Автор: Derrick Austin,George Iwanow,Terry Spencer
Год: 1990
Издатели: Activision Inc
Производитель: Vektor Grafix
Языки:
Английский
Формат:
TZX лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на Virtual TR-DOS
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Описание:
Fighter Bomber— это симулятор полётов, выпущенный в 1990 году, разработанный Vektor Grafix и изданный Activision Inc. Игра позволяет игрокам управлять различными истребителями, участвуя в воздушных боях и выполняя миссии. Симуляция предоставляет детализированный вид кабины, предлагая погружающий опыт для любителей авиации.
В игре представлено множество самолётов, каждый из которых обладает уникальными возможностями и вооружением. Игрокам предстоит выполнять различные миссии, нацеливаясь на вражеские самолёты и наземные объекты. Реалистичная механика полёта и стратегические элементы делают игру сложной.
Fighter Bomber поддерживает несколько языков, включая английский и русский, что делает её доступной для широкой аудитории. Игра разработана для ZX Spectrum 48K, использует звуковые чипы AY-3-8910/12 и YM2149F, улучшая аудиоопыт.
Разработанная Дерриком Остином, Джорджем Ивановым и Терри Спенсером, Fighter Bomber является классическим примером симуляторов полётов начала 90-х. Её захватывающий игровой процесс и реалистичная симуляция сделали её заметным названием в жанре авиационных симуляторов.
Год: 1990
Издатели: Activision Inc
Производитель: Vektor Grafix
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
Описание:
Fighter Bomber— это симулятор полётов, выпущенный в 1990 году, разработанный Vektor Grafix и изданный Activision Inc. Игра позволяет игрокам управлять различными истребителями, участвуя в воздушных боях и выполняя миссии. Симуляция предоставляет детализированный вид кабины, предлагая погружающий опыт для любителей авиации.
В игре представлено множество самолётов, каждый из которых обладает уникальными возможностями и вооружением. Игрокам предстоит выполнять различные миссии, нацеливаясь на вражеские самолёты и наземные объекты. Реалистичная механика полёта и стратегические элементы делают игру сложной.
Fighter Bomber поддерживает несколько языков, включая английский и русский, что делает её доступной для широкой аудитории. Игра разработана для ZX Spectrum 48K, использует звуковые чипы AY-3-8910/12 и YM2149F, улучшая аудиоопыт.
Разработанная Дерриком Остином, Джорджем Ивановым и Терри Спенсером, Fighter Bomber является классическим примером симуляторов полётов начала 90-х. Её захватывающий игровой процесс и реалистичная симуляция сделали её заметным названием в жанре авиационных симуляторов.
FIGHTER BOMBER
doc from Alien of The Pompey Pirates
Text retyped (from Pompey's disk, using STEEM emulator) and adapted
ZX Spectrum needs by Aleksandar Lukic on 14th March, 2005.
QUICK REFERENCE GUIDE
FLIGHT controls
Q/A = pitch
O/P = roll
Z/X = rudder
Ca.Sh.+1 = 10% thrust, press again to cut engine(s)
Ca.Sh.+2 = 20% thrust, press again to cut engine(s)
...
Ca.Sh.+0 = 100% thrust, press again for afterburners
? = fine thrust control
B = air brakes
W = wheel brakes
VIEW controls
Sy.Sh.+1 = cockpit view
? = look around view (keys as View plane)
? = weapon view
? = enemy aircraft view
Sy.Sh.+4 = control tower view
? = rear view
? = left/right view
? = satellite view
? = track view
? = view plane (pan L/R, U/D, zoom...)
WEAPON controls
Ent= change weapon
Spc= fire weapon
S = select Air target (Sidewinder, Aphid)
S = select Ground target (Maverick, Kerry)
C = chaff
F = flare
INFORMATION windows
U= alter window mode (weapons, waypoints, off)
N= next waypoint
MISCELLANEOUS
Sh+E = eject
H= disengage fuel probe from tanker
R= change radar range (3, 6, 12, 25 miles)
P= pause on/off
? = go back a level during menus
sh+T = accelerated time (free flight only)
CREW BRIEFING
An expectant hush fell over briefing room as the powerful figure of
Major Lance 'Deadeye' Mulchay took the stage. Glancing around the
unusually crowded room, he leant his enormous, battle-scared frame
against the edge of his lectern. With a tap on the microphone, and
the nod to his staff officers standing at the back he began.
"Don't worry fellas, I ain't gonna sing." How many times he had said
that, he wondered, and at how many briefings. The war was long time
ago, but he felt every minute of it. "Ladies and gentlemen, and you
flyers at the back there, welcome to Ellsworth Air Force Base." A nod
to his left, and a series of slides began to appear on the screen
behind him.
"This is annual Strategic Air Command Bombing Competition; 10 years
ago, the awesome collection of firepower out there on the tarmac
would have been an unthinkable sight on a US Base. But in this days
of detente, and goodwill to all meneven the Russkies," he paused for
a laugh befitting a man of his seniority, "ha, ha - only kidding
comrades; where was I? Oh yeah - in this days when cold war is
becoming a fading memory, we of the free world can welcome pilots
from all over to join us and test their capabilities against the best
competition a defence budget can buy. This doesn't mean we're gonna
let them out again, though, eh boys? Ha, ha."
The Soviet contingent merely smiled, content in knowledge that in few
hours they were going to get chance to wipe smile of ageing ace's face
for good. The Major continued.
"Behind me you can see an aviation legend - The Lancaster Bomber.
Without that baby he map of Europe might well be different today.
An enormous beast, it could deliver payload of staggering weight
and destructive power. But it had one major problem - it was just
too darn BIG. Little Messerschmitts used to creep up behind it and
blow it out of the air. So we have to guard it, with other fighters
like the Spitfire here, and Hurricane. This was the same with all
those big guys - the Wellington, the Stirling, our own B-17 and so
on. Near the end of war it become obvious that what we want was both,
all in one plane. So we had the Mosquito, and later F-100, and the
British Lightning, that began to combine the speed of fighter with
the payload capacity of a bomber, and all in a much smaller package."
Deadeye paused, for dramatic effect, and to smooth his moustache for
the ladies. Both worked - the audience was his.
"And now we have the bunch of death machines you see outside -
Multi-Role Combat Aircraft from all over, from Soviets Mig 27 to ur
own F-15. And in few hours you will see just what those babies can
do. They will flly against each other in mock battle, they will take
out strategic targets around this and neighbouring states - without
any warheads, I can assure you," he added for the benefit of few
front-benchers who had begun to look worried about the idea of armed
MiG 27s flyinfg over Mid-West.
"Oh, I don't know Chief," came a voice from thje back. "There's a few
parts of Montana I guess we wouldn't miss."
"OK Kowalski, very funny - now button it, or you're peeling potatoes
all next week." One thing Majoor Mulchay hated worse than smart-ass
flyer, it was one who got a bigger laugh than himself. But he
recovered.
"So fellow officers, welocome guests, and members of the press,
prepare yourselves for a display of combat flying that'll knock
your socks off, and may the best man win," he said peering at the
Curtis E LeMay Trophy that stood in pride of place, waiting to won
by the top team of the day.
"As long as it's us, of course," he whispered quietly to himself.
Some of the most spectacular scenery is set here - Mount Rushmore,
the famous monument to the four historic presidents, Devil's Tower
national monument, plains and towns of American Mid-West.
In FIGHTER BOMBER you're the pilot who tries to be Ace of Aces.
First you must be ready with a series of trainig misions.
THE CURTIS E LeMay TROPHY
prize that every aspiring Bomber Squadron hopes to gain, is presented
in honour of the retired Commander in Chief of SAC. It's 1st victor,
in 1958, was 92nd Bomb Wing of the USAF in a B-52D. From 1977 to 1982,
USAF FB-111A stod victorious, while in miost recent years the trophy
has been snatched twice by British 617 and 27 squadrons, both using
Tornado.
AIRCRAFT SELECTION
7 different aircrafts :
* McDonnell Douglas F-15E Strike Eagle - USAF [#1]
* McDonnell Douglas F-4E Phantom - USAF
* General Dynamics F-111F Aardvark - USAF [#1]
* Panavia Tornado IDS - RAF
* Panavia Tornado IDS - Luftwaffe [#1]
* Saab AJ37 Viggen - Royal Swedish Air Force
* Mikoyan-Gurevich MiG-27 Flogger D - Soviet AF (CCCP)
[#1] Not implemented in ZX Spectrum version
Information on the ability of each of these aircrafts can be found by
clicking on INFO. (not totally accurate!) These planes are displayed
for selection as soon as game is loaded. A 2D and 3D presentations
are available to you along with historical and technical information.
Later missions will expect from you to recognize the kind of aircraft
you're engaging.
ENEMY AIRCRAFT SELECTION
Uniquely FB allows you to select kind of enemy you'll encounter in
various missions. Each enemy plane will respond to you differently
and you'll learn which will represent the greatest challenge. You can
fly against :
- F-14 Tomcat - United States Navy
- F-16 Falcon - USAF
- F-5 Tigershark - USN/USAF
- MiG-29 Fulcrum - CCCP
- Sukhoi Su-27 Flanker - CCCP
- Dassault Mirage 2000 - France
- MiG-31 Foxhound - CCCP
PILOT'S LOG
Enter a new pilot on the roster screen. Type in name and press ENTER.
Then select a pilot. Every time you fly, your progress is recorded
and filed against your flight log.
MISSION SELECTION
For 1st flight in FB, we recommend FREE FLIGHT. (to familiarise
yourself with the flight controls and become proficient at some of
the more complex manoeuvres you'll need to master) It differs to
every other stage of FB as it's onlty option that alows you to choose
where you start from, and use ACCELERATED TIME - skip uneventfull
flying! Start-point options are as follows:
MT RUSHMORE Allows the programmers to show off [#1]
ON RUNWAY Runway at Ellsworth
AT 30000 FT Practice high altitude manoeuvres
ABOVE BRIDGE Practice bombing runs
OVER CITY Fly over Rapid City [#1]
BEHIND TANKER Practice in-flight refueling [#1]
LINED UP Practice landing procedure
[#1] Not implemented in ZX Spectrum version
Once you are accustomed to your controls and environment, then you
can attempt the 1st of qualification missions.
THE MISSIONS
Each mission is only available when the previous one has been
completed. To start, onlt operation 'Sleeper' is available under
COVERT.
Once a mission has ended, the mission briefing screen will appear,
allowing you to examine the route flown and your mission report. To
continue click END, then select NEW MISSION...
*** Remember this is simulated war, if you get blown out of sky...
pilot doesn't die, you just get another unsuccessful mission in log.
If you want to look at not eligible missions, type as your name
"HOORAY FOR MICK". You can then play any mission but you're stuck to
that name!! Other 'interesting' names are: "KYLIE", "SO WHAT IF I
DO" AND "BUCKAROO". ***
MISSION BRIEFING
(Original manual MISSES this bit entirely !!!) ***
Options are:
MISSION TEXT Mission brief, read carefully and remember !!
AREA RECKON Check map area from a camera aircraft
TARGET RECKON Check any target from camera aircraft
TARGET INFO Tells you what any target is
OK Commence mission ***
MISSION DESIGN
Options are:
SELECT AIR BASE Select starting point, any of flashing diamonds.
It's not compulsory to land at that base - may land
anywhere that's got a runway!
ADD TARGET Select target and position it on map
REFUEL POINT Select altitude and position of the tanker
DELETE LAST Clears the last entered target
RECONNAISSANCE Allows you to view target areas in order to aid
area & target recognition. Info can be obtained too.
MISSION TEXT Allows you to enter description of mission.
DISK MENU Load/Save missions.
TEST MISSION Fly the mission, after which you get briefing,
and are then returned to designer mode.
END Leaves the mission designer.
*** to save design, you need a separate blank disc ***
ARMING
After choosing mission, you must arm your aircraft appropriately.
Weapons are selected by clicking over graphics and dragging it to the
small underside view of plane. If a pylon is available, it will flash.
Not all pylons are suitable for all weapons, some can carry multiple
weapons e.g. 3 Mavericks.
AUTO ARM will arm machine with a suitable payload, but it's often
better to choose yourself. One exception is with F-15E, manually
loading with Mavericks will give 13 in total, while auto arm gives 14
for some reason... ;-) Weapons available are:
1. 23/27 mm Cannon
Used for closed combat, either internally or as centrally mounted pod
taking up the centerline pylon.
2. Air to air missile (AAM)
AIM-9L Sidewinder / Bofors Rb-24 / AA-8 Aphid
Weight: 195 lb (88.5 kg)
Performance: Mach 2.5 in 2.2 sec
Range: 11 miles (17.7 km)
Mission time: 60 sec max.
Warhead: 25 lb (11.4 kg) blast/fragmentation with active laser IR
proximity fuse
*** yeah, all 3 exactly the same- eh... Activision? ***
Sidewinder is AAM guided to the target by locking on to the heat
emitted by an enemy aircraft's tailpipe. Afterburners make especially
attractive targets to such misslile! As the missile locks on to a
target, a rising growl sounds in pilot's headset until it reaches
peek intensity at which point it's lock on, and pilot should fire.
When the laser proximity fuse senses it is close enough to a target,
it explodes, sending out hundreds of performed rods into the target.
3. Ait to surface missile (ASM)
AGM-65A Maverick / Bofors Rb-75 / AS-7 Kerry
Weight: 635 lb (288 kg)
Performance: Classified
Range: Up to 25 miles after Mach 1.2 release at altitude
Warhead: 282 lb steel cased blast/fragmentation or 83 lb shaped
charge
AGM-65 is a video guided ASM. The pilot selects missile, causing it's
gyro to spin up to speed and light up a weapon ready indicator on his
control panel. The image from video camera is swung round on to the
target and the pilot engages lock mode. He then uses either video
display or his head-up display sight to lock on to the target. The
weapon is then released,remains locked on to image of target and
intelligently tracks it, even if it's moving. In event of interrupted
image, the missile will follow it's last known trajectory. Even if
the warhead fails to detonate, the heat caused by the impact would
kill or disable a tank's crew for instance.
4. AGM-88A HARM
Type: Anti Radiation missille
Weight: 796 lb (361 kg)
Performance: Mach 2+
Range: About 11 miles (17.7 km)
Warhead: Fragmentation with proximity fuse
Developed as a direct result of everincreasing technology used in
modern air warfare. The missile uses radiation emitted by a ground
radar tracking station to home in on. The pilot, suspecting an enemy
is in the vicinty, can fire the missile 'blind'. If the enemy emits
any kind of EMR, the missile will lock on.
5. Mk 13/18 Paveway II LGB
Type: Laser-guided unpowered bomb
Weight: 1,030 lb (467.6 kg)
Performance: Freefall
Range: Dependent on release altitude
Warhead: High explosive
Laser-guided bomb is system designed to improve the accuracy of
conventional bombs. The target is illuminated with laser light,
either by launch aircraft, a second aircraft, or even friendly
ground troops. A ring of sensors around nose of the bomb detects
the reflected laser light and by passing signals to the movable
controls surfaces of the bomb, keep it aligned with target. The
system cheap, effective and requires no modification to the aircraft.
6. General Purpose Bomb
Type: Unguided unpowered bomb
Weight: 1,000 lb (454.6 kg)
Performance: as for LGB
Range: as for LGB
Warhead: as for LGB
The accuracy of these babies has in past soley dependent on skill of
crew, wind, etc. Coimputer in today's modern aircrafts take over
calculating velocity, altitude, wind-shear, etc. the pilot is told
when to press button and the computers do the rest.
*** But not in this game! we're reduced to guessing when to drop the
damn things... take my advice and never use the useless pieces of
junk!! ***
7. JP-233 MWI - Airfield Denial Weapon
Type: Submunition dispenser
Weight: 11,200 lb (5080 kg)
Payload: Various bomblets
For parachute retarded payloads which include pavement cratering
bomblets and anti-personnel mines with or without delayed action
fuses. It's main use is for denying enemy forces airfields.
*** Bomblets spread in a generally broad pattern, so cutting a
swathe across all the nice clean tarmac! But, seeing there are no
missions requiring runway denial, you'll never need this weapon.
Another cockup from Vektor! ***
8. BOZ-100 ECM Pod - Chaff and IR Decoy flare dispenser
Weight: 1,000 lb (454 kg)
*** such devices are often fitted internally, but this is an
externally carried one. It enables the aircraft under attack from
missiles to defend itself in 2 ways: An IR guided missile follows
strong heat emissions, so flare will fool it into tracking flare
instead your tailpipe; and chaff - hundreds of strips of metal, will
create an attractive radar target (for radar guided missiles).
Don't worry about running out of either chaff or flares - you have
infinite supply!! :-( ***
9. Durandal - Runway Penetration Bomb
Weight: 430 lb (195 kg)
Warhead: High explosive
Simple but effective method of cratering/rendering useless enemy
paved landing strips. The weapon is released as low as 185 ft and
is immediately retarded by a parachute, causing it to point nose
down. The rocket motor then fires the warhead deep into the concrete,
from where it explodes upwards, creating a crater of up to 2,000 sq
feet! *** see note above about JP-233 ***
10. Rocket Pods
Mainstay of the ground attack arsenal since WW2. Pilot aims the
aircraft at ground target and fires a salvo of high explosive shells
direct in the line of flight, just like using the cannon. This is
particullary effective against mobile armour.
11. ALARM - Air Launched Anti Radiation Missile
Weight: 390 lb
Performance: Awful
Range: Abysmal
Propulsion: Two stage solid propellant motor
Warhead: Yes
British equivalent of the US HARM missile. It is fired in the general
direction of enemy positions (e.g. SAM sites) and climbs to around
40,000 ft. It then pitches nose down and falls slowly, under drogue
parachute, while searching for hostile radio/radar emmissions. As soon
as enemy 'switches back on', the missile locks on target and fires
it's secondary motor, homing in on the enemy position.
*** real range might be classified, but in game it seems to be paltry
2 miles!! I found it next to useless, probably better try Mavericks
and lock on visually - tricky as radar sites are so tiny, closer you
get, more likely you'll intrude in it's radar net... looks like they
have simulated it perfectly - the real thing doesn't work either, does
it? Ha ha! ***
--------------------------------------------------------------------
OK, that's the original manual, the rest of this is all my own work...
THE AIRCRAFT
F-15E Originally a dedicated medium/short range fighter. Modified
to 2 seat, and strenghtened to carry heavy ground attack
payloads. Fast, manoeuvreable and carries a seriously large
amount of weapons. Take it!
F-4E Ancient (1960's) but a good workhorse. Fighter, also adequate
as bomber. Used as such in Vietnam. Not particullary brilliant
in any respect, but certanly not lacking either.
F-111F Another golden oldie, poor manoeuvrability and sluggish
handling will put you in hot water when under attack from
other aircraft. It can carry large amount of weapons over
large distances - Libya raid couple years ago.
Tornado Bomber primarily, damn good, modified to ADV (Air Defence
Variant) which is RAF's equivalent of F-15. Payload is
excellent, responds well - good all-round choice.
Viggen The aerial Volvo. Tough, dependable, extremely good at
running rings around bandits. Payload not so... only light,
range not as for Tornado/F-15. Fuel conserving not good, use
motorways as landing strips in case of runways destroyed.
Flogger Oh dear... payload is limmited and fuel is another problem.
I'd go for this if all other planes had been nuked or
something...
And the opposition...
F-14 Oooh... you're in deep (you know what).. if one of these shows
up! Tough, fast, highly manoeuvrable long/medium/short range
fighter. It's size will give you an advantage if you engage at
high speeds - smaller aircraft turns tighter then F-14.
F-16 Fast, tiny, mega manoeuvrable and seriously bad if weighted
with bombs! If you don't get it on the 1st pass, you better run
F-5 Used by US Navy, to simulate Soviet aicraft (watch Top Gun).
Performance below F-16, but not much. Easy? Not so - speed and
ferocity with which F-5s attack in game has to be seen to be
believed!
MiG-29 Soviet F-16? Nasty at close range... hit him quick or...
Su-27 Wow, a gap in my knowledge... looks like tougher, possibly
long range variation of MiG-29/F-16.
Mirage 2000 Ha ha ha... a frog plane! Meant to be good all round
fighter but problems at low speeds and altitudes. Watch
out if he tries to sneak on you at high altitude...
MiG-31 almost definitly Soviet F-15 - large, heavy, not primarily a
dogfighter, it's more long range fighter. My favourite
adversary - it's so big, can't turn tight, ends up making
high speed passes and hoping for a good missile shot.
COCKPIT DISPLAY
*** nice one activision, leave out important bits! ***
ADI/Artifical Horizon: brown/blue ball shows attitude of your plane
Radar : switchable to ranges 25/12/6/3 miles. Some aircraft (Tornado)
have better radars. When locked on to an air target, target's blip
changes colour with better radars.
Target display: shows 'NO AIR/GROUND TARGET', the altitude, speed,
bearing of an air target or a zoomed picture of ground target.
Information window: switchable, shows current waypoint/weapon ammo
Undercarriage indicators: if green, wheels are ready to kiss concrete.
If grey/black, wheels are safely retracted. If any 'combination' shows
it's time to take a new career.
Stall light: if lights up - you're below point at which airspeed is
sufficient to keep you aloft. Aircraft will nose-dive, wait until your
airspeed goes up again to 120 Kts and then pull up to avoid ploughing
some farmer's field for free.
IR light: if lights, there is an infra-red homing missile coming for a
visit. Throw out some flares!!
RH light: Radar Homing missile is about to arrive. Use chaff or die.
Message window: major events e.g. 'CHAFF RELEASED', 'TARGET DESTROYED'.
Air brake light: ...
Wheel brake light: no doubt you can figure this one out.
Fire light: never had it... anyway, if... nice invigorating walk home
is recommended or stay and burn...
Fuel indicator: when it hits bottom, you're flying a glider!
Thrust indicator: engine's power... turns yellow when afterburner.
Airspeed indicator: dial... totally useless, use HUD!
Head Up Display (HUD):
Altitude - shown on the right, above 'FT'.
Airspeed - shown on the left, above 'KTS'.
Heading - shown at the top (HDG)
Current weapon: shown bottom left, if 'ARM' is above it, weapon is
ready to fire, if 'LOCK' it's lock to a target, if 'nothing'
there's no ammo left.
Weapon sight: shown in centre, if weapon has sight.
LANDING YOUR AIRCRAFT
(nope, nothing about this in the manual... would you belive it ?!?
Activision, what are you playing at??)
REMEMBER the landing instructions are given in the mission text. If
you're given a number for runway you need to land on, note it down.
If you are given discretion about landing, you can land any airfield
even civilian ones. To figure out what runway you need from number
given - Runway number/points: 36=North, 18=South.
Runway also have number on tarmac! It's actually heading needed to
land on divided by 10. Also in some missions you're told to use '36L'
or '18R', where R and L means left and right course.
Now, once you have got the runway in sight, drop thrust to 20% to get
your speed down. When at about 300 Kts, push it back up to 40%. Align
yourself with the runway you're going to land (you may find a Maverick
sight up will help). Point at the end of runway closest to you, drop
speed below 300 Kts and lower undercarriage. Keep thrust around 40%
to keep from stalling. you should be aiming for crossing the runway
threshold at about 100 Ft and 190 Kts. Once over threshold, pull nose
up level, drop thrust to 10% (if you cut the engine, you won't have
a second chance as you won't get the thrust to pull up), hit the air
brakes to drop speed around 140 Kts. Now you should besinking gently
onto the tarmac - keep nose straight now! The lack of airspeed will
cause altitude loss, so don't poiont nose down. When wheels hit the
tarmac (did you bounce? yes? you useless...), cut the engine, hit
airbrakes (if not on), wait a sec then hit the wheelbrakes. Wait till
you roll to a stop, and voila! Landing complete! On some missions you
are required to land at more then one airfield - to pick up and drop
secret cargoes at secret airfields. Just land and take off as normal.
INFLIGHT REFUELING
Incredibly tricky to start with! Practice option is of limited use -
to make some use of it, you'll have to alter your heading a lot and
get well off the perfect approach you're lumbered with! For the real
thing, you'll probably fly right past the tanker as it flies head to
head with you. So, hit airbrakes, pull round as tightly as possible
and follow it. Mach altitude as exactly as possible, keep wings level
and use the rudder to position yourself exactly behind tanker. Now
keep your speed at around 350 Kts and let the tanker crew to do the
work. the tanker should line itself up pretty well, and drift towards
you. When the refuelling basket is just about to hit your probe (or
even if it's just missed and you're about to overshoot), hit airbrakes
again. The probe should lock firmly into basket, and you are now
'snouting' successfully! Disengage when your fuel is full, and dive
away to avoid hitting the tanker. A tip: tanker always heads due South
when crew sight you, so try and get tanker heading to be 180, then
match the heading yourself.
AIR TO AIR COMBAT
When you first realise somebody's got their eye on you, turn hard
towards them to get into firing position quickly! If they're very
close or you can't see them even though radar says they're right
next to you, break hard away from their radar position - this means
they're very close - maybe even below you, that's bad news, collisions
aren't fun! If you can eyeball them, hit them quick with missiles -
but do wait for a good steady lock-on tone. Hear any beeps? Trouble -
somebody's REALLY got their eye on you - that's missile warning. Hit
the flares and break hard right or left - or even up if you are
desperateTrade altitude for speed to shake off any annoying bogies -
though F-16 and it's counterparts won't be held off for long by doing
these. Most important lesson: hit any bandits quickly, or you won't
be around to try again! If you think you have the time, try using the
enemy aircraft's view - the position your plane is shown in will help
you find enemy. Finaly never underestimate your opponent, or the risk
of collision - keep an eye on the radar at all times. If he's getting
close, dive as steeply as possible (or climb with afterburner). A tip:
if you're out of missiles and cannon, just keep using flares and go
home. The enemy will exaust his missile supply and just follow you to
annoy you. Then the only riusk is that he'll try a kamikaze run on
you!
WEAPON DELIVERY
Pretty streaight forward - only bombs, JP-233 and ALARMs seem tricky
to use. JP-233 spreads its bomblets well ahead of the point you
release it, depending on your airspeed. Use satellite view on free
flight to practice using it successfully. Unguided bombs are much the
same, but require even greater accuracy. ALARM (much like real thing
I'm told), is pretty useless. You've got to within 3 miles of an
active radar and you have to use it like a rocket pod - point the
plane at the target and then release the weapon. Only use ALARM if
you can't afford a Maverick! Flying at around 500 ft, Maverick can be
locked on to a target at around 16 miles, and fired immediately. Then
you can turn away and forget about it! If all else fails, go for a
low speed, low altitude pass with your cannon centered on the target,
and let rip. the cannon is remarkably good at its job in this game!
Air to air weapons are different - cannon is used in much same way,
but I wouldn't advise getting that close to a bandit - collision risk.
Instead take him out with a Sidewinder (or equivalent). Press S to
lock on to the target, manoeuvre so he's in your sights, wait for the
circle to lock on the target square, and when circle is red and you
get a steady lock-on tone, hit fire. Splash one MiG (or whatever)!
OK guys... that's all I can think of! If I've missed anything, don't
blame me - blame activision for supplying such a crappy manual!
doc from Alien of The Pompey Pirates
Text retyped (from Pompey's disk, using STEEM emulator) and adapted
ZX Spectrum needs by Aleksandar Lukic on 14th March, 2005.
QUICK REFERENCE GUIDE
FLIGHT controls
Q/A = pitch
O/P = roll
Z/X = rudder
Ca.Sh.+1 = 10% thrust, press again to cut engine(s)
Ca.Sh.+2 = 20% thrust, press again to cut engine(s)
...
Ca.Sh.+0 = 100% thrust, press again for afterburners
? = fine thrust control
B = air brakes
W = wheel brakes
VIEW controls
Sy.Sh.+1 = cockpit view
? = look around view (keys as View plane)
? = weapon view
? = enemy aircraft view
Sy.Sh.+4 = control tower view
? = rear view
? = left/right view
? = satellite view
? = track view
? = view plane (pan L/R, U/D, zoom...)
WEAPON controls
Ent= change weapon
Spc= fire weapon
S = select Air target (Sidewinder, Aphid)
S = select Ground target (Maverick, Kerry)
C = chaff
F = flare
INFORMATION windows
U= alter window mode (weapons, waypoints, off)
N= next waypoint
MISCELLANEOUS
Sh+E = eject
H= disengage fuel probe from tanker
R= change radar range (3, 6, 12, 25 miles)
P= pause on/off
? = go back a level during menus
sh+T = accelerated time (free flight only)
CREW BRIEFING
An expectant hush fell over briefing room as the powerful figure of
Major Lance 'Deadeye' Mulchay took the stage. Glancing around the
unusually crowded room, he leant his enormous, battle-scared frame
against the edge of his lectern. With a tap on the microphone, and
the nod to his staff officers standing at the back he began.
"Don't worry fellas, I ain't gonna sing." How many times he had said
that, he wondered, and at how many briefings. The war was long time
ago, but he felt every minute of it. "Ladies and gentlemen, and you
flyers at the back there, welcome to Ellsworth Air Force Base." A nod
to his left, and a series of slides began to appear on the screen
behind him.
"This is annual Strategic Air Command Bombing Competition; 10 years
ago, the awesome collection of firepower out there on the tarmac
would have been an unthinkable sight on a US Base. But in this days
of detente, and goodwill to all meneven the Russkies," he paused for
a laugh befitting a man of his seniority, "ha, ha - only kidding
comrades; where was I? Oh yeah - in this days when cold war is
becoming a fading memory, we of the free world can welcome pilots
from all over to join us and test their capabilities against the best
competition a defence budget can buy. This doesn't mean we're gonna
let them out again, though, eh boys? Ha, ha."
The Soviet contingent merely smiled, content in knowledge that in few
hours they were going to get chance to wipe smile of ageing ace's face
for good. The Major continued.
"Behind me you can see an aviation legend - The Lancaster Bomber.
Without that baby he map of Europe might well be different today.
An enormous beast, it could deliver payload of staggering weight
and destructive power. But it had one major problem - it was just
too darn BIG. Little Messerschmitts used to creep up behind it and
blow it out of the air. So we have to guard it, with other fighters
like the Spitfire here, and Hurricane. This was the same with all
those big guys - the Wellington, the Stirling, our own B-17 and so
on. Near the end of war it become obvious that what we want was both,
all in one plane. So we had the Mosquito, and later F-100, and the
British Lightning, that began to combine the speed of fighter with
the payload capacity of a bomber, and all in a much smaller package."
Deadeye paused, for dramatic effect, and to smooth his moustache for
the ladies. Both worked - the audience was his.
"And now we have the bunch of death machines you see outside -
Multi-Role Combat Aircraft from all over, from Soviets Mig 27 to ur
own F-15. And in few hours you will see just what those babies can
do. They will flly against each other in mock battle, they will take
out strategic targets around this and neighbouring states - without
any warheads, I can assure you," he added for the benefit of few
front-benchers who had begun to look worried about the idea of armed
MiG 27s flyinfg over Mid-West.
"Oh, I don't know Chief," came a voice from thje back. "There's a few
parts of Montana I guess we wouldn't miss."
"OK Kowalski, very funny - now button it, or you're peeling potatoes
all next week." One thing Majoor Mulchay hated worse than smart-ass
flyer, it was one who got a bigger laugh than himself. But he
recovered.
"So fellow officers, welocome guests, and members of the press,
prepare yourselves for a display of combat flying that'll knock
your socks off, and may the best man win," he said peering at the
Curtis E LeMay Trophy that stood in pride of place, waiting to won
by the top team of the day.
"As long as it's us, of course," he whispered quietly to himself.
Some of the most spectacular scenery is set here - Mount Rushmore,
the famous monument to the four historic presidents, Devil's Tower
national monument, plains and towns of American Mid-West.
In FIGHTER BOMBER you're the pilot who tries to be Ace of Aces.
First you must be ready with a series of trainig misions.
THE CURTIS E LeMay TROPHY
prize that every aspiring Bomber Squadron hopes to gain, is presented
in honour of the retired Commander in Chief of SAC. It's 1st victor,
in 1958, was 92nd Bomb Wing of the USAF in a B-52D. From 1977 to 1982,
USAF FB-111A stod victorious, while in miost recent years the trophy
has been snatched twice by British 617 and 27 squadrons, both using
Tornado.
AIRCRAFT SELECTION
7 different aircrafts :
* McDonnell Douglas F-15E Strike Eagle - USAF [#1]
* McDonnell Douglas F-4E Phantom - USAF
* General Dynamics F-111F Aardvark - USAF [#1]
* Panavia Tornado IDS - RAF
* Panavia Tornado IDS - Luftwaffe [#1]
* Saab AJ37 Viggen - Royal Swedish Air Force
* Mikoyan-Gurevich MiG-27 Flogger D - Soviet AF (CCCP)
[#1] Not implemented in ZX Spectrum version
Information on the ability of each of these aircrafts can be found by
clicking on INFO. (not totally accurate!) These planes are displayed
for selection as soon as game is loaded. A 2D and 3D presentations
are available to you along with historical and technical information.
Later missions will expect from you to recognize the kind of aircraft
you're engaging.
ENEMY AIRCRAFT SELECTION
Uniquely FB allows you to select kind of enemy you'll encounter in
various missions. Each enemy plane will respond to you differently
and you'll learn which will represent the greatest challenge. You can
fly against :
- F-14 Tomcat - United States Navy
- F-16 Falcon - USAF
- F-5 Tigershark - USN/USAF
- MiG-29 Fulcrum - CCCP
- Sukhoi Su-27 Flanker - CCCP
- Dassault Mirage 2000 - France
- MiG-31 Foxhound - CCCP
PILOT'S LOG
Enter a new pilot on the roster screen. Type in name and press ENTER.
Then select a pilot. Every time you fly, your progress is recorded
and filed against your flight log.
MISSION SELECTION
For 1st flight in FB, we recommend FREE FLIGHT. (to familiarise
yourself with the flight controls and become proficient at some of
the more complex manoeuvres you'll need to master) It differs to
every other stage of FB as it's onlty option that alows you to choose
where you start from, and use ACCELERATED TIME - skip uneventfull
flying! Start-point options are as follows:
MT RUSHMORE Allows the programmers to show off [#1]
ON RUNWAY Runway at Ellsworth
AT 30000 FT Practice high altitude manoeuvres
ABOVE BRIDGE Practice bombing runs
OVER CITY Fly over Rapid City [#1]
BEHIND TANKER Practice in-flight refueling [#1]
LINED UP Practice landing procedure
[#1] Not implemented in ZX Spectrum version
Once you are accustomed to your controls and environment, then you
can attempt the 1st of qualification missions.
THE MISSIONS
Each mission is only available when the previous one has been
completed. To start, onlt operation 'Sleeper' is available under
COVERT.
Once a mission has ended, the mission briefing screen will appear,
allowing you to examine the route flown and your mission report. To
continue click END, then select NEW MISSION...
*** Remember this is simulated war, if you get blown out of sky...
pilot doesn't die, you just get another unsuccessful mission in log.
If you want to look at not eligible missions, type as your name
"HOORAY FOR MICK". You can then play any mission but you're stuck to
that name!! Other 'interesting' names are: "KYLIE", "SO WHAT IF I
DO" AND "BUCKAROO". ***
MISSION BRIEFING
(Original manual MISSES this bit entirely !!!) ***
Options are:
MISSION TEXT Mission brief, read carefully and remember !!
AREA RECKON Check map area from a camera aircraft
TARGET RECKON Check any target from camera aircraft
TARGET INFO Tells you what any target is
OK Commence mission ***
MISSION DESIGN
Options are:
SELECT AIR BASE Select starting point, any of flashing diamonds.
It's not compulsory to land at that base - may land
anywhere that's got a runway!
ADD TARGET Select target and position it on map
REFUEL POINT Select altitude and position of the tanker
DELETE LAST Clears the last entered target
RECONNAISSANCE Allows you to view target areas in order to aid
area & target recognition. Info can be obtained too.
MISSION TEXT Allows you to enter description of mission.
DISK MENU Load/Save missions.
TEST MISSION Fly the mission, after which you get briefing,
and are then returned to designer mode.
END Leaves the mission designer.
*** to save design, you need a separate blank disc ***
ARMING
After choosing mission, you must arm your aircraft appropriately.
Weapons are selected by clicking over graphics and dragging it to the
small underside view of plane. If a pylon is available, it will flash.
Not all pylons are suitable for all weapons, some can carry multiple
weapons e.g. 3 Mavericks.
AUTO ARM will arm machine with a suitable payload, but it's often
better to choose yourself. One exception is with F-15E, manually
loading with Mavericks will give 13 in total, while auto arm gives 14
for some reason... ;-) Weapons available are:
1. 23/27 mm Cannon
Used for closed combat, either internally or as centrally mounted pod
taking up the centerline pylon.
2. Air to air missile (AAM)
AIM-9L Sidewinder / Bofors Rb-24 / AA-8 Aphid
Weight: 195 lb (88.5 kg)
Performance: Mach 2.5 in 2.2 sec
Range: 11 miles (17.7 km)
Mission time: 60 sec max.
Warhead: 25 lb (11.4 kg) blast/fragmentation with active laser IR
proximity fuse
*** yeah, all 3 exactly the same- eh... Activision? ***
Sidewinder is AAM guided to the target by locking on to the heat
emitted by an enemy aircraft's tailpipe. Afterburners make especially
attractive targets to such misslile! As the missile locks on to a
target, a rising growl sounds in pilot's headset until it reaches
peek intensity at which point it's lock on, and pilot should fire.
When the laser proximity fuse senses it is close enough to a target,
it explodes, sending out hundreds of performed rods into the target.
3. Ait to surface missile (ASM)
AGM-65A Maverick / Bofors Rb-75 / AS-7 Kerry
Weight: 635 lb (288 kg)
Performance: Classified
Range: Up to 25 miles after Mach 1.2 release at altitude
Warhead: 282 lb steel cased blast/fragmentation or 83 lb shaped
charge
AGM-65 is a video guided ASM. The pilot selects missile, causing it's
gyro to spin up to speed and light up a weapon ready indicator on his
control panel. The image from video camera is swung round on to the
target and the pilot engages lock mode. He then uses either video
display or his head-up display sight to lock on to the target. The
weapon is then released,remains locked on to image of target and
intelligently tracks it, even if it's moving. In event of interrupted
image, the missile will follow it's last known trajectory. Even if
the warhead fails to detonate, the heat caused by the impact would
kill or disable a tank's crew for instance.
4. AGM-88A HARM
Type: Anti Radiation missille
Weight: 796 lb (361 kg)
Performance: Mach 2+
Range: About 11 miles (17.7 km)
Warhead: Fragmentation with proximity fuse
Developed as a direct result of everincreasing technology used in
modern air warfare. The missile uses radiation emitted by a ground
radar tracking station to home in on. The pilot, suspecting an enemy
is in the vicinty, can fire the missile 'blind'. If the enemy emits
any kind of EMR, the missile will lock on.
5. Mk 13/18 Paveway II LGB
Type: Laser-guided unpowered bomb
Weight: 1,030 lb (467.6 kg)
Performance: Freefall
Range: Dependent on release altitude
Warhead: High explosive
Laser-guided bomb is system designed to improve the accuracy of
conventional bombs. The target is illuminated with laser light,
either by launch aircraft, a second aircraft, or even friendly
ground troops. A ring of sensors around nose of the bomb detects
the reflected laser light and by passing signals to the movable
controls surfaces of the bomb, keep it aligned with target. The
system cheap, effective and requires no modification to the aircraft.
6. General Purpose Bomb
Type: Unguided unpowered bomb
Weight: 1,000 lb (454.6 kg)
Performance: as for LGB
Range: as for LGB
Warhead: as for LGB
The accuracy of these babies has in past soley dependent on skill of
crew, wind, etc. Coimputer in today's modern aircrafts take over
calculating velocity, altitude, wind-shear, etc. the pilot is told
when to press button and the computers do the rest.
*** But not in this game! we're reduced to guessing when to drop the
damn things... take my advice and never use the useless pieces of
junk!! ***
7. JP-233 MWI - Airfield Denial Weapon
Type: Submunition dispenser
Weight: 11,200 lb (5080 kg)
Payload: Various bomblets
For parachute retarded payloads which include pavement cratering
bomblets and anti-personnel mines with or without delayed action
fuses. It's main use is for denying enemy forces airfields.
*** Bomblets spread in a generally broad pattern, so cutting a
swathe across all the nice clean tarmac! But, seeing there are no
missions requiring runway denial, you'll never need this weapon.
Another cockup from Vektor! ***
8. BOZ-100 ECM Pod - Chaff and IR Decoy flare dispenser
Weight: 1,000 lb (454 kg)
*** such devices are often fitted internally, but this is an
externally carried one. It enables the aircraft under attack from
missiles to defend itself in 2 ways: An IR guided missile follows
strong heat emissions, so flare will fool it into tracking flare
instead your tailpipe; and chaff - hundreds of strips of metal, will
create an attractive radar target (for radar guided missiles).
Don't worry about running out of either chaff or flares - you have
infinite supply!! :-( ***
9. Durandal - Runway Penetration Bomb
Weight: 430 lb (195 kg)
Warhead: High explosive
Simple but effective method of cratering/rendering useless enemy
paved landing strips. The weapon is released as low as 185 ft and
is immediately retarded by a parachute, causing it to point nose
down. The rocket motor then fires the warhead deep into the concrete,
from where it explodes upwards, creating a crater of up to 2,000 sq
feet! *** see note above about JP-233 ***
10. Rocket Pods
Mainstay of the ground attack arsenal since WW2. Pilot aims the
aircraft at ground target and fires a salvo of high explosive shells
direct in the line of flight, just like using the cannon. This is
particullary effective against mobile armour.
11. ALARM - Air Launched Anti Radiation Missile
Weight: 390 lb
Performance: Awful
Range: Abysmal
Propulsion: Two stage solid propellant motor
Warhead: Yes
British equivalent of the US HARM missile. It is fired in the general
direction of enemy positions (e.g. SAM sites) and climbs to around
40,000 ft. It then pitches nose down and falls slowly, under drogue
parachute, while searching for hostile radio/radar emmissions. As soon
as enemy 'switches back on', the missile locks on target and fires
it's secondary motor, homing in on the enemy position.
*** real range might be classified, but in game it seems to be paltry
2 miles!! I found it next to useless, probably better try Mavericks
and lock on visually - tricky as radar sites are so tiny, closer you
get, more likely you'll intrude in it's radar net... looks like they
have simulated it perfectly - the real thing doesn't work either, does
it? Ha ha! ***
--------------------------------------------------------------------
OK, that's the original manual, the rest of this is all my own work...
THE AIRCRAFT
F-15E Originally a dedicated medium/short range fighter. Modified
to 2 seat, and strenghtened to carry heavy ground attack
payloads. Fast, manoeuvreable and carries a seriously large
amount of weapons. Take it!
F-4E Ancient (1960's) but a good workhorse. Fighter, also adequate
as bomber. Used as such in Vietnam. Not particullary brilliant
in any respect, but certanly not lacking either.
F-111F Another golden oldie, poor manoeuvrability and sluggish
handling will put you in hot water when under attack from
other aircraft. It can carry large amount of weapons over
large distances - Libya raid couple years ago.
Tornado Bomber primarily, damn good, modified to ADV (Air Defence
Variant) which is RAF's equivalent of F-15. Payload is
excellent, responds well - good all-round choice.
Viggen The aerial Volvo. Tough, dependable, extremely good at
running rings around bandits. Payload not so... only light,
range not as for Tornado/F-15. Fuel conserving not good, use
motorways as landing strips in case of runways destroyed.
Flogger Oh dear... payload is limmited and fuel is another problem.
I'd go for this if all other planes had been nuked or
something...
And the opposition...
F-14 Oooh... you're in deep (you know what).. if one of these shows
up! Tough, fast, highly manoeuvrable long/medium/short range
fighter. It's size will give you an advantage if you engage at
high speeds - smaller aircraft turns tighter then F-14.
F-16 Fast, tiny, mega manoeuvrable and seriously bad if weighted
with bombs! If you don't get it on the 1st pass, you better run
F-5 Used by US Navy, to simulate Soviet aicraft (watch Top Gun).
Performance below F-16, but not much. Easy? Not so - speed and
ferocity with which F-5s attack in game has to be seen to be
believed!
MiG-29 Soviet F-16? Nasty at close range... hit him quick or...
Su-27 Wow, a gap in my knowledge... looks like tougher, possibly
long range variation of MiG-29/F-16.
Mirage 2000 Ha ha ha... a frog plane! Meant to be good all round
fighter but problems at low speeds and altitudes. Watch
out if he tries to sneak on you at high altitude...
MiG-31 almost definitly Soviet F-15 - large, heavy, not primarily a
dogfighter, it's more long range fighter. My favourite
adversary - it's so big, can't turn tight, ends up making
high speed passes and hoping for a good missile shot.
COCKPIT DISPLAY
*** nice one activision, leave out important bits! ***
ADI/Artifical Horizon: brown/blue ball shows attitude of your plane
Radar : switchable to ranges 25/12/6/3 miles. Some aircraft (Tornado)
have better radars. When locked on to an air target, target's blip
changes colour with better radars.
Target display: shows 'NO AIR/GROUND TARGET', the altitude, speed,
bearing of an air target or a zoomed picture of ground target.
Information window: switchable, shows current waypoint/weapon ammo
Undercarriage indicators: if green, wheels are ready to kiss concrete.
If grey/black, wheels are safely retracted. If any 'combination' shows
it's time to take a new career.
Stall light: if lights up - you're below point at which airspeed is
sufficient to keep you aloft. Aircraft will nose-dive, wait until your
airspeed goes up again to 120 Kts and then pull up to avoid ploughing
some farmer's field for free.
IR light: if lights, there is an infra-red homing missile coming for a
visit. Throw out some flares!!
RH light: Radar Homing missile is about to arrive. Use chaff or die.
Message window: major events e.g. 'CHAFF RELEASED', 'TARGET DESTROYED'.
Air brake light: ...
Wheel brake light: no doubt you can figure this one out.
Fire light: never had it... anyway, if... nice invigorating walk home
is recommended or stay and burn...
Fuel indicator: when it hits bottom, you're flying a glider!
Thrust indicator: engine's power... turns yellow when afterburner.
Airspeed indicator: dial... totally useless, use HUD!
Head Up Display (HUD):
Altitude - shown on the right, above 'FT'.
Airspeed - shown on the left, above 'KTS'.
Heading - shown at the top (HDG)
Current weapon: shown bottom left, if 'ARM' is above it, weapon is
ready to fire, if 'LOCK' it's lock to a target, if 'nothing'
there's no ammo left.
Weapon sight: shown in centre, if weapon has sight.
LANDING YOUR AIRCRAFT
(nope, nothing about this in the manual... would you belive it ?!?
Activision, what are you playing at??)
REMEMBER the landing instructions are given in the mission text. If
you're given a number for runway you need to land on, note it down.
If you are given discretion about landing, you can land any airfield
even civilian ones. To figure out what runway you need from number
given - Runway number/points: 36=North, 18=South.
Runway also have number on tarmac! It's actually heading needed to
land on divided by 10. Also in some missions you're told to use '36L'
or '18R', where R and L means left and right course.
Now, once you have got the runway in sight, drop thrust to 20% to get
your speed down. When at about 300 Kts, push it back up to 40%. Align
yourself with the runway you're going to land (you may find a Maverick
sight up will help). Point at the end of runway closest to you, drop
speed below 300 Kts and lower undercarriage. Keep thrust around 40%
to keep from stalling. you should be aiming for crossing the runway
threshold at about 100 Ft and 190 Kts. Once over threshold, pull nose
up level, drop thrust to 10% (if you cut the engine, you won't have
a second chance as you won't get the thrust to pull up), hit the air
brakes to drop speed around 140 Kts. Now you should besinking gently
onto the tarmac - keep nose straight now! The lack of airspeed will
cause altitude loss, so don't poiont nose down. When wheels hit the
tarmac (did you bounce? yes? you useless...), cut the engine, hit
airbrakes (if not on), wait a sec then hit the wheelbrakes. Wait till
you roll to a stop, and voila! Landing complete! On some missions you
are required to land at more then one airfield - to pick up and drop
secret cargoes at secret airfields. Just land and take off as normal.
INFLIGHT REFUELING
Incredibly tricky to start with! Practice option is of limited use -
to make some use of it, you'll have to alter your heading a lot and
get well off the perfect approach you're lumbered with! For the real
thing, you'll probably fly right past the tanker as it flies head to
head with you. So, hit airbrakes, pull round as tightly as possible
and follow it. Mach altitude as exactly as possible, keep wings level
and use the rudder to position yourself exactly behind tanker. Now
keep your speed at around 350 Kts and let the tanker crew to do the
work. the tanker should line itself up pretty well, and drift towards
you. When the refuelling basket is just about to hit your probe (or
even if it's just missed and you're about to overshoot), hit airbrakes
again. The probe should lock firmly into basket, and you are now
'snouting' successfully! Disengage when your fuel is full, and dive
away to avoid hitting the tanker. A tip: tanker always heads due South
when crew sight you, so try and get tanker heading to be 180, then
match the heading yourself.
AIR TO AIR COMBAT
When you first realise somebody's got their eye on you, turn hard
towards them to get into firing position quickly! If they're very
close or you can't see them even though radar says they're right
next to you, break hard away from their radar position - this means
they're very close - maybe even below you, that's bad news, collisions
aren't fun! If you can eyeball them, hit them quick with missiles -
but do wait for a good steady lock-on tone. Hear any beeps? Trouble -
somebody's REALLY got their eye on you - that's missile warning. Hit
the flares and break hard right or left - or even up if you are
desperateTrade altitude for speed to shake off any annoying bogies -
though F-16 and it's counterparts won't be held off for long by doing
these. Most important lesson: hit any bandits quickly, or you won't
be around to try again! If you think you have the time, try using the
enemy aircraft's view - the position your plane is shown in will help
you find enemy. Finaly never underestimate your opponent, or the risk
of collision - keep an eye on the radar at all times. If he's getting
close, dive as steeply as possible (or climb with afterburner). A tip:
if you're out of missiles and cannon, just keep using flares and go
home. The enemy will exaust his missile supply and just follow you to
annoy you. Then the only riusk is that he'll try a kamikaze run on
you!
WEAPON DELIVERY
Pretty streaight forward - only bombs, JP-233 and ALARMs seem tricky
to use. JP-233 spreads its bomblets well ahead of the point you
release it, depending on your airspeed. Use satellite view on free
flight to practice using it successfully. Unguided bombs are much the
same, but require even greater accuracy. ALARM (much like real thing
I'm told), is pretty useless. You've got to within 3 miles of an
active radar and you have to use it like a rocket pod - point the
plane at the target and then release the weapon. Only use ALARM if
you can't afford a Maverick! Flying at around 500 ft, Maverick can be
locked on to a target at around 16 miles, and fired immediately. Then
you can turn away and forget about it! If all else fails, go for a
low speed, low altitude pass with your cannon centered on the target,
and let rip. the cannon is remarkably good at its job in this game!
Air to air weapons are different - cannon is used in much same way,
but I wouldn't advise getting that close to a bandit - collision risk.
Instead take him out with a Sidewinder (or equivalent). Press S to
lock on to the target, manoeuvre so he's in your sights, wait for the
circle to lock on the target square, and when circle is red and you
get a steady lock-on tone, hit fire. Splash one MiG (or whatever)!
OK guys... that's all I can think of! If I've missed anything, don't
blame me - blame activision for supplying such a crappy manual!