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战隼4.0联合力量 手册.pdf

战隼4.0联合力量 手册.pdf

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简介:本文档为《战隼4.0联合力量 手册pdf》,可适用于单机游戏领域,主题内容包含BATTLEFIELDOPERATIONSFALCONALLIEDFORCEBattlefieldOperations:FalconAlliedFo符等。

BATTLEFIELD OPERATIONS FALCON 4.0 ALLIED FORCE Battlefield Operations: Falcon 4.0 Allied Force Page 1 of 716 Table Of Contents THERE’S A HUGE WAR GOING ON. - 3 ABOUT THIS MANUAL - 6 CHAPTER 1: LEARNING HOW TO FLY - 7 CHAPTER 2: LEARNING TO TURN - 26 CHAPTER 3: LANDING AND NAVIGATION - 55 CHAPTER 4: AIR-TO-AIR WEAPONS - 85 CHAPTER 5: AIR-TO-GROUND WEAPONS - 117 CHAPTER 6: AIR-TO-AIR REFUELING - 173 CHAPTER 7: MISSILE THREAT REACTION - 179 CHAPTER 8: BASIC FIGHTER MANEUVERS - 187 CHAPTER 9: INSTANT ACTION - 205 CHAPTER 10: DOGFIGHT - 208 CHAPTER 11: TACTICAL ENGAGEMENT - 215 CHAPTER 12: THE CAMPAIGN - 253 CHAPTER 13: LOGBOOK - 284 CHAPTER 14: ACMI - 290 CHAPTER 15: TACTICAL REFERENCE - 295 CHAPTER 16: SETUP - 298 CHAPTER 17: THE CONSOLES - 316 CHAPTER 18: THE HUD - 352 CHAPTER 19: THE MFDS - 384 CHAPTER 20: THE ICP AND DED - 403 CHAPTER 21: THE RADAR - 418 CHAPTER 22: THE VIEWS - 441 CHAPTER 23: RADIO COMMANDS - 452 CHAPTER 24: AIRPORT OPERATIONS - 463 CHAPTER 25: AERODYNAMICS AND G FORCES - 470 CHAPTER 26: ENEMY TACTICS - 477 CHAPTER 27: MULTIPLAYER - 494 CREDITS AND ACKNOWLEDGEMENTS - 507 GLOSSARY - 509 AIRBASE TERMINOLOGY - 519 Battlefield Operations: Falcon 4.0 Allied Force Page 2 of 716 There you have it in a nutshell. The quote came from a fan of the Falcon series of simulators and it perfectly sums up what this game is all about. We say "game" with a little caution. For hardened followers of Falcon 4.0, the franchise has come to represent the most advanced and immersive military flight simulator ever produced for the home PC. Battlefield Operations: Falcon 4.0 Allied Force (FalconAF) builds upon that reputation to give the closest feeling yet of what it is like to fly one of the most important combat aircraft of the modern era. The F-16 Fighting Falcon, otherwise called the "Viper" by those that fly it, is the workhorse of the United States Air Force and many of her allies around the world. To date, more than 4,000 Vipers have rolled off the production line in various guises. The Viper's impressive combat record includes both Gulf conflicts and the war in the Balkans. In FalconAF, you'll learn to fly realistic air and ground attack missions and feel part of a dynamic, real- time war environment. This manual will guide you through every aspect of operating the Viper. Not only will you become proficient inside the cockpit, but you will also gain an understanding of the way weapons systems operate in the war and the complexities of fighting in the high-tech battlefield. There are four main areas of play in FalconAF. This is your first port of call if you are looking for an adrenaline rush. Jump straight into a jet that's already in the air and shoot down as many enemy aircraft as you can. You can also attack ground targets in the same arena. It’s no place for the faint hearted...the enemy will just keep on coming. "THERE’S A HUGE WAR GOING ON. SOMEONE PUT YOU IN CHARGE OF AN F-16." Instant Action Battlefield Operations: Falcon 4.0 Allied Force Page 3 of 716 Battle it out head-to-head against computer-controlled aircraft or your friends over the Internet or on a Local Area Network (LAN). Fly in teams to practice in-flight coordination and maneuvers against the enemy. There are a number of easily selected parameters so you can focus on the skills, alone or in team play, that you want to hone. A number of training missions are here to help get you up to speed with the complexities and challenges of flying the F-16. From takeoff to missile threat avoidance, these missions will help prepare you for combat in the virtual battlefield. Create your own missions or fly missions created by others. FalconAF comes with a complete and easy to use mission editor. Let your imagination wander to design and fly any type of missions, be it Close Air Support, Intercept, or a dozen other mission types, then engage any type of enemy you want. You are the one in control. You can import custom made missions from your friends, fly or modify them. This is the most demanding yet rewarding challenge. You assume the role of a veteran F-16 pilot assigned to a squadron taking part in a conflict in either the Balkans or Korea. Your success or failure to accomplish your missions plays a direct part in the progress of the war. Watch how the campaign evolves dynamically and in real-time. No two missions are ever the same. The campaign is unscripted, unpredictable and unmatched in its realistic depiction of a dynamic battlefield environment. FalconAF accurately recreates the experience of operating an F-16 fighter. The principal version modeled in FalconAF is the Block 50/52. You will soon realize the immense depth of this simulation. The more you learn the more you begin to appreciate the amount of training and skill required by those pilots who do it "for real". There are several "tools" in the simulation that can help you assess your progress and debrief your missions. Details about your pilot character, such as callsign, are contained in this section. Here you can keep track of the number of aircraft you have shot down and the number of enemy units destroyed. Medals and ranks are awarded according to a points system. You can simultaneously keep track of multiple pilots in your logbook. Air Combat Maneuvering Instrumentation. Probably the most useful tool for the fighter pilot. The ACMI lets you review every aspect of your completed mission. Use simple movie style controls to move back and forth along to any time in your mission, to whatever event you want to see, or watch the mission in its entirety from a variety of viewpoints. You can analyze the way you successfully evaded an SA-2 or see how those two SU-27 Flankers got onto your tail. Dogfight Training Tactical Engagement Campaign Logbook ACMI Battlefield Operations: Falcon 4.0 Allied Force Page 4 of 716 The comprehensive reference guide for every aircraft, weapon and unit in the game. Here you can find out the radar warning signature of a Mig 21 for example, or the approximate range of a surface-to-air missile. A must for the discerning pilot. Tactical Reference Battlefield Operations: Falcon 4.0 Allied Force Page 5 of 716 This is some basic information about the styles used within this manual. Keyboard input is labelled like THIS. In this manual, the keystrokes relate to the US/UK keyboard layout. Note that keyboard layouts from other countries are different, so you might need to press a different key than specified in the manual. If available, check the keystrokes chart of your country, which you can find in the DOCS folder of your FalconAF installation. The chart contains all standard keystrokes and key combinations. Text that appears on the screen is labelled like this Audio responses are labelled like this For up to date information, you can visit Lead Pursuit at http://www.lead-pursuit.com/. Copyright 2005, Lead Pursuit. All rights reserved. ABOUT THIS MANUAL Battlefield Operations: Falcon 4.0 Allied Force Page 6 of 716 Part 1 of this Flight Handbook consists of a number of training missions. The missions themselves are located in the Training section of the game, and the mission descriptions and instructions are contained here in the manual. The missions are task-oriented and teach very specific skills. They provide all the instruction you will need to complete each learning objective, but there is one caveat. The training missions use a building block approach. If you try to fly one of the advanced missions without first learning the skill sets from the earlier missions, you may have difficulty. These training missions are designed to teach you how to fly the F-16 in the same way as a real F-16 pilot learns to fly his jet. FalconAF is the most realistic flight simulation ever built, and features scalable levels of difficulty to aid new pilots. The skills and knowledge required to use the F-16's systems are not easy to learn, and will take time and effort to master. For this reason, it's suggested you follow this step by step training regimen. CHAPTER 1: LEARNING HOW TO FLY Overview Training Mission Setup Battlefield Operations: Falcon 4.0 Allied Force Page 7 of 716 All of these training missions assume a specific setup. Please follow these instructions for all of the 30 training missions: 1. Select Setup from the main menu. 2. Click the Simulation tab at the top of the window. 3. Select "Ace" from the Skill Level option. This will set the Flight Model, Avionics, Weapons Effects, Autopilot, Air Refueling and Padlocking to the proper options. 4. On the right-hand side of the window, turn Labels on by clicking in the box. Note that the Skill Level changes to Veteran. 5. Click the Graphics tab at the top of the window. 6. Make your Graphics selections based on your processor, video card, available RAM, etc. See Chapter 16: Setup for recommended settings. To load a training mission, first click Training from the main menu. The list of training missions will then appear. Click on the training mission you want to start and click the Commit button in the bottom right- hand corner. Under Mission Schedule on the next screen, the training mission will be selected and you will see the default name ("2nd Lt. Joe Pilot") next to an aircraft icon. If you have previously created a pilot in the Logbook, you will see the name you created instead. Click the Fly icon in the bottom right- hand corner to start the training mission. You can always press SHIFT-P at any time during the training mission to "freeze" the game. Unlike the regular pause mode (P key), freezing the game lets you operate all the F-16 avionics and instruments, most notably the radar. Note that the mission clock keeps ticking in Freeze mode. If you are supposed to be at a specific location at a specific time, the time you spend in Freeze mode counts against you. How To Load A Training Mission Freeze Mode Battlefield Operations: Falcon 4.0 Allied Force Page 8 of 716 The objective of this mission is to learn how to control the F-16. When you complete this mission, you will have a feel how the fighter responds to controls, and what it can do. There is no point taking a multi-million dollar aircraft up against the bad guys if you can't control the jet. This mission is the first in a series of aircraft handling training missions patterned after the Air Force's real F-16 training syllabus. In the real syllabus, this sortie is called "TR-1" or "Transition Sortie 1." Keep in mind, however, that when a pilot first starts to fly the F-16, he or she already knows how to fly other jets. Since you may be an experienced real life pilot, or a 3 year old who has accidentally hit the wrong icon, we're going to take it slow and start with the very basics. If you feel you've seen all this before, move on to the next mission. Controlling the plane in FalconAF and in the real F-16 is really not very difficult. Fighting in the jet, however, is another matter. Modern fighters like the F-16 are a dream to fly but devilishly hard to fight in. Today's fighters barrage the pilot with information which, when combined with increased speed, creates a tempo of air combat that is close to the limits of human capability. Along with the challenge of sensor fusion and tempo, modern fighters also feature a violent high-G environment. G force is the force that acts on the jet when it turns. It's like the old example of swinging a bucket of water on the end of a rope. The water stays in the bucket because of the force pressing the water towards the outside of the arc. The G force on an aircraft is essentially the same thing except greater in magnitude. The G forces of modern air combat would turn the fighters of old into kindling (or paper clips). The fighter pilots of yore, of course, faced challenges of their own. Their primary challenge was the sheer difficulty of just flying their aircraft. Older aircraft were simply a lot harder to fly than the F-16. Skills such as flying an F-86 close to its maneuvering limit, manual bombing in the F-105 and marksmanship in a P-51 demanded great flying skill. The F-16, in contrast, has a flight control computer that limits Gs and other critical flight parameters to help keep the pilot out of trouble. In addition, the F-16 Fire Control Computer puts the bombs on the target. In general, the F-16 is just easier to fly. This doesn't mean the pilot has to sit back and just press a button occasionally. There are challenges a plenty, and like any aircraft landing is going to keep you busy. Mission 1: Basic Aircraft Handling Battlefield Operations: Falcon 4.0 Allied Force Page 9 of 716 Since FalconAF flies like the real jet, it should be relatively easy to fly. Just because flying the jet is easy, however, does not mean that it is effortless or that there is no learning curve. This mission will help you master flying so you can go on to the more complex and demanding air combat tasks. We will also cover a few displays and instruments that are also shown in other parts of this manual. Everything you need to fly this mission will be presented here. Begin the training mission by selecting 01 Basic Handling under the Training section. Press the COMMIT button, in the next screen press FLY. Once in 3D world, press SHIFT-P to freeze the game while you look around the cockpit. FalconAF features several views, but we will start with the cockpit. Press 2 on the top row of the keyboard to make sure you are in the 2-D Cockpit view. This cockpit not only looks exactly like the real F-16 cockpit but also features the same functionality. The most obvious cockpit feature is the HUD (Head-Up Display). The HUD is located at the top of the cockpit and is by far the most useful of all cockpit displays. Here is a list of the parts labeled in Figure 1-1 and what they are used for in the HUD. Figure 1-1 z The flight path marker is the most important indicator on the HUD. This symbol shows the pilot the jet's flight path or vector. If you use your joystick to place the flight path marker on a point over the ground and hold it there, the jet will impact the ground on that exact spot. Hopefully, you won't be doing that very often. The flight path marker can be used in a very similar way to fly to a precise point on a runway. The F-16 can be flown in level flight or precise climbs and dives using the flight path marker. z The gun cross is the small cross symbol at the top of the HUD. This is an important reference since it represents where the nose of the aircraft is pointing. There is a difference in where the aircraft is pointing and the direction in which the aircraft is moving. The Angle of Attack (AOA) indicates the difference in vertical degrees (nose up or down) between gun cross (where the aircraft is pointing) and the flight path marker (where the aircraft is going). The difference between the gun cross (the nose of the aircraft) and the flight path marker is a measure of your current AOA. z The pitch ladder provides a level flight reference along with a reference for climbs and descents. The long solid horizontal line in the middle of the HUD is the 0 pitch line. It can be easily differentiated from the other pitch ladder lines because it has no number associated with The HUD Basics Battlefield Operations: Falcon 4.0 Allied Force Page 10 of 716 it. The dashed pitch ladder lines show descents in 5 increments while the solid lines show climbs. z The airspeed scale is on the left side of the HUD. Since this scale shows airspeed, 400 means that you are going at 400 knots (nautical miles per hour). The airspeed scale has a C next to the tick mark, which stands for calibrated airspeed. z The altitude scale is on the right side of the HUD. This scale usually shows aircraft altitude in hundreds of feet above sea level, also called MSL (Mean Sea Level). The scale shows attitudes in thousands of feet normally, so if the scale shows 16,0, that is 16,000 feet above sea level. When you get "down in the weeds", below 1,200 feet from the ground, the altimeter changes to different altitude display in the HUD. This scale shows hundreds of feet, when the sliding bar is next to "2", you are 200 feet above the ground. Keep in mind that this is the ground directly underneath your jet and not the ground that is in front of you. As you climb and get above 1,500 feet, the scale goes back to the normal sea level scale. There is an indicator next to the altitude readout, that shows B when the barometric altimeter is being used (MSL display), and a R when the radar altimeter is in use (AGL display). Additionally, you will get the B when the radar altimeter is switched off, or when your jet is not reasonably parallel to the ground. z The heading scale at the bottom of the HUD shows aircraft heading. The scale simply shows aircraft heading in degrees. A heading of 270 would be 270. z The HUD G meter in the top left corner of the HUD shows current G forces acting on the jet, whereas the G meter at the bottom left corner of the HUD, just above the NAV symbol, shows the maximum G force you have pulled so far during a given flight. See Chapter 25: Aerodynamics and G Forces for a detailed explanation of G Forces. Figure 1-1 shows all the various indicators on the HUD display called up, which is the way you normally fly in both FalconAF and the real F-16. Not all fighter pilots use the HUD the same way. You can configure your HUD display to suit your needs just as the real pilots do. Press H to change the scales of the HUD. The first time you press H, it will remove the analog scales, leaving digital readouts of the altitude, speed and heading. The second time the analog scales come back, but left to the altitude scale you will see an AOA indicator. Additionally the readout of the heading scale changes. Press H a third time to return to the default HUD display. Press SHIFT-CTRL-ALT+C to change the HUD color. Since the ground can be colored green, this option can be very useful. This option is not available in the real jet. Real F-16 HUDs are only green. Press SHIFT-CTRL-ALT+S to modify the appearance of the heading scale. SHIFT-CTRL-ALT+P changes the pitch ladder and flight path marker. The HUD displays a lot of other information related to weapons usage and we will talk more about HUD displays like diamonds and timing cues in the training missions to come. We should discuss a number of cockpit instruments and displays before getting airborne. Make sure you are in the 2-D Cockpit view, as shown in Figure 1-3. Figure 1-2 Hud Control Options Basic Cockpit Instruments Battlefield Operations: Falcon 4.0 Allied Force Page 11 of 716 Figure 1-3 The ADI (Attitude Director Indicator) provides an artificial horizon and an aircraft symbol so you can tell the attitude or orientation of the aircraft relative to the earth. The airspeed indicator shows the aircraft's airspeed in hundreds of knots. When the needle is on the 4, you are going 400 knots. The altimeter shows the MSL altitude (altitude above sea level) of the aircraft on the round dial. The digital readout on the inside of the dial shows the altitude in feet. The white needle on the dial displays the hundreds of feet of the current altitude. For example, when your aircraft is between 10,000 and 11,000 feet and the needle positioned on the 8, you are at 10,800 feet altitude MSL. Battlefield Operations: Falcon 4.0 Allied Force Page 12 of 716 Figure 1-4 The AOA indicator is a tape that shows the angle of attack of the aircraft. In order to generate lift, the jet needs to have a positive angle of attack or fly at a positive angle into t

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