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- BLACK KNIGHT: Marine Strike Fighter SE
- ======================================
- (C)1995 SE Software & FormGen Inc.
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- 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.
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- 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
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-
- 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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- "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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- 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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- 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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- 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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- 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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-
- 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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- 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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- 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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- 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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- 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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