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- F A L C O N - FLIGHT MANUAL
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- CONTENTS
- ~~~~~~~~
- Introduction ...........................................................1
- About This Manual .................................................1
- Hardware Requirements ..................................................3
- Part I: Your First Flight in the FALCON AT .............................5
- Setup and Loading Instructions ....................................6
- Cockpit Orientation ..............................................14
- Takeoff Procedure and First Flight ...............................20
- Encountering the Enemy ...........................................37
- Part II: The FALCON AT Experience:
- A Guide to the F-16 ..............................................47
- Keyboard Command Layout ..........................................48
- Keyboard Command Descriptions ....................................49
- The FALCON AT Armament ................................................54
- The FALCON AT Cockpit ............................................58
- Head-Up Displays (HUD) ......................................58
- Front Panel .................................................78
- Left View ...................................................89
- Right View ..................................................91
- Part III: Military Ranks and Missions .................................95
- The Ranks ........................................................96
- The Missions ....................................................100
- Mission Results: Snapshots, Awards, and Merits .............106
- Part IV: Advanced Fighter Training ...................................112
- General Flight Performance of the F-16 ..........................113
- Air Combat Maneuvers ............................................121
- Black Box .......................................................127
- Glossary and Abbreviations ...........................................131
- The F-16: Specifications .............................................134
- The MiG-21: Specifications ...........................................135
- Index ................................................................137
- Additional Reading ...................................................141
-
- [P.1]
-
- INTRODUCTION
- ~~~~~~~~~~~~
-
- Our hopes, like towering falcons, aim
- At objects in an airy height;
- The little pleasure of the game
- Is from afar to view the flight.
-
- Matthew Prior
-
- In the wild, the falcon is the most effective predator for its size
- compared to any other. While many birds hunt for their prey nocturnally,
- the falcon searches only during the day, being an aggressive natural
- hunter. It is considered to be equally as effective at fighting in the air
- as striking a target on the ground.
-
- This natural inspiration spurred development of the most versatile jet
- fighter in the air today, the F-16 Fighting Falcon from General Dynamics.
-
- FALCON was designed to be a high realistic simulation of the F-16, yet you
- have the opportunity to fly its powerful jet with tremendous ease. As you
- progress in flying skill, the ability to take over more control of FALCON's
- detailed F-16 features will strongly test your mastery of flying in air
- combat, and provide many hours of enjoyment.
-
- ABOUT THIS MANUAL
- ~~~~~~~~~~~~~~~~~
- Fighter pilots have to spend much of their lives learning everything there
- is to know about their airplanes, along with understanding the enemy's
- planes and pilots they may encounter in battle. A considerable time will
- pass in training before they even take a seat in a fighter jet. We
- obviously don't plan to put you through such rigorous training just so you
- can fly FALCON. However, in such a thorough simulation, there is a great
- deal to learn over the course of playing FALCON that will determine how
- well you perform, especially at the upper levels.
-
- Therefore, in Part I of the manual, we're going to send you for a test
- flight at the lowest level of the program. This will enable you to get a
- feel for the basics of flying the F-16. Most of the plane's true
- characteristics will be toned down a bit, and it will impossible to crash
- or be shot down.
-
- After you've gone for a few introductory flights and are feeling pretty
- comfortable, read Part II of the manual to learn all the commands available
- to you while flying the FALCON, along with a few hints about what to expect
- while flying at the higher levers of the program. We cover some of the
- basics that one has to learn in order to be trained as a real fighter
- pilot.
-
- [P.2]
-
- FALCON presents game difficulty levels according to a military pilot's
- rank. Part III covers the different ranks that you'll be striving to
- perform at, from First Lieutenant all the way to Colonel. This section also
- covers the variety of air-to-air combat and ground strike missions that you
- can select from.
-
- Part IV moves deeper into the strategy and tactics involved in air combat,
- including maneuvers that the enemy MiGs will be performing as they engage
- you in dogfights. Learning how to perform some basic maneuvers yourself
- will help your performance at upper levels of the simulation.
-
- We have purposely designed the lower levels of the program to be relatively
- easy to perform, so you can gradually develop the skills necessary to enter
- combat at higher ranks. If you're familiar with how jet fighters like the
- F-16 operate, either through reading or the play of other computer
- simulations (Maybe you're a real fighter jock!), you may be tempted to skim
- over the manual and dive into the upper levels of the simulation. Be
- forewarned though, at the Colonel level of FALCON, the simulation is very
- faithful to the operation of the real F-16, and the MiGs you will be
- battling are close to invincible.
-
- We recommend that you fly at the lower ranks until you have a firm grasp of
- the plane's characteristics and the nature of air battle. Then you can
- attempt to rise in rank and fly an increasingly more realistic F-16 against
- more formidable opponents.
-
- It goes without saying that we want you to have fun playing with FALCON. We
- certainly have! At the same time, we hope we've given you an opportunity to
- learn a little about an exciting, important subject. And maybe you'll
- discover, as we did, a newfound respect for the pilots who fly these planes
- every day in the service of their countries.
-
- [P.3]
-
- Hardware Requirements
-
- FALCON requires:
-
- AMIGA - At least 512 K RAM
-
- Note that the black box feature, communications feature, and certain sound
- and graphic enhancements are only available on the 1 Mb models.
-
- A joystick or mouse is optional.
-
- * If you plan to employ the option to direct-connect two machines and
- dogfight against another FALCON owner, you'll need a special cable (or
- cables) to connect the two machines. See the special insert for information
- on this option.
-
- Future Plans for FALCON
-
- Let us know what you like and dislike about the program so we can reflect
- your wishes when releasing updated versions. We plan to enhance and provide
- additional disks for FALCON over time so that it remains the premier jet
- fighter simulation on personal computers. Returning your registration card
- is the first step in making sure you'll know all that is planned. Be a part
- of the process and tell us what you want to see in the program!
-
- [P.4] blank
-
- [P.5] Part I: Your First Flight in the FALCON
-
- [P.6] Setup and Loading Instructions
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- It is assumed that you are familiar with the basic terms and operations of
- your computer. If this is the program you have run on your computer, refer
- to the Owner's Manual to become familiar with how to operate your system.
-
- Loading the Program -
-
- AMIGA
-
- * Insert the Amiga kickstart disk in the drive (this is not necessary if
- you have an A500 or an A2000). When the "Workbench" icon appears on the
- screen, press the eject button and remove the kickstart disk. Insert FALCON
- 1 disk in the disk drive. It loads automatically. Insert disk 2 on the
- screen prompts.
-
- Menus -
-
- When FALCON has loaded you will see the DUTY ROSTER, on top of which is a
- list of menus. With the exception of the COMMS menu, these menus are not
- operable until you have made your armament selection. However it is
- appropriate at this stage to give an explanation of the menus.
-
- File -
-
- The following options are available:
-
- * Return to cockpit - Used where you have pressed the ESC key to make a
- choice from one of the menus.
-
- * Abort Mission - Returns you to the Duty Roster
-
- * End Mission - When you have completed a mission and landed safely, choose
- this option to see the Awards screen.
-
- * Read Mission Disk - You will not need this option until you have
- purchased a Mission Disk.
-
- [P.7]
-
- * Quit - Returns you to the computer operating system.
-
- ACM -
-
- * This option enables you to practice Air Combat Maneuvers. See the section
- entitled "Air Combat Maneuvers" for details of the maneuvers.
-
- Scenery -
-
- * Dots only
-
- * Detail only
-
- * Dots and Detail
-
- The less the scenery on display the faster the program will run.
-
- Control -
-
- * Mouse
-
- * Keyboard
-
- * Joystick
-
- * Mouse 2 ( You are able to "center the stick" by clicking and releasing
- the right-hand mouse button)
-
- Options -
-
- * Normal scale
-
- * Large scale (double normal scale)
-
- You are able to change the size of the MiGs.
-
- * Sound on = all sound including engine
-
- * Engine off = all sound except engine
-
- * Sound off = turns all sound off
-
- We recommend that you play with the sound of the engine off.
-
- * Training
-
- With this option you will see that in ACM the MiG will have his flight path
- indicated by diamonds which you should fly through to if you wish to follow
- his track.
-
- [P.8]
-
- * MiG Ace Pilots - If you think the normal MiG pilots are not good enough,
- try this option.
-
- COMMS -
-
- Leave this choice at the default selection of SINGLE PLAYER. If you are
- going to be the only participant experiencing FALCON (on one machine), as
- would normally the case. However, if you wish to hook your machine up to
- another so you and another player can "dogfight" against each other, select
- either ST to ST; ST ti MAC; or ST to AMIGA. See the insert for information
- on connecting the two machines.
-
- If you select ST to ST; ST to MAC; or ST to AMIGA, make sure the selection
- for the BAUDRATE (speed) that your computer will communicate at is correct.
-
- Duty Roster -
-
- The DUTY ROSTER maintains a record for up to ten "active" (meaning still
- alive!) players. The last rank achieved and total "merits" (points)
- attained are displayed along with the pilots' names. (Since no one's played
- from your disk as yet, all pilot name lines show a call sign of "ROOKIE"
- with zero merits.) If you expect to have several people playing the game
- and want to make sure that someone's name isn't accidentally erased, we
- suggest designating one of the name slots (say, the last one) as the
- "floater", for newcomers and occasional players to use.
-
- * On this first entry, highlight any of the "ROOKIE" name lines and click
- with the mouse button. Type in the name you want to use for yourself at the
- top. Remember, every fighter jock has a call sign! Be as creative as you
- like, just keep the name within twenty characters. (You can use the ESC or
- BACKSPACE key to correct any error, and to erase ROOKIE.)
-
- When you're finished typing your name, press the OK box.
-
- [P.9]
-
- You can override a listed pilot's name at any time if you want to add a new
- person or name to the game. You might even want to keep separate "names" of
- yourself for practice reasons. Just make sure not to overwrite an active
- pilot for whom you want to maintain a record.
-
- The DUTY ROSTER includes pilots who are still alive and haven't been either
- taken as a prison of war (POW), or court-martialed for unacceptable
- actions. This list is different from the "SIERRA HOTEL", which contains the
- top ten FALCON pilots who have ever played from your disk, whether they are
- still alive (ACTIVE); or have been killed in action (KIA), declared missing
- in action (MIA), or court-martialed (BUSTED), or RETIRED when the pilot's
- name has been changed.
-
- >After you've selected a name for the DUTY ROSTER, the next screen allows
- you to select the level of difficulty at which you will fly, along with the
- specific objective.
-
- Use the mouse pointer to move between topics. Use the mouse button to
- highlight a selection within a topic. When you are satisfied with your
- selections, click on the ARMAMENT box to proceed to the next screen.
-
- Rank -
-
- Select from a listed rank to determine the difficulty level. The order from
- First Lieutenant (easiest) all the way to Colonel (highest difficulty).
- (Note: Part III of the manual discusses the differences between ranks, plus
- how they affect your plane's performance and that of the enemy.) You select
- a rank by simply highlighting the desired rank line and clicking on the
- name button.
-
- >Leave the selection at 1st LT. (First Lieutenant) for your initial flight.
-
- Missions -
-
- This is where you choose from any of twelve different missions involving
- air-to-air combat, air-to-ground strikes, or a lot of both! There is a
- ribbon to the left of each mission name, which will be awarded to you if
- the mission is completed successfully. (Note: Part III of the manual
- describes details of the different missions.) Just like rank, you select a
- mission by highlighting the mission name.
-
- >Leave the selection at Milk Run, which is a simple flying and bombing
- exercise.
-
- [P.10] missing
-
- [P.11] missing
-
- [P.12]
-
- Go to the "Control" Menu and select Mouse, Key, or Joy or Mouse 2,
- depending on whether you want to use the mouse, your keyboard, or joystick,
- as your respective input device for directional ("stick") control of your
- plane. Mouse 2 is not sell-centering until the right-hand button is
- pressed.
-
- IMPORTANT!
- ~~~~~~~~~~
-
- Don't make any selections from the ACM Menu at this time or you will go
- immediately into a training mode for learning Air Combat Maneuvers when you
- enter the cockpit. These maneuvers require some previous experience with
- the program for you to use effectively. If you make a selection from this
- menu by accident and go off into one of the maneuvers, press the "ESC" key
- to bring the Menu Bar back. Go to the "File" menu and select "Abort
- Mission" to return to the DUTY ROSTER screen. Make the same choices as
- before to return to this point.
-
- * When you've completed your selections, click in the TAKEOFF box to accept
- the armament and proceed to "takeoff ready" position. The Sarge will have a
- few words to say before the armament selection screen disappears. Get in
- the habit of reading any messages he has for you, because they may save
- your life later on when you are flying at a higher rank.
-
- Note: You won't exactly be alone in the air after the Sarge signs off. Your
- ground support crew will contact you occasionally (via messages along the
- top of your front cockpit view) when MiGs are sighted as well as confirming
- your successful hits in air battle. They will also notify you when you're
- flying off course.
-
- [P.13] {The FALCON Cockpit Picture.}
-
- [P.14] Cockpit Orientation
- ~~~~~~~~~~~~~~~~~~~
-
- After the Sarge signs off, the next screen has you seated in the FALCON,
- ready for takeoff. Your plane is resting on Runway #36.
-
- Take some time to get familiar with your F-16. Inside the plane, you are
- facing the front of the cockpit, which contains the most important displays
- and controls to be used in the simulation. Look at the components of the
- cockpit, and compare them to the illustrations in your Flight Manual and
- reference card. You don't need to know what every item represents just now,
- since all the F-16's characteristics aren't activated at First Lieutenant
- rank. (All cockpit features are discussed in detail in Part II of the
- Flight Manual.)
-
- {HEAD-UP DISPLAY (HUD) IN "AIR-TO-AIR" MODE picture}
-
- [P.15]
-
- Now, let's discuss the ones you do need to watch on your first flight.
-
- * The most prominent feature of the cockpit is the Head-Up Display, or HUD,
- which is located in the upper middle of the screen. The HUD is a piece of
- glass (separate from the canopy) upon which important data is displayed
- electronically. By having vital information displayed directly in front of
- your eyes, you don't have to look around the cockpit as much, which helps
- to maintain your concentration in battle. Although there are several
- different HUD types, it starts off in "Air-to-Air" Mode and displays
- essential items such as airspeed, heading, gravity forces, altitude, and
- the flight path ladder.
-
- Brief Description of HUD components -
-
- Let's examine the main features of the Air-to-Air HUD
-
- Flight Path Ladder -
-
- Represents your plane's angle of climb. When positive numbers (0 through 9)
- are showing, the plane is in an upward climb. Negative numbers (-0 through
- -9) signify a dive. Each number represents an increment of ten degrees,
- from 0 to 90 in either direction. The ladder displayed here shows the F-16
- in a 38 degree climb. (Negative numbers also shown by dotted line.)
-
- Air-to-Air Missile Specifics (Discretes) -
-
- Data relating to the specific HUD mode, in this case "Air-to-Air." The type
- and status of the weaponry is displayed. You'll learn more about this
- later.
-
- Aiming Reticle -
-
- This represents the effective aiming area for missile hits when battling
- enemy MiGs. Part II will explain its usage.
-
- [P.16]
-
- Airspeed Scale -
-
- Displays the plane's true speed (in tens of knots).
-
- "G" (Gravity) Force Indicator -
-
- Shows the amount of centrifugal force that is acting upon you and your
- plane at any time due to a number of factors, including turning (banking)
- rate and airspeed.
-
- Heading Scale -
-
- Displays the direction (magnetic scale, and in tens of degrees) that your
- F-16 is heading. You should note that the plane starts off on the runway at
- a 0 heading, which represents due north. East is 90, south is 180, and west
- is 270.
-
- Altitude Scale -
-
- Displays your plane's altitude (in thousands of feet). Note that the
- current altitude is always detailed at the bottom of the HUD, directly
- below the Altitude Scale.
-
- 5-Mile Radar Ranging Scale -
-
- Specific to Air-to-Air HUDs, this scale's pointer starts to slide downward
- when an enemy plane has approached within five miles of your F-16. More on
- this later.
-
- <To glance at the other HUD modes, press the Return or "(" key repeatedly
- to look at other Air-to-Air Modes (used for dogfighting enemy planes), or
- press the Backspace or ")" key in succession to examine Air-to-Ground Modes
- (used for ground strike missions). The F7 key brings up a special Landing
- HUD.
-
- [P.17] The Rest of the Cockpit
- ~~~~~~~~~~~~~~~~~~~~~~~
-
- * The AOA Indexer (left of the HUD) and AOA Indicator (beneath the HUD) are
- used when landing your plane and during battle. They display your "angle of
- attack". They aren't necessary at lower ranks, but after your first few
- landings, become adept at using them because it's a necessary skill for
- landing the F-16 at higher ranks.
-
- * The JFS (Jet Fuel System) Start button will light up when you start your
- engine.
-
- * Directly underneath the HUD glass is a combination Radar/Map screen,
- called the COMED (Combined Map/Electronic Display). It will be the second
- most-watched item in your cockpit after the HUD. In Radar mode, it monitors
- details like the horizon and relative position of enemy planes to yours. In
- Map mode, it shows your current location in the FALCON world, along with
- landmarks to guide you during missions. Press the "C" key to toggle between
- Radar and Map. The default selection is Radar.
-
- * The Military Power/Afterburner Indicator shows whether you are currently
- invoking the engine's Afterburner (AB) for extra acceleration, or if you're
- using standard Military Power (ML), which is a term for normal engine usage
- and acceleration. Press the "/" key to start the afterburner (stage one).
- Press the ">" key to increase the afterburner stage up to a maximum of 5.
- Press "<" to decrease the stage or press "/" (Slash) key to go immediately
- to 100% Military Power. The default setting is ML.
-
- [P.18]
-
- * The Attitude Director Indicator (ADI) aids in orienting your plane to the
- horizon while pitching and rolling. Use it in combination with the
- "waterline" (your plane's position parallel to the horizon) and visual
- contact with the real horizon to orient the plane directionally.
-
- * The RPM Gauge represents the percentage (%) of power that has been
- applied with the Throttle ("+") key. (This example shows just over 70%
- power being applied.)
-
- * The Wheel Brakes light is on, signifying that your wheel brakes are set.
- This keeps the plane from rolling when the engine is started.
-
- Before taking off, take a look out the other views from your cockpit,
- specifically the Left View ("4" key-top row) and Right View ("6" key-top
- row). You'll learn more about the additional gauges and panels later. For
- now, you might note the initial compass heading in the Left View (due
- north) and how it matches up to the degree heading in the HUD and your
- current location on the COMED Map mode. These indicators can help you find
- your way back to the landing strip if you're lost or returning home from a
- mission that takes place a long distance away.
-
- You also have a variety of out-of-cockpit views that give you an entirely
- different perspective on the world you are flying in. You might want to
- take a moment now to examine these different views, although they will
- probably be more spectacular when you're in the air.
-
- To see a satellite view or look down, press key U. Key 8 will show the
- tower view, while key 9 will show an outsider view of the F16 (TRACK view).
- The track view can be seen from a different position by pressing key 2 in
- addition the view can be zoomed by the use of keys F1 and F2.
-
- [P.19] About the Milk Run
- ~~~~~~~~~~~~~~~~~~
- The objective of the Milk Run mission is to destroy one or more of the
- buildings located 5 miles east of your home base.
-
- On this mission, you'll use AGM-65 "Maverick" air-to-ground missiles.
-
- [P.20] Takeoff Procedure and First Flight
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- You'll probably want to have your quick reference card close by during the
- takeoff procedure.
-
- { IMPORTANT! }
-
- Even though we've tried to pattern this initial flight instruction for a
- first-time user, the FALCON cockpit has so many features that, even at
- First Lieutenant rank, things may seem overwhelming at first. This is
- reason enough for including a "pause" key in the game. If you're at a
- certain point in the procedure and want to read ahead to prepare for the
- next action, simply press the "P" key to pause the simulation. When you're
- ready to continue, press the "P" key again to resume flying. After a few
- flights, everything will become second nature to you.
-
- At times in this section, we'll discuss a procedure in light of what the
- same situation might require in skill at upper ranks. However,
- operation-wise, everything still performs according to First Lieutenant
- rank restrictions. You might want to look at the charts in Part III that
- cover what performance differences occur between the various ranks.
-
- Directional Control (Flying with the "Stick") -
-
- Fighter pilots control the directional movement of their planes with a hand
- control commonly known as the "stick". The following images show the ways
- you can control the same directional movement of your F-16, depending on
- whether you prefer to use the keyboard, mouse or a joystick.
-
- Throughout the rest of the manual, we will use an "operation" with the
- stick as a common way to describe a needed directional change at a
- particular time. For example, "pull back on the stick" will equate to
- pressing the Down Arrow key on the keypad, or moving the joystick handle
- backwards, depending on the input device you're using. The following images
- have the corresponding "stick" operation printed in boldface next to the
- particular movement control.
-
- [P.21]
-
- Keyboard - Numeric Keypad-
- "I" Nose Down (push forward on the stick) = "8"
- "J" Bank (or Turn) Left (pull left on the stick) = "4"
- "M" Nose Up (pull back on the stick) = "2"
- "L" Bank (or Turn) Right (pull right on the stick) = "6"
-
- Under the default setup, when you use the keyboard to control directional
- movement of your plane, the F-16's "stick" automatically centers itself
- after each keypress. This enables you to easily maintain a constant rate of
- turn. In other words, if you press the Left Arrow key once, your plane will
- bank left at a small constant rate, and continue to do so until you make
- another directional change. If you want to increase the degree of turn (or
- any other directional change), you need to hold the particular key down for
- a longer period of time. Also, the longer you hold the particular key down,
- the faster the rate of change will take place (all other things being
- equal).
-
- >This is always true at lower ranks (with "super engine"). However, at
- higher ranks, where your "normal engine" has many factors operating on it,
- things may not be quite so predictable. Refer to Part III (Ranks) on the
- differences between "super engine" and "normal engine".
-
- [P.22]
-
- Joystick- Nose Down
- "push forward on the stick"
-
- Bank (or Turn) Left Joystick Bank (or Turn) Right
- "pull left on the stick" Handle "pull right on the stick"
-
- Nose Up
- "pull back on the stick"
-
- Joystick Button - Trigger (used for firing weapons)
-
- Mouse -
- Nose Down
- "push forward on the stick"
-
- ---------------------------
- | |
- | |
- | |
- Bank (or Turn) Left | Fire Center stick | Bank (or Turn) Right
- "pull left on the stick" | Button in Mouse 2 | "pull right on the
- | mode | stick"
- | |
- | |
- | |
- | |
- ---------------------------
-
- Nose Up
- "pull back on the stick"
-
- [P.23]
-
- Sliding the mouse in a particular direction to change the pitch or bank of
- your plane is not so different from using the keyboard. When you slide the
- mouse to effect a change in any direction, the plane responds by changing
- its direction until you stop sliding the mouse, which "centers the stick".
- When the mouse stops moving and the "stick" is therefore "centered", your
- plane continues on the same path until the mouse is moved again.
-
- Without holding the mouse button down:
-
- Move the mouse slightly to effect small changes in direction. Remember,
- every time the mouse stops moving, you "center the stick."
-
- Slide the mouse faster and over a longer distance to cause larger and more
- accelerated changes in direction.
-
- With the mouse button held down:
-
- With the mouse button held down, the "center stick" routine is interrupted
- allowing you almost virtual movement. You should employ this method when
- making sudden and sustained changes in direction.
-
- Mouse 2 -
-
- This is an alternative method of mouse control. The "stick" is not centered
- until the right-hand button has been clicked and released.
-
- [P.24]
-
- On the Ground -
-
- * If you haven't done so already, press the "3" key (top row) to return to
- the Front View.
-
- * Check the front panel to make sure Wheel Brakes are engaged (the WL BRK
- light should be on). If not, press the "W" key to apply them. Now it's time
- to fire'er up! Activating the Jet Fuel System will start the F-100 engine.
- To engage the JFS, press the Throttle Increase key ("+") once and the JFS
- Start light on the front panel will illuminate. By watching the RPM Gauge,
- you'll see the engines automatically rev up to 60% RPM.
-
- How to Taxi Your Aircraft -
-
- Even thought it's not necessary to taxi the aircraft, you may want to in
- order to get familiar with the Nose Wheel Steering (NWS) System. To the
- right of the HUD you'll see the NWS System/Landing Gear Status Indicator.
- The RY ("ready") light at the top should be lit, indicating that your
- Landing Gear (which includes the NWS system) is in "down" position and
- operational.
-
- * To taxi, rev your engines (to 65%) by pressing the Throttle Increase key
- ("+") until RPM reaches 65%.
-
- * Release the Wheel Brakes ("W" key) and your plane should start rolling.
- Never exceed 80% RPM with the Wheel Brakes engaged, or your aircraft may be
- damaged. Your Nose Wheel Steering light (NS: the one in the middle) will
- illuminate once the plane is moving. At this point you can use the stick
- controls to steer your F-16 on the runway.
-
- * To turn left, pull the stick to the left. To turn right, pull the stick
- to the right. The faster your taxi speed, the wider your turns. Keep taxi
- speed under 50 knots while varying your throttle to control the speed of
- the aircraft.
-
- Takeoff -
-
- { WARNING }
-
- Get in the habit of keeping your plane on the runway. Grass takeoff are
- fine for whirlybirds, Harriers, Insects, and other assorted creatures, but
- not for your F-16. At upper ranks, you must stay on the runway unless you
- want to be permanently grounded!
-
- [P.25]
-
- * If you haven't already done so, release your Wheel Brakes. (The WL BRK
- light should be off. If not, press "W".)
-
- * Next, hold the Throttle Increase key ("+") down until your engines have
- reached 100% RPM.
-
- * Continue to roll straight down the runway until your airspeed has reached
- 150 knots (15 on the HUD Airspeed Scale). You'll notice that the NWS System
- light (NS) will disengage once your speed has exceeded 90 knots. This means
- that you will no longer be able to steer your aircraft.
-
- >For faster takeoffs and to compensate for heavier payloads, light your
- Afterburner for that extra needed power (at the expense of using more
- fuel). Afterburner (AB) is engaged by pressing the "/" key. The AB1 light
- on the front panel will turn on. Non-afterburner takeoffs are called full
- military power takeoffs. The ML indicator light will be on instead of the
- AB light on military power takeoffs.
-
- * When your airspeed reaches the takeoff speed of 150 knots, gently pull
- back on the stick until you reach a climb angle of 8 to 12 degrees. As your
- plane leaves the ground, the 10 degree step of the Flight Path Ladder on
- the HUD should cross the HUD center point, indicating a 10 degree climb
- angle.
-
- { CAUTION }
-
- >Trying to lift off at speeds less than 150 knots can result in skipping,
- stalling, or crashing into the runway.
-
- Note that the DC (disconnect) light on the NWS System/LG Status Indicator
- illuminates once your plane has left the ground. This serves as a signal to
- raise the landing gear.
-
- * After takeoff, you need to retract your landing gear by pressing the "G"
- key. Switch to the Left View ("4" key: top row). Look at the Landing Gear
- (LG) Indicator. All three lights should be off if you've successfully
- raised the landing gear. Switching back to the Front View ("3" key: top
- row), you'll also notice that all lights in the NWS System/LG Status
- Indicator turn off once the gear has been raised.
-
- [P.26]
-
- Faster Climb Rate -
-
- * You should continue on an 8-12 degree climb angle until reaching 400
- knots airspeed. At this point you may increase the rate of climb. A climb
- angle of 30 to 40 degrees is ideal. Afterburner will also increase your
- climb rate.
-
- >Don't allow your airspeed to fall under 125 knots. There are four ways to
- increase your airspeed: increase throttle, light the afterburner, dive, or
- reduce the rate of climb.
-
- Moving into Position and Finding the Target -
-
- * Climb to an altitude of 25,000ft using a 30 degree climb at 450 knots.
- Your engine should be at 72 % RPM Military (ML) Power. "Level off" the
- plane by pushing the stick forward until your Flight Path Ladder crosses
- the center of the HUD at the 0 (zero) degree step.
-
- >The most trustworthy navigational aid you have is your own pair of eyes.
- As you fly, look around at the different views. Try to identify natural and
- man-made landmarks such as mountain ranges, bridges, lakes, and buildings.
-
- * Invoke the Map mode on your Combined Map/Electronic Display (COMED) by
- pressing the "C" key. The Radar mode will be replaced with a 2-D reduced
- map of the FALCON landscape.
-
- >Note your current position on the map (flashing white square) in relation
- to those objects around you. After you've played FALCON for a while, you'll
- become familiar enough with the landscape to identify where you are without
- using the COMED. This will be a very important skill, especially if you
- navigation system is damaged during combat.
-
- Since you took off from Runway #36, your plane should be heading due north.
- Use your Compass on the Left View panel or check your Heading Scale on the
- HUD. (The heading should be 0 (zero) degrees.)
-
- [P.27]
-
- * Slowly bank your F-16 to the right until the plane is at a 45-50 degree
- angle. The F-16 should begin a nice easy turn at this bank angle. The
- steeper the bank, the faster the turn. Speed also affects your rate of
- turning. It's just like driving a car: the faster you travel, the wider
- your turn radius. Travelling at 450 knots, the turn radius will be a little
- over a mile (6288 feet to be exact), but at 900 knots your turn radius is a
- staggering 5 miles.
-
- >You'll need to fly toward a new heading of 135 degrees (halfway between 13
- and 14 on the Heading Scale) to intercept the targets. Ease out of the roll
- once you've achieved the new heading. Take a look at the map and outside
- the Front View. You should be heading directly toward the buildings.
-
- Air-to-Ground Missiles -
-
- The AGM-65B Missile is designed to be visually locked on to a ground target
- by the pilot. In the front end of each Maverick missile is a TV camera with
- a zoom lens. The television image is fed to the pilot through the COMED.
- This allows you to acquire your target electronically from distances beyond
- visual range.
-
- * Switch your HUD into Air-to-Ground mode by pressing the Backspace or "("
- key. Keep pressing Backspace until the M65 HUD mode indicator appears in
- the bottom left corner of the HUD. Also, make sure your radar is on ("R"),
- and that the radar screen rather than the area map is showing on the COMED.
- (Press "C"). Here's an overview of the upcoming missile attempt.
-
- * Once you've visually acquired what looks like your target (one of the
- three buildings), fly directly toward it. Look down at the radar screen.
- You may be able to see the target here before you can see it accurately out
- the cockpit.
-
- * As you move closer to your target, maneuver the FALCON so that the
- crosshairs in the middle of the HUD (and the crosshairs in the middle of
- the radar screen) are lined up on the target. Press the Spacebar to
- "Pickle" or target designate the target. The HUD discrete will change from
- ARM to LOCK, and the target designator (a square) will appear over the
- target. Note: If the target designator isn't aligned directly over the
- target, clear the pickle by pressing the Clear A-G Target Lock key (X) and
- try again. Watch for the In Range discrete (IN RNG). When it appears, press
- the Spacebar again, and watch the Maverick head for the target.
-
- [P.28]
-
- * Pull back on your stick to execute a climb, so as to clear the debris
- area and avoid crashing into the ground. It'll take a few seconds for your
- missile to reach the target and detonate. If you struck the target, the
- building image will appear damaged. Otherwise, you'll see a crater in the
- ground.
-
- [P.29]
-
- When you try to pull up into a climb at upper ranks, you're going to need
- all the power you can muster to avoid stalling. Therefore, practice kicking
- in your Afterburner and rev the engine to 100% power. Remember: At First
- Lieutenant rank, you really don't "crash" even if you hit the ground.
- You're able to get back into the air. Note the side arrows warning you to
- pull up.
-
- { WARNING! }
-
- >It's tempting to go back and get a visual confirmation of hitting the
- target. At First Lieutenant rank, this isn't a problem. However, at higher
- ranks it can be extremely dangerous. You give the enemy more time to get a
- bearing on your position. Let intelligence confirm your hits and tell you
- about them after your mission is completed. Good pilots don't fret about
- merits and medals. They just want to return their "rented" planes in one
- piece to the crew chief.
-
- [P.30]
-
- Getting into the Proper Frame of Mind -
-
- Remember, the mission isn't over until your bird is on the ground. Landing
- takes skilled flying, a steady hand, and a calm state of mind. The worst
- thing you can do is panic and try to slam your plane onto the ground. A god
- landing feels as if your plane has floated down onto the runway. Never be
- afraid to abort a landing and come around for another try. It's better to
- be a little embarrassed than end up as a picture on the wall of an airfield
- cantina.
-
- >Since the First Lieutenant rank doesn't allow your plane to crash, use
- this level to practice your landing skills. At upper ranks, being able to
- shoot up things is only part of being a "complete" pilot.
-
- Setting up the Landing -
-
- Half the process is getting your plane into approach position. You're going
- to land on Runway #9 approaching from the west. It's important that you
- give yourself plenty of airspace for the approach.
-
- * If it isn't already on, switch to Map mode on the COMED screen ("C" key).
-
- * Fly to the position indicated in the diagram below and turn to a heading
- of 90 degrees at an altitude of 37,000 ft.
-
- * Reduce your speed by throttling down with the "-" (Minus) key to about
- 300 knots.
-
- [P.31]
-
- Instrument Landing System (ILS) HUD Mode -
-
- * From here you can start a downward approach. Switch on your Instrument
- Landing System (ILS) HUD mode by pressing the F7 key. We suggest you press
- the Pause key ("P") here and read about the landing procedure before
- continuing.
-
- The ILS is designed to assist a pilot in making a smooth landing. The whole
- idea behind the ILS is that an imaginary beam is projected from the runway.
- A pilot must "ride down the beam" to make a perfect approach. Runways have
- to be specially equipped to handle ILS landings. In FALCON, only Runway #9
- is set up to handle ILS landings.
-
- [P.32]
-
- The ILS Hud has two principal components: the Glide Slope Deviation (GSD)
- Scale and Localizer Deviation (LD) Scale. The LD Scale displays angle
- variance between the correct heading approach angle (90 degrees in this
- case) and the angle between your current position and the runway. The
- further you are to the right, the further the GSD Scale slides to the left,
- and vice versa.
-
- The Glide Slope Deviation Scale displays the angle offset between the beam
- and your intercept angle to the runway. The higher above the ILS beam you
- go, the lower the LD Scale slides down the HUD, and vice versa.
-
- To get in perfect position for landing, steer the plane toward the LD and
- GSD scales. (This is called "following the needle.") If you are too high,
- the GSD scale will be below the center of the HUD. You should decrease your
- altitude until the GSD scale is in the center of the HUD.
-
- [P.33]
-
- If you are too far left of the runway, the LD scale will be to the right of
- the HUD's center. Bank your plane to the right so that the LD scale is in
- the center.
-
- A perfect approach angle will show the GSD and LD coming together so that
- the middle of each scale crosses at the center point of the HUD to form a
- perfect cross.
-
- > It's important to understand that your heading has nothing to do with
- where the GSD and LD are placed on the HUD. The ILS only checks for
- deviation between the current intercept of the aircraft with required
- approach angle. That's why you still need to monitor the heading scale
- during landing. In an example, a pilot who failed to monitor his heading.
- For a brief moment, the ILS appeared to be perfectly aligned, because the
- current aircraft position just happened to cross the ILS at the correct
- point. Notice how everything is aligned in the HUD, yet the heading is
- incorrect.
-
- * Continue your downward approach, making sure that the GSD and LD are kept
- in alignment. Use small movements to make course and altitude correction.
- Don't overcompensate. Once you've fallen below 5,000ft, throttle back to
- about 68% RPM and reduce your airspeed to 125-150 knots. Use the Air Brakes
- ("B" key) to help you decrease speed. However, make sure your airspeed
- doesn't fall below 100 knots. At higher ranks, falling below 100 knots can
- result in a stall, followed by a funeral.
-
- > At upper ranks, a correct Angle of Attack (AOA) is extremely important to
- the success of your landing. A plane's AOA should lie between 8 and 13
- degrees (on the AOA Indicator). Dropping airspeed will increase your AOA.
- Take a look at your AOA Indexer on the left side of the HUD. If the top
- light is on, then you are coming in too steep and too slow. If the bottom
- light is on, then your airspeed is too fast and AOA is too shallow. A
- center light indicates that your airspeed and AOA are perfect. (You'll
- learn more later on AOA.)
-
- [P.34]
-
- * When you get below 4,000 ft, drop your Landing Gear by pressing the "G"
- key. Your NWS System/Landing Gear Status Indicator "RY" (ready) light
- should be illuminated (just like it was before raising the gear earlier
- upon takeoff). Check the Left View to make sure all three wheel lights are
- lit. If not, you better prepare for a crash landing (remember, upper ranks
- only).
-
- * At this point, it's important that you monitor your altitude, airspeed,
- GSD, and LD. Use throttle and air brakes to adjust your speed. If you're
- going too slow, turn off you air brakes and increase throttle, or drop your
- nose a little. (Don't get in the habit of dropping below 8 degrees AOA.)
- Use Trim Control (Alternate key in conjunction with "stick" control) to
- make small adjustments in your climb angle and bank. Right before touching
- down (altitude under 1000 ft), make sure that your climb angle (Flight Path
- Ladder, remember) is not less than -8 degrees. Note that the trim control
- key is a toggle key.
-
- * As soon as you touch down, reduce throttle to less that 60% RPM, and
- apply Air Brakes, Flaps ("F" key), and Wheel Brakes until you come to a
- complete stop. At this point, you may exit to an option menu by pressing
- the "Esc" key. Select "END MISSION" to collect any ribbons and merits that
- are due you. Click the mouse button on the Mission Results screen to see
- the Sierra Hotel display. Congratulations!
-
- After a little practice, you'll get the hang of flying your F-16 as well as
- firing at the practice buildings in the Milk Run. Click on the Sierra Hotel
- screen to get back to the duty roster.
-
- [P.35]
-
- You can take different approaches from here to experience more of FALCON
- and progress in skill. Continue to perform the Milk Run (or just fly
- around) at higher ranks to become adept at controlling an F-16 with more
- realistic handling characteristics, or try some of the other missions while
- remaining as a First Lieutenant.
-
- > Use the First Lieutenant level as a "training simulator" to learn air
- combat maneuvers that can "make or break" your ability to survive dogfights
- at higher ranks. You can invoke a "Black Box" flight recorder that will
- replay flight sequences for you to analyze, if you have a 1 MB system. See
- the chapter "Air Combat Maneuvers."
-
- Enemy Planes and Missiles -
-
- The enemy has two ways to battle against you in FALCON. One is with the MiG
- jet fighter; the other is via the Surface-to-Air Missile (SAM).
-
- You can encounter the MiGs in a couple of different ways: Black Bandit is a
- specific MiG mission where you encounter the plane simply by flying north
- from your airfield. You will also have the chance of seeing enemy planes at
- any time after you cross into enemy territory, no matter what the mission
- is. Look at the FALCON landscape map on page 100 or on the quick reference
- card to see where enemy territory lies. Fly at First Lieutenant level until
- you get familiar with how the MiG performs, because you can't be shot down
- be the MiG at this rank.
-
- SAMs can be fired at you in two ways: from a specific "SAM site" on the
- ground (that you can identify from the air) or via a "shoulder launcher."
- Note that you have to fly at Captain rank (or above) to have SAMs be
- active. However, your F-16 doesn't handle much differently at this rank,
- and although either SAM type can be launched at Captain level, they can't
- shoot you down.
-
- [P.36]
-
- On the next few pages, we'll give you an idea of what a typical MiG
- encounter would be like, and how to down the enemy plane. Afterwards, we'll
- do the same for the SAMs. To be truly effective against either MiGs or
- SAMs, you need to become familiar with all the F-16's characteristics and
- features in Part II. Study the differences in rank and mission guidelines
- in Part III to see how and where events will tend to occur. Part IV goes
- over advanced knowledge that will help you be a success in battle over the
- long run.
-
- F-16 Wingman -
-
- You will find that there is another F-16 flying in the air. When you select
- a waypoint, he will fly towards it and then circle around the area. Use him
- to practice formation flying. He will appear on your radar. He is not an
- enemy plane. If you shoot him down at Major rank or higher, you will be
- busted.
-
- [P.37]
-
- Encountering the Enemy -
-
- These examples are intended to give you an overview of the process involved
- in encountering the enemy's arsenal. Details of your F-16's features used
- in these examples are covered in Part II. Try the different HUD modes while
- you're in the air. If you want a description of a heretofore unfamiliar
- feature that begins to appear or operate during the process, simply press
- the Pause ("P") key and read about it in Part II. (Specifications for the
- enemy's MiG-21 jet fighters are on page 135.) Just like the procedures
- involved in the previous orientation and flight, everything will become
- second nature to you after awhile.
-
- MiGs -
- If there are any MiGs in the area, you'll usually know fairly quick because
- a square blip (one pre MiG) will show up on your Threat Indicator (if the
- MiG's radar is turned on). Also, if your COMED screen is in Radar mode and
- a MiG is in front of you, the data displayed on Radar will give specifics
- on one "targeted" MiG's position, its airspeed, and whether you are either
- overtaking it, being left behind, or if it's coming straight at you. When
- in "boresight scan mode" (like looking down the barrel of a gun), the
- position of the MiG is displayed relative to the nose of Falcon. The
- distance of the target from Falcon is displayed in the upper left corner of
- the screen. The "targeted" MiG shows up on your Radar screen as a symbol
- resembling a diamond with vertical bars left and right. Radar always
- "targets" the first MiG to appear. If any additional MiGs show up on Radar,
- they will appear as square symbols identical to those on the Threat
- Indicator.
-
- If there's more than one MiG around, you can alternate between which one is
- "targeted" by pressing the Air Target Select ("T") key. The Radar screen
- displays specific data on whichever MiG is "targeted."
-
- Alternately, you can switch the radar to "search or tracking mode" by
- pressing the F6 key. This gives you an "overhead" view of the targeted MiG,
- in which the Falcon is located at the lower center of the screen. In this
- mode, the number in the upper left of the screen represents a distance
- range: 40, 20, or 10 miles. If the target is getting closer to you,
- eventually the radar computer will change the range to 20, and then to 10.
- To switch back to "boresight scan mode," press the F5.
-
- When a MiG is behind you, you'll have to rely on the Threat Indicator and
- your own eyes (by looking out the different views) to determine its
- position. Radar can't detect anything to the sides or rear of your plane.
-
- [P.38]
-
- Pic of "Boresight" Scan Radar
- Pic of Tracking View Radar (20 mile range)
-
- [P.39]
-
- Whenever possible, you want to maneuver your plane into position behind the
- MiG (commonly termed "moving in on his six", where the nose of the MiG
- represents 12 o'clock on a clock face and the rear signifies 6 o'clock).
- It's certainly possible to hit the MiG with a head-on shot using well aimed
- AIM-9's or gun bullets, but the law of averages favors the rear approach.
- When the MiG is in front of your plane but out of visual range, the Target
- Designator box will map the MiG's position onto the HUD. Continue to turn
- and maneuver the F-16 until you're in a favorable position relative to the
- MiG.
-
- Improving Missile Hit Rate -
-
- Use the later model AIM-9L "All Aspect" Missile whenever possible. This
- model has three advantages over the older AIM-9J. First, the AIM-9L can
- track an enemy plane regardless of the direction the target is facing. The
- AIM-9J requires that you fire at the rear of the target to provide an
- adequate heat source to track on. Second, the AIM-9L is less susceptible to
- being fooled by enemy flares. Third, the AIM-9L is more lethal.
-
- Don't fire missiles if you're too close to the target. (In fact, an
- "X"-called the Break X- appears over the aiming reticle when you're too
- close for missiles.) An ideal minimum distance is two-thirds of a mile.
- Switch to the M-61 Gun when in tight, because anything closer than
- two-thirds of a mile may result in a miss from the Sidewinders. One cause
- would be the angular velocity of the plane relative to yours is too great
- and the missile is unable to turn fast enough. The other cause is that by
- the time the missile starts tracking, its target is out of position. The
- best way to track the enemy is to use the Aspect Angle Indicator on the
- HUD.
-
- Aspect Angle -
- Use the Aspect Angle Indicator to help you move in on the enemy's six.
-
- Aspect Angle represents the MiG's current heading relative to your current
- position. To calculate aspect angle, draw an imaginary line from FALCON's
- current position to the target's current position. (This is called the
- "position line.") Then draw another line through the target's longitudinal
- axis (that is, a line that matches the target's heading). The aspect angle
- is the intersection of these two lines. Note that in the following
- illustration the aspect angle is 0 in all three examples. (The position
- line and the heading line coincide. If the MiGs were heading directly
- toward the FALCON, rather than heading away, the aspect angle would be
- 180.)
-
- [P.40]
-
- *Pic
-
- In this illustration, only the center example has an aspect angle of 0,
- because the MiG's heading relative to FALCON is different in each case.
-
- Perhaps an easier way to think about aspect angle is visually. The little
- caret symbol represents the nose of the target. When you look out the
- FALCON's cockpit, the nose of the actual MiG would be pointed in exactly
- the same direction as the aspect angle caret in the HUD.
-
- [P.41]
-
- The idea is to keep the aspect angle as close to the target's six (that is,
- 0 degree), while you get close enough for your Sidewinder to lock onto the
- MiG's heat source. When you have a lock and are within a range of about 2
- miles, launch the missile and watch it go after the MiG.
-
- In the following example, everything is looking good except for one thing:
- the Aspect Angle is 180 degrees. The MiG is coming directly toward the
- FALCON. So even though the missile is locked onto a heat source, and you
- are in range, chances of a successful hit are slim because the MiG can
- easily maneuver out of position.
-
- *Pic
-
- Here, the Aspect Angle is around 10 degrees (7 o'clock), and the missile
- has a much greater chance of tracking the target. In fact, it was so
- successful that the MiG has exploded into a fireball.
-
- *Pic
-
- [P.42]
-
- If you get too close to the target before you launch, the Sidewinder might
- not have enough time to get a good lock. For this reason, the targeting
- computer will display an "X" (called the "Break-X") across the center of
- the HUD.
-
- *Pic
-
- Avoiding MiGs -
-
- If you don't want to have enemy planes appear at all during the simulation,
- you can always specify "zero MiGs" during the opening setup. However,
- you'll probably want to have MiGs involved most of the time. Beyond enemy
- lines or at any time after an initial enemy plane has appeared, more will
- continue to appear (even after you shoot down the first one) if the
- conditions are especially "ripe" for them to show up. The likelihood for
- MiGs to appear increases dramatically if (1) you are flying beyond enemy
- lines; (2) your Radar display is turned "on" (default mode is "on"; turn
- "off" with the "R" key) and they can detect your radar emissions; (3) you
- have an ALQ-131 ECM Pod installed and "emitting"; and/or (4) you are flying
- at high altitudes. (In reality, you have to fly below 500 feet to defeat
- enemy radar!) Obviously, if you want to keep fighting MiGs (even after your
- basic mission requirements have been accomplished), you can do so. However,
- once you're ready to return home and land your plane, you don't want to
- have to keep fending off the enemy! Therefore, once you've completed your
- missions requirements (or at any other time), turn off Radar and ECM, fly
- low (Watch out for the mountains!), and make a hasty retreat for home. You
- may still have to deal with the occasional persistent MiG, but the chances
- of that happening will be much lower than before.
-
- [P.43]
-
- Generally get in the habit of flying low and fast with your radar off to
- avoid MiGs as well as SA-2 and SA-6 missiles from SAM sites.
-
- It follows from the above paragraphs that if you want to avoid MiGs during
- the Milk Run mission, don't fly into enemy territory.
-
- SAMs and MiGs will never appear at the same time. The enemy doesn't want to
- shoot down their own planes!
-
- Surface-to-Air Missiles (SAMs) -
- If you take a look at the FALCON landscape map, you'll notice quite a few
- locations in enemy territory that are set up firing Surface-to-Air Missiles
- (SAMs) at your F-16. SAMs are used primarily for defending ground
- strongholds from air incursions. They can be fired at you in two ways: from
- a specific "SAM site" on the ground (that you can identify from the air) or
- via a shoulder launcher.
-
- Ask any pilots who flew in Vietnam or the Middle East about SAMs and
- they'll tell you that nothing is as scary as the sight of a SAM launching
- off its pad, leveling off, and heading at Mach 3 directly toward your
- plane. A SAM launch has been described as watching a telephone pole explode
- from the ground with fire coming out its rear.
-
- SA-2 Guideline Missile -
-
- Guidance: Radar Max Speed: Mach 3+
- Range: 31 Miles Service Ceiling: 70,000+ ft
-
- The SA-2 was put into production in 1956 and designed to intercept high
- flying, bomb-laden aircraft. This missile system is the most widely used in
- the world. SA-2's have limited effectiveness against swift and maneuverable
- aircraft. The ALQ-131 ECM jamming Pod will jam the guidance system of the
- SA-2's, making them virtually useless. Using Chaff is another good way to
- spoof an SA-2. These missiles are always launched from SAM sites.
-
- SA-6 Gainful Missile -
-
- Guidance: Radar Max Speed: Mach 2.8
- Range: 20-37 Miles (depending Service Ceiling: 50,000+ ft
- on altitude)
-
- [P.44]
-
- The SA-6 made its introduction in 1967. Before the ALQ-131 was placed into
- operation, this missile could destroy its targets regardless of ECM or
- maneuvering. The jamming pod usually will do a good job against the SA-6.
- Chaff is minimally effective, but that's better than nothing. This missile
- (like the SA-2) is launched from SAM sites only, and is all too effective
- against aircraft flying at medium altitudes.
-
- SA-7 Grail Missile -
-
- Guidance: Heat-Seeking Max Speed: Mach 1.5
- Range: 6-7 Miles Service Ceiling: 4,921 ft
-
- The SA-7 is a shoulder launch heat-seeking missile. These missiles were
- designed to be used against low-flying targets. The published service
- ceiling of the Grail is 4,921 ft, but a Hunter in 1974 was hit at 11,500ft.
- The missile is not considered very lethal. Over half the A-4 Skyhawks in
- the Yom Kippur War that were hit by SA-7's returned to base. On the other
- hand, half of them didn't.
-
- Since any foot soldier can fire an SA-7, these missiles needn't be launched
- from a SAM site, so you can't see the ground locations where they come
- from. The best defense against an SA-7 is to fly above 10,000ft. A
- combination of flares and high speed is also very effective.
-
- Avoiding SAMs -
-
- Intelligence has done a good job of identifying (on the landscape map) the
- locations of all known SAM sites, where SA-2's and SA-6's are fired from.
- Foot soldiers are always on the move, so you won't know an SA-7 is in the
- area until it's launched and you see the launch light (LNH) appear on your
- Threat Warning System.
-
- SA-2 and SA-6 -
-
- Carrying the ALQ-131 ECM (Electronic Countermeasures) Jamming Pod can
- greatly improve your chances against these SAMs. When activated and
- "emitting", the ALQ-131 completely jams SA-2 missiles to the point where
- they don't even launch. The enemy may still launch an SA-6 in an attempt to
- burn through the jamming.
-
- > The only downside of using the ALQ-131 is that it broadcasts to the enemy
- that you're around. Expect to see some MiGs appear in the near future.
-
- [P.45]
-
- Since SA-2 and SA-6 missiles are radar-guided, your Threat Warning System
- will pick up the specific site that launches one and display it as a small
- blip on the Threat Indicator at its location to your plane. (The site
- itself projects the radar beam that the missile follows.) This blip is
- smaller than the one that represents an enemy plane.
-
- If you don't have an ALQ-131 pod, chaff combined with hard maneuvering can
- defeat the SAM.
-
- *Pic of Sam Launch
-
- Avoiding a Sam -
-
- The first thing you must do during a SAM launch is visually spot the
- launch. Remember, look for an airborne object that resembles a telephone
- pole with flames coming out the rear, as it leaves the SAM site. Turn your
- plane toward the missile. Wait for the missile to begin leveling off. At
- this point, roll your plane upside down and pull several g's into a dive.
- Head directly toward the ground. At the same time, start releasing chaff.
- Continue to dive for several seconds or until the SAM starts to dive. (You
- may have to look out the side or rear views to relocate the missile.) At
- this point, release some more chaff and pull back hard on the stick. Kick
- in the Afterburner and start a steep climb. Because of the small fins that
- maneuver a SAM and its great speed, it can't turn with an F-16, and will
- eventually run out of gas.
-
- > Another way to avoid SA-2's and SA-6's is to fly low and close to the
- ground. However, doing so makes you vulnerable to SA-7 launches.
-
- [P.46]
-
- SA-7 -
-
- Since these missiles are shoulder-launched, there's no SAM site to
- identify. The SA-7 looks like a smaller version of the SA-2 or SA-6 when
- it's in the air. They're not as lethal as the other SAMs, but they can
- shoot you down. Flying fast and launching flares are a secondary defense
- against the SA-7. The best defense is to fly high (above 10,000 feet),
- beyond the SA-7's service ceiling.
-
- You can use the same air-to-ground weapons against SAM sites that are used
- to attack other ground targets.
-
- [P.47]
-
- Part II: The FALCON Experience:
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- A Guide to the F-16
- ~~~~~~~~~~~~~~~~~~~
-
- [P.48]
- KEYBOARD COMMAND LAYOUT:
-
- F1 - ZOOM IN
-
- F2 - ZOOM OUT
-
- F3 - SENSITIVITY DECREASE
-
- F4 - SENSITIVITY INCREASE
-
- F5 - RADAR MODE (BORESIGHT)
-
- F6 - RADAR MODE (TRACKING)
-
- F7 - ILS
-
- F9 - CENTER YAW/PITCH
-
- (F8 & F10 NOT USED)
-
- KEY(S)
- -----------------------------------
- <1> COCKPIT VIEWS 3(FRONT),4(LEFT),5(REAR),6(RIGHT)
-
- <2> OUT-OF-COCKPIT VIEWS 7,8,9,0 (TOWER TRACKING)
-
- <3> STICK CONTROLS I OR "8",J OR "4",L OR "6",M OR "2"
-
- <4> THROTTLE - OR "-"(DECREASE),+ OR "+"(INCREASE)
-
- <5> AIR-AIR WEAPONS SELECT RETURN OR "("
-
- <6> AIR-GROUND WEAPONS SELECT BACKSPACE OR ")"
-
- <7> TRIGGER SPACEBAR
-
- <8> MILITARY POWER AFTERBURNER / OR "/"
-
- <9> AFTERBURNER STAGING <(DECREASE),>(INCREASE)
-
- <10> FLARES "0"
-
- <11> CHAFF "."
-
- <12> PAUSE P
-
- <13> LCOS O
-
- <14> AIR BRAKES B
-
- <15> WHEEL BRAKES W
-
- <16> LANDING GEAR G
-
- <17> VIEW WEAPONS STORES V
-
- <18> FLAPS F
-
- <19> COMED(RADAR/MAP DISPLAY TOGGLE) C
-
- <20> RADAR ON/OFF R
-
- <21> AIR TARGET SELECT T
-
- <22> ECM E
-
- <23> MENU SELECT ESC
-
- <24> AUTOPILOT A
-
- <25> SOUND S
-
- <26> CLEAR A-G TARGET LOCK(RESET HUD) X
-
- <27> CTRL-B(BLACK BOX) CTRL-B
-
- <28> CTRL-C(JETTISON CENTERLINE STORES) CTRL-C
-
- <29> CTRL-E(EJECT) CTRL-E
-
- <30> CTRL-K(JETTISON ALL STORES) CTRL-K
-
- <31> CTRL-D(CONTINUOUS AUTO) CTRL-D
-
- <32> YAW/PITCH CONTROL SHIFT
-
- <33> TRIM CONTROL ALT
-
- <34> CENTER YAW/PITCH F-9
-
- <35> CENTER/LEVEL PLANE "*"
-
- <36> VIEW ROTATION 2
-
- <37> SATELLITE VIEW U
-
- <38> LOOK UP/LOOK DOWN [(UP),](DOWN)
-
- <39> WAYPOINT SELECT ;(DECREASE),'(INCREASE)
-
- NOTE: " " Keys are on the numeric keypad.
-
- [P.49]
- Keyboard Command Descriptions -
-
- (1) COCKPIT VIEWS - Press any of these keys (top row number keys only) to
- change the view looking out of your cockpit:
-
- 3 - Front
- 4 - Left
- 5 - Rear
- 6 - Right
-
- (2) OUT-OF-COCKPIT VIEWS - Use any of these keys (top row number keys only)
- to change to one of the views from outside the
- cockpit of FALCON:
-
- U - Satellite view
- 8 - Tower. This is the view from your airfield's control tower.
- 9 - Tracking. The view from a tracking plane. (Use the View Rotation (2)
- key and the Zoom (F1,F2) keys to alter your orientation.)
-
- (3) STICK CONTROLS - I = Nose Down "push forward on the stick"
-
- J = Bank (or Turn Left) "pull left on the stick"
-
- L = Bank (or Turn Right) "pull right on the stick"
-
- M = Nose Up "pull back on the stick"
-
- (4) THROTTLE - Press either "+"(plus) key to increase engine throttle,
- reflected by an increase in RPM and (normally) airspeed.
- Press either "-"(minus) key to decrease throttle and RPM.
-
- (5) AIR-TO-AIR WEAPONS SELECT - Pressing the Return or "(" key once
- activates the Air-to-Air HUD mode (if not
- already present). Subsequent taps of the
- Return key toggle through the different
- missile and gun formats of the Air-to-Air
- HUD.
-
- [P.50]
-
- (6) AIR-TO-GROUND WEAPONS SELECT - Press the Backspace or ")" key once to
- activate Air-to-Ground HUD mode (if not
- already present). Subsequent taps of the
- Backspace key toggle through the
- missile, bomb, and gun formats of the
- Air-to-Ground HUD.
-
- (7) TRIGGER - The Space Bar/fire button is used to fire all weapons and
- release bombs.
-
- (8) MILITARY POWER - The "/"(Slash) key selects 100% standard "MILITARY
- POWER." It turns off the AFTERBURNER.
-
- (9) AFTERBURNER STAGING - There are five stages of AFTERBURNER (when you
- need to "put the pedal to the metal"!). >
- increases the afterburner stage; < decreases it.
-
- (10) FLARES - Press the numeric keypad key 0 to release FLARES when
- heat-seeking missiles are being fired at you by enemy SAM
- sites or MiGs.
-
- (11) CHAFF - Press the numeric keypad key . to dispense CHAFF and avert
- radar-guided missiles fired at you by enemy SAM sites or MiGs.
-
- (12) PAUSE - Press the "P" key to temporarily PAUSE the simulation. Press
- "P" again to continue.
-
- (13) LCOS - The "O" key toggles the Lead Computing Optical Sight (LCOS), a
- HUD feature used to determine flight direction of enemy MiGs
- when you're aiming guns at them. The default is for LCOS to be
- "on."
-
- (14) AIR BRAKES - Pressing the "B" key activates the AIR BRAKES, used to
- slow your plane while it's in the air (and in conjunction
- with the WHEEL BRAKES upon landing). Pressing the "B" key
- a second time releases the AIR BRAKES.
-
- (15) WHEEL BRAKES - Apply the WHEEL BRAKES with the "W" key. Used solely on
- the ground, these brakes slow the plane upon landing(in
- conjunction with the AIR BRAKES), and prevent the F-16
- from rolling after the engine is started. You can
- release the WHEEL BRAKES by pressing the "W" key a
- second time.
-
- (16) LANDING GEAR - The "G" key is a toggle for raising and lowering the
- LANDING GEAR.
-
- (17) VIEW WEAPONS STORES - Press and hold the "V" key to view a list of all
- the weapons that are presently on your plane.
-
- (18) FLAPS - Toggle the "F" key to activate (deactivate) your wing flaps
- for speed control.
-
- [P.51]
-
- (19) COMED (Combined Map/Electronic Display) - The "C" key flips this
- display screen back and forth from a MAP detailing the mission
- landscape to its default RADAR mode.
-
- (20) RADAR MODES - Press the "R" key again to turn off your radar display
- if you're trying to avoid being detected by enemy planes
- during play at upper ranks. Pressing the "R" key again
- switches on. Use F5 for boresight mode, and F6 for
- tracking mode.
-
- (21) ZOOM - Keys F1 and F2 enable you to zoom on the outside track or
- satellite view.
-
- (22) AIR TARGET SELECT - Pressing the "T" key in succession allows you to
- switch between different enemy planes to aim at,
- if more than one is in the air at a time.
-
- (23) ECM - Pressing the "E" key turns on the ALQ-131 ECM (Electronic
- Counter Measures) Pod (if you're carrying one) as a defense
- against radar-guided SAMs. Press "E" again to shut it off.
-
- (24) MENU SELECT - Hit the Esc key to bring up the Menu Box. From here you
- can make various menu choices related to completing or
- restarting a mission, or you can leave the program
- entirely.
-
- (25) DEMO - During Air-to-Air battle (dogfighting), press the Control D key
- combination after your plane is in the air and the program will
- take over displaying an intense battle sequence. You still
- control weapons firing in DEMO mode. Tap the AUTOPILOT key
- ("A") once to exit DEMO mode. All characteristics particular to
- the current rank apply in DEMO mode, so it's still possible to
- get shot down at upper ranks, even in the DEMO. You can switch
- to tracking view, adjust speed and watch a movie of air-to-air
- combats.
-
- (26) AUTOPILOT - If you keep the "A" key pressed during a dogfight, the
- program's AUTOPILOT mode takes over and tracks the MiG for
- you automatically. Releasing the A key reverts to normal
- mode. If there are no MiGs present, the AUTOPILOT will
- track automatically to the target for the current mission.
-
- (27) SOUND ON/OFF - Press "S" to toggle the program sound on, engine off,
- sound off.
-
- (28) CLEAR A-G TARGET LOCK - During an Air-to-Ground mission, if you make
- an unacceptable attempt at locking-on to a
- target, simply press the "X" key to clear the
- "lock" and try again. At other times, press
- this key to reset the "max number of g's"
- discrete on the HUD.
-
- (29) BLACK BOX - If you are in a dogfight sequence and want view an
- "instant replay" of the sequence so you can analyze the
- results, press the Control-B key sequence to invoke the
- BLACK BOX.
-
- [P.52]
-
- (30) JETTISON CENTERLINE STORES - You can separately jettison the ALQ-131
- ECM Pod or any centerline-installed
- external fuel tank (Control-C), if you
- want added maneuverability or
- acceleration and need to get rid of
- excess weight.
-
- (31) EJECT - When all else fails, press the Control-E key combination to
- eject from your plane. Remember that ejection is not
- necessarily the safest or smartest option to take in a
- particular situation, and should be invoked only as a last
- resort.
-
- (32) JETTISON ALL STORES - If you fly into a predicament where you need to
- add some maneuverability to your plane, press
- the Control-K key combination to jettison
- everything except your missiles. We don't want
- you to be left totally defenseless!
-
- (33) LOOK UP/LOOK DOWN - "[" gives a look up view, "]" gives a look down
- view.
-
- (34) YAW/PITCH CONTROL - Use SHIFT key in combination with the keyboard
- "stick control" directional keys to make fine
- tuning adjustments in your plane's PITCH and YAW.
- This allows the F-16 to point in different
- directions while travelling in an otherwise
- straight line. (See p89 for more info on YAW/PITCH
- CONTROL.)
-
- (35) TRIM CONTROL - Pressing the ALTERNATE key toggles Trim Control on and
- off. When on, the keyboard "stick control" directional
- keys produce a more gradual change in direction when
- banking left or right, diving, or climbing, than would
- take place with Trim Control off. The sensitivity
- number goes yellow when trim is on.
-
- (36) CENTER YAW/PITCH - Pressing the F9 key provides a quick way to bring
- your F-16's yaw or pitch back in center alignment,
- rather than making repetitive keypresses with the
- Shift key and the stick control keys.
-
- (37) ILS HUD - Press the F7 key to activate the Instrument Landing System
- (ILS) HUD, which is a special HUD mode designed just for
- landing purpose.
-
- (38) CENTER/LEVEL PLANE - Whenever you feel the plane is flying out of
- control, press the HELP or * key on the numeric
- keypad to force the F-16 to resume a straight and
- level path. This feature is available at any
- rank.
-
- (39) SENSITIVITY - You can vary the F-16's sensitivity to banking,
- climbing, or diving turns on a scale from 0-9 with the
- F3 (decrease) and F4 (increase) keys. For example, you
- might want to start learning how to make bombing runs
- at "1" (one) sensitivity, but end up progressing to "9"
- level eventually in aggressive dogfight battle.
-
- [P.53]
-
- (40) WAYPOINT SELECT - ";" decreases the Waypoint number, "'" increases the
- number. Use these commands if you want the autopilot
- to fly you toward a different mission's target.
-
- (41) TOWER VIEW - Press key "8" for a view of the F-16 from the control
- tower.
-
- (42) SATELLITE VIEW - This view is from a satellite directly above the
- F-16. Press key "U" to see it.
-
- (43) VIEW ROTATION - When you have selected the Tracking View (9), use key
- 2 to rotate the view.
-
- [P.54]
- The FALCON Armament -
-
- The F-16 can carry a wide assortment of weapons for different purpose.
- Following are the ones available in FALCON and a diagram of how they are
- placed onto your plane.
-
- 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 M-61 is an
- internal weapon, your F-16 in FALCON automatically starts with 5000 rounds
- of ammunition. The gun may be used in either air-to-ground strafing runs or
- close air-to-air combat.
-
- AIM-9J Sidewinder Missile -
-
- The AIM-9J Sidewinder is a heat-seeking missile used in air-to-air combat,
- with an average useful range of 5 miles. It is possible for the AIM-9J to
- hit a plane as far as 11 miles out, but not probable. It needs a strong
- heat source to track, and should be aimed at the rear quarter of an enemy
- plane for it to be effective.
-
- AIM-9L Sidewinder All Aspect Missile -
-
- The AIM-9L Sidewinder is similar to the AIM-9J in that it's a heat-seeker
- for air-to-air combat. However, it's called "all aspect" because it
- contains filters that screen out extraneous heat sources. Because of this,
- it's not as easily fooled by enemy flares, and a hit can be made without
- having to aim directly at the MiG's rear exhaust. The effective range is
- equal to the AIM-9J.
-
- AGM-65B Maverick Missile -
-
- The AGM-65B (pronounced "AIM"65B) is an optically-guided missile used for
- air-to-ground missions only. In theory, an AGM-65B can be fired when a
- target is within 14 miles, but its effective range is 7-8 miles. Although
- it can be fired from any altitude, we recommend you fly below 20,000ft.
- Since it's optically guided, you need to gain a good sight on the target.
- Besides, long range SAMs (surface-to-air missiles) will be very happy to
- see you above 20,000ft, and you don't want that. You must be diving in
- order for Maverick to fire.
-
- [P.55]
-
- MK84 2000lb Low Drag Bomb -
-
- The MK84 (pronounced "Mark"84) is a high quality, general purpose bomb. It
- is used for any air-to-ground bombing run where you want to make maximum
- impact. Bombs can be dropped from any altitude, but your accuracy increases
- dramatically as you fly closer to the ground, since you're relying on
- visual contact.
-
- Durandal Anti-Runway Bomb -
-
- The Durandal is a bomb that's especially destructive to airstrips. Whereas
- conventional bombs (like MK84) create large craters where they hit, the
- Durandal drives itself into the airstrip, blowing a hole from under the
- pavement. This makes repairs much more difficult.
-
- { WARNING }
-
- > Although you want to fly as close as possible to the ground on bombing
- runs, don't move in below 2,000 feet or your bombs may eliminate you as
- well.
-
- ALQ-131 ECM Pod -
-
- The ALQ-131 Pod should be carried (if available) on air-to-ground missions.
- It is an ECM (Electronic Counter Measure) device that emits signals to jam
- enemy radar, preventing SAM sites from getting missile lock on your F-16.
-
- [P.56]
-
- Fuel Tanks -
-
- Your F-16 has an automatic internal capacity that averages 6,950 pounds.
- You can add external 2,304lb. fuel tanks (up to three) if you wish to have
- added fuel capacity. Remember that afterburner usage will eat up your fuel
- quickly, but don't get in the habit of adding so much fuel (instead of
- armament) that you're flying a fat cow with no protection or
- maneuverability.
-
- ARMAMENT CONFIGURATION -
-
- *Pic
-
- [P.57]
-
- >Note the numbers for CAPACITY and LOAD FACTOR. You are shown the total
- weight of your armament as selections are made via the Sarge. The LOAD
- FACTOR represents the highest amount of g's that you should pull if weapons
- are installed on that particular station. At the lower levels of the
- simulation, you will have few limitations on your armament. However, at
- upper levels you must adhere to the rules for placing weapons onto the
- F-16. When you select and load your armament at the beginning of the game,
- the Sarge will alert you as to what configurations are possible or not. He
- will also place the weapons on your plane so that you maintain a symmetric
- (balanced) load.
-
- [P.58]
-
- *Pic (The FALCON Cockpit)
-
- [P.59]
-
- Head-Up Displays -
-
- The most prominent item in the F-16 cockpit is the HUD, or Head-Up Display.
- The HUD is a piece of glass separate from the canopy that displays
- electronic data on altitude, airspeed, and heading, as well as information
- specific to weapons usage, such as aiming sights and distance to target.
- Following is a list of items that exist on every HUD mode, as well as
- discussion of the specific HUD types and their uses.
-
- Items That Are in Every HUD -
-
- Airspeed Scale -
-
- The Airspeed Scale runs up the left side of any HUD mode and displays the
- F-16's true airspeed in tens of knots. In other words, the number 20
- represents 200 knots. The wider hash mark with the "T" over it denotes the
- current speed at any particular time.
-
- Mach Indicator -
-
- The Mach Indicator shows the current airspeed as a percent of the speed of
- sound (which is Mach 1).
-
- Heading Scale -
-
- The Heading Scale runs along the top of most HUDs and displays the
- direction (in tens of degrees) that your F-16 is headed toward. The longer
- hash mark in the middle of the scale displays the current heading at any
- time. (In the Air-to-Air HUD, the Heading Scale is at the bottom.)
-
- G Force Indicator -
-
- Located just above the Airspeed Scale, the G Force Indicator displays the
- "g" forces (of gravity) that are acting on you and your plane at any time.
- G forces are discussed in detail in the section "General Flight Performance
- of the F-16" of your Flight Manual.
-
- [P.60]
-
- Max G Force Indicator -
-
- This indicator, located just below and to the left of the Mach Indicator,
- tells you (and the engineers on the ground) the greatest number of g's you
- have pulled. Pressing X resets this to zero.
-
- Altitude Scale -
-
- Located on the right side of every HUD mode, the Altitude Scale displays
- your plane's altitude in thousands of feet. The wider hash mark in the
- middle denotes the current altitude at any time. Note how the current
- altitude is detailed in the lower right corner beneath the Altitude Scale.
-
- Flight Path Ladder -
-
- The Flight Path Ladder gives an electronic representation of the F-16's
- angle of climb (or dive) at any point in time. The numbers go from 0
- (straight and level) to 9 (90 climb straight up); or in the opposite
- direction (with negative numbers representing a dive) to -9 (90 dive
- straight down). (Also, the lines are solid when climbing; dotted when
- diving.) For example, the Flight Path Ladder show opposite illustrates a
- plane in a 38 climb. The figure immediately below is another way of
- illustrating what the numbers represent.
-
- [P.61]
-
- Distance to Target and Waypoint Indicator -
-
- Displayed on every HUD just under the Altitude Scale is the Distance to
- Target and Waypoint Indicator. The first number is your current distance
- from the target specified in your mission. Following the "D" is a number
- that corresponds to that target. You may change the Waypoint by pressing '
- (apostrophe) to increase the number, or ; (semicolon) to decrease the
- number. (See the Missions chapter for details.)
-
- Velocity Vector -
-
- The Velocity Vector represent the degree of yaw and/or pitch that your F-16
- is incurring. You have an ability to point the plane to a certain degree in
- a direction that varies from the general direction that you are travelling.
- In the opposite example, the F-16 is travelling straight and level, but the
- plane is pointed slightly to the left. You'll use this feature primarily in
- bombing runs when you want to aim at a target without having to travel
- directly toward it.
-
- To point your plane in the manner of this example, you would hold down the
- SHIFT key while "pulling the stick right" on the keypad controls. Your
- plane would point itself to the right while continuing to fly straight
- ahead. If you wanted to point the plane back to the left (completely lined
- up with your flight path again, if you want), you would hold down the SHIFT
- key again and "pull left on the stick." When you perform these actions, you
- are "yawing right and left."
-
- "Pitching up and down" is the same theory applied to pointing the plane up
- and down while you fly straight ahead. The only difference is that you
- "push forward or pull back on the stick" while you hold down the SHIFT key.
- For example, if you were going to fire at a ground target at a low
- altitude, you might need to point ("pitch") the plane downward while you
- aim, so you wouldn't have to dive any further.
-
- [P.62]
-
- Directional Indicator -
-
- Represents any directional changes that you make either in bank or pitch.
- Primarily designed as an aid for joystick and mouse users to orient
- themselves while changing direction, this indicator serves as an additional
- feedback for keyboard and mouse users as well.
-
- Air-to-Air HUDs -
-
- To select a particular Air-to-Air HUD mode (AIM-9J Missile, AIM-9L Missile,
- M61-A1 Gun), tap the Air-to-Air Weapons Select key (Return) until your
- selection appears in the HUD glass.
-
- >Note: HUDs for the AIM-9J and AIM-9L missiles are selected and displayed
- separately during the simulation since these missiles are operationally and
- physically different. However, the HUDs are functionally identical, so
- we'll discuss them together in one section.
-
- Air-to-Air Missile HUD (AIM-9J or AIM-9L) -
-
- [P.63]
-
- Discretes -
-
- The discretes on either A-A Missile HUD describe whether or not your
- missiles are ARMed or LOCKed onto a target. If no message appears, it means
- that there is something wrong with the system or that you are out of
- missiles.
-
- HUD Mode Indicator -
-
- This indicates that missiles have been selected. Look at the Stores Control
- Panel to see which type of missile is currently selected.
-
- Target Designator -
-
- The target designator will follow the target that your radar is tracking.
- If you are in a multiple-bogey dogfight, use the Target Select key [T] to
- track another plane. If the Target Designator has a flashing diamond in the
- middle of it, your missile has locked-on to a heat source.
-
- When the target leaves the HUD, the Target Designator appears with an "X"
- across it. Look in this direction to find the bogey.
-
- Five-Mile Radar Ranging Scale -
-
- The Five-Mile Radar Scale graphically represents the distance between you
- and the target you are tracking. The higher the arrow, the further away
- from the target.
-
- In Range Indicator -
-
- This indicator will light up (IN RNG) when the lock-on diamond flashes.
-
- Aiming Reticle -
-
- This is a visual aid to help improve your probability of hitting a target.
- If the target is inside the circle of the reticle, you have a good chance
- of hitting the target-assuming that you
-
- [P.64]
-
- already have a lock-on (flashing diamond) and the target is in range (check
- the In Range Indicator).
-
- Aspect Angle Indicator -
-
- Aspect angle is the angle formed by the intersection of two imaginary
- lines: the line through the target's longitudinal axis; and the line from
- the Falcon to the target (the "Position line"). If the MiG is coming at you
- head on, the aspect angle is 180, and the aspect angle indicator will be at
- the top of the aiming reticle (at 12 o'clock). An aspect angle of 0 means
- you are on the target's six and the aspect angle indicator will be at the
- bottom of the aiming reticle (at six o'clock). Otherwise, if you're facing
- the MiG's right side, the aspect angle indicator will be on the right side
- of the aiming reticle. It's on the left if you're facing the left side of
- the target. (Note: Aspect angle is determined in relation to Falcon's
- position, not heading.)
-
- Target Locater Line -
-
- This line points in the general direction of the targeted MiG if it is not
- visible in the HUD. It is useful when the Target Designator box hasn't yet
- appeared in the HUD. The line disappears when the Target Designator box
- appears.
-
- [P.65]
-
- Distance Ranging Scale -
-
- A line appears on the outside edge of the Aiming Reticle when a MiG is
- within 12,000 feet. As the MiG moves closer, the line moves in a
- counterclockwise direction around the reticle. Each "o'clock" equals 1,000
- feet. (Movement of 90 represents 3/4 mile.)
-
- Break X -
-
- When you're too close to fire missiles, the Aiming Reticle is overlaid with
- a large "X."
-
- Air-to-Air Gun HUD (M61-A1) -
-
- Discretes -
-
- The Discretes on the M61 HUD indicate if the gun is ARMed and ready. If
- this light doesn't come on, then your gun is either out of ammon or is
- jammed.
-
- HUD Mode Indicator -
-
- DGFT indicates you're in Air-to-Air gun mode.
-
- Target Designator -
-
- Indicates the plane your radar is tracking.
-
- [P.66]
-
- Aiming Reticle -
-
- Your F-16 firing control system automatically computes where fired bullets
- would be by the time they reach target range. The firing control system
- then plots the Aiming Reticle at the precise place the bullets would land
- if you fired at that time.
-
- In Range Indicator -
-
- Appears (IN RNG) when the target is within 2 miles of you.
-
- LCOS (Lead Computing Optical Sight) -
-
- The LCOS line will always appear in conjunction with a target plane
- (assuming LCOS is "on"). To toggle on the LCOS mode, use the [O] key. LCOS
- is extremely helpful in helping you see the direction your enemy target is
- heading. The solid black line extending from the Target Designator is the
- F-16 computer's best guess on where the enemy target is heading. The dotted
- line trailing represents where the target has been.
-
- > LCOS comes in handy when you are trying to down a plane. You should
- always aim at the position just in front of the LCOS line allowing yourself
- to "pull lead" on your target. This is important because by the time you
- fire your bullets and they arrive at the location you were aiming at, the
- enemy plane would have already moved out of position.
-
- Snapshoot -
-
- The Snapshoot (nicknamed the "Snake") is an undulating tracer line that
- extends from the Aiming Reticle. It indicates what the historical bullet
- path would be if your gun were being fired continuously. Because you're not
- always travelling in a straight line, it's difficult to know where your gun
- bullets would actually end up when you're firing the gun and making a hard
- turn at the same time. The harder your rate of turn when the gun is fired,
- the longer the Snake will extend from the Aiming Reticle. The Snake is very
- lively, and its position and length change continuously as your F-16
- changes direction. You
-
- [P.67]
-
- should continue to use the theory of "pulling lead," but amend it to have
- the trailing end of the Snake making contact with the leading end of the
- LCOS. An optimal firing condition exists when the trailing end of the Snake
- is on top of the MiG and positioned within the Aiming Reticle.
-
- How to Fire Your Gun -
-
- > Once you have lined up the Aiming Reticle with the LCOS, squeeze your
- trigger in short bursts until the enemy plane explodes.
-
- [P.68]
-
- Air-to-Ground HUDs -
-
- To select from Air-to-Ground HUD Modes, tap the A-G Weapons Select key
- [Backspace] until your selection appears on the HUD Mode Indicator section
- of your HUD.
-
- Air-to-Ground Bombing HUD (Mk 84 or Durandal) -
-
- The Mk 84 2000lb Low Drag Bombs and Durandal Anti-Runaway Weapons use the
- same HUD sighting system, called CCIP Bombing.
-
- CCIP Bombing -
-
- CCIP is the acronym for "Continuously Computed Impact Point." The
- targeting computer continuously calculates where a bomb will land, using
- altitude, speed, flight path, aerodynamics of the weapons, and other
- factor. It is very accurate method of bombing.
-
- The impact point is displayed of the HUD by means of a symbol called the
- CCIP Pipper. When the Pipper and the target coincide, the pilot presses the
- trigger (Spacebar), and the bombs are released. (This is the situation
- usually encountered in "dive bombing.")
-
- Let's take a look at Pop-Up Bombing, which your Bombing HUD mode has been
- specially designed for. This is the situation when unlike in Dive Bombing,
- the actual impact point is below the HUD.
-
- [P.69]
-
- There are three major phases to Pop-Up Bombing. In each phrase, the Bombing
- HUD changes. Phase 1 is called "pickling". This is where you lock onto the
- target with your visual sighting system. Phase 2 is the approach. This is
- where you level off and approach the target. Phase 3 is the climb and
- release phase of the bombing. Pop-up bombing is effective at altitudes
- between 2,000 and 10,000 feet.
-
- Phase 1: Pickling -
-
- [P.70]
-
- Discretes -
-
- The Discretes on the Bomb HUD indicate the status of your bombing. ARM
- means that your bombs are armed. LOCK means that the target has been
- acquired and that your trigger is "pickled" (bombs ready to be released).
- REL signifies that bombs have been released.
-
- HUD Mode Indicator -
-
- This tells you that the bombs you are selecting are wither the Mk 84 2000bl
- Low Drag Bombs (Mk 84) or the Durandal Anti-Runway Bombs (DUR).
-
- Bombs Remaining -
-
- Target Designator -
-
- Indicates the target your radar is tracking. You use the Air-to-Ground
- Reticle to aim at the target, and when you press the Trigger a first time
- to "pickle" the target, a Target Designator appears in the aimed area. It
- will follow the target up until bomb impact or until you have completely
- passed over the target.
-
- Air-to-Ground Reticle -
-
- The A-G Reticle is the device you use to align with a target for a lock-on.
- This form of Reticle is "fixed" on the HUD centerpoint for ease in aiming.
-
- [P.71]
-
- HOW TO LOCK-ON TO YOUR TARGET -
-
- > Maneuver your plane so that the A-G Reticle is perfectly aligned with the
- target you intend to bomb. This usually requires that your plane go into a
- shallow dive. Press the Trigger once to "pickle", or "target designate"
- whatever the Reticle is pointing toward. The target Designator will appear
- within the Reticle. The LOCK discrete will appear on your HUD.
-
- > Make sure that the Target Designator is totally aligned with the object
- you intend to bomb. If it isn't, "clear the pickle" by pressing the Clear
- A-G Lock key (X). The LOCK discrete will disappear when your clear the A-G
- Target. Try to realign your Reticle and start the lock-on process again.
-
- > If the target has been properly locked-on, level your plane out and fly
- straight toward the target. Since your Trigger is already "pickled", a pair
- of bombs will be released the next time you press it.
-
- Phase 2: Approaching -
-
- Distance to Target -
-
- The distance to the target (in feet) will appear as you close in on your
- objective. Altitude is considered in the distance computation.
-
- Bombsight (CCIP Pipper) -
-
- The Bombsight may appear as you get closer to the target. This represents
- the location of where the bombs would hit if they were released at that
- instant. Don't worry if you can't see the bombsight, it's probably below
- your plane of view.
-
- [P.72]
-
- Release Que & Displayed Impact Line -
-
- The Release Que and Displayed Impact Line will appear right before your
- plane gets in range of the target. The Displayed Impact Line plots a direct
- line between the Release Que and the bombsight. If the Bombsight is below
- your plane of view, then the Impact Line will go to the edge of the HUD.
-
- To stay on course, you must maneuver your plane so that the Displayed
- Impact Line intersects the Center Point and the Reticle.
-
- Phase 3: Release -
-
- Release Que & Displayed Impact Line: Releasing the Bombs -
-
- As you approach the target, the Release Que will slowly move down the HUD
- toward the Reticle. Once the target disappears below your HUD, pull back on
- the stick and start a shallow climb of about 10 degrees. When the Release
- Que passes through the Reticle, press the Trigger to release a pair of
- bombs. The further the Release Que is from the Reticle when you release
- your bombs, the greater the distance between the impact point and the
- target. The REL discrete will appear once the bombs are released. After
- bomb release, increase to full power and initiate a 40 degree climb until
- you have cleared the impact area. Depending on your altitude, angle of
- climb, and speed the time it takes from release to impact will vary.
-
- [P.73]
-
- Air-to-Ground Missile HUD (AGM-65B MAVERICK) -
-
- The AGM-65B Missile is designed to be visually locked-on to a ground target
- by the pilot. In the front end of each Maverick missile is a TV camera with
- a zoom lens. The television image is fed to the pilot through the COMED.
- This allows you to acquire your target electronically from distances beyond
- visual range.
-
- [P.74]
-
- Discretes -
-
- The discretes on the AGM-65 HUD describe whether or not your missiles are
- ARMed, LOCKed-on, in range of a target (IN RNG), or RELeased. If no message
- appears, it means that there is something wrong with the system or that you
- are out of missiles.
-
- HUD Mode Indicator -
-
- Displays AGM-65 to indicate you're in Air-to-Ground Missile HUD mode.
-
- Air-to-Ground Reticle -
-
- Use the "fixed" A-G Reticle to align with a target for a lock-on.
-
- Target Designator -
-
- Appears when you press the Trigger the first time to lock-on to a target.
- It will stay locked-on to the target until you pass the target.
-
- Distance to Target -
-
- Once you have locked-on to a target, the distance to the target (in feet)
- will appear in the bottom right HUD area as you close in on your objective.
- Altitude is considered in the distance computation.
-
- HOW TO FIRE A MAVERICK -
-
- > Select the Air-to-Ground Missile HUD mode by pressing the A-G Weapons
- Select key until AGM 65 appears on the HUD Mode Indicator line of the HUD.
- Next, you need to make sure that you're in Radar mode on the COMED so that
- you can view a target through the Maverick's zoom lens. If you're still in
- Map mode, switch to Radar mode by toggling the COMED with the "C" key.
-
- [P.75]
-
- > As with bombing, firing a Maverick requires that you "pickle" your
- Trigger. Align a target with your Reticle by flying directly toward it in a
- shallow dive. Once you have aligned the target with the waterline in the
- COMED or with the Reticle in the HUD, press the Trigger once to pickle the
- target. Once you have pickled the target, LOCK or IN RNG will appear on the
- HUD discrete line. If you misaligned the target, clear the lock-on by
- pressing the Clear A-G Target Lock key (X).
-
- > Once locked-on, you needn't continue to dive directly toward the target.
- The target will continue to be locked-on as long as your plane is heading
- in the general direction of you target. As soon as the IN RNG light
- appears, you can fire a Maverick by squeezing the trigger. The target will
- stay locked-on until you pass it or hit the Clear A-G Target Lock key.
-
- Air-to-Ground Strafe Gun HUD (M61 A1) -
-
- [P.76]
-
- Discretes -
-
- The Discretes on the M61 HUD indicate if the gun is ARMed or if you are
- tracking your target (LCK). If no discretes appear, then your gun is either
- out of ammo or is jammed.
-
- HUD Mode Indicator -
-
- Displays STRF to indicate that you are in A-G Strafe Gun mode.
-
- Rounds -
-
- Indicates the number (x10) of gun bullets remaining.
-
- Target Designator -
-
- Indicates the target your radar is tracking.
-
- Distance to Target -
-
- Once you have locked-on to a target, the distance to the target (in feet)
- will appear as you close in on your objective. Altitude is considered in
- the distance computation.
-
- Air-to-Ground Reticle -
-
- The F-16 firing control system automatically computes where your bullets
- would be by the time they reach target range. The firing control system
- then plots the "mobile" A-G Reticle at the precise place the bullets would
- land if you fired instantly.
-
- Displayed Impact Line -
-
- Appears after you've locked-on to a target, and connects the Target
- Designator with the Reticle.
-
- [P.77]
-
- HOW TO FIRE YOUR GUN -
-
- First adjust your pitch with the Yaw/Pitch Control (Alternate) key by
- holding it down while pushing your stick forward, so that the plane is
- fully pitched down. Check your Velocity Vector on the HUD, or Yaw/Pitch
- Control Indicator on the left side panel (Left View) if the HUD is damaged.
- If the HUD is functioning, the Velocity Vector should rise above the Center
- Point.
-
- *The imaginary line ("vector") drawn through the Velocity Vectors symbol
- represents your plane's true line of flight, while you are merely pointing
- the nose of the F-16 downward and aiming your weapons through the center
- point of the HUD in that general "downward" direction.
-
- After you have switched into Strafe mode, you'll need to align the target
- with the HUD Center Point and press your Trigger once for a lock-on
- ("pickle" the gun). LCK will appear on the HUD Discretes.
-
- Maneuver the plane so that your Reticle is aligned with the target. Press
- the Trigger to fire.
-
- Once you have passed the target, you'll need to lock-on to the next target.
- 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.
-
- [P.78]
-
- Front Panel -
-
- AOA (Angle of Attack) Controls -
-
- The AOA controls display the F-16's "angle of attack" and are used
- primarily to assist in landing the plane. As the illustration shows, the
- plane needs to approach the runway at the right angle when landing, and the
- three components of the AOA display will give feedback on the plane's
- attitude.
-
- *Drawing of "ANGLE OF ATTACK (AOA) AND RESULTING FEEDBACK"
-
- [P.79]
-
- AOA Indexer -
-
- The AOA Indexer is located to the left of the HUD and has three symbols
- that light up separately depending on your landing approach angle. If the
- middle light is on, you are at the perfect AOA (8 to 13 degrees) for
- landing. If the top light is on, your angle is too steep. When the bottom
- light is on, your AOA is too low.
-
- AOA Indicator -
-
- A numeric AOA Indicator is located in the main cockpit view to the right of
- the COMED screen, and displays the AOA in degrees.
-
- > You control the F-16's AOA by varying (1)the plane's speed with the
- throttle controls, (2)the rate of the dive with the "stick" control, and
- (3)the amount of pitch with the yaw/pitch control. During normal flying,
- you can bleed off (reduce) speed with a high AOA. The more g's the plane
-
- [P.80]
-
- Nose Wheel Steering System/Landing Gear Status Indicator (NWSS/LGSI) -
-
- RY (Ready) Light -
-
- The RDY light on the NWSS/LGSI (whew!) signifies that the NWS system and
- the landing gear are not damaged and you're ready to roll. The light will
- stay on while the landing gear is down, assuming there is no damage to your
- NWS System.
-
- NS-Nose Wheel Steering System Operation Light (AR/NWS) -
-
- Lights up to indicate that the Nose Wheel Steering System (front wheel) is
- activated and operational. At this point the plane's steering mechanisms
- switch from the ailerons to the nose wheel, so you can taxi the F-16 on the
- runway. When you start down the runway before take-off, the NWS System is
- automatically activated.
-
- > The AR/NWS light will go out when the plane reaches 70 knots ground
- speed, signifying that the Nose Wheel System is prevented from turning on
- the runway. The NWS System does not truly "disconnect" until the plane has
- left the ground, when the DISC indicator will light up.
-
- DC Indicator -
-
- The DC light turns on after the F-16 takes off. It's purpose is to verify
- that the plane has left the ground and the steering functions have been
- "disconnected" from the Nose Wheel Steering System and switched to the
- ailerons, so the F-16 can bank and roll. The light stays on until the
- landing gear is up.
-
- > The landing gear should be raised immediately upon take-off ("G" key).
- Don't exceed a speed of 300 knots with the landing gear down or you risk
- damage to the mechanism. At the upper levels of FALCON, your plane will go
- into a tailspin @ 300 knots if you haven't raised the wheels. Even though
- the DISC Light pertains specifically to the Nose Wheel Steering System, it
- serves as a reminder to raise the landing gear (or lower it during landing,
- as it were, when the light is off).
-
- [P.81]
-
- Master Caution Light -
-
- The Master Caution Light will light up when damage of any kind has occurred
- to the F-16, whether induced by combat or random occurrence. This is a
- signal to look at the right side of the cockpit for the specific warning
- light.
-
- > When the Caution light appears, press the "6" key on the top row of the
- keyboard to toggle to the Right View. The panel below the canopy line
- contains specific caution lights for the damage or malfunction that has
- occurred.
-
- Threat Indicator and Warning Panel -
-
- The threat warning system alerts you if:
- 1) an enemy plane has been picked up on your Threat Indicator
- 2) an enemy plane has "radar missile lock" on you
- 3) a missile has been launched towards you
- 4) a SAM site has launched a missile
-
- Enemy planes show up as dots on the Threat Indicator. The Threat Indicator
- indicates relative position only, and not distance from the enemy plane to
- you. (If the enemy MiG is in the 180 area in front of your plane, it will
- also show up on the Radar Display, and show its distance from you when
- within 28 miles.)
-
- If the enemy has "missile lock" on you with a radar-guided missile, then a
- flashing "LCK" will appear on the Threat Warning Panel. If a radar-guided
- or heat-seeking missile has been launched toward you, a flashing "LNC" will
- appear in the bottom Threat Warning Light location.
-
- > At the Colonel level of FALCON, the enemy MiG's may not have their radar
- systems turned on. The Threat Indicator only picks up planes which emit
- radar signals, so you will have to make visual contact in this situation.
- The first indication that a MiG's is in the area might be when the LOCKON
- or LAUNCH lights appear. Comforting thought, huh?
-
- [P.82]
-
- Stores Control Panel -
-
- This cockpit panel displays the conditions inherent in the currently
- selected HUD mode. In the sample below, the Air-to-Air HUD is selected,
- radar (APG-66) and LCOS are turned on, and AIM-9J missiles are activated
- and ready.
-
- > In FALCON, one way to see all the weapons stores currently on your plane
- would be to toggle through the HUD modes. A more efficient way to do this
- is by pressing the "V" key. You will see all the weapons listed on the
- Stores Control Panel without having to exit the current HUD mode. In this
- manner, you can monitor all the weapons you have remaining at any time,
- something which must be done quickly in the heat of battle.
-
- Engine Fire Light -
-
- You may encounter an engine fire during battle if the enemy bullets are
- well placed. When this light comes on, your only choice is to eject from
- the plane. Refer to the Ejection Handle paragraph following for more
- information.
-
- Autopilot Light -
-
- When the autopilot is engaged, this light will be lit. FALCON will track
- toward the target for the current mission, or will track a MiG if one is
- present.
-
- Jet Fuel Start Light -
-
- This light will turn red when the engine is started. On the ground, it is
- green before the engine is started. Occasionally however, if you incur a
- severe stall while in the air, you may have to restart the engine. You'll
- know if the Start light is green.
-
- [P.83]
-
- > When starting up your engine at the beginning of the game, press either
- "+" key once to initiate JFS Start. The engine RPM will increase until it
- reaches 60 percent, when the Jet Fuel System Start light will go out, and
- the main engine throttle control will take over. If you suffer a rare
- engine shutdown due to a severe stall in the air, you'll know by looking at
- the RPM gauge, where the needle will have dropped to zero. If the sound is
- toggled on, you'll hear the engine die. The best way to restart the engines
- in the air is to press either "+" (plus) key while in a controlled dive,
- and level out once the engine is throttled up again.
-
- Run Light -
-
- When the engine is running, this light is red. Otherwise, it is yellow.
-
- Flare Indicator -
-
- Your F-16 is equipped with flares which are designed to fool hear-seeking
- missiles. The Flare Indicator tells you how many flares you have remaining
- on the plane. You start with 30 flares on board at the beginning of each
- flight.
-
- > Shoot off flares by pressing the Keypad 0 key. It's very important that
- you don't release your flares too soon, in order to properly force the
- incoming missile to seek the flare instead of your exhaust pipe.
- Heat-seeking missiles are almost always used at close range. Remember, if
- your Threat Warning light shows a "LOCK ON" (enemy missile lock-on) warning
- before the "LAUNCH" (enemy missile launch) light appears, the enemy plane
- has fired a radar-guided missile at your F-16, and flares won't do any
- good. Be generous with flares! It won't make any difference if you have
- flares remaining when a missile flies up your six!!! (P.S. Heat-seeking
- missiles especially like planes with afterburners flaring.)
-
- Chaff Indicator -
-
- Chaff are packages of tiny foil strips which confuse radar-guided missiles.
- The Chaff Indicator shows how much Chaff you have remaining on your plane.
- Each plane starts with 30 packages of Chaff aboard at the beginning of the
- game.
-
- [P.84]
-
- > You can dispense Chaff by pressing the "Keypad *" key. Chaff has no
- effect on heat-seeking missiles, so only use it when the "LOCK ON" light
- has appeared on the Threat Warning System before the "LAUNCH"light appears.
- Missiles that are fired from distances of greater than 7 miles are almost
- always radar-guided. The same generosity principle discussed in Flare usage
- applies here as well.
-
- Emit Indicator -
-
- The Emit Indicator registers the use of ECM (Electronic Counter-Measures)
- which is employed via the ALQ-131 Pod (and the "E" key) installed on the
- bottom of your F-16 to foil ground based SAM (Surface-to-Air Missile)
- sites. Emissions can also be used on MiG planes which have radar-guided
- missile lock on you. This confuses their radar. The problem with using
- ALQ-131 emissions is that it announces to the world that you are coming.
- Therefore, you should use it only after being acquired by an enemy plane or
- SAM site. By definition, ECM includes the Threat Warning System, Chaff, and
- the above-mentioned ALQ-131 Pod, so you will hear it discussed as it
- relates to each of the different systems.
-
- > If you are going to fly a mission that involves being around SAM sites,
- you should request an ALQ-131 ECM Pod from the crew chief during the
- Armament screen sequence.
-
- COMED (Combined Map/Electronics Display) -
-
- The COMED is one of the most important monitors in the F-16 cockpit. This
- view will update you constantly on enemy plane position relative to yours,
- along with what changes are taking place as the MiG maneuvers and changes
- position.
-
- If you are on a mission that involves ground sites, you can toggle this
- screen to a Map mode to aid in locating target positions.
-
- [P.85]
-
- > As important as the COMED screen is to your effectiveness in battle,
- there are times when you may want to switch it off so as to avoid being
- detected. The Radar screen can be toggled off and on with the "R" key.
- Also, there is a possibility of your Radar being damaged by enemy fire. It
- will still be possible to win the battle, especially at the lower ranks,
- but any FALCON player who defeats an enemy MiG without Radar at the Colonel
- level is pretty special. Sierra Hotel, if you know what I mean. (Just ask
- any real fighter jock.)
-
- Ejection Handle -
-
- The Ejection Handle is the last hope for a fighter pilot in distress, and
- an option you should choose only if absolutely necessary due to severe
- plane damage.
-
- > Press the "Control-E" key combination to eject from your F-16. Never
- eject when the F-16 is upside down (or more than 60 degrees from level)
- unless you want to be a human javelin and end up with a permanent headache.
- Your chances of hitting the canopy shell upon ejection are high if your
- plane is moving relatively slow or is in a flat spin (like a top). And we
- all know what happens when that occurs.
-
- { WARNING }
-
- > If you eject behind enemy lines, you're certain to be captured and
- retained as a POW (Prisoner of War).
-
- (Air) Brake Light -
-
- Located to the right of the COMED and shows when Air Brakes are being
- applied. Invoke them ("B") key when you need to make a quick reduction in
- speed, whether in the air or on the ground. They should be used in
- combination with Flaps and Wheel Brakes to completely stop your F-16 after
- it has handed.
-
- Flap(s) Light -
-
- Located immediately above the Air Brakes and shows when (wing) flaps are
- down. Wing Flaps are used both to create lift and help slow the F-16 upon
- landing. They're toggled down and back up with the "F" key.
-
- [P.86]
-
- Afterburner/Military Power Indicator -
-
- This cockpit light indicates whether you are currently using standard
- Military Power, which is a term for normal engine usage and acceleration,
- or invoking the engine's Afterburner for extra acceleration. There are five
- stages of Afterburner use, as indicated by the cockpit lights. Stage 1 is a
- little more power than MIL and Stage 5 is full burner.
-
- > Afterburner vs. Military Power: In FALCON, the Afterburner is engaged by
- pressing the "/" key. Pressing ">" increases the Afterburner stage, up to
- stage 5. To decrease the stage, press "<". To return to Military Power,
- press the "/" key. The use of Afterburner allows your plane to go
- supersonic as well as improve acceleration and climb rate. It can also be
- used to enable a faster take-off from the runway. The trade-off is that the
- Afterburner uses a tremendous amount of fuel. Plus, remember that
- heat-seeking missiles just love a little extra heat to go around.
-
- Attitude Director Indicator (ADI) -
-
- The ADI (sometimes called the "level ball") is used to help register your
- plane's position relative to the horizon as it rolls and pitches in any
- direction.
-
- > Visualization Aids for the F-16 Pilot: When you're up in the air flying
- around, watch the position of the ADI change as the plane banks and rolls,
- or changes altitude. Note how the line separating the sky from the ground
- matches to the "water line" on the Radar display, the lines of the Flight
- Path Ladder, and to the real horizon line itself. Most pilots use all these
- visual cues when flying their jets. When things get hot and heavy up there,
- it's nice to have several ways to orient yourself as your eyes are darting
- around the cockpit.
-
- [P.87]
-
- Sensitivity Indicator -
-
- Another feature specific to your computer version of the F-16, this
- indicator sets the sensitivity of the plane to pitch and roll speed. The
- sensitivity varies from 1 to 9. If you select "1" sensitivity, the plane
- will be less "sensitive" to changes in direction, and will be easier to
- control. At the "9" setting, the turn, dive, and climb characteristics of
- FALCON are virtually identical to the actual F-16, with the most realistic
- setting being "9" sensitivity while flying at the rank of Colonel. The
- default sensitivity level is "5". Press "F3" to decrease the sensitivity
- level, or "F4" to increase it.
-
- (Wheel) Brake Light -
-
- The Wheel Brakes are used to control the F-16 when it is on the ground.
- When this light is on, the Wheel Brakes are engaged.
-
- > When you first enter the FALCON cockpit, the Wheel Brakes are engaged.
- When you press the Jet Fuel System Start key ("+") to start your engine,
- make sure the Wheel Brakes are left engaged unless you want the plane to
- start rolling. You can release the Wheel Brakes at any point (by pressing
- the "W" key) if you want to taxi the plane to a specific runway. Reengage
- the Wheel Brakes when you wish to stop. When in position for take-off,
- leave the Wheel Brakes engaged until RPM is between 60-80%, then disengage
- them. If you wait until after RPM has reached 80% to release the Wheel
- Brakes, the NWS (Nose Wheel Steering System) and/or Wheel Brakes may be
- damaged, depending on your rank at the time. In similar fashion, the Wheel
- Brakes are used to stop the plane completely upon landing (within the same
- RPM guidelines). You should use Air Brakes to slow down the F-16 when its
- still packing a full head of steam after touching down. Wheel Brakes are
- designed to stop the plane only when it's moving slowly.
-
- [P.88]
-
- RPM Gauge -
-
- The RPM (Revolutions pre Minute) Gauge reflects the percentage of power
- being applied with your F-16's engine. The numbers on the gauge represent
- increments of percentage (%) power that the F-16 engine is producing at any
- particular time, from zero all the way up to 100 percent. All other factors
- being equal, the percentage of RPM directly relates to the plane's
- airspeed. After you play FALCON for a while, you'll know instinctively what
- percentage of power to apply to reach a certain airspeed.
-
- > As you increase in rank during the game, you'll be required to monitor
- the RPM Gauge more closely. The most common situation with RPM percentage
- is during the take-off procedure. Some of the percentages to remember: Your
- plane will start to roll @ 40% RPM during start-up. From take-off position,
- throttle should be increased to between 60-80% RPM before releasing the
- Wheel Brakes to proceed down the runway. If you wait to release the Wheel
- Brakes until after 80% RPM is reached, the NWS (Nose Wheel System) and
- Wheel Brakes may be damaged. Increase RPM to 100% (and invoke the
- Afterburner) for a shorter take-off, or to compensate for a heavy load.
-
- Stall Light -
-
- The Stall Light illuminates when you have exceeded the F-16's engine
- performance envelope, causing it to stall. This can occur for various
- reasons, but the most common one is that air intake has been reduced
- sharply, due to performing maneuvers at either high altitudes in thin air
- or at too low an airspeed.
-
- > FALCON does not stall under any conditions at First Lieutenant or Captain
- ranks. At Major level and up, however, the F-16 will be increasingly more
- susceptible to stall conditions. During a stall, your plane will begin to
- shake. The best action to take during a stall is to accelerate in a dive
- until the engine refires and stabilizes, then level off. You'll start to
- realize after playing the game for awhile why dogfight engagements take
- place at middle altitudes. Planes engines gasp for air as well as fuel, and
- there's not much of it at high altitudes. Plus, you occasionally need room
- to recover beneath your position, and the ground can greet you fairly
- quickly when you're flying at Mach 1.
-
- [P.89]
-
- The Left Side View -
-
- Press the "4" key on the top keyboard row to switch to the left side view.
- This view looks out the left side of the canopy glass, and gives access to
- some very important gauges.
-
- Yaw/Pitch Controls -
-
- Yaw Trim and Pitch Trim relate directly to the Velocity Vector discussed
- earlier in the HUD descriptions. Although you can visually line up your yaw
- and pitch changes through the HUD, there may be times when the HUD is
- inoperable due to damage, and the Yaw/Pitch Controls will serve as a backup
- so you can re-orient the plane for landing or targeting reasons. Each dot
- on the yaw or pitch dial represents two (2) degrees.
-
- [P.90]
-
- Fuel Gauge -
-
- The Fuel Gauge represents the amount of remaining fuel in hundreds of
- pounds. Because you may not be in the habit of looking out the Left View on
- regular occasion, a prompt will appear near the center of the HUD glass if
- your fuel is getting low. When the word "FUEL" appears on the HUD, you
- should check the fuel gauge. If you have not yet reached the mission's
- destination, you may have to abort the mission.
-
- You'll notice there are two needles on the Fuel Gauge. One represents the
- fuel remaining in any external tanks, while the other shows the remaining
- internal fuel. Any added external tanks are used up first.
-
- Your plane starts with 6950 points of fuel (give or take 300 pounds) in the
- internal fuel tank, so one needle will be initially placed between "60" and
- "70" on the dial. Each external tank adds 2000 pounds, so the other needle
- will be placed appropriately, according to the total number of external
- tanks added. If no external tanks are added, that needle will be resting at
- "0" (zero) before you fire up the engine.
-
- > Your Fuel Gauge will be a good indicator of how expensive Afterburner use
- can be. Be conservative on fuel usage: only fly at high speeds and use
- Afterburner when absolutely necessary. Missions at Colonel level won't be
- accomplished by showboating. Save that stuff for your sports car.
-
- Compass -
-
- The Compass shows your plane's magnetic directional heading. Although
- you'll orient yourself normally with the HUD Heading Scale, the Compass
- makes an invaluable backup if your HUD has been damaged.
-
- Landing Gear Lights -
-
- The Landing Gear Lights will be illuminated when the gear is down. If you
- try to toggle "on" the gear before landing and the lights don't appear,
- you'll be forced to land on the F-16's belly.
-
- [P.91]
-
- Backup Airspeed Gauge -
-
- The dial is a backup for the Airspeed Scale on the Head-Up Display, and
- will be useful if the HUD electronics get knocked out by enemy fire. Just
- like their counterparts in the HUD, the numbers represent the airspeed in
- tens of knots.
-
- The Right Side View -
-
- Press the "6" key on the top keyboard row to switch to the right side view.
- This view looks out the right side of the canopy glass, and gives access to
- the secondary caution lights. Select this view when the Master Caution
- Light has flashed and check for specific damage.
-
- [P.92]
-
- Caution Lights -
-
- FLAP -
-
- The Flaps have been damaged and frozen in their current state. If they were
- up when the damage occurred, they stay up. Since Flaps help curb excessive
- speed, the plane may be much harder to land. If the Flaps were down when
- the damage occurred, they stay down. This will hamper your plane's
- maneuverability, and prevent it from reaching top speed.
-
- STORES -
-
- If the STORES light appears, weapons cannot be released from external
- stores. However, the M61 cannon (machine gun) and any AIM-9J/9L missiles
- can still be used, if available.
-
- BRAKES -
-
- The BRAKES light indicates a failure in the Air Brakes system. If the Air
- Brakes were open when the damage occurred, they stay open. Similar to Flaps
- damage, this situation severely alters your plane's maneuverability, and
- forces it to fly at reduced airspeed. If the Air Brakes were closed when
- the damage occurred, they stay closed. The F-16 will be harder to land in
- some situations without the ability to brake and slow down.
-
- GUN JAM -
-
- The GUN JAM warning indicates that your M61 cannon is jammed and won't
- fire. You will have to rely on any remaining external stores for combat
- purpose, assuming that they are functioning OK.
-
- NWS -
-
- If the NWS light is illuminated, the Nose Wheel System has been damaged due
- either to (1)not following proper take-off procedures, (2)not landing well
- on approach, or (3)being hit by enemy fire. If the NWS System is disabled,
- the plane will not be able to be steered once it has landed, risking more
- severe damage if it doesn't land very straight and moves off the runway.
-
- [P.93]
-
- WEP ARM -
-
- Can't arm the selected weapons. Once again, you'll have to rely on any
- remaining M61 rounds, if the gun is functioning.
-
- ECM -
-
- The Threat Indicator is out. You won't be able to detect incoming MiGs
- unless they show up on your Radar screen, assuming it's functioning. You
- may have to make visual contact. Make it through this and the Sierra Hotel
- may be your permanent home.
-
- BURNER -
-
- The Afterburner cannot be invoked. This will eliminate quick acceleration,
- which could make the difference in completing a maneuver successfully or
- making a quick getaway.
-
- RADAR -
-
- The Radar display is inoperable. You will have to rely on the ADI and
- visual contact to orient yourself to the horizon, and you'll be severely
- limited in how well you can track a MiG on the screen.
-
- ENGINE -
-
- Signifies a partial or complete loss of power to your F-16. If you're not
- able to maintain any altitude or momentum, the power loss is complete, and
- you'll have to eject.
-
- HUD -
-
- When this light is on, you'll probably know it already, because the HUD
- glass will be blank. At this point, you have to rely on visual sighting and
- the backup gauges in the main cockpit and side views to survive. It's
- probably a good idea to turn tail and head for home, if you can.
-
- FUEL SYS -
-
- Signals a leak in the Fuel System. Watch the Fuel Gauge closely to monitor
- the severity of the leak. If your gauge starts to drop quickly, head for
- home immediately, and prepare to eject if necessary.
-
- [P.94] NAV -
-
- Indicates that your Map is not functioning properly. The map grid will be
- displayed on the COMED screen, but your relative position is not shown.
-
- OXY LOW -
-
- Indicates a drop in cabin pressure, usually caused by a bullet hole. Don't
- fly above 27,000 ft or you're certain to black out, even if flying straight
- and level.
-
- [P.95]
- Part III: Military Ranks and Missions
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- [P.96]
-
- The Ranks -
-
- The difficulty levels in FALCON are determined according to military rank.
- The classifications include First Lieutenant (lowest) and continue through
- Captain, Major, Lieutenant Colonel, and Colonel (highest). The ranks
- determine not only your plane's characteristics but the nature of the enemy
- as well. The charts on pages 98 and 99 summarize what the nature of play
- will be at each of the ranks: first for you and your F-16, and then
- following for the enemy. Most of the rank guidelines are self-explanatory.
- For example, your F-16's flight performance and restrictions become more
- "true-to-life" as rank increases, making the simulation more challenging.
- The MiG opponent and SAMs also become more formidable.
-
- At First Lieutenant level, the program's realism is dampened a bit so you
- can easily become involved in the game and get a taste for most of its
- features. Playing as a Colonel will give you a highly realistic experience
- and require you to be very skillful to survive. However, just as the
- experience will become more exciting and dramatic, the rewards will also be
- more substantial at the upper levels. For example, it will be possible to
- receive certain medals and merits only at higher ranks. A detailed look at
- the scoring and awards process is included later on in Part III.
-
- Super Engine vs. Normal Engine -
-
- At First Lieutenant and Captain rank, FALCON has what we call a "super
- engine". Airspeed is directly related to the percentage of RPM applied, and
- no other factors are involved. This engine output is easier for you to
- gauge because extraneous factors like climb rate are not considered. In
- other words, you can initiate a nose dive at 50,000 feet going 500 knots
- and when you hit the ground, you'll still be going 500 knots if you haven't
- increased or decreased the throttle with RPM percentage. This engine also
- does not stall.
-
- Weight and Drag Influence from Armament -
-
- At Lieutenant Colonel and Colonel ranks, the type and amount of weapons and
- accessories that you carry on your F-16 will definitely affect its
- performance. Your plane won't be able to pull as many g's, and certain
- maneuvers may render the plane uncontrollable. The F-16 is a terrific
- machine, but all jets have limitations.
-
- Ground Crashes -
-
- As rugged as a jet fighter seems to be from an outward appearance, their
- landing mechanisms are somewhat delicate. Become adept at the takeoff and
- landing procedures before flying at high ranks, because your landing gear
- cannot take a lot of abuse. You won't necessarily have a fatal outcome from
- a faulty landing (or even a belly flop!), but your superiors and the
- taxpayers won't be too excited.
-
- [P.97]
-
- Possible Outcomes After Pilot Ejection -
-
- Since FALCON isn't exactly real life, you don't have to worry about not
- making it through an ejection sequence at lower ranks. However, at Major
- level or above you risk being captured by the enemy if you bail out behind
- enemy lines. The probability increases the further behind enemy lines that
- you eject. In FALCON, being taken Prisoner of War (POW) is a permanent
- condition. (If you crash behind enemy lines, you are declared MIA, or
- Missing In Action.) Plus, fighter pilots know that ejection even in
- friendly territory doesn't necessarily lead to a safe trip home, because of
- possible complications from the ejection itself. Ejection should be treated
- as a definite last resort at upper ranks.
-
- Possibilities of Pilot Blackout or Redout -
-
- Modern fighter jets can perform some pretty amazing maneuvers and still
- retain their structural integrity. Now, if the same was only true for their
- pilots! Even with advances in flight suits and cockpit design, there are
- still limits to what a pilot's body can withstand from the force of
- high-speed turns.
-
- At Major rank or above, you risk pilot "blackout" if your plane sustains a
- maneuver in excess of 8 g's. The excessive force crams the pilot into the
- seat and pushes his blood supply downward. You'll know you're in trouble
- because the screen will start to fade out before going completely black. (A
- pilot loses the ability to distinguish colors during the initial stages of
- a blackout, producing in effect a "whiteout".) Part IV discusses high g
- forces, which are usually the result of sharp and climbing high-speed
- turns.
-
- Blackouts are the result of "positive" g forces. Equally as dangerous are
- "redouts", which are caused by pulling "negative" g forces. Negative g's
- are a result of pushing the stick forward into a dive too fast and for too
- long. The blood rushes to a pilot's head as he effectively gets "pulled"
- from the seat, and this time the screen will go progressively "black",
- signifying the darkening effect from the blood pressure on your eyes. On
- the average, the human body cannot withstand a negative g force in excess
- of -2.5 g's before experiencing a "redout", and possible rupture of blood
- vessels in the upper body.
-
- > Pilots say that even when blackout or redout occur, they can still
- recover from it and regain control of their senses. What you must do in
- FALCON to recover from these kinds of situations is to try and remember
- what the most recent event sequence was that got you in trouble. When the
- blackout or redout starts to occur, move in the opposite direction (or at
- least stop the current action). You should recover from the dilemma,
- assuming all your other ducks are in a row, so to speak.
-
- [P.98]
- Effect of Rank on You and the F-16
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- FIRST LIEUTENANT | CAPTAIN | MAJOR | LIEUTENANT COLONEL | COLONEL
- *****************************************************************************
- Lowest ------------------ Difficulty ------------------------ Highest
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Easier to Fly --------------- Ease of Flying ----------------- Harder to Fly
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Easy to Hit MiG ---------- Accuracy of Gun Bullets ---------- Hard to Hit MiG
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Super Engine | Normal Engine
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- No Engine Stall | Engine Stall Possible
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Unlimited | Limited Armament | Limited Armament
- Armament | (No Weight and Drag | (Full Weight and Drag Influence)
- | Influence) |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Unlimited Fuel | Limited Fuel (Must Monitor Fuel Usage)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- No Collisions | Collisions Possible with Ground Structures
- Possible | (Fatal Collisions!)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- No Ground Crash | Ground Crash| Normal Ground Crash
- | if Angle>60'|
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Ejecting Pilot Always | POW | POW or Fatal Outcome Possible
- Lives and Returns |(Note) | After Ejection
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Unlimited Flares | Normal Limit on Flares (30)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Unrestricted | Must Raise | Full Landing Gear and Nose Wheel System
- Landing and | and Lower | Requirements for Landing and Take-Off
- Take-Off | Landing Gear|
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- No Pilot Blackout or Redout | Pilot Blackout or Redout Possible
- =============================================================================
-
- NOTE (See POW Above): Possibility of Eject Behind Enemy Lines.
-
- [P.99]
- Effect of Rank on the Enemy
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- FIRST LIEUTENANT | CAPTAIN | MAJOR | LIEUTENANT COLONEL | COLONEL
- *****************************************************************************
- No MiG Missiles |No MiG Miss.;|MiG Miss. | MiG Guns are Very | Both MiG
- or Guns |MiG Gun |and Guns | Accurate;MiG Missiles| Missiles
- |Bullets Not |are | are Somewhat | and Guns
- |Very Accurate|Somewhat | Accurate | are Very
- | |Accurate | | Accurate
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- No MiG Flares |MiG Flares| MiG Flares are
- |Exist, But| Totally Effective
- |Not 100% |
- |Effective |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Only One MiG Onscreen | Two MiGs Maximum |Three MiGs
- at Any Time; Can Force | Onscreen at Any Time;|Maximum
- to Zero on Intro Screen | Can Force Downward |Onscreen
- | on Intro Screen |at Any
- | |Time; Can
- | |Force
- | |Downward
- | |on Intro
- | |Screen
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- No SAMs of |SAMs Launch, |SA-2 Radar| SA-2 Radar-Guided |SA-6 Radar
- Any Kind |But Don't |-Guided | and SA-7 Heat-seeking|-Guided
- |Strike You |SAMs Only | SAMs |and SA-7
- | | | |Heat-seek
- | | | |ing SAMs
- =============================================================================
-
- [P.100]
-
- The Missions -
-
- FALCON contains a variety of air-to-air and air-to ground missions to test
- your flying skills. All missions take place in a landscape arena consisting
- of enemy territory as well as a "friendly" area where your airfield is
- located. The individual mission descriptions will detail where you need to
- fly and how you need to perform the mission to be successful. The following
- map of the FALCON landscape gives an overall view of what the arena looks
- like.
-
- In addition, your navigation computer has data on the locations of targets
- for the various missions. Each target has been assigned a number (called
- its waypoint). This waypoint number is displayed in the lower right side of
- the HUDs, along with the current distance from that target. For example,
- the first building in the mission "MIlk Run" has waypoint D1. When you are
- fifteen miles from this target, the waypoint indicator will be 15D1. You
- may change the waypoint number. Key '(apostrophe) increases the number;Key
- ;(semicolon) decreases it. If you engage the autopilot, FALCON will head
- directly for the current waypoint (unless there's a MiG in the vicinity).
- Note: Home Base has a Waypoint of D0.
-
- [P.101]
-
- Milk Run -
- ~~~~~~~~
- Objective: Bomb Practice Buildings
-
- Effective Weapons: Mk 84 Low Drag 2000lb Bomb
- AGM-65B Maverick Missile
-
- Every rookie pilot needs a confidence builder and flying the Milk Run
- should do just that. Use this mission to become familiar with both the Mk
- 84's and the AGM-65B Maverick's delivery systems. The Milk Run is also an
- excellent choice for improving takeoff and landing skills.
-
- Veterans enjoy flying the Milk Run. It gives them a chance to improve their
- skills and explore the outer edge of the F-16's flight envelope, otherwise
- known as "chasing demons". Use this opportunity to get familiar with the
- way your plane flies at higher skill levels.
-
- Food for thought: Many pilots have "bought the farm" while flying the Milk
- Run because they were too busy showing off and hotdogging. Stay alert!
-
- Black Bandit -
- ~~~~~~~~~~~~
- Objective: Shoot Down One MiG-21
-
- Effective Weapons: AIM-9L All Aspect Sidewinder Missile
- AIM-9J Sidewinder Missile
- M61 A1 Gun
-
- The Black Bandit has been creating havoc for months. He's the enemy's best
- pilot and today he's up, circling and challenging your base to send up
- their best. Well kid, here's your chance to prove how good you really are.
-
- Keep your eyes open. If you find yourself in a bad situation, get out of
- it. Don't try to play hero. Take your best shot first. The Sarge may be
- able to help out by getting you some AIM-9L All Aspect missiles. You'll
- have a fighting chance to take him out with a head-on shot using these.
- They're hard to come by, but if the Sarge can get some, use them.
-
- The Bandit will come in from due north of your airfield. Good luck, you're
- going to need it.
-
- [P.102]
-
- Rattlesnake Roundup -
- ~~~~~~~~~~~~~~~~~~~
- Objective: Destroy Three SAM Sites
-
- Effective Weapons: Mk84 Low Drag 2000lb Bomb
- AGM-65B Maverick Missile
- M61A1 Gun
-
- Your commander has just gotten word that Strategic Air Command is going to
- resume high altitude night bombing. The biggest threat to them are the
- enemy's SA-2 and SA-6 surface-to-air missiles (SAMs). You have to start
- knocking out the SAM sites anyway you can. To complete your mission, you
- need to destroy a minimum of three SAM sites.
-
- Use your Mk84s, Mavericks, or M-61 to take'em out. If you can get the Sarge
- to let go of an ALQ-131 jamming pod, it might make your life easier at
- Major's rank or higher. The pod will jam the SAM's guidance system, and
- increase your life expectancy.
-
- Double Trouble -
- ~~~~~~~~~~~~~~
- Objective: Shoot Down Two MiGs
-
- Effective Weapons: AIM-9L All Aspect Sidewinder Missile
- AIM-9J Sidewinder Missile
- M61A1 Gun
-
- The enemy is hopping mad and sending up two of their best pilots to pay you
- back for all the trouble your base has caused them behind enemy lines. They
- are patrolling in their area and waiting for you to return. However, once
- you cross into enemy territory, they may not appear right away. They like
- to jump you when you least expect it. Keep your eyes open and monitor the
- Radar screen and Threat Indicator.
-
- Rookie pilots tend to make one particular mistake during multiple
- engagements that all too often turns out to be fatal. They become obsessed
- with chasing one bogey and forget about the others. MiGs like to work in
- tandem. One plays the carrot, the other plays the stick... a very big stick
- that loves to smash you from the rear.
-
- Load your plane with as many AIM-9Ls and AIM-9Js as possible, because
- you're going to need them. Keep an eye on your fuel gauge. Gas is gold.
- Afterburner provides needed power in a dogfight, but costs an enormous
- amount of fuel. You can add drop tanks if you want to increase loitering
- capability, but be prepared to eject them before going into battle.
-
- [P.103]
-
- Dragon's Tail -
- ~~~~~~~~~~~~~
- Objective: Destroy Enemy Suspension Bridge
-
- Effective Weapons: Mk84 Low Drag 2000lb Bomb
- AGM-65B Maverick Missile
-
- One principle of war is to deny enemy access to supplies by cutting off
- their lines of transportation. Knocking out the southside bridge is
- critical to your side's success in controlling the enemy. Use Mavericks or
- Mk84s to take out the bridge.
-
- Since you'll be flying over enemy territory, you must keep your eyes open
- for either MiGs or SAMs. There's one SA-2 or SA-6 site just southeast of
- the bridge along the main highway. Also, if you're flying at Lieutenant
- Colonel or Colonel rank, be prepared for lots of SA-7 shoulder launch
- specials trying to nail you if flying below 10,000 feet.
-
- Dragon's Jaw -
- ~~~~~~~~~~~~
- Objective: Destroy Enemy Cantilever Bridge
-
- Effective Weapons: Mk84 Low Drag 2000lb Bomb
-
- The Dragon's Jaw has been an elusive target for your squadron. Early on,
- planes have tried 1000lb'ers and Mavericks to take out the bridge, but they
- just seem to bounce off or scorch the paint. Arm your plane with the 2000lb
- Low Drag bombs. Try to avoid any dogfighting while you have any of these
- fat bombs dangling from under your wings, as the plane wasn't designed to
- dogfight with a full load.
-
- Plan your mission carefully, avoiding SAM sites and MiGs until you deliver
- your package to the Dragon. If the enemy engages you and forces you to dump
- your load prematurely, the MiGs will have already won the battle before the
- first shot is fired.
-
- [P.104]
-
- Hornet's Nest -
- ~~~~~~~~~~~~~
- Objective: Destroy Enemy Runway
-
- Effective Weapons: Durandal Anti-Runway Bomb
-
- Denying the enemy use of their runway will severely cripple their ability
- to harass your planes. Your job is to knock out the Central Airport with
- the Durandal Anti-Runway weapon by hitting the airfield where the two
- runways intersect.
-
- Extra fuel tanks will help extend your flight time, giving you the luxury
- of engaging the enemy after delivering your load. An ALQ-131 is also
- recommended to protect you from SAM launches. This airport is heavily
- protected by SAMs and MiGs.
-
- Bear's Den -
- ~~~~~~~~~~
- Objective: Destroy Enemy Communication
-
- Effective Weapons: Mk84 Low Drag 2000lb Bomb
- AGM-65B Maverick Missile
-
- The enemy's communication center handles all their logistics and
- coordinates all attacks. Operation Bear's Den requires you to destroy this
- hotbed of activity. The center is well protected by SAMs. Shoot at the
- building's base to blow it up. We recommend that you come in low and fast,
- deliver your weapons, and get out of there as fast as possible. Don't
- loiter around and become MiG chicken feed.
-
- Venus Flytrap -
- ~~~~~~~~~~~~~
- Objective: Destroy SAM Sites by Regional Airfield
-
- Effective Weapons: Mk84 Low Drag 2000lb Bomb
- AGM-65B Maverick Missile
- M61A1 Gun
-
- [P.105]
-
- Within 24 hours, Strategic Air Command will launch a major strike to
- totally destroy the enemy's Regional Airfield. Before they can launch, you
- must destroy both SAM sites protecting the airfield. SAMs or MiGs will be
- up. The Flytrap is heavily protected and the enemy doesn't take too kindly
- to those wanting to bomb then. If you're shot down, there's a very low
- probability of being rescued.
-
- Like other bombing missions, avoid engaging any MiGs until you've
- accomplished your primary objective. If you've successful at eliminating
- the SAM sites and have enough weaponry left over to take out the airfield
- for SAC's benefit, they will appreciate it very much. However, you will
- have to decide at the time whether it's worth the extra risk.
-
- Strike Palace -
- ~~~~~~~~~~~~~
- Objective: Destroy Enemy Headquarters
-
- Effective Weapons: Mk84 Low Drag 2000lb Bomb
- AGM-65B Maverick Missile
-
- Enemy headquarters is located due north of the Flytrap and nestled in a
- valley beneath the foothills. Attacking their headquarters will deliver a
- blow t enemy morale as well as eliminate a key communications center. You
- need to destroy both buildings to achieve your goal.
-
- Take an ALQ-131 and beware of the SAM site adjacent to the headquarters
- buildings.
-
- Double Dragon -
- ~~~~~~~~~~~~~
- Objective: Destroy Both Suspension and Cantilever Bridges
-
- Effective Weapons: Mk84 Low Drag 2000lb Bomb
- AGM-65B Maverick Missile (Suspension Bridge Only)
-
- [P.106]
-
- Every time we cut off one of their bridges, the enemy simply reroutes the
- flow of traffic to another bridge. Your task in Operation Double Dragon is
- to destroy both bridges.
-
- The Double Dragon is no cake walk. It requires that you load up your plane
- heavily, fly deep into enemy territory, and destroy both bridges. Because
- of armament restrictions at any rank other than First Lieutenant, missing
- the Cantilever Bridge once means that you've failed in your mission. You
- wouldn't have enough weaponry to try a second run and still have enough
- bombs or missiles for the Suspension Bridge. Completion of this mission
- means you're one hot pilot.
-
- Grand Slam -
- ~~~~~~~~~~
- Objective: Shoot Down Four MiGs
-
- Effective Weapons: AIM-9L All Aspect Sidewinder
- AIM-9J Sidewinder Missile
- M61A1 Gun
-
- The situation is critical. Intelligence has confirmed that the enemy is
- planning a full scale assault on your base today. Your job: do the
- impossible, which is to intercept and destroy at least four MiGs. Note:
- Incoming MiG heading is unknown.
-
- Mission Results: Snapshots, Awards, and Merits -
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- At the end of a mission, press the "Q" key to bring up the Menu Bar and
- select "End Mission" from the File Menu. You'll see a special Awards screen
- that contains information related to the mission that was just flown.
- Hopefully, your completed mission will include a successful landing, and
- would be the most desirable way to reach this screen. However, you might
- not complete your mission. Even if you do, you may not make it back to your
- home base for one reason or another. If you crash, eject, or otherwise have
- your mission cut short, this screen will appear automatically after the
- mishap. A series of snapshots may be displayed, along with a record of any
- merits (points) or medals earned during the mission. After you're through
- observing the Awards screen, click the mouse or Quick Stick button to move
- on to the Sierra Hotel screen (p.105).
-
- Snapshots -
-
- You may see a series of snapshots that describe the events leading up to
- the completion of your mission. Let's take a look at some of the snapshot
- sequences and see how you should interpret them.
-
- [P.107]
-
- * snapshots of "MISSILE HIT", "EJECT", "GOOD CHUTE", and "RESCUED".
-
- This is a typical missile hit sequence. Frame number 1 shows that an enemy
- missile slams into your plane. Frame 2 displays an ejection sequence as the
- canopy is jettisoned. The parachute opens cleanly in frame 3 and frame 4
- shows the big bird coming to save you for another mission.
-
- * snapshots of "CRASH LANDING", "A SORE NECK", and "COURT-MARTIALED!".
-
- Here's what happens if you mess up! Forgetting to lower your landing gear,
- travelling too fast down the runway, or taking off in the grass, you'll
- quickly find yourself facing a court-martial.
-
- * snapshots of "PLANE IS HIT", "UNCONTROLLABLE SPIN", "EXPLOSION AND CRASH",
- and "FUNERAL AND THE MISSING MAN".
-
- This is an example of "buying the farm". Engine fire... You black out and
- go into an uncontrollable spin... then the unthinkable happens. BOOOM!
- Crash and burn. In the end, your section flies the "missing man formation"
- paying their final respects to you.
-
- Decorations and Medals -
-
- The armed forces recognizes acts of heroism by decorating its members with
- medals. There are five medal that you can be decorated with during your
- service as a FALCON "driver". These medals are awarded at the completion of
- each mission where sufficient merit has been displayed.
-
- [P.108]
-
- Purple Heart -
-
- The Purple Heart decorates any member of the Armed Forces that is injured
- in action. The first Purple Heart decoration issued was a simple silk or
- cloth purple heart trimmed with white lace. Today's medal has a profile of
- George Washington in a field of purple.
-
- Distinguished Flying Cross (DFC) -
-
- The Distinguished Flying Cross (DFC) is given to pilots in recognition of
- their outstanding achievement or heroism while flying. This medal was first
- awarded to Charles Lindbergh by President Coolidge for Lindberg's
- historical crossing of the Atlantic in 1927.
-
- To qualify for a DFC, you must:
-
- 1. Successfully complete Dragon's Jaw, Dragon's Tail, Hornet's Nest, Bear's
- Den, Double Dragon, or Strike Palace without using an ALQ-131 pod. You must
- also fly at Major's rank or higher.
-
- OR
-
- 2. Successfully complete Dragon's Jaw, Dragon's Tail, Hornet's Nest, Bear's
- Den, Double Dragon, or Strike Palace; plus engage and destroy two or more
- MiGs. You must also fly at Major's rank or higher.
-
- Silver Star -
- ~~~~~~~~~~~
- This medal was authorized in 1918 for the purpose of decorating armed
- forced members who performed acts of heroism and gallantry against an armed
- enemy. It is awarded for those acts not great enough to merit the Medal of
- Honor or the Distinguished Service Cross.
-
- To obtain a Silver Star, you will have to successfully complete one of the
- following missions: Rattlesnake Roundup, Dragon's Jaw, Dragon's Tail,
- Hornet's Nest, Bear's Den, Double Dragon, or Strike Palace without an
- ALQ-131 jamming pod. Destroy two or more MiGs in a simultaneous engagement.
- You must also bomb your primary target and a secondary target. You must fly
- at Major's rank or higher.
-
- A second way of receiving a Silver Star is to destroy four or more MiGs at
- Major level.
-
- [P.109]
-
- Air Force Cross -
- ~~~~~~~~~~~~~~~
- The Air Force Cross was established by Congress in 1960 and is awarded only
- to those individuals who have performed outstanding acts of heroism against
- armed enemies in a hostile environment.
-
- In FALCON, the Air Force Cross has the same requirements as the Silver Star
- with two exceptions; you must fly at Lieutenant Colonel or Colonel rank,
- and return the F-16 safely to your home base.
-
- Medal of Honor -
- ~~~~~~~~~~~~~~
- The Medal of Honor, sometimes called the Congressional Medal of Honor, is
- the highest award in the nation and is presented by the President of the
- United States. The Medal of Honor is given to those members of the Armed
- Forces who perform acts of gallantry "above and beyond the call of duty"
- against overwhelming odds and against an armed and hostile enemy. The
- history of this medal dates back to 1861 when Congress first authorized it
- for the Navy. The medal bears the head of Minerva, the Roman goddess of
- war.
-
- Only by flying at Colonel level are you eligible for the Medal of Honor.
- YOu need to shoot down a minimum of three MiGs in at least one simultaneous
- engagement. Also, bomb a primary and secondary target without an ALQ-131
- ECM Pod in any of the following missions: Dragon's Jaw, Hornet's Nest,
- Bear's Den, Strike Palace, Double Dragon or Grand Slam.
-
- Ribbons -
- ~~~~~~~
- Ribbons are awarded for successfully completing the objectives of any
- mission. Returning your plane safely to the base is always important but is
- not a requirement for receiving a ribbon. In the U.S. Armed Forces, an "oak
- leaf" is presented instead of ribbon, if the particular ribbon has already
- been received for previous success in a similar situation. The number to
- the right of the ribbons represents the number of oak leaves you have
- received since first appearing on the roster.
-
- MiG Kills -
- ~~~~~~~~~
- The program will automatically tally the total number of MiGs you've shot
- down since your name first appeared on the Duty Roster list.
-
- [P.110]
-
- Bomb Hits -
- ~~~~~~~~~
- Bomb hits record the total number of targets that you've successfully
- destroyed since first appearing on the Duty Roster.
-
- Merits -
- ~~~~~~
- This represents the number of merits (points) you earned during your
- flight. The merit system awards points based on the difficulty of the
- mission and what you've accomplished.
-
- MISSION MERITS
- ***************************************
-
- Milk Run 1
- Black Bandit 2
- Rattlesnake Roundup 2
- Double Trouble 3
- Dragon's Tail 4
- Dragon's Jaw 6
- Hornet's Nest 10
- Bear's Den 10
- Venus Flytrap 12
- Strike Palace 12
- Double Dragon 15
- Grand Slam 15
-
- You will receive one additional merit point for every target that is
- bombed.
-
- Two merits are given every time you shoot down a MiG.
-
- Two merits are awarded for executing a safe landing.
-
- RANK MULTIPLES -
- ~~~~~~~~~~~~~~
- The Wing Commander will multiply your merits by a rank factor.
-
- Captain merits x 2
- Major merits x 3
- Lt. Colonel merits x 4
- Colonel merits x 5
-
- There is no multiplying factor for First Lieutenant, as it is the initial
- rank.
-
- [P.111]
-
- BONUS MERITS -
- ~~~~~~~~~~~~
- If a pilot manages to stay alive and complete all twelve missions, the Wing
- Commander awards an additional 3000 merits for being one hot pilot.
-
- MEDAL MERITS -
- ~~~~~~~~~~~~
- Purple Heart 1
- Distinguished Fly Cross 15
- Silver Star 30
- Air Force Cross 60
- Medal of Honor 200
-
- SIERRA HOTEL -
- ~~~~~~~~~~~~
- This special screen lists the top ten pilots who have ever played from your
- disk; "the best of the best". This list may include pilots who for one
- reason or another are out of commission, but their scores are still
- impressive enough to remain in the top ten.
-
- * Click the mouse or Quick Stick button to return to the Duty Roster. From
- there, you can start another mission or exit the game.
-
- { IMPORTANT! }
-
- > Make sure that you go back to the Duty Roster screen before exiting, to
- insure that your pilot's cumulative score, rank, etc., will be updated
- properly. Just as with all Macintosh applications, you should exit the
- program properly. (Don't just turn the switch off.) Plus, remember that
- just to be safe, you should "restart" or "shut down" before and after
- playing FALCON.
-
- [P.112]
- (BLANK)
-
- [P.113]
- Part IV: Advanced Fighter
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- [P.114]
-
- General Flight Performance of the F-16 -
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Nature of G Forces -
-
- The key to a jet being a good Air Combat Maneuvering (ACM) aircraft is in
- its ability to "pull g's" (also called "turn g's"). G's represent the force
- of gravity that is being applied to the plane and its pilot, and is
- commonly called "centrifugal force". G's dictate how fast and how tight a
- plane can turn at any given speed. All other things being equal, the plane
- that can turn the fastest usually wins the battle.
-
- The effects of g forces on aircraft and pilots must be understood by anyone
- entering the air combat arena. Strictly speaking, a force of 1g is equal to
- the force exerted by gravity on a body "at rest". When a jet is flying
- straight and level, the lift generated by the plane's wings offsets its
- weight, to the point that both plane and pilot are experiencing a gravity
- force equal to 1g. This is equivalent to what you might feel while walking
- along a level street. Since increasing units of g forces are used to
- indicate the increasing force to which a body is subjected when
- accelerated, a higher "positive" number of g's represents a higher force of
- gravity. Decreasing positive numbers (even to the point of being negative)
- signify a decreasing force of gravity. Whenever you pull your nose into a
- turn or a climb (by pulling back on the stick or increasing your bank
- angle), you'll pull an increasing amount of positive g's. You've probably
- seen the centrifuge used in astronaut training that tests a person's
- ability to withstand centrifugal force. Whirling a person around in a
- circle at increasing speeds is very similar to what a pilot feels in a
- banking turn, and many of these turns are performed almost instantly. You
- begin to appreciate not only the pilot's ability to withstand the force,
- but the plane's as well. Pushing the stick forward results in pulling less
- or even negative g's, as you're not opposing the force of gravity anymore
- per se.
-
- Positive g's push a pilot into the seat. At 7g's, your body experiences 7
- times the gravitational force than normal. This means that your 25 pound
- head weights 175 pounds! At forces greater than 9g's, there is so much
- pressure that the blood stops flowing in your head, causing you to black
- out. A blackout results in a loss of vision or even passing out completely.
-
- On the other hand, negative g's cause the blood to be forced into your
- head. Your body and plane can tolerate many more positive g's than negative
- g's. Excessive negative g's (greater then -3) cause the blood vessels in
- your eyes to rupture. This is commonly referred to as a redout, which is
- equally as dangerous as a blackout.
-
- The F-16 is the first jet fighter specially designed to withstand a 9g
- load. Before the F-16 arrived on the scene, the typical fighter could only
- tolerate a maximum of 7g's, thus giving the F-16 a 2g advantage over older
- aircraft such as the MiG-21. Still, a word of caution should be noted since
- between 1982 and 1987 at least ten American F-16's crashed due to pilot
- blackout.
-
- [P.115]
-
- In addition to pilots giving out during high g maneuvers, planes also fail.
- In 1985, an F-15 pilot pulled his plane into a high g climb with a full
- load of missiles and external tanks, causing his plane to go out of control
- and disintegrate. You should take special note of this, especially if
- you're flying with a Cat 3 load (carrying any external stores other than
- AIM 9 missiles). Planes are restricted to 5.5g's and cannot fly inverted
- with a Cat load.
-
- Let's examine how much g forces play a role in your turn radius. The
- following is a comparison of turn radii at different g forces.
-
- Turn Radii by G's
- (Speed: 600 knots Elapsed time: 22.14 seconds)
-
- 2g turn 69 degrees r = 18,399ft
-
- 3g turn 114 degrees r = 11,223ft
-
- 4g turn 156 degrees r = 8,242ft
-
- 5g turn 197 degrees r = 6,484ft
-
- 6g turn 238 degrees r = 5,390ft
-
- 7g turn 279 degrees r = 4,592ft
-
- 8g turn 320 degrees r = 4,026ft
-
- 9g turn 360 degrees r = 3,575ft
-
- A plane travelling at 600 knots and pulling a 9g turn will have completed a
- full 360 degrees, whereas a plane travelling at the same speed pulling a 2g
- turn will have only completed 69 degrees.
-
- [P.116]
-
- Look at the following diagram. It compares planes pulling the same amount
- of g's but travelling at different speed. A plane travelling at 200 knots
- pulling 4g's will have a turn radius of 912ft and will have fully completed
- a turn in 17.15 seconds, whereas a plane travelling at 1,000 knots will
- have a turn radius of 22,885ft and would have only completed 72 degrees of
- its turn in the same amount of time.
-
- Turn Radii by Speed
- (4g turn Elapsed time: 17.15 seconds)
-
- 200 knots 360 degrees r = 912ft
-
- 400 knots 180 degrees r = 3,659ft
-
- 600 knots 121 degrees r = 8,242ft
-
- 800 knots 91 degrees r = 14,638ft
-
- 1,000 knots 72 degrees r = 22,885ft
-
- [P.117]
-
- The ability to pull g's is dependent upon a plane's flight performance
- envelope. Flying beyond the envelope (chasing too many demons too far) can
- result in a stall or total loss of control of your plane. The two
- constraining factors that limit your flight envelope are altitude and
- speed. The Flight Performance Envelope Chart below illustrates the
- sustained performance limitations of the F-16. Your F-16 might be able to
- exceed these curves for brief moments of time without incident but we don't
- think General Dynamics will honor any warranties is you push the envelope
- too far and crash and burn your aircraft.
-
- Keeping Your Energy High -
-
- A common mistake made by rookie pilots is flying their aircraft either too
- slow or too fast.
-
- Those flying their planes too slow are under the false assumption that
- slower speeds result in tighter turns and advantage during high-g ACM
- environments. Pulling high g's bleeds off (reduces) airspeed. Note in the
- Flight Performance Envelope chart that flying too slow results in lower g
- capabilities. Pulling g's can force your F-16's airspeed to fall below the
- stall rate, resulting in an uncontrollable dive. Remember: Speed is energy.
- Energy helps you get in and out of battle. Running out of airspeed (the
- same as running out of energy) is no fun in the heat of battle.
-
- On the other hand, rookies have been knows to carry this too far and
- attempt to dogfight travelling at Mach 2 (over 1,000 knots per hour).
- Trying to maneuver at Mach 2 is like trying to control a rocket that has
- gone ballistic.
-
- As with everything else in the world, there is a happy medium. Most
- dogfights occur between 500 and 700 knots. This is the optimum speed for
- high g maneuvers as well as maintaining a high energy state.
-
- [P.118]
-
- How to Pull Out of a Stall -
-
- Learning how to pull yourself out of a stall can be a lifesaving matter.
- Flying beyond your plane's performance envelope can result in a stall. If
- you're flying too fast and trying to pull too many g's, all you have to do
- is relax off the stick.
-
- Stalling because you've lost too much airspeed is a completely different
- matter. You can convert altitude into energy (airspeed) by going into a
- dive until you've built up enough airspeed and control before pulling out.
- Pulling out too soon or too hard can result in another stall so we
- recommend that you dampen your controls (at upper ranks) by using Trim
- Control as you pull out of the dive.
-
- >> Stalling (Speed < 100 knots)
- >> Roll the F-16
- >> Flip upside down
- >> Pull into a dive
- >> Build speed by releasing stick until speed > 300 knots
- >> Gently, with trim control, pull out of the dive
-
- How to Pull G's -
-
- Pulling and pushing on your stick controls turn radius and g forces.
- Banking your plane at steeper angles results in an increase in g forces and
- a decrease in turning radius. Pulling back on your stick will add
- additional g's. Pushing forward will subtract g's. Turns with excessive g's
- (more g's than are required to maintain an angle of bank) will pull the
- plane into a higher angle of climb. Turns made with less than the required
- g's will cause the plane to drop.
-
- Required G Forces to Maintain Bank
-
- Number of G Forces Degrees of Bank
- ***************************************
-
- 2 60
- 3 70.6
- 4 75.5
- 5 78.5
- 6 80.4
- 7 81.8
- 8 82.8
- 9 83.6
-
- [P.119]
-
- Pulling Negative G's -
-
- Your F-16 is capable of pulling up to 3 negative g's, though you'll start
- to "red out" if you exceed -2.5g's. To pull negative g's, push your stick
- all the way forward.
-
- Inexperienced pilots will initiate a dive by pulling negative g's. A better
- approach is to roll your plane upside down and pull positive g's toward the
- ground. Using this technique, you'll use both gravity and the higher
- positive g capability of your F-16 to go into a faster dive.
-
- Fuel -
-
- Fuel is the life blood of your plane. Planning your missions properly is as
- important as flying them. The weight of your plane, its altitude, and
- whether or not you are using afterburner or full military power are all
- factors in determining how much fuel is used in the mission. The following
- chart shows how much fuel your plane is consuming (pounds pre second) based
- on altitude. Two plots are shown: one for afterburner, and the other for
- 100% military power.
-
- [P.120]
-
- Note that the use of afterburner burns four times the fuel as military
- power. Essentially, an engine lights an afterburner by spraying fuel out
- the back of the engine. Also, notice how much altitude plays a role in fuel
- consumption. These are important factors to remember, especially if you try
- to make it back to home base with very little fuel remaining.
-
- > If you are carrying any external tanks of additional fuel, remember that
- fuel is drawn from these tanks first before the internal capacity is used.
- The main internal tank will automatically switch in once all the fuel from
- the external tanks has been exhausted.
-
- Check your Fuel Gauge on the left cockpit panel to make sure the needle for
- any external tanks is at "0" (zero). At this point, you may jettison your
- external tanks (Option-C) to reduce weight and drag, and therefore increase
- your F-16's maneuverability, stability, and acceleration.
-
- [P.121]
- Air Combat Maneuvers and Training -
-
- Fighter pilots have to rove in the area allotted to them in any way they
- like, and when they spot an enemy they attack and shoot then down...
- anything else is rubbish.
-
- BARON VON RICHTHOFEN
-
- To be successful in the fighter business the air crew must, first and
- foremost, have a through background in fighter tactics. They must acquire
- an excellent knowledge of all their equipment. Then they must approach the
- problem with a spirit of aggression and with utter confidence.
-
- LT. R.S. LORD
- ROYAL NAVY
-
- We agree with the Red Baron that a good pilot is more important than any
- plane. However, if he had lived to see the agility of modern-day jet
- fighters, he might have changed his tune about the simplicity of air
- combat. Being aggressive isn't the only prerequisite to success in dogfight
- battle today. Rather, the pilot must be well trained in air combat
- maneuvers, and apply an aggressive behavior to the fighting situation in
- light of his particular fighter's capabilities.
-
- The superior agility of the F-16 enables the pilot to perform maneuvers
- that have been impossible in the past. In the same light, its superior
- capabilities can create such stress on the pilot that its agility can
- create a problem in itself. For example, the plane's ability to pull 9 g's
- in a matter of three seconds enable it to turn in an incredibly tight arc.
- However, as you've already learned, that same capability will cause most
- pilots to black out in the process. At the upper levels of the simulation,
- FALCON is true to the F-16 in this respect. You must remember that the
- pilot and plane are working together, and following any series of maneuvers
- precludes that you, the pilot, know exactly what your plane can do and work
- in harmony with it.
-
- The maneuvers that we will be discussing are standard ones employed by
- fighter pilots throughout the world.
-
- [P.122]
-
- Engage -
-
- This is a basic offensive maneuver, where the MiG will try to do anything
- in order to move in on your "six"; in other words, move in for the kill.
- When you select this maneuver in training mode, the MiG will fly straight
- and level in front of you for a brief period. It will then make a random
- move in any direction to try and move in behind you.
-
- Lag Pursuit -
-
- When a plane under attack makes a "Break", the tendency is for the attacker
- to overshoot. Sometimes though, the attacker is able to maintain its
- advantage by performing the Lag Pursuit, where the favorable position is
- held slightly behind and below the path of the target plane. Besides being
- able to match the target plane's turn rate, the attacking plane is able to
- prevent overshooting by occasionally pulling g's in a slight climb to bleed
- off speed.
-
- Immelmann -
-
- The Immelmann is a defensive maneuver where the plane being chased is
- trying to change direction in the least amount of horizontal area by
- rolling in a vertical climb, rather than by using the more conventional
- turn on a flat plane. Your F-16 is one of the few jets in the world capable
- of performing this move adequately, and you will find it very useful in
- battling the MiG. A hard vertical climb is followed by a roll into whatever
- direction you wish to go at the top of the climb. Because you don't have
- the same instinctive orientation to the ground during this maneuver, use
- the Flight Path Ladder to determine your directional relationship to the
- ground.
-
- [P.123]
-
- High G Yo Yo -
-
- The High G Yo Yo is an offensive maneuver that is a reaction to the
- "Break". Because the attacking plane is unable to hold position with the
- plane that is "breaking", it starts to pull less of a hard turn and moves
- vertical as well. During the climb, it rolls in the general direction of
- the predominant turn, so it can make an aggressive dive at the breaking
- plane from what is now a more favorable position. Like the Immelmann, this
- maneuver is an example of using a vertical move to enable your plane to
- change position in less of a horizontal plane than a more conventional
- turn. If this maneuver is performed precisely, it can be very effective
- because the other "breaking" plane will find it hard to detect your
- position. However, if you combine an ineffective turn with inadequate speed
- in the climb, the other plane will have plenty of time to move away.
-
- Low G Yo Yo -
-
- This maneuver basically takes the opposite approach than the High Speed Yo
- Yo to resolve a stalemate with a "breaking" plane. Rather than go vertical,
- the attacking plane goes into somewhat of a dive while maintaining as much
- of the turn as possible. The attacking plane then pulls up behind the other
- plane in a more favorable position. Don't dive too low or overturn, because
- the other will probably roll in behind you.
-
- [P.124]
-
- Flip Yo Yo -
-
- This is a slight variant from the Low G Yo Yo. Rather than do a pure dive
- and risk pulling too many negative g's, roll your plane after initiating
- the dive. You'll also be able to pick up speed faster in this move than the
- more conventional Low G Yo Yo. Take care to not overshoot the other plane
- because of excessive speed buildup.
-
- Vertical Loop -
-
- The Vertical Loop is used as an evasive maneuver. In its purest form, you
- pull into a sharp climb and simply come over the top and continue in the
- same direction. You may be able to pull in behind the other plane.
- Otherwise, since the loop is relatively easy to perform, you can use it as
- a decoy while setting up another maneuver to execute immediately after
- coming out of the loop.
-
- Straight -
-
- If you select this maneuver from the ACM Menu, the MiG will travel in a
- straight line, whatever the heading (not necessarily parallel to the
- ground).
-
- Level -
-
- Even more straightforward than the previous sequence, the MiG will travel
- not only straight, but level to the horizon as well. Like we said earlier,
- use this "maneuver" and the previous "Straight" to get the feel of firing
- at the MiG.
-
- [P.125]
-
- Scissors -
-
- This maneuver results from a successful Break by the plane under attack. As
- the attacking plane overshoots its target, the other plane tries to turn
- the tables and move in behind the previous attacker, and both planes roll
- and crisscross the other's path as each tries to gain the advantage. Your
- F-16 has an inherent advantage over the MiG-21 in this maneuver because of
- its better turning characteristics, but the MiG pilot is very skilled. The
- Scissors can remain in a stalemate for a relatively long period of time,
- until one plane takes the initiative and bails out or initiates another
- maneuver.
-
- Variable Scissors -
-
- This move is a variation of the more classical Scissors maneuver shown
- above. Rather than simply making rolling reversals in a relatively flat
- trajectory, both fighters do a bit of diving and climbing while reversing
- in and out of each other. This maneuver is very unlikely to end up in a
- stalemate, because of the numerous changes in position.
-
- Break -
-
- The classic defensive maneuver. When a plane is attacked from the rear, it
- turns hard into the pursuer's line of attack in an attempt to make the
- attacker overshoot. The F-16's excellent turn rate can help you "beat the
- break" often. Conversely, you are able to elicit a pretty fair Break
- maneuver yourself, if you ever need to (and you will!).
-
- [P.126]
-
- Split S -
-
- The Split S is a defensive maneuver that comes as a result of the attacking
- plane moving in too close. The target plane will roll upside down and pull
- into an accelerated dive before the attacking plane can react. The
- important thing is to do the half-roll before you dive, so you'll pull
- positive g's when you initiate the dive. You'll accelerate better and your
- body will withstand the stress better (remember negative g's?).
-
- Head On -
-
- The classic confrontation, where unless either plane has been lucky enough
- to strike the other on the way in, the advantage is gained by the plane
- that can turn on the tighter arc to overtake the other. Because it's
- difficult to guess which way the adversary is going to turn after passing
- you, most pilots get used to looking over their shoulder to check on the
- opponent's next move, even while they're making their own.
-
- Rollaway -
-
- This maneuver is similar to the High G Yo Yo discussed earlier. The main
- difference is that the attacking plane rolls in the opposite direction of
- the predominant turn before making its dive to regain advantage.
-
- Dive Loop -
-
- The Dive Loop is a good maneuver to perform when you are being trailed by a
- pursuer that is still a relatively long distance away. As is the case in
- some of the other maneuvers, you have a more efficient turn because of the
- vertical emphasis. Plus, it's more difficult for your pursuer to tell what
- you're doing, since there is no movement on the horizontal plane of sight.
- The key is to do a half-roll (invert) as you initiate the dive, so as to
- pull positive g's, initiate better acceleration, and achieve a tighter turn
- radius.
-
- [P.127]
-
- The Black Box -
-
- FALCON contains a cockpit flight recorder (commonly called a "Black Box")
- that records your F-16's flight path (and the same for any MiGs in the
- area) over a period of time. It's primarily designed for these purposes:
-
- * To show an "instant replay" of a MiG encounter, so you can analyze your
- performance in dogfighting the enemy plane;
-
- * To play back any of the sequences selected from the ACM Menu, so you can
- get a better perspective of the maneuver being executed;
-
- * To play back any of your flight paths (even just messin' around) so you
- can get a different view of what your plane is doing.
-
- You can invoke the Black Box (with the Option-B key combination) at any
- time after you're inside the plane; or during the Awards screen, if you
- want t see the sequence of events that led to the end of your flight
- (whatever the outcome!).
-
- Your F-16's path is represented by a black line, while any MiGs appear as
- gray lines. Any MiG that appears on a Black Box trail is picked up from one
- of two ways: either because it showed up on your Threat Indicator, or your
- ground support crew's electronics picked it up and communicated the data
- through to your recorder.
-
- As the next example shows, it keeps track of the flight path from three
- different views: 1) looking down on the path from directly above, 2) ground
- level looking from west to east, and 3) ground level looking from south to
- north.
-
- [P.128]
-
- The Black Box starts recording from the moment you enter the cockpit and
- remains on for the duration of any flight. It will record up to 10 minutes
- of flight, with the average being about 4-5 minutes. The total time
- recorded depends on the complexity of the event. For example, if there are
- three MiGs in the area, it will record fewer total frames because of having
- to keep track of the trails of four different planes. When it reaches the
- end of its "tape", the history of the flight starts to diminish from the
- beginning end. If you fly a long ways and encounter an enemy plane before
- invoking the Black Box, the "beginning" of your taped path when you invoke
- the Black Box may be well after takeoff.
-
- Black Box Controls -
-
- All controls are accessed by using the mouse pointer and pressing the
- left-hand button.
-
- Play -
-
- Move the arrow cursor over the play symbol and click the mouse button.
- Every click replays a point of the flight path(s). Hold the mouse down to
- watch the whole path without interruption. When you reach the end of the
- tape while pressing the play button, the sequence automatically restarts
- from the beginning. Playback of the tape is sped up significantly over
- original flight time so you can make a quick analysis.
-
- [P.129]
-
- Clear -
-
- Clears the screen of the current trail(s) and re-centers the path(s) before
- showing the next section. If you have a long recording and are viewing path
- from a small scale, you will have to clear the views occasionally to see
- the complete path. Pressing clear does not remove the path from memory. It
- merely allows you to clear the screen of the previous path portion, so you
- can better view the remainder to follow.
-
- Rewind -
-
- Click once on this control to go all the way back to the start of the tape.
-
- Erase -
-
- Wipes out any current flight path in the Black Box memory.
-
- End -
-
- Takes you back to the same location you were at when you invoked the Black
- Box.
-
- Frame Counter -
-
- Keeps track of frame count over the course of a taped session. The Black
- Box records "frames" of flight sequence, just like a video recorder. Each
- digit on the counter really represents two frames, because the Black Box is
- recording every other frame.
-
- Scale -
-
- Click on the buttons to change the relative scale at which you view the
- tape playback. (The default is 8X.) Each square on the grid represents an
- area of 10,000 by 10,000 feet, or approximately 3 to 4 square miles.
-
- Glossary and Abbreviations
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- A-A - air-to-air
-
- AB - afterburner
-
- ACM - air combat maneuver
-
- ADI - attitude director indicator
-
- Afterburner - acceleration over and above normal military power, achieved
- by spraying fuel out the back of the engine.
-
- A-G - air-to-ground
-
- AGM - American designation for air-to-ground missiles
-
- AIM - American designation for air-to-air missiles
-
- ALQ-131 - ECM (electronic countermeasures) jamming pod designed to confuse
- ground-based radar systems
-
- AOA - angle of attack
-
- Bandit - plane identified as enemy aircraft
-
- Bank - turn left or right in the air
-
- Bogey - unidentified plane
-
- Buy the farm - go the the big F-16 pasture in the sky
-
- Call Sign - codename for particular fighter pilot
-
- Cat 3 - short for Category 3; certification of plane carrying external
- weapons in addition to AIM-9J/L missiles
-
- COMED - combined map/electronic display
-
- Coming over the top - aftermath of a vertical climb, leaving plane with no
- power at the top of the climb. It has to roll over into a dive to pick up
- airspeed again.
-
- Cones of Vulnerability - circular aiming cues in head-up display
-
- Court-Martial - court decision expelling a member from the Armed Forces
-
- Driver - term for pilot flying (rather than navigating) the plane in a
- two-seater; also used as a term for pilot in a one-seater, like the F-16.
-
- Duty Roster - crew chief's list of available pilots
-
- ECM - electronic countermeasures
-
- Fighter Jock - slang term for fighter pilot
-
- g - unit of acceleration
-
- GSD - glide slope deviation
-
- HUD - head-up display
-
- ILS - Instrument Landing System
-
- Jamming - act of confusing enemy radar systems with radio frequency noise
-
- JFS - jet fuel system
-
- LD - localizer deviation
-
- Lock-on - acquire a target with radar for the purpose of firing a weapon
-
- Mach - unit of speed measurement equal to the speed of sound
-
- MIA - missing in action
-
- MiG-21 - Mikoyan/Guryevich-21 Soviet-built jet fighter, the most common in
- the world
-
- ML - military power
-
- Military Power - standard power and acceleration measure
-
- Missing man formation - when a pilot meets an unfortunate and fatal demise,
- his squadron flies a pattern where one of the planes peels off away from
- the pattern, symbolizing their compadre's departure forever.
-
- Move In on his six - come in on the rear of another plane
-
- NWS - nose wheel steering
-
- NWSS/LGSI - nose wheel steering system/landing gear status indicator
-
- Pickling - setting a weapon to fire at one specific location, similar to a
- lock-on.
-
- POW - prisoner of war
-
- Pulling lead - purposely aiming in front of enemy plane to allow for
- distance to target and target speed in making sure fired weapon scores a
- hit.
-
- Rookie - pilot without flight experience
-
- RPM - revolutions per minute
-
- Splash one MiG - statement commonly spoken after successfully downing an
- enemy MiG jet fighter
-
- Spoof - slang term for "fooling" an enemy missile with flares or chaff
-
- SRF - FALCON shorthand for "strafe"
-
- Stick - pilot directional control
-
- The F-16
- ~~~~~~~~
- The F-16A Fighting Falcon is a multirole fighter jet with equally advanced
- air-to-air combat and air-to-ground strike capabilities. It is a highly
- maneuverable and relatively lightweight aircraft that was dubbed the
- "Electric Jet" when General Dynamics introduced it to the world in the
- mid-1970's. This nickname was applied because of the F-16's high dependence
- on computers which translate the pilot's actions to the plane in a
- "fly-by-wire" fashion, rather than conventional hydraulic means.
-
- SPECIFICATIONS -
- ~~~~~~~~~~~~~~
- Engine: Pratt & Whitney F100-PW-200 turbofan; 23,840lb static thrust with
- afterburner
-
- Length: 49ft 6.75in (with nose probe)
-
- Wingspan: 31ft 0in (without missiles); 32ft 10in (with two missiles)
-
- Height: 16ft 8.5in
-
- Weights: Empty 14,567lb; Normal Take-Off (Air-to-Air with fuel and two
- missiles) 23,300lb; Maximum Take-Off 35,400lb
-
- Max Speed: 795 knots/hr (Mach 1.2, or 915mph) @ Sea Level (with two
- missiles); 1,172 knots/hr (Mach 2.05, or 1,350mph) @ 40,000ft (with two
- missiles)
-
- Service Ceiling: Over 50,000ft
-
- The MiG-21
- ~~~~~~~~~~
- The Mikoyan/Guryevich (MiG)-21 is the most common fighter jet in the world,
- and although it originates from the Soviet Union, its influence is felt far
- outside the Eastern Bloc countries. It carries AA-2-2 radar-guided Atoll
- missiles, AA-2 Atoll heat-seekers, and a GSh-23 Gun similar to the F-16's
- M-61A1 Cannon.
-
- SPECIFICATIONS -
- ~~~~~~~~~~~~~~
- Engine: Tumanskii R-25-300 turbojet; 16,720lb static thrust
-
- Length: 51ft 4in (with nose probe)
-
- Wingspan: 23ft 6in (without missiles)
-
- Height: 14ft 9in
-
- Weights: Empty 13,500lb; Normal Take-Off (Air-to-Air with fuel and two
- missiles) 19,300lb; Maximum Take-Off 22,000lb
-
- Max Speed: 730 knots/hr (Mach 1.1, or 850mph) @ Sea Level (no
- specifications on armament); 1,200 knots/hr (Mach 2.1, or 1400mph) @
- 40,000ft (no specifications on armament)
-
- Service Ceiling: Over 50,000ft
-
- Index
- ~~~~~
- A-4 Skyhawk 44
-
- A-A (see Air-to-Air)
-
- Active Duty 9
-
- Afterburner 25,48,50,86,131
- Indicator 17,25,86
-
- A-G (Air-to-Ground) 131
-
- A-G Target Lock 27,51,69,71
-
- AGM-65B Maverick Air-to-Ground Missile 19,27-29,46,54,56,68,70,101-105,131
-
- AIM 131
-
- AIM 9J Sidewinder Missile 39,54,56,101,102,106
-
- AIM 9L All Aspect Sidewinder Missile 39,54,56,101,102,106
-
- Aiming Reticle (Mobile) 66,76
-
- Aiming Reticle (Fixed) 15,63,64
-
- Air Brakes 34,48,50,92
- Lights 13,85,92
-
- Air Combat Maneuvers (ACM) 121-129,
- Break 122
- Dive Loop 125
- Engage 122
- Flip YoYo 124
- Head On 125
- High G Yoyo 123
- Immelmann 126
- Lag Pursuit 124
- Low G YoYo 133
- Rollaway 125
- Scissors 122
- Split S 124
- Variable Scissors 123
- Vertical Loop 125
-
- Air Force Cross (see Medals)
-
- Air Target Select Key 48,51
-
- Air-to-Air 16,53,62-65,131
- Gun HUD 65-67
- Weapons Select 48-49
-
- Air-to-Ground 53,68-77
- Bombing CCIP HUD (mk84 or Durandal) 68-70
- Missile (See AGM 65B Maverick)
- Strafe Gun HUD (M61A1) 75-77
- Weapons Select 48,50
-
- Airfields 55,101-106
-
- Airspeed 34,80,88,115
- backup gauge 91
- Scale 13-15,25,59
-
- ALQ-131 ECM Pod 11,42-45,55-56,85,102,104,108,109,131
-
- Altitude 14,31-34,117
-
- Altitude Scale 13,14,60
-
- AOA (Angle of Attack) 78-79,131
- Indexer 13,17,31,78,79
- Indicator 13,17,31,78,79
-
- APG-66 (see COMED)
-
- AR/NWS Light (see Nose Wheel Steering System/Landing Gear Status Indicator)
-
- Armament 54-56
- selection 10-11
- unlimited 10,96
- weight and drag influence from 96
-
- Aspect Angle 37-39,64
-
- Attitude Director Indicator (ADI) 18,31
-
- Autopilot 48,51
- Light 13,82
-
- Awards 9,1-6-111
- Screen 106-111
-
- Bandit 101,131
-
- Bank 21,49,131
-
- Baudrate 8
-
- Black Bandit 101,110
-
- Black Box 48,51,127-128
-
- Blackout 97-98,113
-
- Bogey 131
-
- Bombing 68-70
- hits 110
-
- Boresight Radar 37-38
-
- Break-X 39,65
-
- Brake (see Air Combat Maneuvers)
-
- Buy the farm 131
-
- Call sign 131
-
- Cantilever bridge 105-106
-
- Captain (see Rank)
-
- Cat 3 load 114, 131
-
- Caution lights 92-94
- BRAKES 92
- BURNER 93
- ECM 93
- ENGINE 93
- FLAP 92
- FUEL SYS 93
- GUN JAM 92
- HUD 93
- NAV 94
- NWS 92
- OXY LOW 94
- RADAR 93
- STORES 92
- WEP ARM 93
-
- Center/level plane 48,52
-
- Center Yaw/Pitch 48, 52
-
- Clear Air-to-Ground (A-G) Target Lock 48,51,71,75
-
- Chaff 43-45,48,50,83
- Indicator 83
-
- Climb 28,29
-
- Climb angle 15,25,28,34,60
-
- Climb rate 26
-
- Closure rate 38
-
- Cockpit 58
-
- Cockpit Views 18
- front 48,49
- left 18,25,48,49
- right 48,49,91-94
-
- Collisions 98
-
- Colonel (see Rank)
-
- COMED (Combined Map/Electronics Display) 12,17,30,48,51,58,84-85,100
- Map mode 17,30,48,51,84-85,100
- Radar mode 17,37-38,48,51,84-85
-
- Compass 90
-
- Court-martial 9,107,132
-
- Crash (ground) 29,30,34,96-97,107
-
- Directional Indicator (HUD) 62
-
- DISC (disconnect) Light (see Nose Wheel Steering System/Landing Gear Status
- Indicator)
-
- Discretes (HUD) 63-67
-
- Displayed Impact Line 72
-
- Distance to Target 68,71,74
-
- Distance Ranging Scale 65
-
- Distinguished Flying Cross (see Medals)
-
- Dive angle 60
-
- Dive Loop (see Air Combat Maneuvers)
-
- Double Trouble (see Missions)
-
- Dragons Jaw (see Missions)
-
- Dragons Tail (see Missions)
-
- Driver 132
-
- Durandal anti-runway weapon 55,68,104
-
- Duty Roster 8-9,132
-
- ECM 44,55,84,93,132
- EMIT Indicator 84
-
- Eject 48,52,85,93,97,98,106
-
- Ejection Handle 85
-
- End Mission (see File Menu)
-
- Engage (see Air Combat Maneuvers)
-
- Enemy territory 103
-
- Engine Fire Light 82
-
- External fuel tank 90,120
-
- F-16 (specifications) 134
-
- Fighter jock 132
-
- First Lieutenant (see Rank)
-
- Flaps 34,48,50,85
- Light 59,85
-
- Flares Indicator 83
-
- Flip YoYo (see Air Combat Maneuvers)
-
- Flight Path Ladder 13-15,34,58,60
-
- Flight Performance Envelope 115
-
- Front View (see Cockpit Views)
-
- Fuel 90,119-120
- external tank 56,120
- Gauge 90,120
- internal 56,120
-
- G (Gravity) Forces 113-118
- Indicator 13,16
-
- Glide Slope Deviation (GSD) Scale 32-33
-
- Head On (see Air Combat Maneuvers)
-
- Head-Up-Display (HUD) 13,58-77
-
- Heading Scale 13
-
- High G Maneuver 113-118
-
- High G YoYo (see Air Combat Maneuvers)
-
- HUD mode indicator 58-77
-
- Immelmann (see Air Combat Maneuvers)
-
- In Range Indicator 58-77
-
- Instrument Landing System (ILS) 31-35
-
- Jamming 132
-
- Jet Fuel System (JFS) Start 24,82
-
- Jettison
- all stores 52
- centerline stores 52
-
- Joystick 3,22
-
- Keyboard
- command descriptions 49-53
- command layout 21,48
-
- Killer Bees (see Missions)
-
- Lag Pursuit (see Air Combat Maneuvers)
-
- Landing 30-35
-
- Landing Gear 48,50,80
-
- Landscape 26
-
- LCOS (Lead Computing Optical Sight) 66
-
- Left View (see Cockpit views)
-
- Lieutenant Colonel (see Rank)
-
- Load factor 57
-
- Localizer Deviation (LD) Scale 32-35
-
- Low G YoYO (see Air Combat Maneuvers)
-
- M61A1 Vulcan internal Gun 54
-
- Mach 59,132
-
- Major (see Rank)
-
- Master Caution Light 81
-
- Medals 108-111
- Air Force Cross 109
- Distinguished Flying Cross 108
- Medal of Honour 109
- Purple Heart 108
- Ribbons 109
- Silver Star 108
-
- Menu Select 48,51
-
- Merits 110-111
-
- MIA (see Mission in action)
-
- MiG-21 135
-
- Military Power 17,25,50,86
-
- Milk Run (see Missions)
-
- Missile
- launching 27-29,62-65
-
- Missing in action (MIA) 9
-
- Missing man formation 107,132
-
- Missions 101-106
- Bear's Den 104
- Black Bandit 101
- Double Dragon 105
- Double Trouble 102
- Dragon's Jaw 103
- Dragon's Tail 103
- Grand Slam 106
- Hornet's Nest 104
- Milk Run 101
- Rattlesnake Roundup 102
- Strike Palace 105
- Venus Flytrap 104
-
- Mk84 2000lb Low Drag Bomb 55
-
- Move in on his six 13
-
- Normal engine 21,96
-
- Nose Wheel Steering (NWS) System 13,25,80
-
- Number of Missiles on board 81
-
- Numeric keypad
- using a 21,53
-
- Oak leaf 109
-
- Pause key 50
-
- Pickling 27,69
-
- Pitch 59-60,79
-
- Prisoner of War (POW) 9,98
-
- Purple Heart (see Medals)
-
- Radar (see COMED)
-
- Radar-guided missile 81,84
-
- Rank 9,11,33,34,96-99
-
- Rattlesnake Roundup (see Missions)
-
- RY (ready) Light (see Nose Wheel Steering System/Landing Gear Status
- Indicator)
-
- Redout 97,98
-
- Rear View (see Cockpit views)
-
- Release Cue 72
-
- Reticle
- fixed 66
- moving 63,76
-
- Ribbons 109
-
- Right View (see Cockpit views)
-
- Rollaway (see Air Combat Maneuvers)
-
- Rookie 8
-
- RPM 13,18
-
- Runway 30,34
-
- SA-2 Guideline Missile 43-45
-
- SA-6 Gainful Missile 43-45
-
- SA-7 Grail Missile 44
-
- SAM (Surface-to-Air Missile) 35,42-43,102
-
- Sensitivity Indicator 13,87
-
- Sierra Hotel 9,111
-
- Silver Star (see Medals)
-
- Snapshots 107
-
- Sound 7,51
-
- Split S (see Air Combat Maneuvers)
-
- Spoof 133
-
- Stall 88
-
- Stall Light 88
-
- Stick control 49
- joystick 22-23,53
- keyboard 20-21
-
- Stores Control Panel 13,82
-
- Strike Palace 105
-
- Super engine 21,96
-
- Surface-to-Air Missile (see SAM)
-
- Target Designator 62-63,70,76
-
- Targeted MiG 37
-
- Taxiing the aircraft 24
-
- Threat Indicator 37-38,81
-
- Threat Warning Light 81
-
- Threat Warning System 81
-
- Throttle 25,49
-
- Trigger 2250
-
- Trim control 52
-
- Turn radius 26,114-115
-
- Variable Scissors (see Air Combat Maneuvers)
-
- Velocity Vector 61,68,77
-
- Venus Flytrap 104
-
- Vertical Loop (see Air Combat Maneuvers)
-
- View weapons stores 48,50
-
- Waterline 18
-
- Wheel Brakes 13,25,48,50,87
-
- Yaw 61
-
- Yaw/Pitch Control 52
-
- Zoom 48,51
-
- Additional Reading
- ~~~~~~~~~~~~~~~~~~
- There is an abundance of good books on the market that explain the F-16 and
- jet fighter technology in greater detail than is possible in this Flight
- Manual. The following is a representative list of those books.
-
- Basel,G.I. Pak Six (A story of the war in the skies of North Vietnam). La
- Mesa, CA: Associated Creative Writers, 1982.
-
- Drendel, Lou. F-16 Fighting Falcon in Action (Aircraft No. 53). Carrollton,
- TX: Squadron/Signal Publications, Inc., 1982.
-
- Gunston, Bill. F-16 Fighting Falcon (Modern Combat Aircraft 16).
- Shepperton, Surrey, England: Ian Allan Ltd, 1983. Distributed in the USA by
- Motorbooks International Publishers and Wholesalers Inc. of Osceola, WI.
-
- Gunston, Bill. Mikoyan MiG-21. London, England: Osprey Publishing Limited,
- 1986. Distributed in the USA by Motorbooks International Publishers and
- Wholesalers Inc. of Osceola, WI.
-
- Gunston, Bill, and Mike Spick. Modern Air Combat. London, United Kingdom:
- Salamander Books Ltd., 1983. Published in the USA by Crescent Books,
- distributed by Crown Publishers, Inc., of New York, NY.
-
- Mason R.A. Air Power: An Overview of Roles. London, England: Brassey's
- Defence Publishers Ltd., 1987.
-
- Richardson, Doug. An Illustrated Guide to the Techniques and Equipment of
- Electronic Warfare. London, United Kingdom: Salamander Books Ltd., 1985.
- Published in the USA by Arco Publishing, Inc. of New York, NY.
-
- Richardson, Doug. F-16 Fighting Falcon (Modern Fighting Aircraft, Volume
- 2). London, United Kingdom: Salamander Books Ltd., 1983. Published in the
- USA by Arco Publishing, Inc. of New York, NY.
-
- Shaw, Robert L. Fighter Combat: Tactics and Maneuvering. Annapolis, MD:
- Naval Institute Press, 1985.
-
- Sims, Edward H. Fighter Tactics and Strategy, 1914-1970. Fallbrook, CA:
- Aero Publishers, 1980.
-
- Walker, J.R. Air-to-Ground Operations. London, England: Brassey's Defence
- Publishers Ltd., 1987.
-
- The quote on the FALCON Flight Manual title page is taken from the above
- listed title Fighter Combat: Tactics and Maneuvering, by Robert L. Shaw.
- The remainder are in the public domain or have unknown origins.
-
- HOOK'S GUIDE TO FIGHTER JOCKEY TERMINOLOGY
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This list was compiled for us by Lt. Col. B. Hukee, a F-16 pilot. This list
- is good for use when trying to impress friends and applying for TOP GUN
- school.
-
- Action - The point of the IP to Target run where the pre-briefed pop-up
- manuever is begun... Officer's club on Friday.
-
- Admin Formation - A non-tactical formation with the wingman far enough out
- to be able to do cockpit duties.
-
- Angels - Altitude in thousands of feet... "Viper is at angels 23"
- (23,000)... U.S. Navy demo team.
-
- Ballistic - Used to describe someone who is mad or who is off doing his own
- thing, as in, "that jerk, Bob has gone ballistic." - Also used to describe
- a heater (Sidewinder/AIM-9) or Maverick that doesn't guide. Never used to
- describe F-16 BCM maneuver - See unload and extend.
-
- BFM - Basic Fighter Maneuvers. What you do to kill the other guy once you
- are in visual fight. - implies single ship.
-
- Bingo - Fuel level is such that immediate RTB is required.
-
- Bomb Check - After dropping live bombs, a flight will rejoin to close
- (finger tip) formation to check for damage... not a good time to pass
- important info.
-
- Break Turn (Break) - A turn of 6+ Gs used to defeat an enemy missile or
- fighter gun attack.
-
- Charlie - Cool pilot talk for Yes... little bad guy. "That's a charlie."
-
- Check Turn - A short, crisp hard turn of specified number of degrees...
- "Viper 2, check 10 right."
-
- Cons - Contrails... "The cons are at 35."
-
- Cross turn - A 180 degree turn from speed toward each other... also Deep-6,
- Hard-6.
-
- Delta Sierra - Dog Excrement or bad as in "The weather is Delta Sierra."
-
- DTOS - Dive Toss: Backup computed bombing mode in F-16 and A-7 (generally
- less accurate than CCIP) Only computed mode in older F-4's as in "It's time
- to get serious about Dive Toss."
-
- Extend - Go faster straight ahead as in "Viper, extend." (See Unload)
-
- Extended Trail - Trail flown up to 3000 feet back... usually tactical. (See
- Trail)
-
- Fighting Wing - A "tactical" formation where 2 flies in a 60 degree cone
- behind lead from 500 to 1500 feet back... developed during Korean war. (See
- Delta Sierra)
-
- Finger Tip - A non-tactical formation used on initial and in the weather in
- non-tactical situations
-
- Fox 1 - Training radio calls that tells the opponent and friendlies that
- you have fired a radar missile. (Not applicable for F-16)
-
- Fox 2 - Training radio call that tells the opponent and friendlies that you
- have shot a heat seaker (Sidewinder). If both Limas and J's are loaded,
- "Fox 2 Lima" is used to differentiate.
-
- Fox 3 - Training radio call that tells the opponent and friendlies that you
- have fired your gun. Not used as much as "Tracking, tracking, tracking."
-
- Foxtrot Uniform - Screwed Up as in "My radar is Foxtrot Uniform." (See
- Tango Uniform)
-
- Good Landing - One you walk away from.
-
- Hard Turn - A turn of 4-6 G's used when a break turn is not required. Used
- to turn while conserving energy.
-
- I-Place90/180(R/L) - A 90 degree or 180 degree turn from speed leaving
- formation in trail (90 degree) or spread (180 degree).
-
- [Page]
- InterFlight - A call that says the last radio call you heard was not
- intended for you as in "Viper, say again." "Brewery, disregard. Viper was
- interflight."
-
- Joker - Fuel level is such that plans for egress and RTB are begun.
-
- Locked - A call indicating a radar lock-on or Maverick lock-on.
-
- Manual - (as in 2 is going to manual) To bomb without the system (computer)
- like we used to do all of the time. Also can refer to a manual radio
- frequency. (See Delta Sierra.)
-
- Mover - A moving target on the ground as in "Viper has a mover 2 klicks
- west moving east." Clear him on it; he wouldn't have pointed it out if he
- didn't want to hit it.
-
- No Joy - I don't see it (wingie, lead target, etc.) The opposite of no Joy
- is NOT joy!
-
- NORDO - No Radio as in "Viper one is NORDO."
-
- Ops Check - A cockpit check of engine, fuel, oxygen, etc. as in "Viper ops
- check, one has 34."
-
- Overshoot - To fly outside the flight path of another aircraft. (See Delta
- Sierra)
-
- Padlocked - I can't look away or I will lose tally.
-
- Pigeons - Bearing and range: What direction and how far? as in "Brewery 20
- give me pigeons to Nellis." Not used much anymore.
-
- Pitch (Back) (R/L) - Climbing hard turn (usually 180 degrees) as in "Viper,
- pitch right."
-
- Pitch Out - A 180 degree turn to downwind executed over the end of the
- runway.
-
- Puke - An insult to another pilot. An Eagle driver to a F-16 driver could
- be referred to as a twin engine puke.
-
- Push-it-Up - Add power.
-
- Reverse - Reverse direction of the turn as in "Viper 2, reverse left!"
-
- Roger
- Roger that - I heard and understood your last transmission. (See Wilco)
-
- Route - A non-tactical formation flown 2 to 4 ship-widths apart.
-
- Scissors - An air-to-air situation where two aircraft attempt to slow down
- to get behind the other.
-
- Shackle - A formation maneuver where flight members change sides by turning
- toward each other... used to check 6. Sometimes called Weave.
-
- Shooter-Cover - A tactic where the wingman (cover) will stay back to
- protect leader (shooter).
-
- Sierra Hotel - Shit Hot, good, as in "The weather is Sierra Hotel."
-
- Slice (Back) (R/L) - Descending hard turn, usually 180 degrees, as in
- "Viper, slice back left..."
-
- Socked In - Weathered in, unable to fly, as in "The A-10s are socked in at
- Nellis." (See Delta Sierra)
-
- Speed of Heat - Somewhere between the speed of sound and the speed of
- light. Often used when egressing the target are:; the folks back there are
- no doubt angry and you want to put as much distance between them and your
- jet as quickly as possible. Also used to beat the crowed to Happy Hour at
- O'Club.
-
- Spread - A tactical formation where fighters fly 6000 to 9000 feet line
- abreast... defensive in nature... not well suited to very low altitudes
- (less than 200')
-
- Tactical Formation - A formation flown in tactical situations, such as
- spread.
-
- Tac Wing - A semi-tactical formation with the wingman 2000 feet + line
- abreast.
-
- Tally (ho) - I see it (wingie, lead, target, etc.)... sometimes means
- bandit only. (See Visual)
-
- Tango Uniform - Tits Up, as in "My FM radio is Tango Uniform." (See Foxtrot
- Uniform)
-
- Trall - A formation where 2 flies less than 500 feet behind lead (avoiding
- dead 6)... may be either tactical or non-tactical. (See Extended Trail)
-
- Tumbleweed - I am out of airspeed, altitude, and ideas... No tally, no
- visual, no clue! (See Delta Sierra)
-
- Unload - Push forward on the stick to reduce drag in order to accelerate.
-
- Visual - "I see whatever it is you are describing." Sometimes used to mean
- "I see my Wingie (or lead)" as opposed to Tally which then means "I see the
- bandit." (See Tally)
-
- Wedge - A tactical formation where the wingman flies on a 45 degree line
- back from the leader... offensive in Nature... good at very low altitudes.
-
- Wilco - I will comply with your instructions. (See Roger)
-
- Winchester - Out of ordnance.
-
- ============================================================================
- DOCS PROVIDED BY THE PHANTOM AND -+*+-THE SOUTHERN STAR-+*+- for M.A.A.D.
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