles are threat vectors and distractions, not finishers. Fire one in the middle of your turn to force a defensive break, then roll into a vertical scissors where your guns can connect when they cross your nose. If you chase with missiles alone, you’ll get dragged into their trap and shot when you fly straight to guide your next lock.
Countermeasures are mandatory in public lobbies. Chaff breaks locks, flares disrupt the immediate missile tracking. Get in the habit of popping countermeasures while simultaneously breaking line of sight with terrain, especially buildings and freeway overpasses. The city is a missile sponge. Fly nap-of-the-earth, weave through cranes and wind farms, and you’ll shed heat-seekers like dandruff.
Do not pull full pitch when dodging. Roll ninety degrees, then pitch to turn with less drag. If you pull up while wings are level, you become a billboard. If you feel tunnel vision after a few reversals, force a reset. Full throttle, shallow dive to pick up speed, and climb away on a diagonal path while spamming the lookback camera for their vector. Most chasers lose discipline after ten seconds of no shot and either overshoot or show their belly.
Free-aim bombing is oddly satisfying once you calibrate how the bombs fall in different aircraft. The Rogue and Pyro drop relatively straight at speed. Practice on freight trains. Set up a 10-degree dive, release early, and memorize how far ahead you need to lead at different altitudes. The Hydra’s hover mode makes bombing incredibly easy, but don’t linger. Drop, jink left or right, and tilt back to forward flight before an APC locks you.

If you have the Bombushka or the Tula, lean into their roles as slow, methodical platforms. Bring a friend on the gun, approach high, and use the map to align over points of interest. The trick with these heavy planes is to think two moves ahead. Any correction takes a full second to register, so pre-empt the drift and your line will look like you’re on rails.
Against NPC convoys, strafe first, bomb second. Cannons clear the escorts, bombs finish the objective. Against players, use bombs only when you’ve herded them into a street with no roof over their head. If they’re near overpasses, your splash will go to waste.
Runways in GTA aren’t equal. LSIA is generous and forgiving, a perfect training ground. Sandy Shores is short, bumpy, and windswept, but it’s close to half the desert missions and saves time. Grapeseed is a sneaky favorite. It’s narrow, has trees on approach, and sits beside the ocean for clean outs in case of engine damage. Practice short-field landings there. You’ll feel it translate everywhere else.
The city is a combat playground. The maze bank building provides a reliable reference point. If a fight starts over Del Perro, you can drift east toward Maze Bank, use the tower to break a lock, then cut south to the river channels. Enemies who chase through that line are asking to clip a crane or lose their radar line.
Over water, watch your altitude cues. Alamo Sea reflects the sky and can trick your sense of height. Approach from land when possible or keep your eyes on the shoreline to avoid settling into a wet landing. If you must ditch, cut power, level the wings, and raise the nose slightly. You can sometimes skate across the surface and keep the plane drivable enough to reach a beach, which beats swimming with a bag of special cargo and hoping no one notices.
If your goal is profit, planes fold neatly into a few grinds. Hangar businesses get a bad rap because collection missions feel repetitive, but a pilot who knows fast routes and uses the right aircraft squeezes real money out. Stack the high-value contraband types, run collections during quiet hours, and use a fast fighter for the snag, then a cargo plane for the final sale. When the sale timer starts, pick routes that minimize exposure to griefers. Over the mountains, not the freeway.
VIP work pairs with aircraft nicely. Sightseer, Headhunter, and Hostile Takeover finish twice as fast in a jet. Use a Hydra or Rogue for Headhunter. Pop targets quickly and climb between hits to dodge NPC lock-ons. For Sightseer, a Velum or Pyro turns the longest drive into a three-minute hop.
Smuggler’s Run missions vary. The ones with air checkpoints are free practice. Fly them like time trials and set your own records. The ones with dogfights teach discipline. Don’t chase every blip. Prioritize the wingman who’s diving on you, clear your six, then work outward.
There are two kinds of pilots in public sessions. The loud ones who crave attention, and the quiet ones who finish the job and leave the alert feed with nothing to show. Be the second kind when you’re carrying cargo. Fly low and quiet. Keep off the main thoroughfares. If you must pass near a crowded area, do it at speed and altitude, not droning along in a bomber that looks like a free bounty.
Counter the Oppressor Mk II by thinking vertically. Mk II pilots expect a simple missile dance. In a competent jet, climb shallow and maintain speed. When you feel the lock, pop chaff, roll hard, and dive behind a building line. Most Mk II riders lose their line if you disappear for more than two seconds. Then you come around with cannons. The Mk II is fragile, and one good burst ends the conversation.
If you’re jumped mid-sale in a slow plane, accept that the first rule is survival, not pride. Dump altitude, cut between obstacles, and call your team to spawn cover. Swapping to an armed plane mid-chase is a bad gamble unless you have a clear stretch and a reliable airfield. Better to live, circle back, and re-engage on your terms.
Threading under bridges, corkscrewing through cranes, and kissing rooftops might look like showing off, but those lines build instinct. When your hands automatically roll ninety degrees before a hard turn to keep lift in your favor, that’s stunt practice paying dividends. Spend fifteen minutes a session chasing power lines from the wind farm to the city. Use the river channel as a trench. If you can hold a meter of clearance at 160 mph, staying alive in a missile storm feels slow and easy.
Try the downtown helipad circuit. Start at the hospital, hop to Arcadius, then Maze Bank, then across to the FIB building. Land, power idle, pop back up, and move. This improves throttle finesse and hover entry for VTOL birds like the Hydra. If you can nail three roof landings in a row without skidding over the edge, cargo drops onto tight rooftops turn trivial.
Here’s a short checklist I run mentally on every serious flight. It’s quick, practical, and it saves rebuild fees.
You will stall. You will spin. The save is more about not panicking than anything exotic. If the nose drops and the plane starts to roll, release most back pressure, level the wings first, then add power. If you try to pull the nose up with wings not level, you’ll cartwheel. In jets with high thrust, a burst of power and a half roll to wings-level stops most nonsense quickly.
Bird strikes aren’t a thing here, but light pole strikes might as well be. If a wingtip clips and you corkscrew, flatten the plane and re-center controls. Half the time the game will “forgive” the collision if you stabilize within a second. If not, ride the crash flat and aim for water or a wide street. A flat skid deals less damage to you and the plane than a nose-first impact.
Engine damage is rare outside of combat, but when you hear that grinding tone and feel reduced thrust, climb if you can, and head for LSIA or Grapeseed. LSIA is best for long, shallow glides. Cut unnecessary maneuvers. Every turn burns altitude like cash. If the engine quits over the city, aim for the beach. Lots of players forget the width of that sand and try the streets instead. The beach gives you options and sightlines.
Two planes beat one, even if the second isn’t a fighter. A Rogue with bombs leading, and a Hydra in forward-flight cover can clear ground targets while denying air threats. If you fly with friends, divide roles. One pilot stays high for radar coverage and missile bait. The other stalks near rooftops and pops up for shots. Switch roles mid-mission to share the mental load.
Use voice comms sparingly but clearly. Call headings, not vibes. “Breaking south to Maze Bank,” “Missile from my 2 o’clock,” “Splash one Buzzard.” This stops you from doubling up on the same target and keeps situational awareness without clutter.
If you’re moving product that needs an escort, the best cover pattern is a lazy figure eight above the delivery vehicle’s route, offset a few blocks. That gives you fast support for either direction while keeping your nose in good position to dive and fire. Resist the urge to hover above the VIP. That only paints a target on them and shrinks your reaction window.
Skill sticks when you repeat deliberate drills that challenge one thing at a time. The fastest improvement path I’ve seen in friends goes like this. First week, fly takeoffs and landings only. Thirty cycles at LSIA, then ten at Sandy Shores. Focus on smoothness and consistency. Second week, do low-level routes. Pick a sea-level race in Rockstar’s creator list and run it alone in free roam, chasing your ghost. Third week, add combat. Fight NPC buzzards and jets for fifteen minutes a day. They’re dumb, but they’ll put pressure on, and you’ll learn missile timing without the ego hit of PvP.
Record a clip of your rough dogfights. Watch the first fifteen seconds. Most losses are decided right there. You either yanked too hard, bled speed, or lost track of the other pilot’s vector. Fix that one habit, and the back half of fights starts going your way.
You’re in Los Santos. Flying well and looking good are allowed to coexist. Pick liveries that match your intent. Matte black for night runs actually helps you blend into the city’s skybox, while white or desert camo works over Blaine County. If you run with a crew, standardize a stripe or a decal. It’s not just fashion. It prevents friendly fire in scrambles, and a shared look makes coordination easier when you’re scanning fast.
Touch-and-go practice at sunset with the skyline on fire is medicine. It’s also how you keep yourself relaxed before a complicated sale. Good flying is calm flying. When your hands know the drill, you stop sweating incoming beeps and start choosing your own fights.
If you take anything from this, let it be that good piloting in GTA Online is a chain of small, deliberate choices. Tune your controls so the plane obeys without drama. Lift off smooth, land cleaner. Roll before you pull. Use the city as cover, not as a hazard. Pick a handful of aircraft and master them for what they do best. Then practice on purpose, even if it’s five minutes between jobs.
One day you’ll realize that the runway lights at LSIA look like a welcome mat, not an obstacle course. You’ll slip a Hydra onto a rooftop like it was meant to live there. You’ll fight a cocky jet griefer gta 6 gameplay features over La Puerta, shake his locks with one chaff and a building break, then turn him into a trail of smoke with three short bursts of cannon. That’s when you know the sky belongs to you.