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- F/A-18 INTERCEPTOR
-
- Contents
-
-
- Overview.......................................................1
-
- Getting Started................................................1
- How to use the F/A-18 Flight Computer.......................2
-
- Aircraft Reference.............................................3
- Joystick Control...........................................3
- Aircraft Controls..........................................3
- Simulation Controls........................................5
- View Controls..............................................5
- ECM (electronic countermeasures)...........................6
- Available Weapons..........................................6
-
- Flight.........................................................6
- Demonstration Flight.......................................7
- Free Flight, no enemies...................................11
- Training, demo of maneuvers...............................11
- Training, practice maneuvers..............................12
- Qualification.............................................13
- Next Active Advanced Mission..............................13
- Selectable Missions.......................................15
- Your Current Flight Log...................................15
-
- Tips from a Combat Veteran....................................16
-
- Appendix A - Aircraft Specifications..........................18
-
- Overview
-
- F/A-18 Interceptor tests your air combat ability, as you fly a super-modern
- jet fighter against destruction-seeking intruders. The action unfolds in a
- realistic flight environment; you skim over the bay, soar above the San
- Francisco peninsula, and perform maneuvers above the Pacific Ocean. You
- look out from the cockpit of a Navy F/A-18 Hornet or an Air Force F-16
- Flying Falcon.
-
- Read the Getting Started section to begin play, and study the Aircraft
- Reference section to become familiar with the joystick and keyboard
- controls for F/A-18 Interceptor. The cockpit and controls are the same for
- both the F-16 and F/A-18. After you've seen the demo flight, and have
- flown in free flight, you practice the training maneuvers vital to
- successful combat. You'll qualify for active duty, practice selected combat
- missions, then fly in actual combat against the intruders.
-
- Getting Started
-
- You can play Interceptor on an Amiga 500, 1000 or 2000. Before you begin,
- write protect your disk then make a playing copy of the diskette. You can
- play Interceptor using the keyboard or joystick.
-
- Note to new Amiga owners: F/A-18 Interceptor requires at least 512K bytes
- of memory (if your computer has 512K, you should disconnect your external
- drive to receive improved sound.). Its recommended that you have a color
- RGB monitor and one megabyte of memory to maximize sound capabilities, as
- well as to view the Demonstration Flight in full. To get started:
-
- 1. Turn on your computer and monitor.
-
- 2. Plug your mouse in port one, and your joystick in port two.
-
- 3. Insert your playing copy. If you have an Amiga 1000, use Kickstart 1.2,
- then insert your playing copy when the onscreen request for the
- WorkBench appears. Move the pointer to the Program Disk icon,
- double-click the mouse button, then double-click on the Interceptor icon
- in screen center.
-
- 4. The title screen and credits appears; when prompted, enter a callsign to
- enlist in a full Tour of Duty. Then press Return (see Note below).
-
- 5. When the Mission Selection screen appears, press the number of the
- option you want to begin play.
-
- 1
-
- Note: When you write-enable your disk, "R" for Rookie appears as the
- current callsign. The Rookie is a pilot who has successfully completed the
- first three F/A-18 Interceptor missions; using the "R" callsign thus lets
- you select from a wider variety of missions right away. If you wish to use
- your own callsign (thus permanently erasing the Rookie) you must select
- "8" ("your current flight log"), then reset the log by pressing SHIFT-2.
- Now press 1 to update the log to disk. Am message appears requesting you to
- enter your own callsign. You may opt not to enlist for a Tour of Duty.
- However you must still pass Qualification in order to fly combat missions.
-
- How to Use the F/A-18 Flight Computer
-
- To play F/A-18 Interceptor, you need to enter a security countercode after
- you select any of the Flight options (see "Flight"). At the onscreen
- prompt, you'll use your F/A-18 Flight Computer to line up the 4 letters
- and/or numbers, then type in the appropriate code visible in the window
- above the last letter or number.
-
- 1. The first letter or number is for the innermost (smallest) dial on the
- wheel. Find that character.
-
- 2. Find the second character on the middle wheel, and line it up directly
- over the first.
-
- 3. Find the third number on the large, outer wheel. Line it up with the
- first two characters.
-
- 4. Now look on the innermost wheel to find the fourth character (a window
- is placed directly above each). Type in the numerical code visible in
- the window above the 4th character, and press Return.
-
- 5. You should receive confirmation to proceed with the mission. If you
- enter the incorrect countercode, you are given 2 more chances to clear
- security before the program asks you to reboot.
-
- 2
-
- Note: Use care when selecting characters on the Flight Computer; and "8"
- can look like a "B" or an "0" can resemble a "D". To practice using the
- F/A-18 Interceptor Flight Computer, find the number for the combination
- 9E5F. You're on the right tack if the answer you come up with is 057247.
- See Flight Computer Illustration, page 2.
-
- Aircraft Reference
-
- When you take to the air, you fly one of two intercept aircraft - either
- the General Dynamics F-16 Fighting Falcon orr the F/A-18 Hornet. In your
- capable hands, the Falcon and the Hornet are both weapon and shield.
- Please refer to Appendix A - Aircraft Specifications, for more information
- on both aircraft.
-
- Joystick Control
-
- You control your plane in flight by using the keyboard, or a joystick. Take
- control of the joystick when your plane is taxiing off down the runway on
- takeoff. Once you have achieved takeoff of about 200 knots, pull back on
- the joystick and take to the air. In flight, move your joystick in the
- direction you want your aircraft to fly. The joystick's fire button fires
- the selected weapon against the selected target, and triggers the
- instructor's next maneuver in Training Missions.
-
- Aircraft Controls
-
- Familiarity of the cockpit controls of both the F-16 Falcon and the F/A-18
- Hornet is important to the F/A-18 Interceptor pilot. Prominent features of
- the cockpit are the HUD (heads up display) system, the radar and weapons
- systems, and the fuel, altitude and airspeed indicators. The HUD, which
- appears on the canopy above the control panel, includes a target
- designator, missile-aiming reticle, gun-boresight line, weapon-select
- indicator, target-in-range, target lock-on, and a G-meter (load
- measurement). Refer to the HUD illustrations on page 10 to familiarize
- yourself with these features.
-
- Note: Refer to the illustrations of the cockpit control panel and the
- keyboard when reviewing this list of controls:
-
- F1 - F10 Thrust. Control throttle in 10% increments.
- Note: Pressing F1 twice shuts down the engine if you
- are at settings above 10%. Pressing F10 twice turns
- on the afterburner if you are at 100% throttle.
-
- = key Thrust. Increases throttle by one step.
-
- - key Thrust. Decreases throttle by one step.
-
- 3
-
- BACKSPACE Brakes. Puts on speed brakes or ground brakes
- (depending on your location). The "Brakes" indicator
- on left side of control panel lights up when you put
- the brakes on.
-
- , Rudder control. Left Rudder, turns left ("yaws").
-
- . Rudder control. Right Rudder, turns right ("yaws").
-
- Cursor Keys Aircraft movement. The UP arrow pitches the nose down,
- the down arrow pitches the nose UP, the LEFT arrow
- rolls it left, and the RIGHT arrow rolls it right.
-
- G Gear. Raises or lowers the landing gear.
-
- A Arrestor hook. Extends arrestor hook on F/A-18 for
- carrier landings.
-
- H HUD. Turns HUD display on/off. All displays except
- that for a selected weapon disappear when you
- deactivate the HUD, and return when you re-select
- it.
-
- J ECM jammer. Turns ECM (electronic countermeasures)
- on/off. "ECM" on the right side panel lights up when
- you select it.
-
- C Chaff. Dispenses rapid-bloom chaff to jam an enemy
- aircraft's surveillance system, as well as radar-
- homing missiles.
-
- F Flare. Dispenses an infra-red flare to draw IR-guided
- missile away from your aircraft.
-
- M Map. Displays map of airspace and your location on
- the HSI (horizontal situation indicator).
-
- R Range. Controls radar resolution (2, 10 or 40 miles).
-
- T Target Select. Selects radar contact as a target.
- Toggle through available targets by pressing T
- repeatedly.
-
- RETURN Weapon Select. Press repeatedly to toggle through
- available weapons. The weapon selected is highlighted
- by a red bar in the weapons window in control panel.
-
- SPACE BAR Fires weapon. Fires active weapon at selected target.
-
- Shift-F Dispenses rescue pods. Releases rescue pods in some
- missions.
-
- Shift-E Eject. Press to eject from a doomed aircraft.
-
- 4
-
- Simulation Controls
-
- P Pause on/ off.
-
- ESCAPE Reset Mission. Returns you to the start of the
- current mission.
-
- Shift-Escape Exit Current Mission. Returns you to Mission Select
- screen.
-
- View Controls
-
- Keypad Enter Switches viewing mode from first-person perspective
- inside cockpit to third-person perspective outside
- cockpit; press ENTER again to re-enter cockpit. Press
- ENTER to skip through the "zoom down" that follows
- your selection of any of the scenarios; you'll go
- straight to the cockpit.
-
- Shift-Enter Takes you to the control tower nearest your starting
- location.
-
- [ ] Zoom. Left bracket zooms out, right zooms in.
-
- The following keys on the numeric keypad function when your view is from
- inside the plane:
-
- 4 Moves your head to the left.
-
- 6 Moves your head to the right.
-
- 5 Locks your head in present position.
-
- 2 Turns your head around for backward view (checks
- your "6").
-
- 1 Straight-down view.
-
- 7 Straight-up view.
-
- 8 Returns you to forward view (shortcut).
-
- Note: The program automatically returns you to the forward view after 4
- seconds. To prevent this, press 5 (see above) to remain in the pilot
- viewing mode that you have selected.
-
- When you press Enter, the view mode numeric keypad remains inoperative.
- However, the view each number gives is the position of the viewer outside
- the aircraft. Scroll through the numbers on the keypad to view your plane
- in flight from the different possible angles, then press ENTER again to
- return to the cockpit view. Note: In addition to the 7 keys mentioned
- above, the 3 and 9 keys are operative when you're viewing the plane from the
- outside views (the 5 key now shows you a view of the aircraft from
- directly above). In addition, the decimal point gives you a
- beneath-the-plane view.
-
- 5
-
- ECM (Electronic CounterMeasures)
-
- You can use ECM to foul an enemy's radar, avoid detection, and deflect an
- incoming attack. ECM has both an active form, like jamming the enemy's
- radar electronically, and a passive form, like dropping chaff, composed of
- small lengths of wire or foil. Chaff acts as a signal decoy, confusing the
- tracker's radar. --- even causing missile guidance on the wrong target.
- When a pilot faces an impending attack, he will often employ ECM and
- perform an evasive maneuver simultaneously.
-
- Both the F-16 and F/A-18 Hornet are fitted with standard ECM pods. There is
- an ECM indicator on the right side of your cockpit panel. It is highlighted
- in yellow when your ECM pod is active. Using ECM reduces the range and
- effectiveness of enemy missiles, but also provides a beacon to your current
- position.
-
- Available Weapons
-
- Each aircraft boasts medium and short range missiles, plus a short range
- cannon. The AIM-120A AMRAAM is the medium range missile on each aircraft;
- it is a highly accurate "fire and forget" weapon. The AMRAAM has an
- effective range of over 30 miles; its guidance system keeps it on a
- strapdown, inertial course until it approaches the target. Then the AMRAAM
- activates a small active seeker in its nose as it homes in on the target.
-
- The short range missile available to the F/A-18 Interceptor pilot is the
- AIM-9L Sidewinder anti-aircraft missile. The Sidewinder has a range of 11
- miles, and reaches a speed of Mach 3. A pilot maneuvering at 6g can still
- release a Sidewinder toward its target; the Sidewinder can be released when
- the attack craft is as close as 1000 feet. The AIM-9 performs best when it
- is launched from astern at a glowing afterburner, but its "all-angle"
- capability allows launch at head-on targets as well.
-
- The close-range cannon is the GE-M61, a 20mm cannon that fires 570 rounds
- at 6000 rounds per minute. In the modern era, a close range gun is most
- valuable in the midst of a close-quarters dogfight.
-
- Flight
-
- Now that you've completed your brief check-out of each aircraft, you're
- ready to solo. Your departure point is always the Mission Selection screen,
- where you choose the flight option that's right for you. Select
- Demonstration Flight and become familiar with the basic mechanics of
- flight from a passenger's point of view -- and some of the key landmarks
- of the San Francisco bay area.
-
- 6
-
- Select Free Flight a few times if you are a beginner to get the feel of the
- airplanes, then select Training: Demo of Maneuvers, to get acquainted with
- the basic combat maneuvers.. To practice the maneuvers behind an expert
- instructor flying an F-16, select Training: Practice Maneuvers, and go
- through the maneuvers (descriptions of each are found below). Select
- Qualification to qualify for combat; now go on to the Next Active Advanced
- Mission, where you are dispatched on active status to face one of six
- missions. As you complete them, you can relive past glories by selecting a
- previously completed mission in Selectable Missions.
-
- Demonstration Flight
-
- After you select the Demonstration Flight (enter 1 at Mission Selection
- screen), you zoom in to the carrier Enterprise (CVN 65). You watch as the
- Navy's workhorse takes off from the carrier deck, with its afterburners
- alight. When you select the demo, you cannot take control of the plane. The
- demo gives you a brief taste of flight, then lands at Alameda Naval Air
- Station. The demo repeats; to exit to Mission Selection, press
- Shift-Escape. When you're ready to take control of the aircraft, go on to
- Free Flight.
-
- 7
-
- Free Flight, No Enemy Confrontation
-
- Free Flight, No Enemy Confrontation is the perfect opportunity to become
- familiar with the skills of flight that build a combat pilot's base of
- experience. Once you select Free Flight, select your starting location
- choosing between San Francisco International (1), Alameda Naval Air Station
- (2), Moffett Field Naval Air Station (3), and an aircraft carrier off the
- coast of San Francisco (4). You choose to fly either the F/A-18 Hornet or
- the F-16 Falcon (if you select the carrier as your starting location you are
- assigned an F/A-18 automatically). Watch as the view zooms in to your
- aircraft in takeoff position, then check your control panel and verify that
- all systems are "go". To take off, just press F10 to increase your throttle
- to "military power". Once your airspeed reaches 200 knots, pull back on the
- joystick to lift off.
-
- In Free Flight, you face no enemies, and have no aerial targets to sight
- on; however, you can explore the possibilities of flight, practice
- take-offs, and familiarize yourself with the control systems and flight
- characteristics of your aircraft. Free Flight also lets you in on the
- sounds of flight -- the roar of take-off as you accelerate, the whine of
- your landing gear as it is raised, the kick of supersonic flight as you
- light the afterburners.
-
- Note: If you should crash in any of the F/A-18 Interceptor missions, you
- are returned to your starting position, in position to take off again.
- However, if you are enrolled in a Tour of Duty, crashing means you won't
- gain mission completion credit in your flight log (see Your Current Flight
- Log, below).
-
- Training: Demo of Maneuvers
-
- In Training: Demo of Maneuvers, you ride as a passenger, as a flight
- instructor performs a sequence of basic flight maneuvers. After you select
- the Training Demo from the Mission Selection screen, you'll be airborne,
- ready to watch the first of seven maneuvers. The pilot flies at 80% thrust
- throughout the demo; he may climb to altitudes above 14000 feet, and fly as
- fast as 650 knots.
-
- As a passenger, you have no control of the aircraft. However, to skip any
- maneuver,, or to interrupt a maneuver in progress and select the next in
- sequence, press RETURN. Once the sequence of maneuvers is complete (see
- Training: Practice Maneuvers for a complete list of the maneuvers), it will
- repeat automatically until you exit the demo. Take advantage of the
- training demo; it gives you a leg up when you fly the maneuvers yourself in
- Training: Practice Maneuvers. To exit and return to the Mission Selection
- screen, press Shift-Escape.
-
- 11
-
- Training: Practice Maneuvers
-
- In this scenario, the maneuvers are the same as in Training: Demo of
- Maneuvers, and you perform them in the same order. Once you select this
- scenario, you begin lined up on the runway, behind the instructor's plane.
- He'll wait for you to begin his take-off. Accelerate to 80% thrust; when
- you reach 200 knots, take to the air. Try to stay in sight of the
- instructor as he climbs into position for the first maneuver. Follow the
- instructor, and perform each maneuver in sequence as he does. If you lose
- the instructor once he starts to perform his maneuvers, you can reposition
- yourself behind his aircraft by pressing Return (once you're repositioned,
- make sure you stay within range of the instructor without overtaking him).
-
- Use your experience in Training: Demo of Maneuvers, and follow the
- instructor as he loops or rolls, breaks or flies inverted. If a particular
- maneuver is too difficult, you can always trigger the next maneuver
- automatically. Make sure you're lined up in sight of the lead plane, then
- press the joystick button when the instruction to trigger appears at the
- bottom of the cockpit panel. The instructor executes the maneuver, and you
- try to keep up. To skip a maneuver, press Return; to leave a smoke trail
- behind the instructor's plane, press S. Just as in Training: Demo of
- Maneuvers, the maneuvers repeat automatically until you exit. Press
- Shift-Escape to return to Mission Selection.
-
- What follows are detailed descriptions of the 7 maneuvers you practice in
- Training:
-
- The Aileron Roll: To perform an aileron roll, push the stick to one side.
- The plane rolls around, and its nose describes a circle on the horizon. In
- combat, use rolls to position yourself to "lift" through climbs, dives, and
- turns.
-
- The Break Turn: Use the Break Turn when the attacker is first seen
- approach- ing when you're in the enemy's "cone of vulnerability". To
- execute, break hard in the direction of the attack, fly with your wing
- pointed at the ground , then right yourself. You want to generate
- "angle-off" and ruin the aggressor's angle, making him overshoot.
-
- The Inside Loop: In an inside loop, you pull up quickly and go all the way
- over. Your head faces the center of the loop, while you pull positive G's.
- It's a bit like an aerial backward somersault. Perform an inside loop to
- trade positions with an opponent who's near.
-
- Split-S: In the Split-S maneuver, the defender rolls inverted and then
- dives away vertically, pulling out in the opposite direction. from his
- opponent. The idea is to force the attacker to overshoot, positioning
- yourself for a reversal, while destroying the opponent's angle of attack.
-
- 12
-
- Vertical Half-Loop: In this maneuver, you pull back on the stick, get to
- the top of the loop, then fly horizontally in inverted flight. Now roll
- your plane upright. Also known as an Immelman, the half-loop allows you to
- gain altitude and reverse directions.
-
- Barrel Roll: In the Barrel Roll, the defender first breaks, then rolls in
- the opposite direction to the break. The barrel roll involves loss of much
- speed; it works best when the attacker is in a high angle-off, high
- overtake situation. If you execute this maneuver properly, the opponent
- should overfly you.
-
- Inverted Flight: Inverted Flight is a basic part of several aerial
- maneuvers; to accomplish it, pull the stick back until you're upside-down,
- maintain your direction, then fly inverted. Try to maintain level flight.
-
- Qualification
-
- When you've completed your training and orientation, choose Qualification
- at the Mission Selection screen. You quickly hear the roar of the F/A-18's
- powerful engines, and look out from the Hornet's cockpit to the Enterprise'
- deck and the ocean beyond. Read the onscreen instructions for
- qualification.
-
- In Qualification, you must take off successfully from the carrier's deck,
- fly around, then return to land safely on the carrier deck. You should be
- prepared for potential opponents in the Pacific skies; your enemies are
- indifferent to your mission, and will harass you with impunity. Deal with
- bogeys if they appear, then find your way back to the carrier. Get a
- bearing on the ship, reduce your speed to 175 knots, drop your altitude,
- and bear down on the flight deck. Head in toward the side where the hooks
- are closest to your aircraft. Put on your brakes, lower your landing gear,
- then hit the wires to come to a full halt.
-
- Once you pass Qualification, you are eligible for active duty (a message
- appears onscreen confirming your advancement to active combat status).
-
- Escape repositions you on the carrier deck; Shift-Escape sends you back to
- Mission Selection.
-
- Next Active Advanced Mission
-
- When you select Next Active Advanced Mission, you take on the challenge of
- several combat missions against the intruders. Each mission has a specific
- task for you to execute (see descriptions of the 4 missions below). To
- succeed in Next Active Advanced Mission, you must be versed in all phases
- of combat -- flying the aircraft, detecting the enemy while avoiding
- detection through electronic and visual measures, closing in for the
- attack, selecting and readying your weapons systems, attempting kills, and
- then maneuvering to disengage from combat.
-
- 13
-
- Note: The warning lights in the upper-right corner of the cockpit panel
- flash these different colors when the following situations arise:
-
- 1. A friendly plane in the area is green.
-
- 2. An enemy in the area is red.
-
- 3. A stall warning is red.
-
- 4. An RH missile fired at you is white.
-
- 5. An IR missile fired at you is white.
-
- In addition, an explanatory message appears at the bottom of the control
- panel for each "event".
-
- Visual Confirmation
-
- In this first combat mission, you take off from San Francisco International
- in an F-16 Falcon or and F/A-18 Hornet. Your assignment is to find and
- identify an aircraft (it's somewhere out there!), then return to SFO
- unscathed. The aircraft which you must identify may be either a friend or a
- foe. In Visual Confirmation, you face some danger of attack,. All your
- weapons systems are operational, so arm your weapons if you spot a bogey.
- Shoot only if fired at. If you can avoid a melee, you're better off. An
- onscreen message lets you know when you've completed your assignment. Head
- for home, and put your aircraft down in one piece.
-
- Emergency Defense Operation
-
- When you complete Visual Confirmation, you're ready to fly Emergency
- Defense Operation. You fly an F/A-18 Hornet from the deck of the carrier
- anchored off the coast of San Francisco. Your mission is clear and
- compelling -- "We have hostile aircraft in your sector. Air Force One is
- currently on course to SFO." That means the Commander-in-Chief is unaware
- of the attempt to assassinate him and fatally compromise U.S. security. In
- this protective situation, you must intercept and occupy the aggressor
- planes, allowing the Air Force One pilot time to land safely at SFO (an
- onscreen message informs you when the President's plane is down). Scramble
- to the scene of the attack, deflect or destroy the enemy, and return to
- the carrier to land. Emergency Defense Operation is a combat pilot's
- challenge of the highest magnitude -- including the ability to gain attack
- position, outmaneuver your opponent, and outgun him if necessary.
-
- Intercept Stolen Aircraft
-
- Two F-16 Falcons from the U.S. Air Force have defected to the enemy side,
- aided in their escape by a couple of unidentified escorts. Your assignment
- is to take off from the carrier, find the would-be defectors and their co-
- conspirators, and deal with the enemy planes in the most convincing manner
- possible. Fly in front of the would-be Benedict Arnolds to inform them that
- the game is up. If they agree to return home, escort them there; if they
- disobey your signal to surrender, prevent their getaway at all costs.
-
- 14
-
- Search and Rescue Operation
-
- In Search and rescue Operation you try to find and rescue a downed friendly
- pilot. Take off from the carrier Enterprise, and find the lost pilot, using
- radar and your pilot's keen eyes. Again, enemy aircraft seek to prevent the
- execution of your mission. After you locate the downed flier, you should
- deploy the rescue pod within his range. A message informs you if the drop
- was successful. Once the downed pilot is safe, your job is done -- return
- to the carrier and safety.
-
- Selectable Missions
-
- Choose Selectable Missions after flying Next Advanced Mission. You'll be
- able to select any of the missions that you completed in Next Active
- Advanced Mission, plus one more. Each time you complete a mission in
- Selectable Missions, you are given a new scenario to select from the
- Selectable Missions screen. As you take to the air in each mission, all of
- your instrumentation and weapons are operational; your aircraft is standing
- by, so strap on your G-suit and climb aboard. Fly Selectable Missions to
- practice the combat scenarios before returning to combat on active status.
-
- Note: There are other selectable missions, which we won't describe here.
- Once you have successfully completed an active mission, you may repeat it.
- The second time around, though, you may have to contend with a tougher
- array of opposing pilots.
-
- Your Current Flight Log
-
- Your Current Flight Log lets you view your progress when you enroll in a
- Tour of Duty (you must write-enable your disk before enrolling). Select
- Your Current Flight Log from the Mission Selection screen; you view a
- summary that includes the following:
-
- 1. Total mission started.
-
- 2. Missions successfully completed.
-
- 3. Amount of weapons fired and hits achieved.
-
- 4. Accumulated flight time.
-
- 5. Total number of crashes - doesn't include ejections.
-
- 6. Hits suffered from enemy missiles.
-
- After each mission that you complete, your flight log is updated. To save
- the update onto your disk, press "1". Any missions you've completed count
- toward your credit; for example, if you've completed the first two
- Selectable Missions, you can begin the third whenever you like. As you fly
- more missions, you will continue to update the flight log, keeping track
- of your progress throughout play.
-
- 15
-
- If you wish to reset the Flight Log and keep statistics from scratch, press
- Shift-2. This erases the current log and sets statistics at 0. When you
- reset the Flight Log, you erase credit for any missions completed.
- Remember to enter a new callsign.
-
- Note: You'll need to requalify to fly missions.
-
- To exit from the Flight Log back to Mission Selection, press Esc.
-
- Tips from a Combat Veteran
-
- Learning the workings of today's modern fighters is a key element of the
- pilot's art. He need to know where all the controls are by touch, but more
- than that, he needs to approach his aircraft as the wonder of aerospace
- technology that it is. Your F/A-18 Interceptor and F-16 Falcon aircraft are
- the best that the Navy and the Air Force can put in the air. They are the
- results of thousands of hours of design and engineering, and are kept in
- tip-top shape by careful ground crew maintenance. In your hands, the F-16
- and the F/A-18 turn into precise instruments, and the trained pilot emerges
- as a surgeon of the sky.
-
- The art of combat flying is a combination of skills. Experience is any
- pilots best teacher -- there's no substitute for long hours spent
- perfecting basic flight maneuvers., the principles of attack, and
- successful disengagement. The qualities that a top gun must have are
- courage, determination, acceptance of danger, and a measured faith in his
- ability to get the job done without fanfare. A flashy show-off is
- guaranteed one of two outcomes -- a quick trip to the beyond, or lots of
- practice separating himself from the lines of his flight chute after a
- dizzying fall to earth.
-
- A solid pilot builds flight skills in stages, taking on the right
- challenges at the right time -- taking it smart, not easy. That means
- graduated training, moving from Free Flight to Training, on to
- Qualification, then Selectable Missions, and finally, Next Active Advanced
- Mission. He applies basic principles like achieving surprise, detection,
- gaining a superior attack position, closing, and using weapons in an
- attack. A smart pilot builds a good variety of maneuvers into his
- repertoire, practicing each until it is second nature. Careful preparation
- helps instill a calm, winning attitude in the most heated of aerial
- encounters.
-
- Welcome to the combat pilots' fraternity!
-
- 16
-
- 17
-
- Appendix A - Aircraft Specifications
-
- The General Dynamics F-16 Fighting Falcon is a state-of-the-art,
- lightweight, multirole air-combat fighter with an advanced ground attack
- capability. The F-16 is a single-seat aircraft with a single vertical
- tail, mid-mounted tailerons and wings, leading-edge flaps, and
- trailing-edge flaperons.
-
- Engine: The F-16 has a single Pratt and Whitney F100-PW-100 engine with
- 23,830 lbs of thrust.
-
- Dimensions: The aircraft has a wing span of 31 feet and a length of 47
- feet.
-
- Weight: 16,794 lbs when empty, and 37,500 lbs at maximum take-off weight.
-
- Navigation: The Fighting Falcon's primary navigation system is a
- Singer-Kearfott SKN-2400 INS with a Standard ALQ-131 ECM Pod.
-
- Radar: Its radar capability includes a I/J-band pulse-doppler set, with
- range scales of 2, 10, or 40 miles. The Falcon's downlook capability
- allows detection of fighter targets over 30 miles - including treetop
- targets.
-
- Ordnance: The F-16 can carry a weapon load of up to 20,450 lbs. With 2
- short-range Sidewinder heat-seeking missiles boasting an 11 mile range, 4
- medium-range AMRAAM missiles with a 30 mile range, and an
- internally-mounted GE M61 A-1 gun capable of firing 500 rounds of
- armor-piercing projectiles at a maximum range of 500 meters, the F-16 is a
- sleek and deadly weapon of defense.
-
- Speed: The Falcon can attain a maximum velocity of about 1350 mph (Mach
- 2.05) at 40,000 feet; at sea level, the F-16 reaches a speed of around 915
- mph (Mach 1.2).
-
- Combat Radius: The Falcon's tactical combat radius with maximum internal
- fuel is 340 miles.
-
- Ferry Range: The fighter's ferry range is 2415 miles.
-
- The combat pilot is assured a quiet ride and an exceptional all-around
- cockpit view when he takes the Falcon out for a ride. Control inputs are
- force-sensing sidestick controller and pedal, both positioned for maximum
- effectiveness. The speed and range of the F-16 Falcon guarantees top
- performance in several areas of combat.
-
- 18
-
- The carrier-based McDonnell Doublas/northrop F/A-18 Hornet is a U.S. Navy
- workhorse, performing both fighter and attack functions. Designed as a
- replacement for the timeless FA Phantom II and the versatile A7 Corsair,
- the F/A-18 has filled a critical strategic need in the Navy's combat
- arsenal.
-
- Engine: The Hornet is driven by two GE F404-6E 400 engines, each of which
- generates 16,000 lbs of thrust.
-
- Dimensions: It spans 37 1/2 ft. without missiles, and over 40 feet with
- missiles.
-
- Weight: The F/A-18 weighs 23,060 lbs empty, and 36,710 lbs when loaded for
- a fighter mission.
-
- Radar: Search and define, lock-on and multiple-pass capabilities.
-
- Ordnance: There are 9 external weapon stations on the aircraft, plus 4
- medium-range AMRAAM missiles, 2 short-range Sidewinder missiles, and a GE
- M61 cannon (20mm) that fires up to 570 rounds.
-
- Speed: The F/A-18 can reach a maximum speed (clean) of 1190 mph, or Mach
- 1.8, and will sustain a combat maneuver ceiling of over 40,000 feet.
-
- Combat Radius: The Hornet's air-to-air combat radius (with no external
- fuel) extends to 461 miles.
-
- 19
-
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