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BLACK KNIGHT: Marine Strike Fighter SE
======================================
(C)1995 SE Software & FormGen Inc.
A WORD ABOUT SHAREWARE
"Shareware" is a term used to describe a system for distribution of
software. Under the shareware concept, software may be freely
copied and passed along to others, or distributed through bulletin
board systems, etc.
As a recipient of a shareware program, you may use the software for
a short trial period to determine if it meets your needs. If it
does, you pay the registration fee. By paying the fee, you are
granted the right to retain the software for your use. If the
software is not suitable then you may discard it.
The shareware system provides substantial benefits the computing
community (of which YOU are a member):
1) You get to try out the software BEFORE you buy it so you know
exactly what you're buying.
2) Shareware is substantially less expensive than most commercial
programs. You don't pay for costly marketing programs and
fancy packaging.
3) You get access to a MUCH broader base of available programs.
Thousands of excellent programs have been written by expert
programmers who would never consider marketing commercially.
Through the concept of shareware, these people their programs
available to the community. Usually, all they ask in return is
a small fee to reward them for the time and effort they've put
into the program.
The system is based entirely on the honor system, and generally
works quite well. (Most people are honest and wouldn't violate the
trust placed in them by the author of the software). Shareware is
NOT free software - the author counts on your integrity. Please
register using the form at the end of this manual.
You are encouraged to copy this software and pass it along to
others who may be interested in using it.
page 1
BLACK KNIGHT: Marine Strike Fighter SE
FormGen is a member of the Association of Shareware Professionals
(ASP). ASP wants to make sure that the shareware principle works
for you. If you are unable to resolve a shareware-related problem
with an ASP member by contacting the member directly, ASP may be
able to help. The ASP Ombudsman can help you resolve a dispute or
problem with an ASP member, but does not provide technical support
for members' products. Please write to the ASP Ombudsman at 545
Grover Road, Muskegon, MI, USA, 49442-9427, FAX 616-788-2765 or
send a CompuServe message via CompuServe Mail to ASP Ombudsman
70007,3536.
---------
------|-- | (R)
--| | |------------------
| -----|--- | Association of
| | |-- Shareware
---| O | Professionals
------| | |---------------------
--------- MEMBER
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BLACK KNIGHT: Marine Strike Fighter SE
Black Knight: Marine Strike Fighter SE
--------------------------------------
1. Installation
The purpose of this chapter is to explain how to successfully
install and run Black Knight. This manual assumes that you have a
basic understanding of how to use the DOS command line syntax. If
you are having trouble, please refer to your DOS manual.
1.1 Requirements
In order for Black Knight to function properly, your computer must
meet or exceed the following requirements:
* PC-compatible 386/486/Pentium system
* 8 MB of RAM
* Hard Disk With 11 MB Free
* VGA or Better
* MS-DOS Version 5.0 or Higher
Optional and Recommended:
* Joystick or ThrustMaster FCS/WCS/RCS
* Sound Card and/or MIDI Device
* Mouse
* 486/DX-66 or Better
1.3 Sound And Music Driver Setup
Once Black Knight is installed, you must set up the sound and music
drivers according to the hardware on your system. The SETUP program
will run automatically after you have installed Black Knight and
can be run at any other time by typing "SETUP" at the DOS command
line from your Black Knight directory.
The SETUP program is divided into 3 parts. Part 1 is the Sound
Driver Setup program which will allow you to select the appropriate
driver for digital sound effects. Part 2 is the same as part 1 but
is used for selecting an appropriate driver for music playback.
Part 3 is the Delete Driver Utility which will allow you to save
space on your hard disk, once the appropriate drivers have been
selected.
If you can't find your particular device, then it is not supported
and you should select the "No Sound Card" sound driver and/or the
"No Music Card" music driver. It is possible that you can only have
music but not digital sound effects and this depends on the type of
sound device[s] you are using.
1.4 Starting Black Knight
Once installed, Black Knight will start automatically. However, you
can start Black Knight at any other time by changing to the
directory containing Black Knight and typing, "BK" [o].
1.5 Quick Start (registered version only)
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BLACK KNIGHT: Marine Strike Fighter SE
If you can't wait to get into the cockpit and shoot down a bandit,
this may help.
1.5.1 Creating A Quick Mission
When you have started Black Knight, there will be an introduction
consisting of a title screen and opening animation. To break out of
the cycle, press any key or mouse button and the MAIN MENU will be
displayed. Next, select the "CREATE MISSION" item with the mouse or
press the [R] key. Once you have done this, the CREATE MISSION menu
will appear and will present you with the options you wish to set
for your mission.
For our purposes, we will create a simple mission, so select "ONE"
bandit and give the tactical advantage to "FRIENDLY". To do this,
you can position the mouse over each one of these items and press a
mouse button, or you can use the highlighted keys. When you are
finished, select "OK".
1.5.2 Flying Your Mission
As the mission starts, you will find yourself in the cockpit. If
this is your first time flying, then Beginner Mode is active.
Beginner Mode displays help at the top of the screen, and this will
help you through your mission. There are several options for
beginner help, including one line of text, a pop-up dialog box, or
the voice of the "Flight Instructor." Please refer to the chapter
on Flight Controls for more information on Beginner Mode.
This quick start introduction is very basic and because Beginner
Mode is active, the bandit will not make any offensive or defensive
maneuvers. In order to fully understand your options in an
engagement, you should study the chapter on Air Combat.
1.6 How to Fly a Mission
Most missions are strike missions, where there's a specific ground
target to be attacked.
Get the plane airborne by: going to maximum power ([*] on the
numeric keypad) and releasing the brake [K]; when the aircraft is
travelling above 160 knots (the number on the left of the Heads Up
Display (HUD)) pull back on the stick (or press [dn arrow]); raise
the landing gear [G], and the flaps [F] once you're airborne; after
you've passed 3000 ft (the number on the right of the HUD), reduce
the engine power to 80% [8].
Follow the waypoint markers (the small 'v'-shaped tick at the top
of the HUD) by turning the aircraft towards it, so as to keep the
mark in the center of the display. Pay attention to the waypoint
description, as shown in the left Digital Display Indicator (DDI)
screen. When it indicates a MISSION waypoint, that means that the
waypoint marker is located directly over the mission target.
Use [>] to cycle the right DDI until it shows the word "TARGRET" on
the first line of information (usually says "NO TARGET"). Select
an air-to-ground weapons system by pressing [[]. Now, with the
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BLACK KNIGHT: Marine Strike Fighter SE
waypoint market centered in the HUD, select the target by pressing
[Enter] until the right DDI says "MISSION TARGET".
When the weapons system strobes blink green, you have a proper
firing solution - press [space] to fire.
If the target is destroyed(it sometimes takes more than one hit to
completely destroy a target), the waypoint display in the left DDI
will be updated to the next flight path waypoint ("F. PATH").
These will lead you to your home base.
2. Menus
Black Knight contains a menuing system which organizes its features
in an intuitive form. This chapter explains the menuing system.
Note: All keyboard command keys can be found on the Reference Guide
pages. Throughout this manual only the keys functional name will be
used.
2.1 Navigating The Menus
You can navigate through Black Knight menuing system by selecting
the menu items. This can be done with your mouse or your keyboard.
If you wish to use your mouse, you can select menu items by moving
the mouse pointer over the menu item, and single-clicking on the
item by pressing and releasing the left mouse button once.
Using your keyboard is just as simple. All of the menu items in
Black Knight have a highlighted color associated with them. You can
select the menu item by pressing the corresponding key of the
highlighted letter. For example, in the MAIN MENU, the first item
is "TRAINING MISSIONS" and the letter "T" is highlighted. You could
select "TRAINING MISSIONS" by pressing the highlighted key on your
keyboard.
2.2 The Main Menu
After the game introduction, the first menu to appear is the MAIN
MENU. The Black Knight menu system is your gateway to the game.
From here you can access the various missions, either training or
combat. You can also access functions that give you complete
control over many aspects of the game.
In addition to accessing other menus, you can review the credits or
end the game by selecting "EXIT TO DOS".
2.3 The Training Missions Menu
Selecting this will take you to the training menu listing. These
specially devised missions are designed to make you familiar with
various aspects of the game. There are eight training missions.
They cover such things as take-offs, landings, and waypoints. They
also offer individualized training in the use of all the primary
weapons used in Black Knight. These include the AIM-7M
"Sidewinder", AIM-9M "Sparrow", the M-61A1 Vulcan Cannon, the
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BLACK KNIGHT: Marine Strike Fighter SE
"Maverick", the MK-80 series of bombs, and rockets. Each mission is
described in detail in the chapter on Training Missions.
2.4 The Combat Missions Menu
The Combat Missions menu lets you pick from a variety of combat
missions. Each mission has a briefing line that tells you what your
mission objectives are. Note that while you may pick a mission to
take out an airfield, this does not mean that you will not
encounter enemy aircraft as well. Each mission will have a primary
objective. This is your "Mission Target." During the course of a
mission, you can attack other enemy targets as well. Your first
priority, however, is to take out the primary or mission target.
The COMBAT MISSIONS menu is similar in form and function to
TRAINING MISSIONS, and navigating this menu is exactly the same.
There are 50 unique combat missions.
2.5 Create Mission
In Black Knight, you can set up your own combat scenario using the
CREATE MISSION menu. You can set the time of day, sky and fog
conditions, the number of friendlies and bandits, the tactical
advantage, the altitude, and whether there are ground targets. Set
each option to what you want, and select "OK" to begin the mission
or "CANCEL" to return to the MAIN MENU.
NOTE: All SAM launchers are active and can shoot you down when you
create a mission. Since you will start the mission at a random
position of latitude and longitude, there's no telling whether you
are in "SAM Country".
2.6 Free Flight
The FREE FLIGHT menu allows you to climb into your F/A-18 and take
it for a "Sunday Drive" without worrying about any bandits, SAM
launchers or waypoints. You can set the time of day, sky conditions
and fog conditions and when you select "OK", your mission starts on
the runway. In free flight, your F/A-18 is equipped with every
major weapon type available. You could fly around and explore the
scenery or you could practice using your A-G weapons. FREE FLIGHT
is also an excellent place to practice landings, aerobatic
maneuvers, and so on. The things you do in this mode do not count
on the scoreboard.
2.6.1 Time Of Day
You may indicate the time of day selecting from these possible
options. Noon, evening, dusk, midnight, dawn, and morning. This
lets you fly a mission under the conditions you want.
2.6.2 Sky Conditions
You may pick the sky conditions of either clear or overcast.
2.6.3 Fog Conditions
You may choose whether or not there is fog. Your choices are light,
heavy, or none.
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BLACK KNIGHT: Marine Strike Fighter SE
2.6.4 Tactical Advantage
You also have the option of giving either yourself, or the enemy, a
tactical advantage. This option may also be set to "None" so you
start out equal.
2.6.5 Number Of Bandits
You may then choose the number of bandits you'll encounter.
2.6.6 Ground Targets
This option lets you determine whether your mission contains ground
targets or not.
2.6.7 Altitude
Lastly, you can pick your starting altitude, ranging from 10,000 to
40,000 feet.Tip: Use Free Flight to practice the maneuvers
described in the chapter on Air Combat, like the Split-S, the
Immelmann Turn, a Loop, and others. Then, watch them on the Flight
Recorder to see how you're doing.
2.7 Flight Recorder (registered version only)
While playing Black Knight, there will be times when you'll want to
record the action. Perhaps when you're moving in and locked on to a
ground target. Or when you've closed in on a bogie and are ready to
finish him off with a "Sidewinder" missile. To capture all those
momentous occasions, Black Knight comes with a Flight Recorder for
you to use. The following section will describe how it works and
the keystrokes used within the Flight Recorder.
2.7.1 Using The Flight Recorder
With the Flight Recorder, you can view the action from any angle or
from any point of view. Due to memory constraints, the Flight
Recorder will record up to one minute of action at a time. It will
not record beyond this limit. It is recording, however, all the
time, keeping only that last minute of action.
With access from the Terminal Menu, you can record the current
mission and save your recording. By default, the data is stored in
a file named, PREVIOUS.REC. If you do not rename PREVIOUS.REC to
something else, it will be overwritten each time you access the
Flight Recorder from the Terminal Menu.
If you wish to save a recording, use the "Save" button. Specify a
file name like DOGFIGHT. The Flight Recorder will automatically put
in the REC extension. You can have as many recordings as you like,
dependent only on the disk space available. Always give each file a
unique name and one that has meaning for you. Again, if you do not
use the Save button and give the recording a file name other than
PREVIOUS.REC it will be overwritten automatically the next time you
record part of a mission.
To save more than 1 minute, you must stop the current mission,
access the Terminal Menu, invoke the Flight Recorder, and save the
REC file with a unique name. You could, for example, save a ground
attack mission you are on. You could save the first recording as
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BLACK KNIGHT: Marine Strike Fighter SE
BOMB1.REC. Go back to the action and save the next recording as
BOMB2.REC, and so on.
Later, you can use the "Load" button to load and replay your
mission[s]. While in Flight Recorder, a virtual mouse pointer is
displayed and used if no mouse driver is currently loaded. Use your
arrow keys to control the virtual mouse to move around the Flight
Recorder interface, to play, rewind, change the point of view, and
so on.
2.7.2 Flight Recorder Keys
Below is a listing of the individual buttons, and what they do.
The buttons on the Flight Recorder are much like the buttons on a
standard VCR. You have Go To Beginning, Rewind, Play Backward, Back
One Frame, Pause, Forward One Frame, Fast Forward, and Go To End.
These buttons control the direction of play and help you to move
back and forth in your recording. The next three buttons have an
effect on the visual quality of your recording. The last three
buttons to be shown have an effect on how you view your recordings
and give you many ways to change perspective!
The selections Forward, Backward, Left, and Right are fairly self-
explanatory.In Fly-By you get the perspective of one who is
watching the action fly by them. Truly an outside observer.
In the Circle viewpoint, you gain a totally different perspective.
It's like the plane is in the center and everything else spins
around it in a circle. You get to see the action from all
directions. This can be rather interesting because your perspective
constantly changes.
In Target versus Plane viewpoint, you get the unique perspective
from the object you are attacking. You can see what your plane
looks like as it comes in on a bogie, for example.
In Plane versus Target perspective, you have the complete
perspective from your point of view.
The next section deals with the use of custom viewpoints, which
give you a wide range of options.
There are two custom views and each has benefits. From each you can
constantly change your viewing angle by using the arrow keys
provided. This view often lets you see things you might miss in
other views. Let's look at both of the custom views.
2.7.2.1 Custom 1
In this viewpoint it's as if a camera were attached to your F/A-18.
Use the arrows to alter the perspective. The Custom 2 view gives
you even more options.
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BLACK KNIGHT: Marine Strike Fighter SE
2.7.2.2 Custom 2
This viewpoint allows you to change more than just the angle of
your view. It's a viewpoint in space. This makes it the most
flexible of all the viewing possibilities. You can change the angle
and your view point. In addition, you can increase the movement
size by a factor of 10 and zoom back and forth.
2.8 Flight Controls Menu
The Flight Controls menu lets you select how you will control your
aircraft. Black Knight gives you a wide range of choices. It's also
designed to be easy-to-use. It comes pre-programmed to be instantly
compatible with some of the most popular flight control systems.
Black Knight supports:
* Keyboard
* 2 Button Joystick
* 4 Button Joystick
* Control Yoke
* Joystick With Throttle
* Suncom F-15E Joystick
* ThrustMaster FCS
* ThrustMaster WCS
* Rudder Pedals
The preset defaults are described in the chapter on Flight
Controls. This menu also gives you access to the Visual, Training,
and Sound menus, which are also found in the TERMINAL MENU. These
will be discussed later. The next section will describe the
defaults for each of these control devices. All you have to do is
select the control device you have, and you're ready to play using
the default assignments.
2.8.1 Calibrate Joystick
This option pops up a quick series of menus that allow you to
calibrate your joystick.
2.9 High Scores Menu
The High Scores menu takes you to the listing of the highest scores
obtained in the game. Each pilot's score consists of four lines.
These contain: your name (or "call sign"); the next unflown
mission; the worst mission; the best mission; the total number of
air and ground kills; and the total score for all missions. You can
refly any mission, and if you achieve a higher score, it will
replace your old score in the totals. The scoreboard also shows
your Combat Effectiveness, a measure of your efficiency as a combat
pilot.
Your score is determined by several factors. You are awarded points
for achieving certain goals, and points are deducted for other
items.
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BLACK KNIGHT: Marine Strike Fighter SE
2.9.1 Scoring Criteria
CREDITS
mission targe 500 points
enemy aircraft 300 points
bridge 200 points
other ground target 100 points
manual landing 200 points
DEDUCTIONS
Eject no mission score
Crash no mission score
Abort Mission no mission score
Kill Wingman -1000
points
Hit Wingman -500 points
Ordinance Usage Deductions:
Gun [M-61] Free
MK5/M151 rockets -10 points
MK-80 series bombs -25 points
AIM-7M/AIM-9M -50 points
AGM-88 HARM -50 points
AGM-65F -50 points
To get a higher score, you have to take out additional targets, and
you must think more carefully about which weapons you use. If you
use an AGM-65F, for example, to take out a truck, you would get 100
points for the truck and -50 for using the missile, leaving you
with a net of 50 for the encounter! Better to use a rocket and net
out to 90 points. Choose your weapons carefully. Here are a few
other factors that have an effect on your score.If a player selects
UNLIMITED AMMO or INVINCIBILITY during a mission, they receive NO
score for that mission.
Tip: It is best to set these parameters before you begin a mission
using the Training Menu found under the Flight Controls or Terminal
menus. Once set, leave them that way. Use the options you need to
be successful and gain experience. Then, when you're ready, you can
turn off something like UNLIMITED AMMO with confidence and get a
higher score.
IMPORTANT NOTE: Black Knight does not operate in a "campaign mode"
u for scoring purposes your player never dies. You can be killed in
a crash, and then go right on flying other missions. Also, the
missions can be flown in any order and you may go back and refly
missions to improve your scores on those missions. When a mission
has been reflown, the new score will be retained only if it's
better than the previously recorded score. The total score is the
total of the best scores on each of the missions flown.
2.10 Credits Menu
This menu simply shows you a screen giving credit to the many
people who worked on Black Knights.
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BLACK KNIGHT: Marine Strike Fighter SE
2.11 Exit To Dos
This menu option will immediately exit the program and return you
to the DOS prompt.
2.12 Terminal Menu
From within any mission you may press the ESCAPE key to access the
TERMINAL MENU. It provides access to several options that assist
you in having control over the game.
2.12.1 Missile Views
If turned on, this option gives you a view that follows the missile
to the target. You can watch the missile as it heads for and hits
the objective. If your attention is needed in the cockpit, hit
[space] to cut back to the cockpit. This will occur if there is
some threat such as incoming enemy missiles, low altitude, and so
on.
2.12.2 Save Current Record Buffer
This option lets you save the current contents of the Flight
Recorder. A fast way to save the action during the heat of battle.
2.12.3 View Current Record Buffer
This option lets you view the current contents of the Flight
Recorder. You may want to use this before using the save option
mentioned above.
2.13 Visual Menu
The VISUAL MENU appears in the Terminal Menu and in the Flight
Controls menu. It can also be called up at any time by pressing
[ALT][V]. It provides the following options that control visual
effects.
2.13.1 Detail Level
This is a speed optimization for slower computers. There are three
levels: LOW, MED, and HIGH. On slow computers, you could select LOW
to have the game run at a faster frame rate.
2.13.2 Sight Range
This is a speed optimization for slower computers. No objects or
terrain farther than the specified distance are rendered, reducing
the load on the PC and improving the performance of the game.
2.13.3 Aircraft Detai
lWhen selected, this applies gouraud shading to the the rendering
of aircraft, improving their realism. Leaving it off reduces the
load on the CPU for better game performance.
2.13.4 Gouraud Shading
If this option is on, then gouraud shading will be applied to
mountains and other scenery. Although gouraud shading makes the
graphics appear more realistic, the frame rate will slow down.
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BLACK KNIGHT: Marine Strike Fighter SE
2.13.5 Avoid Flicker
When this option is off, Black Knight will produce a faster frame
rate. However, on most computer systems, you will have to turn this
option on in order to avoid screen flicker.
2.14 The Training Menu
The TRAINING MENU also appears in the Flight Control and Terminal
Menus. It can be brought up at any time by pressing [ALT][T]. It
lets you determine the degree of difficulty of your missions. It
has the following options.
2.14.1 Beginner Mode
If on, then Beginner Mode is active. Beginner Mode provides the
following:
1] No Active SAM's
2] No Blackouts
3] Invincibility
4] Unlimited Ammo
5] Accurate Weapons And Counter-Measures
6] Enemy pilots have NO intelligence
Please note that manual targeting with the targeting keys are
disabled when flying a training mission in Beginner Mode.
2.14.2 No Blackouts
You will not blackout or red-out if this option in the TRAINING
MENU is turned on. Turning your F/A-18 at a high positive G rate
for a prolonged period of time causes the blood to run from your
head which causes you to blackout. You red-out when negative Gs are
pulled. Your G force is displayed on the HUD.
2.14.3 Invincibility
You are invincible if this option is set in the TRAINING MENU. When
you are invincible, you can smash into the ground and sustain enemy
fire.
2.14.4 Unlimited Ammo
When you turn this option on, you'll have unlimited ammunition for
the missions. The initial load out will never deplete.
2.14.5 Flight Instructor
Activating this turns on the Black Knight "Flight Instructor",
giving help in flying via onscreen messages and/or a voice coming
through the intercom system of your F/A-18. You get the same sound
advice, only you can listen to it rather than having it displayed
on your screen.
2.14.6 Message Line
This will give you flight instruction through a one line display at
the top of the screen.
2.14.7 Dialog Box
If you toggle this option you will see a dialog box, describing
what you should do next. This is much more detailed than the
regular Beginner mode.
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BLACK KNIGHT: Marine Strike Fighter SE
2.14.8 Voice Volume
This lets you adjust the volume of the Flight Instructor's voice.
You may select from OFF through 100%.
2.15 The Sound Menu
The SOUND MENU gives you full control over all aspects of sound in
the game. It can be found in the Terminal and Flight Control menus.
You may also bring it up at any time by pressing [ALT][S]. Some
options may not work depending on your sound card.
2.15.1 Music Volume
This controls the volume of the music heard in the game.
2.15.2 Effects Volume
The EFFECTS VOLUME control lets you determine how loud the sound
effects in the game are.
2.15.3 Engine Volume
The ENGINE VOLUME allows you to toggle the engine sound either on
or off. In this way, if you desire, you can have all other sounds
except the engines.
2.15.4 Voice Volume
This controls the volume of the voices heard throughout the game.
Range is from OFF to 100%.
2.15.5 Mod Music
One other feature of Black Knight allows you to play 4,6, or 8
channel Fasttracker or ProTracker music module files. Music module
files have the extension of ".MOD". Most major online services have
a file area containing MOD files that you can download and play
with Black Knight. To play a MOD, put the MOD file into the Black
Knight directory and then select it from the Sound Menu with the
Change Music option. If you don't hear anything after you select
it, chances are that it is not in Fasttracker or ProTracker format,
although it may also be that you have insufficient memory on your
computer.You can convert your MOD file with Fasttracker.
Fasttracker is available on most major online services as
shareware.One final note regarding MOD music is that it is digital
and will play over your sound device driver, not your music device
driver. MOD files are played at 11 kHz per channel.
2.15.6 3D
The 3D Sound system will reproduce the sound effects at their
appropriate location in the 3D environment. If your device does not
support stereo sound, such as the original SoundBlaster or
SoundBlaster clones, than you will not be able to select this
option.
2.15.7 Reverse
REVERSE 3D is the same as 3D except the left and right channels are
interchanged. If you see an explosion on the left side but it is
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BLACK KNIGHT: Marine Strike Fighter SE
heard on the right channel, then you should select the REVERSE 3D
option.
2.15.8 Change Music
This option lets you change the music you listen to during the
game. Black Knight comes with several MOD and MIDI files for you to
choose from. You may also use other MOD files that you may have.
2.16 Auto Land
During a mission you may select this option to have your aircraft
automatically make a safe landing. Remember, that under the scoring
system you would receive no points for the landing. On the other
hand, if you're just starting out, you won't get killed trying to
land either.
2.17 Abort Mission
Instantly aborts the current mission and returns you to the MAIN
MENU. You receive no points for the portion of the mission flown.
2.18 Back To Game
After doing something in the TERMINAL MENU, use this to return to
your mission. While you are in the TERMINAL MENU nothing
transpires, so you can resume right where you left off.
3. Flight Controls
This chapter describes the various ways you can control the game
and the various methods of flight control. This ranges from a full
set of keyboard commands, to default settings for some of the most
popular flight control systems available. If you have one of the
supported systems, all you have to do is check the appropriate
radio button and your control system will be pre-configured for
you. Each configuration will be described in detail.
3.1 Keystroke Guide
[`],[1]-[0]Engines 0%-100%
[*] Afterburners
[W] Override Mission Waypoint
[F] Raise/Lower Flaps
[G] Raise/Lower Landing Gear
[K] Toggle Air-Brake & Wheel-Brake
[<-] Roll Plane Left
[->] Roll Plane Right
[up arrow] Pitch Nose Down
[dn arrow] Pitch Nose Up
[Z] Yaw Plane Left
[X] Yaw Plane Right
[\] External Fuel Tank
[/] ILS (Instrument Landing System)
[<] Cycle Left DDI Screen
[>] Cycle Right DDI Screen
[R] Select Radar Scanning Range
[=] Scroll Map Back To Center
[Ctrl][dn] Scroll Map Up
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BLACK KNIGHT: Marine Strike Fighter SE
[Ctrl][up] Scroll Map Down
[Ctrl][->] Scroll Map Left
[Ctrl][<-] Scroll Map Right
[J] Jettison All Armament And External Fuel
[Shift][E] Eject
[[] Cycle Air-To-Ground Weapons
[]] Cycle Air-To-Air Weapons
[Enter] Select Target Closest to Center Of HUD
[;] Select Target to the Left
['] Select Target to the Right
[space] Shoot Current Weapon
[Ins] Dispense Flare
[Del] Dispense Chaff
[F1] Forward View
[F2] Rear View
[F3] Left (Port) View
[F4] Right (Starboard) View
[F5] Fly By View
[F6] Circle View
[F7] Target to Plane
[F8] Plane to Target
[F9] Following View
[F10] Leading View
[F11] View Plane from Right
[F12] View Plane From Left
[Backspace]Toggle Cockpit Displays On/Off
[P] Pause Game
[T] Hold Key Down For 4X Time-Compression
[CTRL][C] End Mission
[Esc] Toggle TERMINAL MENU On/Off
[ALT][V] Toggle Visual Menu On/ Off
[ALT][T] Toggle Training Menu On/Off
[ALT][S] Toggle Sound Menu On/Off
3.2 Flight Control Systems
The flight control systems shown here are preprogrammed in Black
Knight. All you have to do to activate one of these systems with
the default settings is check the appropriate box in the FLIGHT
CONTROLS menu. Be sure to calibrate your joystick as well for
optimum performance.
3.2.1 Thrustmaster Flight Control System [FCS]
The ThrustMaster Flight Control System is programmed with the
features we thought you'd use most. It's configured as follows:
Trigger - fire selected weapon
Top button - designate target
Middle button - release flare
Bottom button - release chaff
Hat up - cycle air-air weapons
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BLACK KNIGHT: Marine Strike Fighter SE
Hat down - cycle air-ground weapons
Hat left - cycle left DDI
Hat right - cycle right DDI
3.2.2 Thrustmaster Weapons Control System [WCS]
The "Weapons Control System, shown here, works in conjunction with
the ThrustMaster FCS. Because the layout of the WCS is rather
complex, its configuration is described here.
(for Mk I, switches 1,2 & 5 are up)
Button 1 - left view
Button 2 - forward view
Button 3 - right view
Button 4 - designate left of HUD center
Button 5 - designate right of HUD center
Button 6 - unused
Switch 7a - flaps & gear up
Switch 7b - unused
Switch 7c - flaps & gear down
3.2.3 Suncom Talon F-15E
The Suncom F-15E Talon or Eagle model joysticks are exact replicas
of the control sticks in the actual F/A-18s flown by the Black
Knights. Standard configuration is much like the ThrustMaster FCS.
The recommended settings are as follows:
Trigger - fire selected weapon [space]
Top button - designate target [Enter]
Middle button - release flare [Ins]
Bottom button - release chaff [Del]
Hat up - cycle air-air weapons []]
Hat down - cycle air-ground weapons [[]
Hat left - cycle left DDI [<]
Hat right - cycle right DDI [>]
Castle up - designate target [Enter]
Castle down - - designate target [Enter]
Castle left - designate left of HUD center [;]
Castle right - designate right of HUD center [']
Note: You must program your Suncom Talon to deliver the keystrokes
indicated in the list. Information on programming your Suncom
joystick can be found in the Suncom manual that accompanies it.
3.2.4 Joystick with Throttle
Several popular joysticks come with a throttle control. The
FlightMaster joystick, for example. On such joysticks we've
activated the throttle control on the joystick. If you have a
similar joystick, just pick the "Joystick With Throttle" in the
FLIGHT CONTROL menu.
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BLACK KNIGHT: Marine Strike Fighter SE
3.2.5 4-Button Joystick
Four button joysticks, like the FlightMaster Pro, are configured as
follows:
Trigger - fire selected weapon
Button 2 - designate HUD center
Button 3 - cycle Air-To-Air
Button 4 - cycle Air-To-Ground
3.2.6 2-Button Joysticks
All two button joysticks are configured as follows:
Trigger - Fire selected weapon
Button 2 - designate HUD center
3.2.7 Rudder Pedals And Yoke
For those who use rudder pedals and/or a yoke, we've programmed in
the default configuration.
4.The Cockpit
The F/A-18 is best known for its virtually gauge-less cockpit. All
of the information displayed in the cockpit will help you achieve
your mission objectives. This chapter will explain all of the
features that you can find in your F/A-18 cockpit.
4.1 Hud: Headsup-Display
Your Heads-Up-Display [HUD], is designed to do exactly what its
title says - To keep your head up, so that you don't have to look
down at the gauges in your cockpit. This is important in weapons
delivery, air-combat and landing.
4.1.1 Heading Ruler
The Heading Ruler is like a ruler that slides across the top of the
HUD. The numbers represent 10s of degrees, from 0 to 35, where 0 is
north, 90 is east, 180 is south, and 270 is west.
4.1.2 Current Heading Marker
The Current Heading Marker is a stationary point on the top of the
HUD and is used in conjunction with the Heading Ruler. This point
marks the spot on the Heading Ruler to indicate your heading as
shown, the heading is 115, or southeast.
4.1.3 Waypoint Marker
The Waypoint Marker is attached to the Heading Ruler and varies
depending on the bearing angle to your current waypoint. [A
discussion of waypoints can be found in the chapter on Training
Missions]. The waypoint marker appears as a small "V" on the HUD
Display. When you are on route to a waypoint, you want to align the
Waypoint Marker with the Current Heading Marker.The Waypoint Marker
never leaves the HUD. If it is to the extreme left or right of the
Heading Ruler, it means that the waypoint bearing is beyond the
current range of values as displayed by the Heading Ruler.
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BLACK KNIGHT: Marine Strike Fighter SE
4.1.4 Velocity
This number indicates the airspeed of your F/A-18 expressed in
knots.
4.1.5 Altitude
This number indicates the altitude of your F/A-18 expressed in
feet.NOTE: The altitude is displayed as true altitude. If you fly
over some mountains, it will not tell you your altitude above the
mountain.
4.1.6 Pitch Ladder
The Pitch Ladder is used to assess the pitch attitude of your
aircraft. Each step on the ladder marks a 10 degree difference in
pitch from the previous one. These steps run from negative 80
degrees [you're pointing nearly straight down] to positive 80
degrees [almost straight up], with the 0 line being on the horizon
[level flight]. The lines above the horizon line are solid, those
below are broken.
4.1.7 Mach Number
The term, "MACH" is often used in aerodynamics and is simply the
unit of measurement of the speed of sound at a given altitude. In
higher altitudes, the speed of sound is slower whereas in lower
altitudes, sound travels faster. MACH 1 means that you are flying
as fast as the speed of sound for a given altitude, and MACH 2
means that you would be flying twice as fast as the speed of sound.
Your F/A-18 is capable of achieving MACH 1.8 at 36,000 ft.
4.1.8 Current G
The Current G is the measurement of the G force that you are
currently experiencing. 1G means that your body is experiencing a
normal weight. Two Gs means that your body is experiencing twice
its normal weight. In steady, level flight, you experience 1G, but
turning or even rolling your aircraft produces various G levels.
Your F/A-18 is capable of nine Gs near sea level and when you are
flying at approximately 550-600 knots.Pulling excessive Gs for a
prolonged period of time will cause the blood to run from your
head. It is possible to blackout from your body's inability to cope
with excessive G forces. When negative G forces are experienced,
the blood rushes in the opposite direction and goes to your head
causing you to red-out.You can prevent blackouts and red-outs by
setting the "NO BLACKOUTS" option from the TRAINING MENU.
4.1.9 VSI: Vertical Speed Indicator
The VSI is a measurement of your F/A-18's vertical speed and is
expressed in thousands of feet per minute. Your VSI comes in handy
when you land your F/A-18.
4.1.10 In Range
If you have a target selected, and the target is within range of
your current weapon's capability, then you'll see "IN RNG"
displayed in the lower right hand corner of your HUD. With
missiles, there is a minimum and maximum range. If you're not
within this range to your current target, than "IN RNG" is not
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BLACK KNIGHT: Marine Strike Fighter SE
displayed.Note also, that when you see "IN RNG" displayed on your
HUD, it does not necessarily mean that you are within proper firing
parameters, such as having a lock on the target. Before you shoot,
make sure that you are also within the proper firing parameters of
the weapon. Please refer to the chapter on Training Missions for
further information on weapons parameters.
4.1.11 Gun Sight
Your M-61A1 20mm Automatic Gun has a radar directed Gun Sight. The
Gun Sight is only useful in air-combat when you have a target
designated and tracked by your radar. When the Gun Sight is on top
of the Target Designator Box, and "IN RNG" is specified, you are
within proper firing parameters for your M-61A1.
4.1.12 Target Direction
When you have a target selected, its location is specified by the
Target Direction.
4.1.13 Target Designator Box
When you have a target selected, and its projected location is
within the HUD limits, you'll see the Target Designator Box on the
HUD which specifies its location. When you have a lock on the
target, a diamond will be superimposed over the Target Designator
Box.
4.1.14 GP Bomb Hud Display
When you have selected an MK-80 Series General Purpose Bomb, your
HUD will appear somewhat differently. These are not "smart bombs"
like the AGM-65F and are simply free falling bombs. The differences
in this HUD display are explained in the next few sections.
4.1.15 Velocity Vector
When you fly through the air, your direction of travel is usually
not the same as the angle of your aircraft. For example, when an
airplane lands, it is traveling downwards, but is pitched upwards.
The Velocity Vector, graphically displays your direction of travel.
4.1.16 Sight Line
The Sight Line is the vertical path that the bomb will travel
before it impacts the ground. When you are bombing a bridge, for
example, it's best to put that Sight Line directly in line with the
length of the bridge.
4.1.17 Impact Area
The Impact Area marks the approximate location on the earth where
the bomb will hit. There is a considerable margin of error
associated with the Impact Area, as other unknown forces, such as
wind, will affect the true impact location of the bomb. However,
the Impact Area is calculated by your on-board computer. When it is
on top of a target, you should release your bombs. In general, you
should release your bombs at a medium altitude and shallow dive, or
at a low altitude when flying level.
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BLACK KNIGHT: Marine Strike Fighter SE
4.1.18 ILS Display
ILS stands for Instrument Landing System. The ILS provides you with
important information about your landing approach. Vertical and
horizontal deviation bars are displayed on the HUD as dotted lines.
When they form a cross, you are perfectly in line with the
runway.Once you're in line with the runway and your deviation bars
are in cross, you can maintain that appropriate glide path by
pointing your nose directly towards the start of the runway.
4.1.19 Horizontal Deviation Bar
When the Horizontal Deviation Bar is below the center, it means
that you're above the glide path and must reduce your altitude,
for a successful landing. When it's above center, you're too low
and must increase your altitude to intercept the appropriate glide
path.
4.1.20 Vertical Deviation Bar
When the Vertical Deviation Bar is to the left of center, it means
that you must fly somewhat to the left of the start of the runway
because you are not in line with the glide path and the same can be
said when the bar is to the right.
4.1.21 AOA Bracket
The AOA (Angle Of Attack) Bracket should be used in conjunction
with the Velocity Vector and is only useful in the very final
stages of landing. When you are directly over the runway and your
airspeed is approximately 165 knots, your AOA is higher and your
Velocity Vector should be near the center of the AOA Bracket and
your nose should be pitched up to about 5 degrees.
4.1.22 Velocity Vector
When you fly through the air, your direction of travel is usually
not the same as the angle of your aircraft. For example, when an
airplane lands, it is traveling downwards, but is pitched upwards.
The Velocity Vector, graphically displays your direction of travel.
When landing, it should be used as described in the previous
section.Landing Tips: Once you learn to use the ILS you'll find
landings much easier. The most common mistake is coming in too
fast. Another common mistake is not beginning your approach soon
enough. Don't wait until you're one mile out. Start your approach
when you are several miles from the runway. This will give you more
time to lose altitude and reduce speed. It also gives you more time
to make minor adjustments. Toggle the ILS, watch your speed, and
practice! And don't forget to put the landing gear down.
4.2 DDI: Digital Display Indicator
Your Digital Display Indicator, or DDI, are the two multifunctional
cockpit displays on the left and right sides of the cockpit. You
can select the display for either the left or right DDI by pressing
the [<] or [>] keys accordingly. The six different DDI displays are
explained in the following sections.
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BLACK KNIGHT: Marine Strike Fighter SE
4.3 Radar Display
Your F/A-18 is equipped with a state-of-the-art Hughes APG-65 Pulse
Doppler Radar system that is capable of tracking up to 10 targets
simultaneously out to a range of 90 nautical miles.
The Radar Display shows you what your radar is actually "seeing"
and will help you stay alive and quickly assess your tactical
situation. When used in conjunction with your Target Display, you
will have all the information you need to paint a mental picture of
the bandit [enemy aircraft] and his intentions. This is what
fighter pilots call "situational awareness".
When you see a Contact on your Radar Display, it means that there
is a bogey [unknown aircraft] somewhere out in front of you. You
can roughly determine its distance based on the vertical location
of the Contact and the selected range of your radar. For example,
if your range is set to 80 nautical miles and the Contact is in the
center of the Radar Display, than the bogey is approximately 40
nautical miles in front of you. The higher up the Contact, the
farther away the bogey and any bogeys out of range are not
displayed.The horizontal location of a Contact will help you
understand the bearing angle to the bogey in relation to your
current heading. In other words, if a Contact is directly on the
left edge of the Radar Display, there is a bogey at 45 degrees to
the left of your current heading.
4.3.1 Range
The Range number is the distance that the radar can see out in
front of your aircraft and is expressed in nautical miles. This
range is selectable between 10, 20, 40, 60, and 80 nautical miles
by pressing the [R] key. If a target is beyond the Range, then it
is not displayed.
4.3.2 Aspect Angle
The Aspect Angle is a line, projected from the Contact, that
represents the angular direction from the bandits aircraft to
yours. When it points straight up, the target is moving directly
away from you, regardless of where the contact is located.
4.3.3 Contact
A Contact is displayed as a small dot on your Radar Display and
indicates that your radar has picked up an aircraft. If the Contact
is on the left side of the Radar Display, it means that the target
is to the left of your current heading.
4.4 Stores Display
Your F/A-18 has nine external weapon stations and is capable of
carrying a whopping 17,000 pounds. of ordinance! The Stores Display
will tell you everything you need to know about your armament on
each station as well as information on your M-61A1 20mm Automatic
Gun and counter-measures.
4.4.1 Weapon Designation
The Weapon Designation is the name of the currently armed weapon.
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BLACK KNIGHT: Marine Strike Fighter SE
4.4.2 Ordinance Remaining
The number of rounds remaining for the currently selected weapon.
4.4.3 Weapon Type
The Weapon Type will be either "A-A" for an air-to-air weapon or
"A-G" for an air-to-ground weapon. If it is neither one of these,
the Weapon Type will be blank.
4.4.4 Station Location
The nine stations are graphically displayed on the Stores Display.
Any stations containing the currently armed weapon are highlighted.
Since your M-61A1 20mm Automatic Gun is internal, and not on any of
the nine external stations, than no highlight appears.
4.4.5 Number Of Chaff
Chaff are counter-measures used to defend against hostile radar
installations. Chaff can be useful against radar guided SAMs and
radar guided A-A missiles. Your F/A-18 is equipped with 30 chaff
loads when the mission starts.
4.4.6 Number Of Flares
Flares are counter-measures used to defend against infrared homing
missiles. A flare can be useful against heat-seeking A-A missiles
and SAMs. Your F/A-18 is also equipped with 30 flares when the
mission starts.
4.5 Waypoint Display
The Waypoint Display contains all the information you need for
waypoint navigation.
4.5.1 Number Of Waypoints
Each mission will call for a unique flight plan. There can be any
number of waypoints on a mission and the total number is specified
in the Number of Waypoints.
4.5.2 Current Heading
Your Current Heading contains your aircraft's compass angle
expressed in degrees. Zero degrees means that you are flying north,
90 degrees means east, 180 degrees mean south, and so on.
4.5.3 Waypoint Number
The Waypoint Number tells you what the current waypoint number is.
If this number is equal to the Number Of Waypoints, you should be
heading for "HOMEBASE".
4.5.4 Waypoint Type
The Waypoint Type can be "F. PATH", "MISSION", or "HOMEBASE".When
the Waypoint Type says "F. PATH", than your next waypoint is a
simple flight path waypoint. As you follow a flight path waypoint,
you should try and maintain the target altitude. In Combat
Missions, your target altitude is at or above 22,000 feet to avoid
small arms fire, AAA and most Surface-To-Air missiles.When the
Waypoint Type says "MISSION", than your next waypoint marks the
general location of your mission target[s]. There can be any number
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BLACK KNIGHT: Marine Strike Fighter SE
of mission targets.When the Waypoint Type says "HOMEBASE", than
your next waypoint marks the general location of the runway. You
should be prepared to follow appropriate landing procedures.
4.5.5 Waypoint Distance
The Waypoint Distance is the horizontal range, expressed in
nautical miles, to your next waypoint. Horizontal range means that
your altitude is not a factor in the Waypoint Distance.
4.5.6 Waypoint Bearing
The Waypoint Bearing is the compass angle that you should head
towards in order to fly to your next waypoint.
4.6 Threat Display
The Threat Display will show you all of the active ground-based
radar installations that surround your aircraft as they're picked
up by the external sensors on your F/A-18.It can detect SAM radar
sites and ground based radar installations and they are displayed
as dots on the Threat Display.
4.6.1 Fuselage Line
The Fuselage Line is used to help you determine where the active
radar is located. If the Radar Source is to the right of this line,
it is to the right of your aircraft.
4.6.2 3/9 Line
The 3/9 LINE is also used to help you determine where the active
radar is located. If the Radar Source is above this line, it is in
front of you and you are flying towards the radar source.
4.6.3 30 Mile Radius
Any Radar Source within this circle is within 30 miles of your
aircraft.
4.6.4 15 Mile Radius
Any Radar Source within this circle is within 15 miles of your
aircraft. If you notice a Radar Source inside of this circle, you
should be on the alert for any SAM radar locks and be prepared to
dispense some counter-measures if you notice a SAM launch.
4.6.5 Radar Location
The Radar Source is displayed as a dot on the Threat Display.
4.7 AGM-65F Display
The AGM-65F missile is equipped with an infrared imaging sensor in
its nose. The benefit of infrared is the ability to see targets at
night or in bad weather conditions. The missile uses the infrared
image of the target for its guidance system.This image is also
displayed on the AGM-65F Display but only when the missile is
locked onto a target. In Black Knight, the target is zoomed-in at
the appropriate viewing level automatically.When an AGM-65F missile
is locked onto a target and is in flight, the target's infrared
image is displayed on the AGM-65F Display as viewed by the missile.
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BLACK KNIGHT: Marine Strike Fighter SE
4.7.1 Cross Hairs
The center of the Cross Hairs marks the point where the missile
will hit the target. The missile also guides itself to this point
after it's been fired.
4.7.2 Target Distance
This is the distance that the missile is to the target and is
expressed in nautical miles. Note that prior to firing your AGM-
65F, this indicates the distance to the target from your plane.
4.8 Target Display
The Target Display is designed to assist you when you are engaging
targets. There are three modes for this display which are
automatically set depending on whether a target is selected or not
and whether a target is an aerial or ground-based target.When an
aerial target is selected, this display will show you all the
information about the aircraft you've targeted as sensed by your
radar. When you've selected a ground target, it will display
information about the ground target's distance and bearing.
4.8.1 Ground Target Mode
Your APG-65 Pulse Doppler Radar is so advanced that it can also
detect information about ground targets, not just aircraft.This
information is displayed in the Target Display. When you've
selected a ground target, the Target Display will switch
automatically to Ground Target Mode.
4.8.1.1 Target Type
In Ground Target Mode, there are two potential Target Types. It can
either be "GRND TRGT:" or "MISSION TRGT:". When you're flying a
ground strike mission, and you've selected the appropriate target
for that mission, it will say, "MISSION TRGT:", otherwise it will
say, "GRND TRGT:".
4.8.1.2 Distance
The distance to the ground target is displayed here and is
expressed in nautical miles. This is always the distance from your
aircraft to the target, unlike the AGM-65F Display.
4.8.1.3 Bearing Angle
The Bearing Angle is the angle, expressed in degrees, that the
selected ground target is in relation to your current heading. If
the Bearing Angle is a negative number, it means that the target is
to your left.
4.8.2 Aerial Target Mode
Aerial Target Mode is set automatically when you've selected an
aerial target.
4.8.2.1 Target Type
The Target Type tells you what type of aircraft you've targeted.
This piece of information comes from an Airborne Warning And
Control System (AWACS]. To make sure that you're not targeting a
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BLACK KNIGHT: Marine Strike Fighter SE
friendly, check out the Target Type before you decide to shoot this
target.
4.8.2.2 Distance
This is the distance to the target, from your aircraft, and is
expressed in nautical miles.
4.8.2.3 Bearing
The Bearing is the compass heading, relative to yours, that you
must fly to in order to be in line with the target. If it is a
negative number, that means it is to the left of your current
heading, and a positive reading means that the target is to the
right.
4.8.2.4 Closure Rate
The Closure Rate is the rate at which you are "closing-in" on the
target. For example, if you are both heading directly towards each
other and you are both flying at 200 knots, the Closure Rate is 400
knots.
4.8.2.5 Altitude
This the altitude of the target and is expressed in feet.
4.8.2.5 Velocity
This number indicates the airspeed of the target and is expressed
in knots.
4.8.2.6 Heading
This is the current heading of the target, expressed in angles,
from 0 to 359. 0 means north, 90 means east, 180 means south, and
270 means west.
4.9 Map Display
The Map Display is located low and center in your cockpit. It's a
scrolling map that lets you see the surrounding terrain. To scroll
the map, use the map scrolling keys.To return the map to your
current latitude and longitude, press the [=] key. Superimposed
over the Map Display are some general navigational aids. These are
explained in the next few sections.
4.9.1 Compass Markings
The Compass Markings are simply stationary points designating the
standard compass directions of travel: North, East, South, West,
and so on.
4.9.2 Current Compass Heading
Your Current Compass Heading is a line projected from the center of
the compass, to the direction of your current heading.
4.9.3 Waypoint Marker
The Waypoint Marker designates the compass heading that you should
be heading towards in order to stay on course with your current
waypoint.
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BLACK KNIGHT: Marine Strike Fighter SE
4.9.4 Center Circle
The Center Circle marks your latitude and longitude location on the
map, but only if you have not scrolled the map. If you have
scrolled the map, this will be an incorrect latitude and longitude
location and you should press the [=] key to scroll the map back to
your current location.
4.10 Warning/WEAPON Indicator
4.10.1 Warning
When your F/A-18 is in danger of falling apart, due to a structural
limitation of the airframe, the Warning Indicator will turn on.
There are a few reasons why this could happen - flying too fast,
damage to the control surfaces, damage to the airframe, or when the
airplane is spinning out of control pushing it to its structural
limit.
4.11 Status Indicators
There are several Status Indicators which relay some information
about your aircraft. They are explained in the next few sections.
4.11.1 Current Weapon Display
The Current Weapon Display indicates the type of weapon that is
currently armed, as well as the number remaining. When it says "A-
A", it means that your currently armed weapon is for air-to-air
deployment. When it says "A-G", it means that your currently armed
weapon is for air-to-ground deployment.
4.11.2 Engine And Fuel Indicators
The engine and fuel indicators are displayed as LED read-outs in
the F/A-18 cockpit. They can be found on the right-hand side of the
cockpit, above the right DDI. Engine power is shown as a percentage
ranging from 0% to 100%. If you go to afterburners, the display
says AFB.
4.11.3 Fuel
The FUEL read-out is directly beneath the engine percentage
display. It displays the number of pounds of fuel remaining. Note
that this read-out displays the amount of fuel remaining for your
current fuel source. If you are currently using your external tank,
it will display the pounds of fuel remaining for your external tank
and disregard measuring any fuel from your internal tank. The
reverse is also true.
4.1 Warning Lights
There are several warning lights and indicators that relay
important information about any potential radar locks, missile
launches, and your F/A-18's status.In the very center of the
cockpit there is a series of five lights. Depending on your status
they will display various things.
4.12.1 SAM
The SAM light will turn on when a SAM launcher has locked your F/A-
18 on his radar.
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4.12.2 A-A
The A-A light will turn on when an aircraft has locked your F/A-18
on his radar.
4.12.3 RAD
RAD is short for radar and when the RAD light is on, it means that
there is a radar source, within 30 miles of your F/A-18, that is
tracking your aircraft. It could be either a SAM launcher's radar,
or a ground based radar. To find out where the radar source is
being emitted from, use your Threat Display.
4.12.4 FAIL
When the FAIL light is on, it means that your F/A-18s structure is
damaged severely.
4.12.5 ENG
When the ENG light is on, it will show either L for left or R for
right engine. This generally means one of two things. The first is
that one of your engines is damaged and can no longer produce
thrust. The second is that it caught fire, but only if the fire
light is on as well.
4.12.6 HYD
HYD is short for hydraulic pressure. If your F/A-18 has been hit by
a missile, it may have caused damage to the hydraulic system. This
will cause the hydraulic system to loose pressure and eventually,
this light may turn on to warn you. You may not be able to control
certain aspects of your F/A-18 anymore.
4.12.7 FUEL
When you have run out of fuel, your fuel light will turn on. At
this point, if you have an external fuel tank, you should use it.
However, if you don't have any fuel left, you should jettison all
of your weapons, and try to make a controlled crash landing on a
level area.
4.12.8 CTRL
CTRL stands for control surfaces. When this light is on, it means
that either your aileron, elevator, or rudder is damaged.
4.12.9 FIRE
When you see this light, be careful. You're F/A-18 is on fire and
it will probably spread and cause your fuel tank to blow up.
4.12.10 STALL Light
When this light turns on, it means that your F/A-18 is flying too
slowly in order for your wings to produce lift. Lift is the force
that keeps you in the air and lift is generated by the airflow over
the wings.
The status of the flaps, gear and brake will also show up on this
five panel display. Note, however, that only one status light will
display on the panel at any given time. For example, if you put
your flaps down, the "FLAPS" light will come on. If you put your
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BLACK KNIGHT: Marine Strike Fighter SE
gear down, the "FLAPS" will be replaced by "GEAR." The same is true
of the brake. In practice, it is better to depend on the status of
the three small lights near the left DDI that will be described in
section 4.14.1.
4.13 Indicator Lights
There are several sets of indicator lights in your cockpit. These
are used for determining proximity to your airfield, FOX1 and FOX2
status, status of flaps, gear, and brake, and target status.
4.13.1 Flaps, Gear, And Brake
Just above the left DDI there are three square lights. From top to
bottom, they indicate the status of the flaps, the landing gear,
and the air brake.
When the FLAPS indicator light is on, it means that you have your
flaps lowered. Your F/A-18 has a lower stall speed when your flaps
are lowered and can fly slower. The flaps down light is yellow.
When the GEAR indicator light is on, your landing gear is down. The
gear down light is green.When your BRAKE indicator light is on, it
means that either your wheel brake is engaged or air-brake is
deployed. The brake on light is red.
Depend on these three lights to give you instant information about
the flaps, gear, and brake.
4.13.2 Landing Marker Lights
Three small rectangular lights are located above the left DDI and
to the left of the flaps, gear, and brake indicators. These are
used when landing. The bottom one indicates when you have reached
the outer marker of the landing zone by turning red. The center one
indicates the mid marker and it turns yellow. Lastly, the top one
indicates the inner marker and it turns green. Unless you are
making your approach, all three will be off.
4.13.3 Targeting Indicators
Above each DDI there is a window-shaped light. These are used in
targeting the enemy. When no enemy has been targeted, they will be
out. When you target an enemy, they will turn yellow. When an enemy
is in range, they will turn green and begin to strobe. The purpose
is to give you a noticeable visual indication of target status so
you can pay attention to other things.
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