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- FALCON
-
- Taken from an ST SEWER SOFTWARE docs disk. Sorry about the funny text format,
- it was origianally 40 characters per line & theres no time to edit it!!
-
-
- Keyboard Commands
- 1. End = Front View (Numeric Keypad)
- 2. PgDn = Read View (Numeric Keypad)
- 3. Home = Left View (Numeric Keypad)
- 4. PgUp = Right View (Numeric Keypad)
- 5. 8 = Nose Down (Numeric Keypad)
- 6. 2 = Nose Up (Numeric Keypad)
- 7. 4 = Bank Left (Numeric Keypad)
- 8. 6 = Bank Right (Numeric Keypad)
- 9. + = Throttle Increase
- 10. - = Throttle Decrease
- 11. <Back Space> = Air to Ground Weapons Select
- 12. <Return> = Air to Air Weapons Select
- 13. <Space> = Trigger and Move Highlight in options screens
- 14. / = Military - Afterburner Toggle
- 15. <Ins - Amiga>, = Flares (to defeat heat-guided missiles)
- 16. <Del - Amiga>, = Chaff (to defeat radar-guided missiles)
- 17. P = Pause
- 18. R = Radar On/Off Toggle
- 19. O = LCOS Toggle (LCOS is the HUD mode that appears if an enemy is around)
- 20. B = Air Brakes
- 21. W = Wheel Brakes
- 22. G = Landing Gear
- 23. V = View Weapons
- 24. F = Flaps
- 25. C = Radar/Map Display Toggle
- 26. R = Radar On/Off Toggle
- 27. T = Air Target Select
- 28. E = Emit ECM Radar Jamming Signals (only if ALQ pod is installed)
- 29. <Esc> = Menu Select
- 30. <Tab> = Landscape On/Off Toggle 31. A = Autopilot, tracks you to MIGs.
- 32. S = Sound On/Off Toggle
- 33. X = Clear Locked On Position
- 34. CTRL-B = Black Box
- 35. CTRL-C = Jettison Centerline Stores
- 36. CTRL-D = Demo
- 37. CTRL-E = Eject
- 38. CTRL-K = Jettison All Stores
- 39. CTRL-S = Joystick Control Style
- 40. <Shift> = Yaw/Pitch Control
- 41. <Scroll-Lck - Amiga> = Trim Control
- 42. <F9> = Center Yaw/Pitch Control
- 43. <F10> = Flight Path Ladder On/Off Toggle
- 44. <F7> = ILS Landing Mode
- 45. <F8> = Center/Level Plane
- 46. <F3> = Decreases Sensitivity
- 47. <F4> = Increases Sensitivity
- 48. <F1> = Change Speed to Adjust to Computer CPU Speed PRESS ONCE TO SLOW,
- AGAIN TO RESTORE.
-
- Weapons Descriptions
- USE THE SPACE BAR TO HIGHLIGHT MISSIONS OPTIONS
- 1. M61-A1 Vulcan Internal Gun - Also called a cannon, we call the M61 a gun
- because of the information displayed on the HUDs where its status will
- appear. Since the M61 is an internal weapon, your F-16 Falcon already
- starts with 5000 rounds of ammo. The gun is an all purpose weapon (Air-to
- -Air or Air-to-Ground).
- 2. AIM-9J Sidewinder - The AIM-9J is a heat-seeking missile used in Air-to-
- Air combat, with an average useful range of 5 miles. It needs a strong
- heat source to track, and should be aimed directly at the Mig's rear
- quarters for it to be effective.
- 3. AIM-9L All Aspect Sidewinder - The AIM-9L is similar to the AIM-9J in
- that it is a heat-seeking missile. However it's called an "all aspect"
- missile because it contains filters that block out other heat sources
- (such as flares). The effective range is 5 miles.
- 4. AGM-65B Maverick Missiles - The Maverick is an optically guided
- missile used for Air-to-Ground bombing. It must be fired from below 20,000
- feet. It has a TV camera in the
- nose, when it is selected and your radar is on, you can view the ground/
- targets in your Radar CRT (center bottom of cockpit).
- 5. Mk 84 2000lb Low Drag Bomb - The Mark 84 is a general purpose bomb. It is used
- for any Air-to-Ground bombing
- when you want to make maximum impact. @ 6. Durandal Anti-Runway Bomb - This
- bomb is especially made to destroy runways. It propels its self
- underneath the runway, and then blows. This causes more repair time, and more
- damage.
- 7. ALQ-131 ECM Pod - The ALQ-131 pod is a radar scrambler for Air-to-Ground
- Missions. However, do not use it unless your going to be flying low,
- the ALQ-131 pod tells every Mig in the world that your coming.
-
- Missions
- Milk Run - Destroy the practice buildings east of your runway.
- Effective Weapons: Maverick, and Mark 84
- Black Bandit - Destroy one MiG. Effective Weapons: AIM-9J AIM-9L
- Vulcan internal gun. Mig loiters north of your base.
- Rattlesnake Roundup - Destroy three SAM sights (you will find these when in
- enemy territory, they look like a
- mountain with two missile launchers coming out of it). Effective weapons: Mark
- 84 Maverick Vulcan internal gun.
- Double Trouble - Destroy two MiG's. Same effective weapons as Black
- Bandit.
-
- Dragon's Tail - Destroy the bridge in the middle left quadrant. Same
- effective weapons as Milk Run.
- Dragon's Jaw - Destroy the bridge in the upper left quadrant. Note: the
- only effective weapon is the Mark 84 Hornet's Nest - Destroy the central
- airport in the upper left quadrant. Note: the only effective weapon is
- the Durandal Anti-runway bomb. Bear's Den - Destroy the Communication Center
- north of Dragon's Jaw. Same effective weapons as Milk Run.
- Venus Flytrap - Destroy all the SAM sights in the lower left quadrant.
- Hint there are only two. Effective weapons, same as Rattlesnake Round-up.
- Strike Palace - Destroy the enemies headquarters in the left hand center
- quadrant. Destroy both buildings!
- Same effective weapons as Milk Run. @ Double Dragon - Complete both Dragon's
- Tail and Dragon's Jaw in the same
- mission! Use the effective weapons described in those missions.
- Grand Slam - Destroy four MiG's. Same effective weapons as Black Bandit.
-
- RANK
- 1st Lt. | Captain| Major| Lt. Col| Col Lowest ----- DIFFICULTY ------ Highest
- Easy ----- EASE OF FLYING ---- Hardest Easy ------ GUN ACCURACY ----- Hardest
- SUPER ENGINE | NORMAL ENGINE
- NO ENGINE STALL | STALL POSSIBLE Attributes according to Rank
-
- 1st Lieutenant :
- Unlimited Arms, Unlimited fuel, No collisions, No ground crash, Ejecting pilot
- lives and returns, Unlimited
- Flares, Unrestricted landing and takeoff, No pilot blackout and redout, No MIG
- missiles or guns, No MIG flares and no SAMs.
- Captain :
-
- Limited Arms but no weight or drag, Limited fuel - must monitor it or
- else, Collisions possible with ground structures, Crash > 60 degrees,
- Ejecting pilot lives and returns, Unlimited Flares, Must raise and
- lower gear during landing & takeoff, No pilot blackout and redout, No MIG
- missiles, Guns poor, No MIG flares, SAMs won't hit.
- Major :
-
- Limited Arms but no weight or drag, Limited fuel - must monitor it or
- else, Collisions possible with ground structures, Normal ground Crash, POW
- possible when ejecting, Unlimited Flares, Full landing gear and nose
- wheel system requirements, Redout and blackout possible, MIG missiles and
- guns have fair accuracy, MIG flares are poor, SAM SA-2 only will hit.
- Lieutenant Colonel :
- Limited Arms with full weight and drag, Limited fuel - monitor it or
- else, Collisions possible with ground structures, Normal Ground crash, POW
- or fatal always upon ejection, Limited Flares (30), Full landing gear and
- nose wheel system requirements, Redout and blackout possible, MIG Guns very
- accurate and missiles fair, MIG flares effective, SAMs SA-2 + 7 will hit
- Colonel :
-
- Same as Lieutenant Colonel with following changes : All enemy MIG
- weapons accurate, MIG Flares totally effective,SAMs SA-6 and SA-7 effective
-
- FLYING AND USING YOUR WEAPONS
- TAKE OFF PROCEDURE: (key to press is in parentheses [])
- START ENGINES - [+] (JFS Light goes on) RELEASE WHEEL BRAKES - [W]
-
- INCREASE POWER TO 100% - [+]
- GENTLY PULL BACK ON STICK AT 150 KNOTS (AIRSPEED INDICATOR IS ON THE
- LEFT OF YOUR HUD) (The NWS light will switch to DISC when airborne)
- RETRACT GEAR - [G]
- You can change the cockpit views with keys 3 4 5 6 8.
- 3 front
- 4 left
- 5 rear
- 6 right
- 8 Auto (switches to view MIG, keep it on Auto when your Radar is off,
- you can be traced to your radar emissions, then turn it off in combat by
- selecting one of the other view
- angles)
- Note : At higher ranks (normal engine) when taking off with heavy
- loads of bombs and fuel, use the after burner for more speed - [/]
- LANDING PROCEDURE:
- Runway 9 is equipped for ILS (instrument landing system) USE it
- whenever possible. It's the horizontal runway at your base, approach it from
- the west. Turn on your ILS - [F7], at a 90 degree heading towards runway 9.
- You will then see "radio" messages from the tower, as well as the Glide slope
- deviation scale on your HUD.
- When the lines intersect to form a perfect cross, you are on the right
- approach. Use your Angle of Attack indicator and indexer. The indexer is the 3
- lights on the left side of your
- HUD, a down arrow head, a circle and an up arrow head. When the circle is
- light you are on a perfect descent angle. The up arrow means too high and slow,
- down too low and fast. The
- indicator is the scale on the right of your CRT radar. At upper ranks it is
- imperative that the indicator read between 8 and 13 for a safe landing.
- (Dropping airspeed increases your AOA)
-
- Use your airbrakes [B] and Flaps [F] to slow your plane, throttle should be
- at about 68%. Lower gear at approx. 4,000 feet. NWS RDY (ready) Light goes on.
- As soon as you touch down, apply
- Airbrakes , Flaps and Wheel brakes and reduce throttle to 60%. At this point
- you can press ESC and select "Mission Completed" from the option screen.
-
- USING THE WEAPONS
- At Captain rank and higher you select your own weapons. Use the cursor keys
- to move from the items, + and - keys to equip or de-equip that item. You
- can't always get what you want though, the Sarge'll tell ya'.
-
- THE GUN:
- The target designator is a square that wraps around the target when it's on
- screen. Through the square, you will
- see a line, this is the LCOS, there is an indicator on the Stores control
- panel showing when it's active. The Black line is the computers guess of the
- enemy's heading, the white line
- is his contrail or engine vapour. ALWAYS aim your weapons and plane at the
- black line, AHEAD of the target.
- The large circle is the Aiming reticle, this shows where your rounds will land,
- when you fire the gun. To
- hit the enemy wait for the IN RNG (in range) indicator on your HUD (within
- two miles), keep an eye on the Target distance scale on the left bottom of
- the HUD, as it moves lower on the scale the closer you are to the
- target. When you are within 2 miles, line the Aiming reticle on the LCOS
- line directly in front of the target. Squeeze the trigger (space bar or
- joystick button) a few times and "Splash" that bogey! Practice at
- 1st Lieutenant until you get the hang of it. You can hit the P key to pause and
- refer to your docs at any
- time. Hitting the Pause/Break key may lock your computer, so don't get
- confused.
- AIR TO GROUND STRAFING:
- Tap Backspace to select the M61 A1 gun, confirm that it's in A to G mode by
- looking at the Stores Control
- Panel, the top line should read SRF 999 GUN, the 999 is a rounds count, if you
- have less you've already done a little shooting.
- Set your Airspeed to 30 to 40 and your altitude should be about 2,000
- feet. Line up the target with the designator (large circle) and 'pickle' the
- trigger. In other words, tap it
- once to lock the designator on target, if you lock on to the wrong place tap
- the X key to clear the lock and re- center the target and pickle again.
-
- Once locked on you don't have to continue a dive! The Falcon is a
- remarkable plane and can adjust it's Yaw and Pitch so that the nose is
- pointed up or down or left and right and it will continue to fly straight,
- up or down! To do this hold down the shift key and push forward on the
- stick, the nose will go down, but the plane will fly straight. The
- Velocity Vector ( a small circle with a vertical line on it's top) will
- indicate your true heading, even though the center point on the HUD
- will point at the target, your V vector will indicate level flight.
- To re-align the plane so that it points in the same direction it's
- flying, tap the <F9> key.
- OK, so you're lined up and locked on to target. Your HUD Target Discrete
- (left bottom of HUD) switches from an ARM indication to LCK it's locked, so
- squeeze the trigger, an X will mark where your bullets hit.
- If you want to ignore the Lock on ranging system, pump your trigger in short
- bursts instead of holding it
- down in one long burst. The AIM9 SIDEWINDERS:
-
- Use the procedure for tracking and closing on your target as with the
- cannon. Select the sidewinders, with the ENTER key. If you have a
- combination of AIM9Js and AIM9Ls, switch to the ones you want with ENTER
- (note: Joystick button B can switch
- between weapons, but to switch between A to A or A to G you must use
- BACKSPACE and ENTER keys). Watch your HUD target discrete, as you close, the
- IN RNG will light up on the right bottom of the HUD, just under the
- Target Distance indicators. Keep an eye on the right bottom of the HUD, the
- weapons Discrete. When it switches
- from ARM to LOCK, a flashing diamond also appears in the target designator,
- fire the missile.
- When fighting multiple bogeys it becomes necessary to switch the
- Designator between targets. Use the T key to switch between bogeys and
- watch your ass, they like to play carrot and stick.
-
- THE MAVERICK MISSILE:
- Use the same procedure for locking on as with the strafing run. It's a bit
- easier to lock with the maverick since it has a TV camera in the nose.
- Switch the COMED to radar mode, select the Maverick and activate Radar. You
- will now be able the see the ground in the COMED screen.
- Fly straight and level to the target and line it up in the COMED, right
- between the two lines. "Pickle" the trigger when in range. You will then get a
- lock indication. Fire away! You
- don't have to fly directly at the target anymore, just in it's general
- direction. As long as you see it so
- does the Maverick. Watch your COMED and see the target crumble, if you
- aimed right, that is!
- NOTE: WHEN CARRYING BOMBS, FUEL AND PODS AT UPPER RANKS, YOU CANNOT FLY
- UPSIDE DOWN UNLESS YOU JETTISON CENTER STORES FIRST. THIS IS KNOWN AS A CAT-3
- CONFIGURATION.
- MK 84 AND DURANDAL BOMBS: Practice on the Practice buildings!
- DIVE BOMBING:
- Select the MK84 bombs. Fly at the target at an airspeed of of 45 and an
- altitude of 19.5. Keep the aiming
- reticle right on top of the target. As you close the bombsight will begin
- to move into view from the bottom of the HUD, once you see it, "pickle" the
- trigger(tap it once). Adjust the angle of attack to keep the target
- designator on top of the building, in other words, DIVE, but do it gently.
- When the Bomb site is at the base of the building, tap your trigger to
- release a pair of Mk84s. This will NOT MAKE a sound, the only indication you
- have of a release is the word REL will replace ARM on your HUD's weapon
- Discrete (lower left). Pull back on the stick and get the hell out of
- there if this is a combat mission at higher rank. Select a rear view to see
- if you were successful, an X marks the spot of impact. In combat never go
- back to see if you were successful,let intelligence find out for you when you
- land safely.
- NOTE: Use Mavericks against SAMs and buildings whenever possible, but you
- must use MK84s against the Cantelever bridge in Dragon's Jaw. When bombing
- runways follow this procedure with the Durandal, or use
- THE FLING BOMBING TECHNIQUE:
- AKA "POP-UP BOMBING"
- MK84 OR DURANDAL
- ALTITUDE SHOULD BE BETWEEN 2,000 AND 10,000 FEET.
-
- Maneuver so that the aiming reticle is directly CENTERED on the target.
- This usually requires a shallow dive. Pickle the trigger, the target
- designator (small black square) will appear in the reticle. The LOCK
- discrete will appear in the designator @ Make sure that the designator is
- perfectly aligned with the target, if not, clear with the X key and re-lock.
- If properly locked on, fly straight and level to the target. The release Queu
- and displayed impact line will
- appear when in range. The Queu is an X at the top of the screen, the impact
- line flows from it to the bottom of the HUD to the bombsight. To stay on
- course, you must keep the Displayed
- impact line intersecting the center point of the HUD and the reticle
- (circle).
- As you approach the target, the Queu will move downward, towards the
- reticle. Once the target disappears below the HUD pull back on the stick
- and start a shallow climb of about
- 110 degrees (flight path ladder between 1 and 2). When the release
- Queu passes through the reticle (circle) hit the trigger to release
- the bombs. Apply power and go into a 40 degree climb, until you have
- cleared the impact area. BLACK BOX
-
- You need at least 384K w/DOS 3.X to have the use of the Black box flight
- recorder. At any time inside the plane or
- during the awards screen you can invoke the Box by pressing Control-B
- The top left grid is "top looking down". Top right is "Ground level
- facing north". Bottom left is "Ground level facing east".
- Your Flight path is Cyan, enemies are white.
- All controls are invoked using the cursor keys and the enter key.
- The box records for up to 10 minutes, use it to evaluate your performance.
- GLOSSARY
-
- A-A : AIR TO AIR
- AB : AFTERBURNER
- ACM : AIR COMBAT MANEUVER
- ADI : ATTITUDE DIRECTOR INDICATOR
- AFTERBURNER : SPRAYS FUEL OUT OF ENGINE, MORE POWER
- A-G : AIR TO GROUND
- AGM : AIR TO GROUND MISSILE
- AIM : AIR TO AIR MISSILE
- ALQ-131 : JAMMING POD
- AOA : ANGLE OF ATTACK
- BANDIT : ENEMY MIG
- BINGO : LOW FUEL, 2 MINUTES UNTIL YOU MUST RETURN
- BUSTED : COURT-MARTIALED
- CAT : CATEGORY 3, CENTER STORES ON PLANE
- COMED : MAP/ELECTRONIC DISPLAY
- CONES OF VULNERABILITY : AIMING CIRCLES IN HUD
- DIRECTIONAL INDICATOR : ALWAYS REPRESENTS WHERE NOSE IS POINTING
- GSD : GLIDE SLOPE DEVIATION
- JOKER : LOW FUEL, 5 MINUTES UNTIL YOU MUST RETURN
- LD : LOCALIZER DEVIATION
- NWS : NOSE WHEEL STEERING SYSTEM
- VELOCITY VECTOR : REPRESENTS DEGREE OF YAW AND PITCH, ANGLE AND DIRECTION OF
- FLIGHT