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- From: James.C.Anderson@williams.edu
- Subject: FA-18 Hornet FAQ V1.7
- Date: Mon, 04 Apr 1994 13:55:57 -0400
-
-
- Enclosed is the newest version of the F/A-18 Hornet FAQ
-
-
- The F/A-18 FAQ
- V1.7
- April 4, 1994
-
-
- This is version 1.7 of F/A-18 FAQ. This FAQ is compiled largely from
- input from F/A-18 players. There is always more that can be added, so feel
- free to send additions, info, mission hints, etc. In addition to
- contributions from players, this FAQ is compiled from my own limited
- knowledge and stuff I've picked up from the net.
-
- The FAQ is released once a month, as close to the beginning of the
- month as my time permits. Is is also posted to sumex, wuarchive via the
- mirror process and hopefully some kind sole with access to AOL will post
- it up there, as well.
-
- Please send all submissions to James.C.Anderson@williams.edu.
- I will preface addtions to the faq with a > in the far left hand column.
- This will allow current readers a "fast scan" for new info. As always,
- comments, questions and suggestions are appreciated. Anything else of a
- nonconstructive nature will be filed for future use....
-
- The FAQ is organized as follows:
-
- I. COMBAT
- A. Defensive Strategies
- B. Offensive Strategies
- II. MISSION HINTS
- III. INTERESTING SCENERY/ PLACES TO GO/ THINGS TO DO
- IV. FLYING OTHER PLANES IN THE SIMULATION
- V. ACTUAL FREQUENTLY ASKED QUESTIONS
- VI. MISCELLANEOUS
- A. Definitions of Frequently Used Terms
- B. Archives
- C. Patches
- D. Release Notes
-
- ____________________________________________________________
- I. COMBAT
- ____________________________________________________________
-
- A. Defensive Strategies: (i.e. How do I avoid missiles?)
-
- The best way to deal with missiles is, of course, don't get shot at.
- Remember that you can launch at targets outside 10 miles away (you don't
- have to be in ACM mode to target). If you don't consider it cheating, you
- can always use the '5' key to see what the enemy you have targeted is (to
- distinguish SAM sites from radar-guided AAA.)
-
- Brad Ward (wardw@cs.colostate.edu) writes on how to take out SAM sites:
-
- "The best way to knock out a SAM is to fly below 100ft (below their
- radar). When you get into range of your AGM-88s (about 12 miles), pull up
- to about 600ft and fire. Immediately drop down to below 100ft again so
- that the SAM can't fire at you before it dies.
-
- If you've got a threat indicator, dip below 100ft. If the indicator
- turns off, then you've got a SAM nearby. If its still on, you've got an
- enemy plane nearby."
-
- You can also avoid SAMs by flying above them. Scott Cherkofsky notes that
- you can fly above their range. They will still acquire and launch, but the
- missiles will simply fall short. Of course, there's still the MiGs...
-
- Unfortunately, in most missions, you will be shot at. Adam Talcott details
- one method of avoiding missiles:
-
- "The most important thing in avoiding a missile is to see it. I make
- liberal use of the enemy view (the one that shows a view from your currently
- selected target to you) to determine from where the missile was launched.
- Normally, you'll have a good idea as to what launched the missile by your
- range from each target.
-
- Turn toward the missile and be sure you have enough altitude to perform an
- inverted Split-S (exact altitude depends on your airspeed). When you see
- the missile, invert and pull back on the stick while releasing chaff and
- flares. Level off and release more chaff and flares. The idea is to
- put the missile in a situation where it cannot react quickly enough to
- your maneuver and misses you in favor of your countermeasures."
-
- Also, some people find it helpful to quickly look at the external view
- ('3') to check for incoming missiles.
-
-
- B. Offensive Strategies:
-
-
- Launching missiles:
-
- Adam Talcott writes:
- I find that launching an AMRAAM when your target is less than 10 miles away
- will almost guarantee a hit. Similarly, a Sidewinder launched when your
- target is less than 5 miles away will more than likely hit the target. When
- combined with a good approach for avoiding SAMs and other missiles, you can
- survive long enough to to get a good shot off.
-
- Finally, launching HARMs (and all guided A/G weapons) from a higher altitude
- is very beneficial and allows it to descend at the proper rate. Fired too
- low, guided A/G weapons seem to strike the ground short and miss the
- target.
-
- Also, when returning to base, don't fire missiles. Dieder Bylsma notes:
- "On your way back from a mission, don't launch any missiles in the
- general direction of your base...the base seems to get just as annoyed
- as Hellcats and court-martials you for destroying allied property (or
- something along that line) -- it was kinda humorous though! :-)"
-
-
- Launching Camera Guided Weapons:
-
- At a couple thousand feet altitude, try lining up in the direction of
- the target, then engaging the autopilot (make sure TACN is off so it
- doesn't send you to a waypoint). This should level out the plane, and
- you are free to target without worrying about crashing.
-
- > 1.1.x slaves the camera to the target select via "\" Activate E-O
- >mode and then select teh target via any A/G radar mode. Camera will not
- >track the target, but if you get to the screen fast enough, you can
- >lock on fairly quickly. No more random searches...
-
- Hitting targets:
- You can often use your HARM missiles against your actual objective,
- not just the missile sites you find on the way. Sometimes, hitting the
- guns at enemy plants with HARMs can will take out the plants themselves.
- Also look for enemy boats, etc. with your radar, so you can shoot
- missiles at them. This way, you don't have to try and hit them with your
- guns or vainly attempt to target them with an optically-guided missile.
-
- Fly low:
- It is generally accepted that flying low (<100ft) is a good way
- to avoid detection, both by SAM sites and planes (if you're in silent
- mode.) Noting the position of your shadow can help you control your
- altitude. If, like most of us, you have trouble holding steady, you can
- try lowering your landing gear. This slows you down and seems to make
- control easier. It also kills the annoying 'Altitude' message...
-
- > This tip pertains more to 1.0 than 1.1.0 and 1.1.1. In 1.1 and up,
- >you need to maintain an arispeed of lower than 200 kts our your gear
- >will be damaged. (Can you say belly landing?) The autopilot will
- >keep you at ~100ft, but the detection of the SAM sites has improved
- >and you need to be lower than ~75 ft to stay undetected.
-
- Speed:
- Use your afterburner to accelerate, then cut back to 100% Mil power
- to maintain your current speed. This doesn't seem right, but that's
- how it works in the game.
-
- Also, unless you have a really heavy load, you can launch from a carrier
- without using the catapult. Just hold the brake, go to AB6, and let go of
- the brake.
-
- > Again, 1.0... 1.1 and higher, use the cat...
-
- ____________________________________________________________
- II. MISSION HINTS
- ____________________________________________________________
-
- NOTE: This section can be considered to contains some 'spoilers.' Don't
- read it if you don't want to know what's coming at you in a given
- mission.
-
- >Homecoming:
- >-----------
- >
- >Herschel Gelman <hagst3+@pitt.edu> writes:
- >
- > Before taking off from the enemy base, the first thing you want to do is
- >blow up some of the stuff at the base. As soon as your speed is high
- >enough, activate your A/G gun and turn left. Blow up that red striped
- >thing. You have to get it before the others, because otherwise an
- >incoming missile will blow it up before you. Turn back, and get the two
- >planes on the ground and that thing behind them. Four ground targets, as
- >easy as it gets.
- >
- >Then I get onto the runway, going all out at AB6 (just for fun). For
- >flashy takeoffs in most missions, set the TACN, go to the external view,
- >and hit autopilot. It will automatically turn toward the target as it
- >takes off--as it turns, your wing is mere inches off of the ground. Looks
- >nice...
- >
- >As an added bonus, turning on autopilot at that point will place it in
- ><100 ft mode. This is good. Keep your radar silent, and start off flying
- >straight towards your base at AB2 or AB3. I usually watch the
- >distance-to-base and fuel-remaining-distance displays, and get my speed as
- >high as possible, maintaining enough fuel to reach the base. Might as
- >well switch on fast mode, too.
- >
- >Anyways, you'll run right under two enemy planes. They'll never see you.
- >Just continue to the base, remember to slow down a lot (and turn off fast
- >mode), then land. You'll never see the planes. (Then again, the planes
- >aren't that much of a problem in this mission...)
-
- >Incoming:
- >---------
- >
- >Elliott Francis <franrod1@aol.com> writes:
- >
- >Here's the definitive solution for this mission that's given headaches and no
- >promotions...
- >
- >First, load up stations 2 and 8 with dual sidewinders (AIM-9L (2) )
- >All other wing stations stay the same. Also, take the extra fuel...you'll
- >need it.
- >
- >The real trick to this mission lies in one area...TIME. Since the bomber
- >releases its load at about 4 min./30 sec you need to get to it quickly and
- >quietly...here's how.
- >
- >Start your clock as soon as you hit the runway. Punch in AB6 and fly to
- >500-800 ft. Cut the afterburner and head to waypoint 1 with autopilot
- >engaged. When your heading matches waypoint, turn off the TACAN and
- >autopilot and decend to just under 100 ft. Engage the autopilot, (without
- >TACAN) go back to AB6 and the avionics will keep you on the straight and
- >narrow just under the radar ceiling (97-99 ft) Despite this automated
- >function, you should keep an eye on it...every now and then, you may bounce
- >up to 100 ft and escort radar will find you too early. adjust
- >accordingly..and run your radar silent, so they can't see you. Select your
- >AIM-120's, sit back and enjoy the ride...
- >
- >Cruise untill your time reaches 3min/45sec. Pull up, cut the AB's, turn on
- >your radar (RWS) locate and select the bomber on the screen and in the 5 view
- >if you like. Although it's flying with two escorts, you were too low and
- >silent to pick up. They're now behind you, thinking 'It's Miller Time.' and
- >the bomber should be the only blip on the screen. Don't let the lock signal
- >shake you...It's gonna take them awhile to sort things out. Meanwhile, climb
- >to 4500-5000 ft. Then, level with the horizon and check your distance with
- >the bomber...This is key. You should be no more than 10 mi. away from the
- >bomber. Any further, and the AMRAAM's and winders act like they're flying
- >south for the winter or do a proximity hit with little effect. The
- >3min/45sec mark is essential for this to happen, 5 seconds too soon and your
- >too far out...five seconds later and you may not catch it before it begins
- >bombing.
- >
- >Release both AMRAAM's (and maybe a winder) at the bomber, and ring the
- >dinner bell.."It's toast!" Immediatly pull an Immelman (half loop with a 180
- >flip on the horizon) to get in back of the escorts. They're still pretty
- >clueless and heading away from you but this won't last for long and you've
- >got to act fast. When you level with the horizon, head left and they'll pop
- >up on the screen closest to you. The third blip is a friendly so make sure
- >you identify. Give 'em' two winders apiece and be prepared to do what ever
- >your good at in close combat. Because of the range (7-5 mi.) this usually
- >takes them out before they get a shot off, but occationally one does and you
- >gotta do the "chaff and flare dance" or one survives and its you, him and the
- >cannon...Mano y Mano.
- >
- >The lock you'll continue to hear, is a distant SAM site...your option. If
- >you head straight home to collect your ribbon and promotion they'll never
- >fire.
-
- Black Gold:
- -----------
-
- This is an excellent mission for practicing the basics if you are
- a beginner. It has one SAM site and one incoming enemy plane. Practice
- taking out the SAM site with an AGM-88 or with gunfire. Similarly,
- try taking out the plane with Sidewinders, 120s, or the cannon. If you
- take out the radar-guided gun at the refinery site, you are free to
- practice any sort of bombing you want.
-
- You Can't Hide:
- ---------------
-
- To complete the mission without ever seeing the enemy, fly
- towards the plant. Your ground radar should show two sites, the
- second of which is the radar guided AAA at the plant. Launch your
- AGM-88s when you get within 20 miles. If you want, send your
- 120s at the closest of the planes trying to intercept you (about 20
- miles away at that point) Turn around and head for home. If you
- bring 4 88s, you shouldn't have any problem hitting it at that
- range.
-
- Jaymie Parker gives another approach:
- This is real simple. Take some big bombs. Preferably one nuke. Fly away
- from the target until you reach twenty-thousand feet. Now head for the
- target but continue gaining altitude so you ar at thirty-thousand feet
- when you are over the target. Dive, and drop your bombs when you are 30
- seconds away from the target. You should have them all dispatched before
- you reach fifteen thousand feet. Then go to full A/B until you are back
- above twenty thousand feet. The SAM's will fall short of you if you get
- back up fast enough. Now just fly home. I've never met a single plane
- on this mission.
-
- Bird Down: Jaymie Parker writes:
-
- Take two AIM-9's and four AIM-120's. Begin heading for way point one
- and watch for the Mig's on your VS radar. Be sure to use IFF to be sure
- that they are not the helicopter or the AWAC. Target the closest one as
- soon as you find it with the 120's. Wait until it is in range an then
- launch immediately. Target the other and launch. Repeat this with the
- remaining two 120's. Then again with the Sidewinders if needed. Then
- just fly around following the helicopter. There will be two planes on
- radar, one is the chopper the other is the AWAC. Continue flying
- around with chopper until it is over waypoint 2 then land. Do not land
- until the chopper is safely over waypoint 2 or it get's destroyed.
-
- Pull the Plug:
- --------------
-
- Jim McKee (dakota@world.std.com) writes:
- After taking off, climb to 50,000 ft while circling your base. Head for
- the dam. As you approach the dam, SAMs will start exploding under you
- (you'll hear them, but they won't touch you because of your altitude).
-
- Site and select the dam using your FLIR. Dive toward the dam until your
- impact indicator covers the selection diamond, and then release your
- B-57's. Mash your afterburner switch and climb back to 50,000 ft to avoid
- incoming SAMs. If you want to take a look at the water pouring down into
- the river valley, bank your plane and look out the side.
-
- Return to your base maintaining high altitude until you're about 3 miles
- away (by your NAV display), then dive toward the runway and bring your
- baby home. Works every time.
-
- > 1.1.1 has a bug in it's "trophospheric" table... (that's what I heard
- > atleast) What this means, basically, is this strategy won't work
- > because you can't get to 50,000 ft.
-
- Siqi Tan (sneaky@uclink.berkeley.edu) gives a nuclear-free strategy:
- The mission pull the plug is easy to accomplish. You do not need any
- Nukes at all. 2 Anti-Radar missiles or 2 A-120 and a pair of bomb or 1
- Maverick will do. Take off from your home base and make a 90 degree
- right turn. Use the ARAD Radar to locate a patrol boat on the river.
- This patrol boat is relatively far away from all other SAM sites and AA
- guns. Fly about 3000ft toward this patrol boat and kill it once you
- are in range. At this point your flight path should be perpendicular to
- the river. Fly to the river and make a left 90 degree turn so you are
- flying along the river and headed toward the valley between the two
- mountains. At this point, reduce speed to about 300 nm and altitude to
- about 100 ft. Use the ARAD radar to select the second patrol boat on
- the river (this is the only guy that can cause you some trouble), and
- kill it. Once the second patrol boat is killed, you can fly toward the
- dam at about 100ft with no worries. Once you are inside the valley
- (between the two mountains), you can increase your altitude to about
- 600 ft. At this point, you can simply lock on to the dam with your
- maverick, or bombs. If you don't have any bombs, you can even use the
- anti-Radar missile to hit the dam. The key is that you have to get in
- within 100 ft of the dam before firing. After the dam is destroyed,
- you can go home easily.
-
-
-
-
- The Bridge:
- -----------
-
- Tom Morrisson writes:
-
- Three stages:
- 1. Take out two enemy planes (3 AIM-9s per plane)
- 2. Take out SAM sites (1 AIM-120 per site)
- 3. Destroy bridge (4 hits with MK-82)
-
- Ordinance: The best way I've found so far is to carry 6 Aim-9s, two
- 120s, and the rest as MK-82LD.
-
- Take out two enemy planes:
- Upon take-off, and fly with AB6 till you're at 500 nm/hr and then cut
- back to 100%. This lets you get well ahead of the general, so you can
- waste the enemy planes and SAMs before he gets there. Set your radar to
- VS and set your flight vector to a direction a little ahead of the enemy
- planes. Fly < 100 ft towards the enemy planes to avoid detection. As
- you fly closer to the planes, re-adjust radar so that you eventually are
- using TWS (This will help you better gauge distance and flight
- direction.) When both planes are in range, fire 3 Aim-9s per plane,
- while still remaining under 100 ft. The planes seem to be paying
- attention to the poor General, who is sometimes meeting his fate around
- the time. This technique almost always removes the planes from action.
- (If one is still alive, fire a 120 at it to finish it off, then you'll
- have to strafe one of the SAM sites.)
-
- Take out SAM sites:
- Turn towards the SAMs and activate the ground ARAD radar and adjust the
- range to 10 nm. There are two of SAM sites, the front most and the rear
- most. Lock onto the front most SAM and launch 120s or strafe. Then
- turn toward the second SAM site and launch your second 120. If you have
- to strafe this site, avoid flying over the AA sites because they will
- turn you into Swiss Cheese. Remember to keep below 100 ft while doing
- this.
-
- Destroy the Bridge:
- Once the SAMs are destroyed, you're relatively free to drop the bombs on
- the bridge. If you stay above 3000 ft. and the AA are not very
- effective. It takes four bomb hits to successfully destroy the bridge,
- one on each ramp and one on each half of the bridge spans. I prefer to
- use MK-82LD because I have trouble getting the AGM-65Es to work well from
- high elevations. If the General manages to drop bombs, he takes out the
- bridge spans.
-
-
- Intercept Santa:
- ----------------
-
- Dieder Bylsma (dbylsma@herman.cs.uoguelph.ca) suggests:
- "Get an extra fuel tank and head off to Waypoint 2 to nail the 'cargo'
- plane (an L-1011 by the looks of it?) with a few AMRAAMs fired at
- range. Don't forget to jettison the tank when you're finished with it!
- (Take a look in the external view when it is jettisoned...nice job!)"
- Dieder notes that carrying an extra fuel tank works well for most
- other missions, too. If you decide you don't want it, you can always
- jettison it.
-
- Also Dieder notes that you can complete the mission by putting
- a crater in the runway (with a Durandal or just a regular bomb):
- "The poor transport plane looses its landing gear when it rolls over a
- bomb crater. The result is successful mission completion. (The runway
- seems to be made of swamp because half of the dropped bombs make big
- splashes and leave no craters.)"
-
- Finally, Dieder also gives a trick for this mission:
- "This is kind of sneaky, but in intercept Santa, there's the airport
- located at waypoint 2. There are *no* air defenses around it. So take
- yourself over there, land, and wait for the plane to come by and then
- launch your AMRAAMs while stationary once the plane is in view. Once it
- is smoking, power up and tackle those advanced fighters. Or if you're
- feeling less adventuresome than that, fly back to base. Whatever
- happens, ensure that you are gone in the air by the time that the cargo
- plane crashes."
-
-
- Road to Destruction:
- --------------------
-
- In this one, you've got two enemies flying right at
- the carrier (real smart). To get off the deck in a hurry, just crank
- it up to AB6. Dieder Bylsma notes that you can actually start
- launching at these guys from the deck. He also notes that you can
- just crater the road. The bad guys will fall in and you'll get a
- successful mission.
-
-
- Tanks Anyway:
- -------------
-
- John Manning (pmodern@aol.com) writes:
-
- "You have to take care of three fighters and a SAM site before
- you can bomb the storage facilities.
-
- Load: 6 AIM-9s, 2 AIM-120s, and the rest as MK-82LD.
-
- Plane 1: Take off, head towards waypoint 1 and turn on VS radar at
- 80nm range. Head toward the leftmost fighter and drop below 100ft.
- Fly under him, pull an Immelman and get him from behind with one or
- two Sidewinders.
-
- Planes 2 and 3: Once you've disposed of the first bogey, switch on
- TACN and autopilot and head toward waypoint 1 again. Put your radar
- in RWS mode at 40 miles. You may see Captain Smith engaging the other
- two fighters approximately 20 miles ahead; he's usually been shot down
- my now, though. Drop below 100ft again and head toward the fight.
- Use one of the AIM-120s and a Sidewinder to take out the advanced
- fighter (check which one you've targeted by using the '5' key), then
- drop the MIG with your remaining Sidewinders. They usually get off a
- couple of shots at you, so use proper missile-avoidance techniques.
-
- SAM: Head toward waypoint 2, put your radar into ARAD mode at 20nm
- range, and take out the SAM with your second AIM-120 (these seem to
- work every time against SAM trucks, unlike the AGM-88s).
-
- > Using 120's as anti-radar missles is no longer valid in 1.1.x
-
- Storage tanks: Each tank farm has a main building cluster and two rows
- of oil tanks. Use the MK-82s on the buildings and strafe the tanks.
- You need to destroy at least half of the tanks at each facility in order
- to get mission credit."
-
- Josh Laurence (hcaddict@aol.com) gives this strategy:
- "The neat thing about this one is you'll have multiple bogeys
- closing in on the you from both sides out of sight of your radar. So,
- load up with missiles only, 4 120's, 2 Aim9's and 2 Harms (I might also
- strongly suggest a drop tank) and motor out towards the right of W1.
- Don't worry about your wingman - he's not that aggressive and will die.
-
- You MUST down the outside planes - a Mig 27 on your right, an SU 27
- right in front of you and another on the left. I like going after the
- Mig first. So bring your speed up as high as you can until your drop
- tank is empty (12k lbs on the meter). Jettison the tank and drop to
- military power.
-
- Down the three enemies - no easy task - and remember to stay well out
- of range of the SAM site. Don't waste your AA missiles, you'll need
- them later. Once they're dead or running, head for the waypoint 1. Now
- for the fun part. Bring your speed real low - 250 to 300 kts and line
- up with one of the two rows of fuel tanks at about 50 - 100 feet. With
- SHORT bursts on the gun take out a line at a time. With practice, you
- should kill the whole field in three passes - and don't forget the
- tank by the office building.
-
- After the first target is eliminated, find the NEW Sukhoi doing the
- dawn patrol. If you don't find him, he'll find you. Again, make sure
- you're also not near the one SAM site. Down the Mig, stomp the Samvan
- and at you leisure continue on to the other two targets.
-
- Make sure to keep a close eye on your fuel and ammo levels. It takes a
- long time to get everything done with this job but it's certainly worth
- the payoff at the end."
-
- Red Ball Express:
- -----------------
-
- John Manning (pmodern@aol.com) writes:
- "Use the recommmeded load. Fly on autopilot towards waypoint 1
- (the airbase) with your radar in silent mode. When you're within 10nm
- of the base, turn on ACM to make sure no enemy interceptors are in the
- air. There are three fighters waiting at the far end of the runway.
- Drop your BLU-107s on the runway just in front of them to keep them
- sitting there, then swing around and bomb the planes with your MK-83LDs.
- You can then take your time bombing the plant at waypoint 2.
-
- Once I destroyed the runway but didn't bomb the planes, and they started
- rolling across the desert! They drove about a mile from the base and then
- just sat there."
-
- Dave Zack gives another approach:
- "I have a quick little trick for playing "Red Ball Express" in F18. This
- is really a pretty easy mission but I found a neat little way to do it.
- When you get in the air there are two initial threats, two air defense units.
- Take them out with your 88's. You can actually fly home at this point if
- you want but that would be too easy. It seems the defense set up their
- AA too close to the secret lab so when you take out the AA the lab gets
- bombed too. Now to my neat little trick. Switch over to the ground radar,
- the one that tracks ground movement. You will see three enemy fighters
- scrambling to get you. You can get these guys two ways: traditional: Let
- them get airborne, they are going so slow they are meat and you can get
- them with sidewinders or even cannon. Other way: this is my trick. You
- can target these guys right after you take out the AA with 88's or 120
- (the 120's probably won't work after the patch). You can blast them all
- before they get off the ground OR just take out the lead one. I have
- watched them if you just take out the lead one. They just sit there because
- there is rubble in their way and they can not take of. Good strafing
- practice! Once these guys are gone, proceed to bomb the hell out the
- base and plant....mega points! Look for a moving jeep..."
-
- Finally, Bill Lee (bill@appleoz.apple.oz.au@appleoz.apple.oz.au)
- summarizes his strategy:
- "The trick for Red Ball Express may be summarized:
-
- 1) Radar will alert the target: don't use it first.
-
- 2) You don't need a nuke to destroy the primary target. You
- do however need to kill three enemy planes quickly...
-
- Here's a step-by-step method of achieving the above two aims.
-
- a) Select your weapons: Two nukes will not be needed. I find
- the following mix quite useful, although another mix follows.
-
- S1: AIM-9 S9: AIM-9
- S2: AGM-88B S8: B-57
- S3: MK-82LD (2) S7: MK-82LD (2)
- S4: AIM-120 S6: AIM-120
- S5:MK-82LD (2)
- (this mix is for those who are not the best at bombing,
- and need plenty of bombs to hit the target)
-
- S1: AIM-9 S9: AIM-9
- S2: AIM-9 (2) S8: B-57
- S3: AGM-88B S7: AGM-88B
- S4: AIM-120 S6: AIM-120
- S5:MK-82LD (2)
- (This mix allows maximum points, max protection. It is
- riskier, as you have to be spot-on with all bombs for
- maximum points)
-
- b) Throttle up to 100% and swing around to the right, taking
- the runway 330. Line yourself up and press "w" to switch
- on the TACAN for your first target. Do NOT turn on your
- radar. Take off and select an approx 7 degree climb.
-
- c) Fly manually on the TACAN 1 bearing. Turn on FAST mode if
- you want. Meanwhile, select AIM-120s for A/A mode and
- the B-57 in the A/G mode.
-
- d) One minute from target - turn off fast mode if is is on.
- You should be at least 12k feet by now.
-
- e) Fifteen seconds from target, invert and select A/G mode
- (i.e. the B-57!). The trick is that you are going to drop
- this on your secondary target, the enemy airfield, rather
- than the factory. This will eliminate all three enemy
- aircraft on the ground in one stroke, and score some ground
- targets. If you are really good, you might be able to
- use an AGM-88B to take out the AAA battery before you drop
- your B-57. Anything on pylon S2 goes when the B-57 on pylon
- S8 is dropped anyway.
-
- f) Select the runway nearest the control tower as the target
- of the pipper. Guide ball onto pipper, and pull away hard.
- Don't go below 3000 ft.
-
- g) If you have been illuminated by radar, turn on your 10 mile
- ACM mode, ECM, and switch to A/A weapons. Kill any plane
- that has made it into the air. Watch the area around the
- end of the runway.
-
- h) Once you are sure that you are alone, select target 2 on the
- TACAN and fly towards it. If you have an AGM-88B, use it
- on the AAA battery near the target. Climb to at least 6000 ft
- (and don't ever go below 3000 if the AAA is still alive).
-
- i) Ten second from target, invert and locate target. Locate the
- drop point of iron bombs (MK-82s) to between the two towers
- at the end of the long building. Guide ball onto pipper and
- then pull away (again watch out for AAA if is is still alive).
-
- j) Repeat h)-i) until there are no buildings standing. You can't
- get the water tower, so forget it.
-
- k) Fly home, but take out the other AAA battery at the enemy
- airfield if you have a spare AGM-88B.
-
- This method should score at least 3 planes, 1 factory and 9 ground
- targets."
-
-
- Turkey Shoot:
- -------------
-
- John Manning (pmodern@aol.com) writes:
-
- 1. Load six AIM-9s, two AIM-120s and an extra fuel tank.
-
- 2. Take off and head toward waypoint one. Use afterburners to goose
- your speed to 550 knots or so. When TACAN says you're 10 miles from
- wp2, switch your heading to waypoint 1.
-
- 3. After a couple of miles, turn off autopilot and drop below 100 ft.
- Use brief radar peeks to adjust your heading so you're comingb up on
- their six. Don't switch the radar into ACM mode, because the
- auto-targeting will warn the bogeys.
-
- 4. When you're less than five miles from the hindmost plane, turn on
- your Sidewinders and fire one at each of the planes, as quickly as
- possible, making sure you bring each target square inside the aiming
- ring to improve your chances of hitting them.
- 5. They almost always get a couple of missles off at you. Dodge them
- (that's the tricky part -- if you survive the initial round
- you can almost always win the mission).
- 6. Swing back around and check out the remaining planes. Target them,
- then use the '5' key to see if they're smoking; a damaged plane
- on a downward path usually crashes, but one flying level or
- rising is worth taking out with one of the AIM-120s.
- 7. If your threat indicator is beeping, keep circling and try to find
- undamaged planes. They are often above you. Hunt them down
- and kill them with your Vulcan if you're out of missles.
-
- This works most of the time. The key is surviving the initial
- enemy missle barrage with your radar and weapons functioning."
-
-
- Red Glare:
- ----------
-
- Josh Laurence (hcaddict@aol.com) provides this solution:
- "This is one of my personal favorites. It's got Air to Ground, Air to
- Air, and Tactical targets. It's also difficult because you need to get
- things done in a hurry, the clock is ticking.
-
- Try loading up with four AAMRAMs, two HARMs, two AIM's, and the extra
- fuel. Take off on AB1, climb at AB4 up to 20,000 feet. Make sure
- you're doing at least 400kts and turn the AB off. You'll need the
- speed to get to the SAM site quickly. Before you get there, the
- Missile site should lock onto you at about 25 miles out. Don't let
- this bother you or shake your game plan, he won't launch until you're
- much closer. Just remember to keep a watchful eye on the Sukhoi
- heading away from you toward his base.
-
- At about 20 miles from the SAM site, Lock on to the truck and unload
- one of the 120's. At that height, the missile has a great chance of
- knocking out the target. Switch radar modes and make sure the Su-27
- isn't turning around towards you. If he is, leave the radar on
- because he can see you now. Start your descent towars the radar truck.
- You should time it to reach 15,000 feet at about 15 miles out, and
- when you do, lock on target and shoot the HARMs.
-
- Hit the afterburner and select the Sukhoi. He should be climbing
- because your altitude has made it difficult for him to get a tone on
- you. When he does, make sure you have at least two missiles streaking
- towards him before begining evasive maneuvers. A pair of split S's
- should get you out of the soup, but if it doesn't, shoot the
- Sidewinders at him and try an Immelman. By the time you get out of
- that, the truck should be smoke and the Sukhoi should be running for
- cover, if it can still fly.
-
- Now for the Tactical part of the plan. There is a brown patch of
- ground, darker than usual, near the end of the road (not the enemy
- base). The SCUD launchers are on either side inside it. You should
- have at least a thousand, preferrably five thousand feet below you to
- dive at the targets. Turn on the GMTI radar and lock onto the near
- one, select the gun, and bring your speed down to about 200 kts.
- The lower speed will give you more shots at the target. You might
- also want to bring your gear down, in case you drop too quickly before
- getting to the target. You must hit both the trucks on your first
- pass, or they've won. The steeper your descent, the better the line on
- them. Knock out the first without gaining too much speed. You don't
- want to overshoot the second. Getting the second one is kind of
- difficult, but is possible if you pull straight up, roll 180x, nose
- down onto it, roll 180x, and kill it. The rolling prevents the red
- out. It's easier than you think.
-
- Once you've got the second launcher you can kill the third the easy
- or hard way. The easy way: Land and drive over to it. Shoot it dead,
- and use the road to take off. The hard way: dive and strafe it as it
- drives across your line of vision. Once you've killed it, it's Miller
- time. Don't worry about the bogey approaching from your base, it's an
- AWACS. That's all there is to it.
-
- Two important things to try to do in all missions are to a) fly high
- and fast, and b) fly silent as long as you can, it really does help
- give you the jump in AA combat.
-
- Many people have been reporting having trouble getting the bomber
- to explode, even after several hits. Some have taken it out with
- just one or two hits, but that is not the norm. Some people have
- advocated trying to hit him with head-on shots, but we're still
- looking for a good way to solve this one...
-
- bylsma@unixg.ubc.ca (Dieder Bylsma)
-
- In non-time sensitive missions, should you wish to be wimpish, you can
- always set the mission on fast and let the planes/opponents run out of
- fuel and then attack. Since they crash land, you get the credit! Also,
- once they've landed, intact or otherwise, they are indestructible. See
- Chemical Dependance for an example.
-
- Missions: Hey, we need your help! Please send your hints to
- James.C.Anderson@williams.edu. Thanks!
-
-
- ____________________________________________________________
- III. INTERESTING SCENERY/ PLACES TO GO/ THINGS TO DO
- ____________________________________________________________
-
-
- In Hawaii, where there's more time to browse, look for:
- -Waikiki Beach. Hotels, beach umbrellas, sailboats, and hordes of
- tourists defacing the natural beauty of the island. Strafe away...
- -The Arizona Memorial in Pearl Harbor.
- -Honolulu International Airport. Try landing on the roof.
- -An active volcano on the Big Island. You can land on this, too.
- -A lighthouse on north-east Kauai
- -A cliff on the north shore of Molokai
-
- In the Persian Gulf:
- -There are reported sightings of an actual Easter Egg floating over an
- airport near lake Bahr al Mith west of Baghdad...
- -Try driving instead of flying. Apparently they are kind enough not
- to shoot at pilots on the ground.
- -Try killing an enemy plane with a bomb. Not easy, but it's been done.
- -Drop a nuke beside a carrier.
-
- Sightseeing in Kuwait City - John Manning (pmodern@aol.com) writes:
-
- -Choose the "Pull the Plug" mission (if you don't have Jim Baughman's
- great little mission chooser program you should get it). Take off
- and climb to 15,000ft at a heading of 85 degrees. When you see the
- Persian Gulf ahead, turn on your radar in RBGM mode. After a while
- you'll see the Gulf appear at the top of your radar screen; adjust
- your heading so the river (that little line running from the west
- into the Gulf) is centered on your radar. When the river mouth is
- nearly at the bottom of the radar display, tab to 40nm range and
- switch to SSS mode. You should see several dots on the screen. If
- you don't see the dots, switch between RBGM and SSS until you do. When
- the dots appear, immediately hit the target select key, then press the
- '5' key to look at what you've locked onto. Cycle through the objects
- and you'll see, among other things:
-
- a mosque
- a small light house
- several offshore oil platforms
- a refinery with many different objects, including the spheroids.
-
- To see the suburbs, find the mosque. It's in a small brown square
- on the southern lobe, where Kuwait City is marked on the map. Drop
- below 400 feet and fly over the mosque at a heading of 205 degrees.
- After a brief flight you'll see small brown buildings sprouting like
- mushrooms from the desert.
-
- Like the Easter egg, the buildings can't be damaged. I landed and
- drove through a few of them, then took off and remembered I had a
- nuke, so I tried to blow them up that way. Nope. It seems adobe is
- stronger than I thought.
-
- >____________________________________________________________
- >IV. FLYING OTHER PLANES IN THE SIMULATION
- >____________________________________________________________
- >
- >From: wardo@expert.cc.purdue.edu (Wardo )
- > Missionsing the OPTION key while selecting "Tour of Duty", one is
- > given a dialogue box prompting for mission number and airplane. It
- > is CASE-sensitive.
- >
- > WARNING!!! This is an undocumented feature added to F/A-18 1.1.*
- > It should also be mentioned that it is not supported by GS; and, I
- > imagine that the people at GS will not do too much to assist you if
- > your program/computer crashes. I have not had any problems on my
- > Centris650, and cannot foresee any reason that it should due to this
- > feature, but still. . . .
- >
- > I have been diligent in trying to list all airplanes that can be flown
- > for each mission. This is not exhaustive, since I have yet to find
- > which mission the DC10 is flown, though.
- >
- > It should be noted that the only difference with switching airplanes
- > is your initial starting position is different and that the external
- > view (pressing key 3) is different than when flying FA18. Of
- > course, B52G, DC10, and AWAKs carry a hell of a lot of fuel, so they
- > are good for exploring the theatre. Also, this feature can only be
- > used in theatre mode and NOT during training or networks. Finally,
- > you no longer need Mission Chooser since you can simply type FA18 for
- > the Hornet at the airplane prompt and you are off!
- >
- > Case-sensitive, so copy exactly!
- > MISSION # AIRPLANES MISSION NAME
- > ----------------------------------------------------------
- > 01 MG27 BLACK GOLD
- > 02 AWAK BIRD DOWN
- > MG27
- > 03 MG27 YOU CAN'T HIDE
- > 04 MG27 HOMECOMING
- > 05 SU27 JUST SAY NO
- > 06 MG27 DUCK HUNT
- > 07 B52G BOMBER RUN
- > MG27
- > 08 F117 WARM WELCOME
- > MG27
- > SU27
- > TU20
- > 09 MG27 SWITCHING SIDES
- > SU27
- > 10 MG27 CHEMICAL DEPENDENCE
- > SU27
- > 11 MG27 HEADS UP
- > SU27
- > 12 MG27 INCOMING
- > SU27
- > TU20
- > 13 MG27 RED GLARE
- > SU27
- > 14 SU27 INTERCEPT SANTA
- > TU20
- > 15 SU27 ROAD TO DESTRUCTION
- > 16 MG27 TURKEY SHOOT
- > 17 B52G SURF'S UP
- > F111
- > SU27
- > 18 A10A HIGH FLYER
- > SU27
- > 19 F117 NIGHT HAWK
- > MG27
- > 20 MG27 THE BRIDGE
- > 21 MG27 CHOPPER HOP
- > 22 SU27 NIGHT THREAT
- > 23 MG27 BAD WATERS
- > 24 MG27 BURNING WATER
- > SU27
- > 25 SU27 HOLE IN ONE
- > 26 SU27 TANKS AWAY
- > 27 (NONE) RED BALL EXPRESS
- > 28 (NONE) PULL THE PLUG
- >
- >From: bylsma@unixg.ubc.ca (Dieder Bylsma)
- >
- > Here are some more tips for F/A 18...
- >
- > Select the SU27 in Red Glare. Now, once you're flying in his ship
- >you can see his armanents which are some AIMs and AMRAAMs. This is
- >particularily useful for all sorts of missions. Once you know what
- >you're facing, then you can prepare! Doing this and you'll see that at
- >least one of the Mig-27s in Welcome Home has no armanent at all
- >except for his guns.
- >
- > There's an F117A in Red Glare! Once you've come back, you'll see a
- >black speck orbiting your airport. Funnily enough you can see him but
- >you can't see him on radar...using the cheat (any plane cheat) reveals
- >that the F117A is busy taking off from the desert floor and uses about
- >1/2 of his fuel at AB6 to get airborne. After that, what his mission
- >is, is a mystery!
- >
- > Using the cheat, you will discover that should you select your target,
- >i.e. your plane on the ground, the B52G, the F111 or whatever, i.e. the
- >opposing side, the plane can be nearly unshakeable in its determination
- >to get to the target. See the terrorist mission (Road to Destruction)
- >with the SU27 and lock onto your own F/A 18 on the carrier. Or, see
- >what happens in Heads Up (3 fighter bombers going for your base) when
- >you choose the SU27. It just aims for that poor chopper and nails it
- >with its brethren SU27!
-
- ____________________________________________________________
- V. ACTUAL FREQUENTLY ASKED QUESTIONS
- ____________________________________________________________
-
- Most of these questions are irrelevent with the release of 1.1.0
- and 1.1.1. I will be deleting all references to 1.0 bugs in the
- next FAQ
-
- > Final warning....
-
- -My copy has a lot of bugs. Is this normal? Will it get fixed?
- Version 1.0 of Hornet clearly had a lot of bugs. The version 1.1
- upgrade should be out after about December 18,1993. Jon Blum of Graphic
- Simulations explains:
-
- "We will soon be releasing an update to Hornet which has evolved from
- a simple bug fix patch, into a full blown upgrade with a new flight
- model, better database (more detail), loads of new features including
- difficulty preferences, and more options for flexibility such as night
- mode in any mission. We will also have ARA support and tuned flight
- models for different control methods (Thrustmaster, Gravis,
- keyboard, mouse and powerbook trackball). Much more to come!
- The release patcher will be sent free of charge to all registered
- owners, and will also be uploaded to major online services and the
- internet."
-
- GS has also summarized the new changes as:
- - ARA support & optimized network code.
- - Thrustmaster support
- - New radar functionality
- - New EO functionality
- - New preferences including difficulty Levels
- - Ability to choose missions
- - New scenery
- - New flight model
- - New AOA indexer
- - Numerous bug fixes including replay/continue mission.
-
- -Does F/A-18 work over a modem?
- No, at this time, it does not support modem play or ARA. GS says it
- will support ARA soon, though. (see above question)
-
- -Does it work on a 660av?
- Yes.
-
- -How fast a machine do you need to run it? How does the speed compare to
- Hellcats?
- On a slower machine (stock IIsi or lower) some find the game rather
- slow (somewhat more than Hellcats), though most still find it
- playable and fun. As with Hellcats, having a faster machine does make
- the game run better. After telling myself I needed it for academic
- purposes, I bought a 50MHz accelerator for my IIsi. Now both
- games are faster, smoother, and even more fun than before.
-
- -Does it work on a powerbook with an external monitor?
- Yes, although it seems to have more cosmetic bugs this way.
-
- -How about on just on the powerbook's internal screen?
- Yes, it will work. Some people complain that the screen is too slow
- to redraw. Also, using the trackball may be difficult, but some
- even like it better than a mouse.
-
- -Where is a good place to buy it?
- Any major mail-order house should have it. It should cost about
- $45 + s/h. Software stores also carry it but generally charge more.
-
- -What is the highest score anyone has completed a tour of duty with?
- Dunno. Feel free to send me scores for future editions.
-
- -Why don't the rudders work well?
- Try hitting the key several times. Apparently there are several
- settings. Remember to center then when you are done turning.
-
- -What's wrong with my replay?
- There are some major, (we mean real major, and even humorous) bugs in
- the playback. Graphic Simulations says a bug fix will be out soon.
-
- -Is the F/A-18 fly-by wire?
- Yes. Specifically, the FCS mechanization is quadruplex CBW to the
- horizontal stabilizers and trailing edge flaps, and dual CBW to each
- aileron, leading edge flap and rudder (I don't know, I just took it
- out of the manual)
-
- -How do I stop my Mousestick from drifting off-center?
- The Gravis Mousestick does seem to have a problem with drifting
- off-center as you play. To fix this temporarily, pause the game, then
- run the stick in circles as far as it will go several times.
- Do make sure that your rudder is centered, though, before assuming
- the stick is broken.
- If the drift problem is severe, call Gravis. Apparently some of the
- sticks contain ROMs (they'll tell you if you're included from your
- serial number) that allow drift. They will replace them, but you have
- to send the stick in.
-
- -When will we get more mission disks for F/A-18?
- GS is currently working on bug fixes for F/A-18. After that, they have
- said they will try and resolve some some compatibility issues with
- Hellcats, then write missions for F/A-18. So it will be a few months.
-
- -I registered a month ago and haven't gotten my unlock code. Has anyone?
- GS seems to have a backlog of these things. Some people (who registered
- as soon as it came out) just got theirs, so they are sending them out,
- though it seems to be taking over a month.
- Also, faxing your registration card in seems to take care of the
- problem. GS will just fax you back the unlock code - your wait should
- be measured in hours, not weeks.
-
- -My disk #2 is bad. Do I have to wait weeks to play the game?
- This is a common problem, so GS has allowed disk #2 to be uploaded for
- anonymous ftp from cs.ucdavis.edu in the directory /pub/FA-18.
- Occasionally, the system there automatically deletes it, so if it is
- not there, e-mail Todd Heberlein at heberlei@cs.ucdavis.edu who will
- repost it for you. Also be sure to get the README file he has written
- which gives very clear instructions on how to process the file.
- If you don't have ftp access, you'll have to call GS and have them
- send you another one.
-
- -Are there any other FAQs for Mac flight sims?
- Yes, there is an extensive FAQ for Hellcats over the Pacific. You can
- get it from the archive listed in the next section.
-
- -Why do I suffer damage from missiles that seem to miss me?
- The missiles have proximity fuses - they detonate when near the
- target. That's part of the reason you suffer varying degrees of
- damage. If a missiles goes off far away, you may just lose a few
- systems. A direct hit, on the other hand, can end things in a hurry.
-
- -How do I tell what direction I'm going if my HUD goes dead?
- You can use the moving map as a compass, as North is always up.
-
- ____________________________________________________________
- VI. MISCELLANEOUS
- ____________________________________________________________
-
-
- A. Definition of Frequently Used Terms (What do they mean when they say...)
-
- A-10 - A new simulator by Eric Parker, the lead programmer for
- Hellcats, who has since left GS. It is due out early next year.
-
- CYAC - Chuck Yeager's Air Combat, another recent Mac flight sim.
-
- FBW - Fly By Wire
-
- Four Stars - The rating the December MacWorld gave Falcon MC. Hello?
-
- Gravis Mousestick II - The most common Mac joystick. Many people love
- it (I'd hate to play without mine.) but a lot of people think
- the stick is too thin or unrealistic, or don't like the
- drifting problem. The Mousestick I is a different joystick
- that is not supported by F/A-18.
-
- GS or GSC - Graphic Simulations, the company that publishes F/A-18.
-
- HotP - Hellcats over the Pacific, GS' previous game.
-
- Immelman - A maneuver to change direction while increasing altitude.
- It is essentially a vertical climb, then a half roll.
-
- SA - Situational Awareness.
-
- Split-S - A maneuver to change direction while losing altitude but
- gaining speed. Invert, then pull a half loop.
-
-
-
- B. Archives - Tom Morrison keeps a great anonymous ftp archive of F/A-18
- stuff (and Hellcats and CYAC) at chemotaxis.biology.utah.edu in the
- directory /public/hellcats_feats. It includes pictures, Quicktime
- movies, programs and patches. If you're looking for something for
- a Mac flight sim, this is the place to check. Thanks to Tom for making
- this possible.
-
- > **********************************************************************
- > I have setup the offical hornet archive here at Williams. It's
- > running on a Sparc 10 and contains the updaters, the 1.1.1 data
- > file, the mission map from AOL and the FAQ. It's read only and will
- > remain so. If there are addtions anyone would like to make to the
- > archive, compress, binhex it and mail it to me. Oh yeah... the
- > address is williams.edu. - Jim
- > **********************************************************************
-
- C. Patches - The archive listed above is your best bet for finding anything.
- Sumex (36.44.06) also occasionally gets stuff.
- - FA-18 Mission Chooser (v. 1.0.1) - a program to let you alter the
- current mission on a pilot file. A clear, easy to use program,
- but use it on a copy of your pilot (not the original) if you
- want to be really safe.
- - PsychoHornet - A ResEdit resource file that allows you to select
- any ordinance in any mission. Includes installation
- instructions.
- - Copy protection hacks - Sorry, not here. Hate to be preachy,
- especially because it's a rather annoying copy protection, but
- at least it goes away when you get the code from GS, and this
- program is definitely worth buying...
- - GS bug fixes - The bug fixs are out. At this point, there
- are updaters for 1.0 to 1.1.0 and and updater for
- 1.1.0 to 1.1.1. You MUST, do it in that order. Rumor
- as it that there will be a 1.0 to 1.1.1 updater available
- but I haven't seen it. There is also a new data file
- for 1.1. You must have this to run 1.1.*. GSC will
- be sending out disks to registered users to bypass the
- need to go through all this in future updates. They can be
- found at sumex.stanford.edu, AOL, wuarchive and who knows
- where else...
-
- D. Release Notes -
-
- Here's the rundown of what's new and what fixed in version 1.1.0
-
- F/A-18 Hornet Revision History (as of 12/19/93):
-
- *** New Cool Features
- - A STICK CONTROL pop-up menu has been added to the preferences dialog
- for direct support of third-party joysticks including Gravis
- MouseStick( and the new ThrustMaster* Flight Control System
- (including seperate throttle and rudder pedals). Please see included
- "ThrustMaster Buttons" text file for details. Mouse response has
- been inproved for better aircraft handling. The "Mouse/Keyboard"
- setting also has better handling with a trackball.
- - A DIFFICULTY DIALOG has been added for more control over SAM, AAA,
- enemy pilot ratings, missile/Gun lethality, etc. In addition, your
- aircraft's sustainable damage can be adjusted from "easy meat" to
- "flying tank" (minus the clever wording).
- - ARA (Appletalk Remote Access) is now supported allowing direct
- modem-to-modem connections using the built-in networking features in
- system 7.x. Please contact Apple Computer for information on ARA and
- networking.
- - RICHER TERRAIN, bases have more individual character for more flight
- enjoyment
- - COMMAND-I will hide all instrumentation leaving the HUD and
- weapons visible. (HUD can still be turned off by using COMMAND-H)
- - COMMAND-N will (night/day toggle) adds 12 hours to the world time.
- - CYCLE through the four missions at the current pilot level by holding
- down the option key while clicking on the "Briefing" button in the
- Pilot Window.
- - ZOOM keys now available in forward (cockpit) view.
-
- *** New Cool Flight Model
- - General flight model has been radically changed for more realism.
- - Velocity Vector now shows accurate flight path in real-time and lags
- the nose rather than leads it.
- - Velocity Vector now flashes when HUD limited (at the edges of the
- HUD).
- - Auto-gear-up mechanism has been removed in favor of a breakable gear
- (watch it!)
- - Gear will now break at speeds in excess of 200 Knots on all NON-PAVED
- surfaces.
- - Gear will now break at speeds in excess of 300 Knots on all PAVED
- surfaces.
- - AOA indexer is now fully functional and keys only on AOA
- (as it should). New indexer colors are green over amber (yellow),
- over red. Green is too slow, amber is on-speed, and red is too fast.
- Combinations of lights indicate intermediate states. For example:
- Green AND amber means SLIGHTLY fast, etc.
- - AOA indexer will now shut off as soon as you touch down.
- - Nosewheel steering has been incorporated. You can use rudder on
- ground.
-
- *** Other Changes to 1.1 from 1.0.x versions
- - Radar modes now have independent range "memories," recalling previous
- range settings.
- - Ground coverage for ARAD and GMTI modes has been redesigned to take
- altitude into consideration when imaging. Therefore, the higher you
- go, the wider your coverage (up to the maximum ranging currently set).
- - Weapons can no longer be released while not flying (on ground).
- - Electro Optical camera tracks the current target, designated with the
- radar or with the E/O designate "Return." Camera resets to ahead
- position when AG weapons is cycled.
- - It is now possible to cycle through radar targets using (\) key in
- enemy (5) view.
- - All weapons except the B-57 nuclear device are now available in
- training missions.
- - 20MM Cannon lethality has been increased.
- - Color for "Fast" mode cue will now be the same as the currently set
- HUD color.
- - Ejection seat will work at low altitudes.
- - Missions will now end automatically when you STOP your engines after
- having flown, even if the mission objective has not been completed.
- - Panorama mode now works on two monitors. (any size)
- - Network code has been radically redesigned.
- - New network terrain.
- - It is now possible to enter the network world before or without other
- players.
-
-
- *** Addendum
- - AutoDoubler 2.x or greater should work fine with Hornet.
-
- *** Undocumented Keys Summary (use during flight):
- - COMMAND-I: Hides/Shows instrumentation
- - COMMAND-H: Hides/Shows HUD
- - COMMAND-C: Changes HUD Color
- - COMMAND-R: Resets current mission (Works in training and network
- only.)
- - Zoom in and out (0 and 9) now work while you are in the cockpit.
- - COMMAND-N: Toggles Night/Day (adds 12 hours to clock). Works in
- replay too.
-
- *** Fixed
- - Replay/resume mission inconsistancy has been fixed.
- - Max. on-ground speed of 135 knots bug has been fixed.
- - Radar has been totally re-written to eliminate scaling problems on
- large monitors.
- - Heading displayed in Moving Map is now correct.
- - AAMs can no longer be used to hit ground targets effectively.
- - Problem with PowerBooks connected to external monitors has been
- fixed.
- - Problem with keystrokes sticking on occasion has been fixed.
- - Panorama mode is now working properly in both color & B/W modes.
- - HUD now defaults to Black on B/W Machines.
- - It is now possible to select either of two monitors as your main
- flight monitor.
- - Instruments now draw correctly in all instances under both system 6
- and system 7.
- - Custom sound driver has been removed.
- - Problem with de-brief screen causing freezes should now be fixed.
- - "SHOOT" cue will no longer flash while cycling through airborne
- targets on radar.
- - AGM-62s are now properly rendered on aircraft wings from internal
- views.
- - Some missions have been fixed for consistant play.
-
- Here's the rundown of what's new and what fixed in version 1.1.1
-
- *** Before Installing!
-
- - Some "System Extensions" may conflict with the installation
- process. It is best to install with extensions disabled.
-
- - To start without extensions: - System 7 users: Hold down the
- "Shift" key during system startup. - System 6 users: Move system
- extensions out of the "System Folder" and restart.
-
- *** New Cool Features
- - COMMAND-A toggles between radar altimeter and barometric altimeter
- in the HUD. Look for the "R" near the altitude indicator for radar
- altitude.
-
- - COMMAND-D dumps fuel to lighten your fuel load. Each time you
- depress COMMAND-D, fuel is dumped down to the nearest 1000 pounds.
-
- - COMMAND-G (gas) tops off all internal fuel tanks. You must be
- parked (DEAD STOP) on the taxiway (NOT THE RUNWAY.) DO NOT shut your
- engines off to refuel, since shutting down engines will end the
- current mission. Note that you must be on a friendly base to refuel.
-
- - Pressing both UP & DOWN keys simultaniously will yield a 90
- degree up view.
-
- - The HUD can be turned off entirely by hitting COMMAND-H. This can
- be useful in helping to track enemy SAMs and air-air missiles by
- reducing clutter and increasing visibility.
-
- - Holding down the OPTION key while selecting "Preferences" restores
- default settings for the particular Mac being used.
-
- - Game play can be accelerated by hitting COMMAND-F during flight
- (not available in net play). This will quadruple the speed at which
- everything happens, so use this feature with caution! NOTE: While in
- fast mode, some instruments may seem frozen. This is NOT a bug. Simply
- come out of fast mode and the instruments will resume their proper
- operation.
-
- - You may reset your aircraft to its original starting location and
- ordinance at any time during trainning and network play by pressing
- COMMAND-R. Note: during network play, a kill will be scored against
- you every time you use this option!
-
- *** Joysticks
-
- - Hornet ships with a fully configured set for the Gravis MouseStick
- II which should provide perfect control at all monitor sizes. If you
- have any questions about MouseStick II operation, or about upgrading
- your MouseStick I to a MouseStick II, please contact Advanced Gravis
- at (604) 431-5020 for details.
-
- - Thrustmaster A.C.C.S. is fully supported, including stick, throttle,
- and rudder pedals. For information, please contact Thrustmaster, Inc.
- at (503) 639-3200.
-
- - Other joysticks: Use the Gravis setting. DO NOT use the
- "Mouse/Keyboard" setting.
-
- - Use the "Mouse/Keyboard" setting for trackball support.
-
- *** Incompatibilities
-
- - After Dark features activation corners which cause it to either
- activate or deactivate (sleep/wake corners). Although the mouse
- pointer is not seen while playing Hornet, the system tracks its
- movements and when it enters that corner, After Dark attempts to
- "sleep." This causes the appearance of the mouse pointer and "debris"
- following the mouse pointer track. SOLUTION: Disable After Dark
- during Hornet play.
-
- - Superclock! has been reported to cause interference with the Hornet
- simulation. The problem manifests itself as a jerkiness during flight.
- SOLUTION: Disable Superclock! during Hornet play.
-
- - PowerBook Users: Disable "System Rest" mode during Hornet play.
- System rest will cause adverse interference with an otherwise smooth
- simulation.
-
- *** Memory & Monitor Sizes
-
- - Hornet requires a minimum of 2700 K of free RAM to operate correctly
- in 640x480 mode. You'll need to allocate additional memory to
- accommodate larger monitor sizes. In general, adding 1000 K of extra
- memory to the application will be enough to support play on any
- monitor size up to 21". If panorama mode is selected, you should
- allocate and additional 2000 K of memory. Some of the symptoms of a
- low memory condition for your monitor size would be things like
- strange "garbage" characters being printed in some of your readouts,
- or even a total rejection of the mission at load time.
-
- *** Networking
-
- - Players who choose "Fly" while in the Briefing room in network mode
- will have a bullet displayed in front of their name to indicate to the
- other players on the net that they are ready to fly.
-
- - While in the Briefing room, notes can be typed to members of both
- teams before flight simply by typing the message and hitting RETURN
- to "send." Private messages (those which can only be seen by your
- team mate), can be sent by typing out the message and then holding
- down the OPTION key while hitting RETURN.
-
- *** Helpful Notes
-
- - Slow your mouse speed down to one of the slower speeds. The mouse
- speed is controlled by the Mouse control panel, located in "Control
- Panels" under the Apple menu item. Try various speeds to see which
- feels the most comfortable. This can help if the airplane controls
- seem too sensitive.
-
- Thanks to Brad Ward, Adam Talcott, Jim McKee, Russell Jordan, Tom Morrison,
- Scott Cherkofsky, Mike Chan, Jaymie Parker, Dieder Bylsma, John Manning,
- Dave Zack, Josh Laurence, Bill Lee, James Knights, Siqi Tan, Todd Heberlein.
- Dieder Bylsma, Ward "The Beave" Vuillemot, Elliott Francis and
- Herschel Gelman who've sent information to help compile this.
-
- More info, tactics, suggestions, corrections, etc. are always welcome. Mail
- them to Jim Anderson at James.C.Anderson@williams.edu.
-
- Jim Anderson
- 3/16/94
-
-
-
- ---
- *******************************************************************************
- Jim Anderson Williams College
- Systems Manager Center for Computing
- janderson@williams.edu Jesup Hall
- Williamstown, MA 01267
- 413-597-2082
- *******************************************************************************
-
-
-