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CONTENTS
Minimum Specifications
In order to play Lock On: Air Combat Simulation on your computer, your system
must meet the following criteria:
Electronic Registration
If you did not register your copy of Lock On: Air Combat Simulation after
installation and wish to do so later, select the Start button from your desktop;
click on Programs; click on the folder that contains Lock On: Air Combat
Simulation; and click on Electronic Registration. Follow all on-screen prompts to
complete the registration.
4 Introduction
INTRODUCTION
Feel the power of commanding a modern jet fighter. Fly a variety of combat
aircraft in the most graphically rich, aurally intense game environment ever
created for a combat flight simulator. Lock On: Air Combat Simulation combines
a broad scope of gameplay that includes exciting missions, immersive combat,
and in-your-face action. Choose from a variety of U.S., Russian, and German jets
that range from the tank-killing A-10A “Warthog” and Su-25 “Frogfoot,” to air
superiority fighters like the F-15C “Eagle” and Su-27 “Flanker.” Packed with
intense missions, realistic flight dynamics, and flexible game options, Lock On: Air
Combat Simulation provides the ultimate experience for both novice and veteran
flight-simulation fans.
• Eight flyable aircraft: Two U.S. (A-10A, F-15C), five Russian (Su-27,
Su-33, Su-25, MiG-29A, MiG-29S), and one German (MiG-29A).
• The Black Sea region: Includes the Crimean Peninsula and the western
Caucasus, the setting for a hypothetical conflict.
• Four campaigns: Fly for the U.S. or Russian air forces in a wide variety
of missions.
• Stunning 3D objects and terrain: The best-looking world ever created
for a flight simulation. Everything from aircraft to tanks to buildings is
unmatched in detail.
• An incredibly detailed area: Dynamic lighting effects and more than
180,000 buildings, 50,000,000 trees, 21 cities, 1,700 towns and villages,
500 bridges, 18 airfields, and eight naval bases.
• Realistic sound effects: Audio environment includes communication
with wingmen, AWACS, tankers, tower/approach controllers.
• A full range of single-player missions: Training, quick start, a fast
battle planner, single missions, and campaign.
• Multiplayer: Up to 32 players over a LAN, or at least six over the
Internet, depending on connection. Over a LAN, or at least six over the
Internet, depending on connection.
• Scalable realism and difficulty levels: Beginner and expert pilots are
included and customisable.
• Mission Editor: A full-function Mission and Campaign Editor, utilizing
highly accurate and detailed satellite images, in which you can create
endless variations of campaign, single-player, and multiplayer missions.
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Main Menu
After loading Lock On: Air Combat Simulation, the Main Menu will appear. From
the Main Menu, you can navigate to the following game areas:
Navigation Bar
Along the left side of the Main Menu is the Navigation Bar. This bar, composed of
eight buttons, allows you to quickly navigate to other portions of the game. The
Navigation Bar is common to other menu screens and will allow you to quickly
navigate the menus of Lock On: Air Combat Simulation. The Main Menu
Navigation Bar allows you to jump to the following areas:
Back/Fwd Button
In the top left portion of the Main Menu is a
backward/forward toggle. This allows you to
return to your previous screen.
Quick Start Aircraft Panes
This right portion of the screen consists of six
panes, each showing a different flyable aircraft.
By clicking the Fly button beneath the aircraft
you wish to fly, you will be immediately placed
in the cockpit of that aircraft. You will have a
full load of weapons and some defenceless targets nearby.
Exit Button
Clicking the Exit button at the bottom of the screen will exit out of the game and
return you to your Windows desktop.
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Options 7
OPTIONS
The Options screens allow you to customize Lock On: Air Combat Simulation to
suit your system and gameplay preferences. In the top right of the screen is the
Options navigator dial. By clicking around the dial, you can adjust your settings in
the various areas: Input, Graphics, Audio, Difficulty, and Cockpit.
Input
Selecting Input allows you to determine the manner in which your controllers
interface with the game. The Input interface allows you to:
• View keyboard commands.
• Re-map keyboard commands.
• Set input axes.
• Adjust input axes settings.
Viewing Keyboard Commands
Lock On: Air Combat Simulation includes a
wide array of key commands to control the
many game functions. In addition to your Pilot
Key Card, you can use the Input interface to
view all the possible keyboard functions and
the keystroke assigned to them.
Within the Settings box, you have several
functions that allow you to sort the
commands:
• Buttons/Axes toggle switch: This switch allows you to alternate between
viewing and editing keyboard commands and viewing and editing control
input axes. To view the keyboard commands, ensure this switch is set to
Buttons.
• Device: The Device pull-down menu allows you to select the input device
that you wish to view or edit. To view your keyboard commands, select
Keyboard.
• Flight Mode: Choosing a selection from this pull-down allows you to sort
the type of commands displayed. Select All to view all keyboard commands.
• Key Commands: There are four categories of keyboard commands that can
be displayed at any one time. By selecting Views, Flight, Custom, or Combat,
you can further sort the commands displayed.
Below the Settings box, the Button Map box shows the keyboard commands in
accordance with the settings you specified. The Button Map box consists of two
vertical rows. On the left is the command and to the right is the keystroke
assigned to it.
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8 Options
Once an axis is selected, you can also select the Test button
to see your assigned responses.
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Options 9
Graphics
The Graphics pane allows you to adjust display detail. Note
that higher resolutions, colour depth, and detail settings look
better but require more CPU power and video RAM. Lower
resolutions and depth-depth settings may not appear as
sharp, but will provide smoother frame rates and more
economical use of video RAM on slower machines.
Below the list of graphics selections is the Full Screen toggle button. This button
toggles the screen between Full Screen and a windowed view.
If you are unsure about adjusting each of these graphics options separately, Low,
Medium, and High default settings have been provided at the bottom of this pane.
If you have a computer that is at or near the minimum hardware specification, we
suggest you select Low.
Audio
The Audio options allow you to customize the sound level of the various audio
elements of Lock On: Air Combat Simulation. Often, the audio environment in the
cockpit of a modern jet fighter is rather quiet and far different than some players
may expect. Lock On allows you to tailor this audio environment to make it as
real or as fantastical as you desire.
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10 Options
Below the sliders is a set of four toggle buttons that allow you to turn the
following audio features on and off:
Difficulty
The Difficulty options allow you to tailor your experience to your gameplay liking.
This is a powerful tool and provides the novice player several assists to make
Lock On easier to master and enjoy. However, the advanced player can make Lock
On a very complex, highly realistic simulation. Using the options provided, you can
play in one of these two modes or anywhere in between.
The Difficulty screen is divided into several panes: My Plane, AI, Views, Units, and
Simplification.
My Plane
The My Plane box contains options that determine how difficult your aircraft is to fly
and employ in combat. The more options you enable, the more assistance is provided.
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Options 11
• Permit Crash Recovery: Damage effects are realistic; however, if you crash,
you will be returned to medium altitude with all damage repaired.
• Unlimited Fuel: Your fuel tanks will always remain full.
• Unlimited Weapons: Expended weapons will be immediately replaced on
your aircraft.
• Radio Assist: The audio onboard warning system will provide you with
additional warnings that would not be provided in the real aircraft. These
include messages about the direction of approaching missiles and
notification when your weapons are in range.
• Easy Flight: Flight dynamics are relaxed and the following assistance is
given:
Extra-powerful engines – The amount of thrust your engines
generate has been doubled.
Automatic spin recovery – If your aircraft enters a spin, the aircraft
will automatically recover from the spin if you release the control stick.
Easy landings – The allowable descent rate at which your aircraft is
destroyed has been increased.
Easy Radar – This is a 360 degree, all-seeing radar that will show all
friendly and enemy units and missiles. The Easy Radar will also give you
navigational assistance.
• Immortal: Your aircraft cannot be destroyed. If you fly into the ground, your
aircraft will bounce away from it.
AI
The AI section consists of a single slider entitled Missile Effectiveness. This slider
determines the lethality of enemy missiles by adjusting their range, susceptibility
to countermeasures, maximum G, and maximum angle of attack.
All other aspects of AI difficulty can be adjusted on a mission basis in the Mission
Editor.
Views
The Views pane allows you to adjust how much of the world you can see outside
of your cockpit. These choices consist of several toggles that allow the following:
• Disable External Views: You are restricted to views within the cockpit of
your aircraft.
• Disable AWACS View: You are unable to access the F-10 AWACS view and
see all active enemy and friendly units in the mission.
• Aircraft Switching: You are unable to jump into the cockpit of other AI
aircraft that are friendly and of a flyable type. To switch aircraft, you must
select the appropriate aircraft in the F2 view and then press the appropriate
key.
• Labels: Enemy and friendly units around you will be identified with labels
that indicate the type of unit, the distance from your location, and the name
of the pilot if in network play.
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12 Options
If AWACS view is enabled, you can also set three filters to what is shown on the
AWACS map:
Units
The Units screen selection allows the player to show all measurements in the
editor either in metric or imperial units. The header should say Units and match
the others.
Simplification
Rather than setting each difficulty option
individually, you can use the four default
settings in this pane. By selecting a level, Lock
On will automatically configure the difficulty to
match your level. If you then modify one of
your selections, the custom setting will
automatically be set.
Note: Once you have made changes to the Difficulty menu, you must
press the Save button or no changes will be saved.
Cockpit
The Cockpit options allow you to customize how you interact with the cockpits of
the various aircraft in Lock On: Air Combat Simulation. These choices are
designed to offer you varying levels of difficulty and to help you optimise the
game for your system. To enable a function, click on the button until it turns
green.
• HUD in Russian: When this option is selected, the Heads Up Display (HUD)
will use Russian characters when the aircraft is of Russian manufacture.
• G-Effects: This option will realistically simulate the physical effects of high
gravitational forces. When you are in such a situation, your view will fade to
black. By decreasing the amount of G, your view will return to normal. If you
fly with high negative G, your view will turn red.
• Mirrors: Enabling this option places rear view mirrors in the cockpit.
• Reflections: Reflections from within your cockpit are visible inside the
canopy.
• Cockpit Mouse: Enabling this option will allow you to use the mouse to
pan the view inside and outside the cockpit.
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Options 13
Angle of View
Below these selections is a field for Angle of View. To change
your angle of view in the cockpit, click on this field and type
the angle of view, in degrees, you wish. You can also use the
Increase and Decrease toggle button to adjust this angle. This
setting will be saved and applied to all aircraft.
Mirror Resolution
The Mirror Resolution pull-down allows you to select one of
three resolution levels for the cockpit mirrors. Please note
that higher-resolution mirror settings will impede game
performance on slower systems.
Saving Settings
Once you have made your changes to any of the options
above, you must click the OK button at the bottom of the
screen. Until you click OK, your changes will not be saved.
When changing Difficulty settings, you must press the Save button to retain your
changes.
Exiting
To exit the Options screen, click on the yellow X at the top right corner of the
screen. This will return you to the Main Menu. You can also press the Cancel
button at the bottom of the screen.
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Enemy Types
The vertical row of buttons at the top left
portion of the screen allows you to select the
type of enemy you will be assigned to destroy.
By selecting your enemy type, you will also
determine the types of aircraft you can fly and
the possible weapon load out options.
Allies
The Allies box determines your flight and the aircraft you will fly.
Settings Display
In the centre of the FBP is the Settings display. This allows you to set the
environmental variables for the mission you are about to fly. By adjusting these
variables, you can create a wide variety of missions with an equally wide variety of
difficulty.
Along the bottom of the Settings display panel are three buttons:
• Region: Pressing the Region button changes the Settings display panel to a
map screen. Using the cross-hair cursor, click on the map where you want
the mission to take place. Click the Apply button once you have selected
your start location.
• Random: Clicking the Random button will arbitrarily set all the Settings
display selections.
• Exit: Returns you to the Main Menu screen.
Fly
Once you have made your selection, press the Fly button to begin the mission.
Walkthrough
These are the basic steps you need to take in order to get into a FBP mission.
1. Press the FBP button in the Main Menu.
2. Select the target type you wish to attack by clicking one of the Enemy buttons.
3. Adjust the Allies box to your preferences and ensure that your aircraft is listed
in yellow in the Type field.
4. Adjust the Enemy box to create the exact targets you wish to attack.
5. Choose the options you desire in the Settings display.
6. Press the Fly button to start the mission.
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16 Open Mission
OPEN MISSION
Lock On: Air Combat Simulation comes with a broad assortment of single-player
and multiplayer missions. In addition to the missions that come with the game,
you have the ability to create your own in the Mission Editor. Using the Open
Mission screen, you can access all of these types of missions and more.
This screen consists of two parts, the Briefing box on the left and the Open File
selections on the right.
Briefing
Once a mission has been selected, important information about the mission will
be displayed in this area on the left of the screen. Depending on how detailed and
complex the mission is, this briefing can be very simple or very complex. In order
to cycle through multiple pages of the briefing, you can use the page cycle
buttons to the lower left of the briefing.
Open File
Along the right side of the screen is the Windows-standard file access system.
Using this basic Windows filing convention, you can browse drives and folders for
the desired mission.
Open Mission 17
If you wish to see all files within the selected directory, select All Files. Note that
if you select one of the above options you will only see files of that type.
Fly
Upon selection of a valid mission file, the Fly button at the top of the screen will
be illuminated in blue. Click the Fly button to begin the mission.
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18 Multiplayer
MULTIPLAYER
Lock On: Air Combat Simulation multiplayer allows both Internet and Local Area
Network (LAN) play. Multiplayer has been designed to optimise smooth play with
the maximum number of players possible. Additionally, the system has been
created such that you can create your own cooperative and head-to-head
missions via the Mission Editor. Missions can be as simple or as complex as you
wish, and the interface is set up such that you can create countless multiplayer
scenarios of endless variation. To access multiplayer, select the NTW (Network)
button from the Main Menu or the NTW button from the Go menu located within
the Editor.
Multiplayer Navigation
The following navigation buttons allow you to quickly access various features of
multiplayer mode:
• Connect: The Connect option displays the Connect box and allows you to
configure your Internet connection and initial game settings. This option is
mutually exclusive with the Chat button.
• Chat: The Chat option opens a Chat dialog that enables you to chat with all
game participants or just your side.
• Join: Once you have connected to a game and selected a side, the Join
window will open. The Join window allows you to select a flight for the
mission. The Join option is mutually exclusive with the Player Pool option.
• Player Pool: After connecting to a game, the Player Pool option shows all
players currently connected. This area will display the player names, IP
address, ping m/s (mean speed), rate kb (kilobits), data loss, and status.
You can scroll through the Player Pool using the up and down buttons.
Internet or LAN?
When multiplayer is accessed, you will see a dialog box appear, asking you to
“select network mode: LAN or Internet.” Choose the appropriate selection for
your configuration. Once this is complete, you will be brought to the Connect
interface.
Connect Settings
When you first start a multiplayer game, you
first must set up your Connect settings. These
are all determined in the Connect box on the
right side of the screen.
Multiplayer 19
must enter the IP address of the host you wish to connect to.
• Player Name: Enter your name here. This is the name that all other players
will see.
• Max Players: If you are the host, you can limit the number of players that
can join the game here. If you are a client, this function is disabled.
If you are the host, four toggles are active for you that will allow you to control
gameplay. If you are the client, the following options will not be available.
Upon joining a multiplayer game, the first thing you will do is determine if you will
be the host or a client and what your network protocol will be. These can be
accessed at the bottom of the Connect window area under the Player and
Network listings.
At the bottom of the Connect box are four buttons:
• Start: Once you have set all your Connect settings, press the Start button
to start or join an existing game.
• Rejoin: If you have been disconnected from an existing game, and the host
has Enable Rejoin enabled, clicking this button will automatically reconnect
you to the game.
• Stop: Pressing the Stop button will disconnect you from your connection.
• Ubi.com: Use this button to play Lock On: Air Combat Simulation on the
Ubisoft game service, Ubi.com. Note that the ubi.com game service is an
application independent of Lock On: Air Combat Simulation, and as such, it
will be covered in detail in a separate document. Please see the Lock On:
Air Combat Simulation Readme.txt file for information.
Chat
Selecting the Chat function will open the Chat
window. From here you can chat with all
connected players, both enemy and friendly.
You have the option to communicate with
friendly players or all players using the Allies or
All toggle switch located at the upper right of
the window. Note that you will need to left-
click inside the Send Text box in order to
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20 Multiplayer
activate the text cursor. Send messages using the Send button, or clear text that
has not been sent by clicking the Clear button.
Load a Mission
Once you have adjusted all your Connect
settings, click Start. Now you will need to load
a mission. To do so, click the Open Mission icon
at the top of the screen. Using the Open
Mission interface, select the desired mission
and then click the Map button at the bottom of
the Open Mission screen.
Selecting a Coalition
To join a mission, you first must select one of
the two coalitions in the mission, or choose to
be a spectator. Every mission will have two
coalitions, Red and Blue, and a button for
Spectators. In turn, each coalition can be
composed of a variety of countries determined
in the Mission Editor. The Select Coalition box is
composed of two sections, each devoted to a
coalition. Each coalition section will list all the
countries assigned to that coalition, and there is a button at the bottom of each.
To select a coalition, simply press the button underneath the coalition you wish to
join. In addition to the two combatant sides, Lock On: Air Combat Simulation also
offers an option to allow you to be a neutral spectator in multiplayer missions. In
order to be a spectator, select the Spectator button at the Coalitions window. As
a spectator, you are allowed to view all aircraft and units, and can view the entire
theatre using the Theatre view, but will not be in control of any aircraft.
Join a Mission
After selecting a side to fly for, you will
automatically be brought to the Join window,
where you can select your flight. According to
how the mission was created, you may have
one or many flights listed in the Join window.
The Join window can be accessed from the
multiplayer navigation buttons. In this list, you
will see all the flights that players can fly, and
the aircraft type, mission task, and country will
be listed. To the right of the listing will be a
vertical row of coloured buttons. Each button represents how many aircraft are
assigned to the flight. A flight can consist of one to four aircraft. If needed, you
can scroll through the flights using the up and down arrows on the right side of
the Join window.
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Multiplayer 21
• If the light is green, the flight is not occupied by a player and can be
selected.
• If the light is red, the flight is occupied by a player. The name of the player
occupying the flight will be listed next to the light.
• If the light is yellow, the flight’s status is pending.
Only one player can occupy a flight. All other members of the flight must be AI
controlled.
To join an unoccupied flight, which are shown as green, click on the push-tile to
the left of the desired listing. This will change the indicator to red, indicating that
it is occupied.
Walkthrough Walkthrough
(Host) (Client)
1. Select Multiplayer from Main Menu. 1. Select Multiplayer from Main Menu.
2. Select Internet or LAN. 2. Select Internet or LAN.
3. Select Host. 3. Select Client.
4. Enter name. 4. Enter host’s IP address.
5. Click Start. 5. Enter name.
6. Open Mission. 6. Click Start.
7. Select coalition. 7. Select coalition.
8. Join flight. 8. Join flight.
9. Click Fly. 9. Click Fly.
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22 Training
TRAINING
Regardless of whether you are a novice or advanced pilot, the training missions
provide something for all skill levels. Training begins with basic instruction,
progresses to focus on specific aircraft and features, and concludes with advanced
air combat training.
Training is divided into six sections:
Task
Once you have chosen a training section, the Task window will list all the
individual missions within that section. To select a mission, click on the text of the
training mission.
Description
A description of the task you selected will be displayed in the Description window.
This will provide more detail about the mission and the lessons you will learn.
Fly
Once you have selected a task, click the Fly button to immediately start the
mission.
Once the mission has started, we suggest you wait about six seconds before
pressing the S key to un-pause the game. After un-pausing the game, though, the
instructor will have initial control of the aircraft and will walk you through the
mission. Once he is done, you can take control of the aircraft and replicate what
he has taught you. In fact, by pressing the Esc key, you can take control of the
aircraft at any time.
During the course of the mission, you can press the Pause key at any time to read
the text from the instructor.
WARNING: Adjusting your views during the mission will disrupt the
training mission and will cause incorrect playback. Please do not press
any keys during the training mission unless you want to end the mission
and take control.
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Campaign 23
CAMPAIGN
With persistent resource management and the ability to cater to your favourite
types of missions, the Lock On: Air Combat Simulation campaign system allows
you engaging gameplay that puts you in the cockpit of today’s hottest jets.
Starting a Campaign
Once you click on the Campaign button on the Main
Menu, you will be presented with the Campaign Control
Centre (CCC). From the CCC, you can choose to start a
new campaign or continue an existing one.
On the left side of the screen are the List and
Description areas. The List box will show you all the
campaigns that you can select to play. These will
include campaigns that came with Lock On, saved
campaigns, and new campaigns that you have created.
To select a campaign to play, simply click on it with
your mouse. After selecting a campaign, the initial
briefing for the campaign will be presented in the
Description area. This description will often give you a
general background of the conflict and the objectives
of your particular mission.
Once you have selected your campaign and read the
description, you can press the OK button at the bottom
of the mission to continue to the briefing.
Playing a Campaign
With a campaign loaded, the left side of the screen changes to reflect some new
options:
Title
This reflects the name of the selected campaign.
List of Stages
A campaign is composed of linked stages. When you complete one, you are given
the option to fly the next. This list shows you your current stage and all previously
completed stages. Once you complete a stage, you may not fly it again. A check
mark will indicate completed stages.
Note that damage to static objects is carried over from one stage to the
next. So the bridge you destroy in an early phase will remain destroyed
in a later stage.
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24 Campaign
Stage
This is composed of three areas:
Reset
At the bottom of the screen is the Reset button. If you wish to restart a
campaign from stage one, press this button and all progress in the selected
campaign will be removed.
Additional Data
In addition to the Description area, you can also find additional briefing
information by pressing the Briefing button at the top of the screen. You can also
use your map functions to better plan flight routes, examine threat areas, and
view target points. We highly suggest examining your targeting points for Ground
Attack missions.
Log Book 25
LOG BOOK
The Log Book allows you to create and track the progress of your pilot persona.
Medals and promotions earned through successful missions will be recorded here.
Mission records are kept when you land, achieve a mission goal, or are killed in
combat.
• Name: The name of your pilot. By clicking the down arrow, you can view
your entire roster and select any pilot.
• Country: The country with which your pilot is affiliated.
To add pilots to the roster, click the Add button. After clicking the Add button,
enter the name of your pilot in the appropriate field and select his or her
affiliation.
To remove a pilot from the roster, select the pilot from the Name list and then
click the REM (Remove) button.
If you wish to edit a pilot’s name or country, select the desired pilot and click the
Edit button.
The small envelope (Post) icon alerts you if you have incoming email. These
emails alert you if the pilot has been promoted or earned an award. Click on the
Post icon to read the message.
General Statistics
Over the course of a career, a pilot will fly a
variety of missions and compile various
statistics. These statistics can be sorted and
viewed in the General Statistics section of the
Log Book.
There are two buttons in this area that allow
you to sort between your General Statistics
and a listing of the missions that the pilot has
flown, General and Log Filters.
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26 Log Book
General
Clicking on this button displays the Mission Type pull-down. The selections of this
pull-down allow you to sort the type of data you wish to view. Below the pull-
down field is a list of general cumulative statistics.
Log Filters
The Log Filter button allows you to filter the type of missions listed in the Mission
Log window. This feature enables you to view only the specific mission types that
currently interest you.
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Encyclopedia 27
ENCYCLOPEDIA
Lock On: Air Combat Simulation includes an extensive encyclopaedia containing
data and images for all weapon systems, naval units, ground units, and aircraft
included in the game. The encyclopaedia is an invaluable resource that serves two
main purposes. First off, the encyclopaedia allows you to educate yourself on the
capabilities of various weapon systems, ground units, and aircraft. Secondly, the
images accompanying each entry allow you to become familiar with the
appearance of objects in the game world, making for much quicker visual
identification in critical situations.
28 Easy Radar
EASY RADAR
Realizing that the suite of accurately modelled radar and weapon systems
contained in Lock On: Air Combat Simulation can be challenging to even
seasoned players, we have included a less complex “Easy Radar” system that
allows you to focus on the truly exciting element of the game, engaging the
enemy in combat. The Easy Radar system provides you with 360-degree
situational awareness showing all friendly and hostile units. Using the Easy Radar
feature in conjunction with the Auto Lock On features will enable you to easily
identify,
target, and attack a broad range of targets without requiring intimate knowledge
of modern combat aircraft systems.
Display Mode
In the top left on the display, the current mode is displayed. Mode selection
allows you to filter the types of targets that are visible on the display. There are
three choices:
• Nav: Selecting Navigation mode shows your flight route with each waypoint
represented by a triangle. A triangle surrounded by a circle represents the
currently selected waypoint. Additionally, all airfields will be displayed with
airfield icons.
• Air: Selecting Air mode shows all enemy and friendly aircraft. Hostile aircraft
are displayed as red, and friendly aircraft are displayed as blue. Aircraft are
displayed as triangles with a stem denoting the direction of travel. A solid
triangle indicates your currently locked target. Unlocked aircraft will be
hollow. To lock a target, you can use the Tab key. In addition to aircraft,
enemy and friendly missiles are also shown. An enemy missile targeting you
is indicated as a dot surrounded by a circle. Missiles not targeting your
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Easy Radar 29
Auto Lock On
Command Keys
Using the Easy Radar in conjunction with the following
set of Auto Lock On keys, you can automatically lock
onto any enemy unit displayed on your radar. Using the
Tab key, you can lock onto the nearest enemy unit.
Each successive press of the Tab key will select the
next enemy target according to range. In addition to
the Tab key, the following keys may also be used:
Target Box
When you have auto-locked onto a target, a red box is drawn around the unit in
the game world (not the Easy Radar display). This box is very useful for visually
locating the currently locked target.
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30 Mission Editor
MISSION EDITOR
Introduction to the Mission Editor
The Mission Editor is the heart and soul of Lock On: Air Combat Simulation. You
can build missions and campaigns here. You can start single-player and
multiplayer games here. You also have the option to edit missions and track files
from the Editor. The different menus will be discussed first, and then the general
guidelines on how to build missions and campaigns will be displayed later in this
section.
Menu Bar
Mission Editor 31
Standard Toolbar
Beneath the Menu Bar is the Standard Toolbar, which displays buttons for many of
the common functions within the Editor.
Pilot Log
Fly Book
Page Forward/ (Start Mission)
Back Toggle
Open Delete Briefings Encyclopedia Weather
Editor
Campaign
Fast Battle Planner
Network
100%
Zoom In/Zoom Out
Zoom Back/Zoom Forward Toggle
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32 Mission Editor
Status Bar
Along the bottom of the program window runs the Status Bar, which shows the
name of the currently loaded mission; the current geographical coordinates of the
mouse pointer along with some limited data regarding the currently selected unit;
heading; and distance.
Cursor States
Your mouse cursor changes states depending upon the mode it is in. The
following are some of the cursor states:
Default/Select
Pan Map
Edit
Add New Helicopter Group
Add New Naval Group
New Ground Group
Add New Static Object
Place New Mission Goal
Zoom In
Zoom Out
Panning
If you are interested in a particular area that is beyond what’s on-screen, you can
shift the map in the desired direction. You can do this by simply holding down
your left mouse button, which will change to the Pan state. You can then move
the map in the desired direction.
Zooming
Zooming can be done by clicking on the Zoom In or Zoom Out buttons on the
Planning Toolbar and then left clicking on the screen, or by using your mouse
wheel if you have one available. To enlarge a given area to the size of the map
window, first make sure the Zoom option is activated, and then left-click and drag
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Mission Editor 33
a rectangular region on the map. Release the mouse button to complete zooming.
Note that Zoom In mode remains active until disabled, so you can zoom in
repeatedly. To disable, deactivate the Zoom In button by left clicking.
Aircraft
Helicopter
Ground unit
Airfield
Take-off waypoint
Landing waypoint
Ground Alert Intercept station. This is
the only waypoint of the GAI sortie.
Turning point of an unselected route.
Such a waypoint is always displayed in the
color of the country that owns the aircraft.
Turning point of the selected route. The
number indicates the waypoint’s ordinal
number.
A particular action associated with this
waypoint (rocket attack point, start of a
CAP station). The number indicates the
waypoint order number.
Ship
Early Warning Radar station
Tracking radar of a SAM system
Search radar of a SAM system
SAM launcher
AAA or SAM system housing both radar and
launcher/guns
Portable SAM launcher (Igla, Stinger, etc.)
Static object
Primary target
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34 Mission Editor
Selecting Objects
To select an individual object, ensure that you have the Edit cursor active and click
the object with your left mouse button. The selected object will be highlighted by
the selection colour (by default, yellow), and the corresponding info describing the
object’s properties (for example, a country to which it belongs, object type,
orientation, skill level, and so on) will appear on-screen. To select an aircraft,
naval or ground unit and its route, click on any of its waypoints. In so doing, all
the waypoints enlarge and display their ordinal number on the route.
Furthermore, the current waypoint and the segments of the selected route turn
to yellow. If you need to unselect an individual object, click the left mouse button
anywhere on the map where objects are not present or select another object.
Moving and Deleting Objects
To move a single object or a group of selected objects, place the mouse pointer
on this object or any object in the group, hold down the left mouse button, and
drag the object or the entire group to the new place on the map. Then release
the button. To delete a selected object or group of objects, click the Delete
button on the screen, or press the Delete key on your keyboard. When you delete
waypoints (using the Delete button in the Airgroup Planning menu), the remaining
waypoints of the route will be automatically renumbered.
Hiding Objects
To hide an individual object or a group of
selected objects, click the Hide button in the
Planning window. The symbols of the selected
objects will disappear from the map together
with the objects they label. Note that if you try
to hide any waypoint on a route, this hides the
entire route. In Map Options, you can select
and hide all units of a given type, and can hide
threat and detection zones. Open Map Options
by selecting the Map Options button in the
Standard Toolbar. Select the Filters button to open the Filters menu. You have the
option to hide All, Red Coalition, Blue Coalition, or My Aircraft. Use this field for
selecting the side whose objects you want to hide or show; for example, Red or
Blue forces. In addition to these options, you can hide individual unit types by
selecting the corresponding unit button. These are Aircraft, SAM, Ships, Radars,
Ground Vehicles, Static Objects, Primary Targets, Airfields, Detection Zones, and
Threat Zones. You can view the entire list of currently hidden units in the mission
by clicking the List of Hidden Objects. The List of Hidden Objects allows you to
sort by unit type and to show or hide units within the list by using the Show and
Hide buttons.
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Mission Editor 35
Previewing Objects
If you want to have a look at a 3D model of a particular object, or to get a
description of its main specifications, select the object in the Encyclopaedia using
the icon in the Standard Toolbar.
36 Mission Editor
• RWS: If the Radar Warning System fails, you will not be able receive
warnings when your aircraft is painted with radar.
• Hydro: A failure of the hydraulic system degrades control of your aircraft
and can make it uncontrollable. When the hydraulics are out, don’t fly at a
bank angle above 30 degrees and +/- 20 pitch
• L-Engine: If one engine fails, you can still continue flight. If both engines
fail at a stone’s throw away from a friendly airfield, you might try to land
your aircraft; otherwise, eject!
• R-Engine: If one engine fails, you can still continue flight. If both engines
fail at a stone’s throw away from a friendly airfield, you might try to land
your aircraft; otherwise, eject!
• Helmet: When the Helmet Mounted Target Designator (HMTD) fails, you
cannot use Helmet mode.
• HUD: If the Heads Up Display fails, the HUD screen goes blank. You still
have the option to fly using instruments.
• MFD: When the Multi-Function Display fails, the screen goes blank.
• ECM: If the ECM system is damaged, you cannot employ active jamming
using the onboard ECM system equipment and/or any external ECM system.
Missions
Loading and Saving Missions
To load a mission, select File then Open Mission. Select the desired mission from
the list. The text box in the centre of the screen shows the mission briefing and
intelligence. After you have found the desired mission, load it into the Mission
Editor by pressing the Map button. If you are already familiar with the mission and
don’t need to view the map, you can start it immediately by pressing the Fly
button. Note that if you try to load a mission while editing another one, the
Mission Editor will prompt you to save the active mission. As soon as you finish
planning the mission, you should save it. To save the active mission under the
same name, select File and then Save. To save the mission under another name,
select File, Save As. This activates a dialog box where you have to specify a new
file name for the active mission. To complete saving, press OK.
Mission Briefings
To view the Mission Briefing screen, select the
Briefing button located in the Standard Toolbar
at the top of the screen. When loading an
unfamiliar mission, you first should get the
description of the mission objectives and
operational intelligence. Additionally, this
information includes load out information, a
weather report, and the mission start time.
This area also contains information on enemy
forces and available resources. Once you
understand the information in the briefing, turn your attention to the map. The
map will show you the targets you must attack or defend. By convention, the
targets to be attacked (SAM sites, ships, buildings, ground vehicles, and so on)
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Mission Editor 37
will be marked by red flags and/or numbered triangles. Once done, click OK in
order for any changes to take effect.
Tracks (Demo Missions)
If you wish to record a mission, select Flight and then Record Track (Ctrl+R)
instead of Fly. At the end of the mission, you will be prompted to save the track.
If you do, then it will be loaded in the Editor. You can view the object information
within the Editor, but you cannot change it as you can in a normal mission (since
it is a recording). If you want to add voice to the recording, then, using a
microphone, select Video Edit from the Flight menu and hold down the 0 (Zero)
key while speaking into the microphone. You can talk as long as you want and in
as many segments as you want. All track files recorded with the Record Track
function are only available for replay from within Lock On: Air Combat Simulation,
meaning that they cannot be viewed in an external application or viewer. There is
an option to record your track files in AVI format by using the Record AVI feature
located in the Flight menu. The AVI format will allow you to view the track from
an external viewer, outside of Lock On: Air Combat Simulation.
Play Track
If you have a track file loaded in the Editor and want to watch it, then select
Flight and then Play Track. If you select Start Mission, you will be flying the
mission and not watching it. When watching the track, you can use any
camera view. The camera views that you used in the original recording will
also be recorded. At any time during the playing of a track, you can take
over the aircraft yourself (assuming it is a player-flyable aircraft) by selecting
the Esc key.
Video Edit
If you wish to change the camera views for a track, select Flight and then
Video Edit (Ctrl+V). This will start the track and record any new camera view
selections you make.
38 Mission Editor
Observation
By default, each new aircraft added to a mission is devoid of any specific task.
Correspondingly, it will not have any weapons loaded except perhaps the cannon.
Such planes do not take part in any active actions against enemy aircraft or
ground installations and just follow the route. Under threat of an enemy attack,
the aircraft will try to evade it.
Intercept
This is a defensive tactic whereby the aircraft must carry out an active search of
incoming enemy aircraft and/or receive targeting data from ground-based or
airborne radar. This type of combat task is reserved for large-scale defence and
active patrolling; you should not use it while defending a small area or a local
installation. While chasing the enemy, the interceptor may deviate far from his
planned route, and the area he is supposed to defend will be left undefended.
Fighter Sweep
The Fighter Sweep mission is a combat task that involves combing air space to
attack enemy fighters or other types of aircraft. The main objective of a Fighter
Sweep is winning air superiority to ensure unimpeded use of the air space by
friendly aircraft. Since the aircraft taking part in a Fighter Sweep may find
themselves at a considerable distance from their airfields and may take part in
prolonged dogfights, their fuel load will be a crucial factor. Certain aircraft can
carry additional external fuel tanks.
(CAP) Combat Air Patrol
In a CAP mission, aircraft fly in a large, rectangular patrol pattern, following a
given route to defend some area from enemy aircraft. This type of task does not
involve spotting and destroying enemy ground targets or a significant deviation
from the planned route to intercept aircraft. Be aware that high-altitude CAP will
make life for low-level interdiction easier for your aircraft. A combination high/low
CAP sandwich is the most balanced deployment. The crucial factor while
patrolling will be the fuel load limiting the distance and duration of CAP. All AI
aircraft in Lock On: Air Combat Simulation stop patrolling and return to base in a
straight route as soon as their fuel falls to the guaranteed minimum required for
the return flight.
Ground Alert Intercept
When taking part in a GAI mission, the aircraft is on alert duty on the runway
with warmed-up engines. On receiving AWACS or other targeting data, the aircraft
takes off and affects an assisted intercept. In Lock On: Air Combat Simulation,
the GAI task can be allocated only to AI aircraft. If the enemy attacks with
several aircraft, the aircraft on GAI duty will take off one after another,
intercepting one enemy aircraft each. When planning this type of mission, you
don’t need to design waypoints and action points. All you have to do is just set
the takeoff point and declare it as a GAI station. Note that when planning GAI,
the aircraft on hot alert don’t appear on the runway until the target data
becomes available.
Escort
This task is allocated to fighters and involves escorting allied aircraft (transport
aircraft, bombers, or attack aircraft) and defending them in some air corridor
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Mission Editor 39
along the route from possible attacks of enemy aircraft. In doing so, the escorting
fighters should not engage in fights with the enemy aircraft if the latter do not
close in on them and do not display aggressiveness.
Antiradar
This task involves searching for enemy EWR stations and SAM sites in a given
area, and attacking and destroying them using antiradar missiles. Note that you
cannot use antiradar ASMs (Air to Surface Missiles) against airborne targets (for
example, AWACS aircraft), as antiradar missiles are not designed to track fast
moving, manoeuvring targets.
Anti-ship Strike
This task consists of actively searching for enemy surface ships in a given area
and then attacking and destroying them. In doing so, you should use anti-ship
missiles.
Pinpoint Strike
The Pinpoint Strike mission involves searching actively for ground and surface
targets in a given area and attacking and destroying them using precision or
cruise missiles. In addition to the above weapons, to deliver a Pinpoint Strike, the
aircraft can carry guided bombs of the KAB-500, KAB-1500, or similar Western
equivalents.
Ground Attack
This task consists of purposely searching for enemy ground targets (e.g., plants,
railroad stations, airfields) in a given area and then attacking and destroying them
using bombs. This type of mission usually involves using unguided bombs weighing
from 250 to 1500 kg. In addition, the aircraft can destroy targets with the aid of
unguided rockets.
(CAS) Close Air Support
CAS involves actively searching for enemy ground targets on the battlefield and
destroying them. Here, absolute precision in delivering strikes is not of crucial
importance. This type of mission usually involves using unguided rockets and
unguided bombs. The Su-25 and A-10 ground-attack aircraft are best suited to
CAS, though such planes as the Su-27, MiG-29, MiG-27, and F-18 can successfully
handle this task.
AWACS (Airborne Warning And Control System)
This task can only be allocated to the A-50 AWACS aircraft or to the American E-
3A. The AWACS aircraft flies according to a planned straight or circular route and
alerts allied aircraft, SAM sites, and ships when it detects enemy aircraft. Certain
SAM systems can receive targeting data directly from the AWACS even when their
own acquisition radar systems have been destroyed.
40 Mission Editor
limit their available resources and hide information on enemy objects. While
designing new missions, we recommend that you follow the general rules outlined
below.
Adding Aircraft
Let’s begin by adding a group of two Su-27s. From the menu,
select File and New (Ctrl+N). Since there are no sides chosen
yet, the Form Coalition window will appear on the right side of
the screen. Use the arrow keys to assign Russia, Ukraine,
Turkey, and U.S.A to two teams. It is not necessary to assign
all four nations; you only need one nation assigned to each
team. For this example, assign Russia and Turkey to the first
group and Ukraine and U.S.A. to the second group. When
finished, click OK. Next, select the start time for the mission
by entering this in the General Time field provided at the top
of the Coalitions menu. Enter the starting time in this area, or
leave the default if you wish. Time is expressed in military
terms (i.e., 3 pm is 15:00). The first box is the day; the second,
the hour; and the last is the minute. Now select the New
Aircraft Group button on the left side of the screen. The
Airgroup Planning window now appears. You will need to
place a unit on the map before working with the Airgroup
Planning window. Do this by clicking anywhere on the map
that you wish to place your aircraft. Click in the Group box, and change the name
of this flight to “CAP 1” by entering this into the box. Select Ukraine for the
country. Select CAP (Combat Air Patrol) from the Task pull-down menu. You need
to select the OK key in order for all of your changes to take effect. Select Su-27 as
the type. The pilot name box now displays “Pilot 1.” Designate this aircraft as the
one you intend to fly by selecting Player in the Skill drop-down menu, just below
the Name box. Add a second aircraft by increasing the number to 2 in the second
box next to Pilot. Then set the skill for this AI wingman to High from Average.
Remember, to move from one aircraft to another, use the Pilot box. If you change
the number in the Of box, this will add or delete aircraft from this flight.
You’ve now created a group with two Su-27s. If you wanted to add more wings to
an air group, you would use the last of the Flight # of # boxes to add/delete
wings. The first # box allows you to look at the various wings. Wings may have
different tasks, as long as they are allowable under the airgroup’s sortie type.
Creating a Route
At the bottom of the Airgroup Planning
window, you will see a section labelled
“Route.” Create a flight path by clicking on the
map with the flight selected; each point you
click becomes a waypoint for the selected
flight. If you wish to move a waypoint, select
the Edit button, click on that waypoint, and
drag it to the new location. You may delete the
selected waypoint by pressing the Delete
button in the Airgroup Planning window or by
pressing the Delete key.
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Mission Editor 41
For this example, we are creating a combat air patrol (CAP) mission. Waypoint 0 is
the location of the unit you have placed. Regardless of where you placed this unit,
create waypoint 1 by clicking on the very centre of the map. Create waypoint 2
due west, along the right side of the map. Place the last waypoint (3) over any
airfield. In the Route menu, select waypoint 0, using the arrows next to the
Waypoint box. Set the action to Turning Point. Set the altitude to 5,000 m and the
airspeed to 700 km/hr.
Next, select waypoint 1. Set the action to Begin Loop. Set the airspeed and
altitude as desired. Move to the next waypoint, setting the action to End Loop.
Finally, move to the last waypoint and set the action to Landing.
Now, using the steps above, create an enemy Fighter Sweep sortie of MiG-23s. To
make finding them easy, ensure that your waypoints intersect each other around
the same time. Check the ETO in the Airgroup Planning, Route submenu for
waypoint timing. Don’t forget to give them a weapon loadout, unless you want
flying targets. Assigning a Payload is described in the following section.
When the mission begins, the airgroup will start at waypoint 0. After flying to
waypoint 1, the group will cruise at the specified speed and altitude between
waypoints 1 and 2, until running low on fuel. The group will then turn to waypoint
3 and land. To start the mission, press the Fly button at the top of the screen.
You will be asked if you would like to save this mission.
Assigning a Payload
Click on the Payload button at the top of the
Airgroup Planning window to assign a payload
for this flight group. Select the name of the
desired weapon package from the Name pull-
down menu and select fuel quantity by
adjusting the Fuel slider. The full weapon
loadout will be shown in the Loadout window.
The weight of the fuel and weapons will be
calculated and displayed next to the maximum
takeoff weight. If you exceed the maximum
takeoff weight, you must reduce the fuel or weapon quantity. Finally, select the
desired colour scheme for each aircraft from the Colour Scheme drop-down. Note
that only weapons appropriate for the assigned Task will be available. Click OK to
save your changes.
Once the weapons for both friendly and enemy aircraft have been assigned, you
now have a basic air-to-air mission. To start the mission, press the Fly button at
the top of the screen. You will be asked if you would like to save this mission.
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42 Mission Editor
Assigning a Target
For Ground Attack, Runway Attack, Antiradar,
Anti-ship, CAS (Close Air Support), and Pinpoint
Strike missions, you can assign the group to
attack a specific surface target. A surface
target can be anything on the surface,
including ships, static objects, buildings,
bridges, etc. You can use either the Object or
Coordinates option in the Select Target menu
to designate a target. The steps are very
similar to the ones described above, with the addition of target designation. In
this example, we’ll run through the steps needed to create an Anti-ship Strike.
Mission Editor 43
1. Click the required icon on the Planning Toolbar. This activates the
corresponding dialog box: for example, SAMs.
2. Select the type that you wish to place: say, BUK.
3. Choose a country (allowed only for new missions), the type of
system, and a skill level for its crew.
4. To set the orientation of the object, you can enter the exact angle in
the Heading field or use the special circular scale in the form of a
clock. 12 o’clock corresponds to due north, 3 o’clock due east, and
so on. To set the orientation, just click in the required place on the
clock face or rotate the arrow by dragging it with the mouse.
5. Click on the map where you want to place the object.
6. If you would like the unit to move, you can place waypoints at this
time. Note that the speed and on-road or off-road status will remain
the same as the first waypoint when new waypoints are placed.
7. Look at the SAM Detection and Threat zones by selecting them in
the View/Hide Objects menu (Ctrl+H).
8. Repeat steps 2–4 until you set up all the objects of the given class.
All units comprising a SAM system are placed individually. Note that you cannot
place launchers farther than 1000 meters from their radar. If the units are not
placed properly, the SAM system will fail to work. After you have placed all the
objects, you can exit from the set up mode by clicking the corresponding sunken
button on the Planning Toolbar. Now you can select and move placed objects and
change their properties using the usual methods. If you wish to move the
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44 Mission Editor
complete SAM complex, use the standard Ctrl-click function and simply drag the
complex to its new location on the map.
Changing Meteorological Conditions
You specify meteorological conditions in the Weather
window, which can be opened from the Weather
button located in the Standard Toolbar on the top of
the screen. You fly combat missions at preset
meteorological conditions unless the mission is
unclassified, leaving you the flexibility to change what
you wish.
Season
Ambient temperature affects engine thrust. The
lower the temperature, the higher the thrust
(and therefore the aircraft’s speed). Furthermore,
fuel consumption is lower in cold weather. The
temperature you specify will correspond to the
ambient temperature at sea level. Ambient
temperature decreases with altitude. You should
specify temperature in degrees Celsius. Allowable temperatures in our
simulation range from 20°C (-4°F) to +35°C (95°F). Standard day temperature
is +20°C. Additionally, you can change the season using the Season drop-
down menu. The seasons available are summer and winter.
Cloud Cover
Cloud cover mainly affects optical visibility. You can specify the intensity of
cloudiness and its lower and upper boundaries by adjusting the Base,
Thickness, and Density. In LOMAC, clouds cannot lie lower than 300 m or
higher than 5000 m.
Wind
Wind seems to have the most effect on landings. You can specify the wind
speed (km/h) and its direction at three altitudes: Ground, 2000 m, and
8000 m. The maximum permissible values are 54 km/h and 100 km/h,
respectively.
Turbulence
Atmospheric turbulence is the movement of downward and upward travelling
airstreams, causing bumps. The main reasons for turbulence have to do with
the friction of airstreams on the ground surface; non-uniform heating of the
ground; the collision of atmospheric fronts having different temperatures,
speeds, and directions of movement; and of course, rising terrain. Turbulence
may lead to reduced flight speed, inaccurate readings of flight instruments,
and low-amplitude jolting and shaking of the aircraft at high airspeeds. As this
takes place, the G-load may change chaotically with dispersion of values that
may sometimes be as much as ±2 Gs during strong bumps. You can specify
turbulence by entering the wind speed (m/s) for three characteristic areas – in
the mountains and at altitudes from ground level up to 2000 m and 8000 m.
Note that the strongest turbulence in mountains occurs on the lee slopes.
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Mission Editor 45
General Visibility
General visibility can be set to simulate hazing or unclear visual conditions.
The ranges can be adjusted between 30 km and 80 km. These parameters
can be tuned and combined with fog and cloud cover to create convincing
weather effects within the program.
Fog
Fog is a ground-level effect with visibility (density) and thickness variation.
These parameters can be tuned and combined with general visibility and cloud
cover to create convincing weather effects within the program. Try different
combinations and get a hang of what sliders do when combined with each other.
Difficulty Options
Open Options from the Standard Toolbar, and
then select Difficulty. This is where you can set
difficulty levels for both the player-controlled
aircraft and AI aircraft. The options are as
follows:
46 Mission Editor
Debriefing
After you have placed all the objects, save the mission and start it. Now the
success of the mission is in your hands, or at least a part of it is. A mission ends
in the event that:
• You have quit by pressing Esc.
• Your aircraft has crashed and you have refused to continue the mission
without your participation.
• Your aircraft has successfully flown the mission and has landed.
• You refused to continue the mission without your participation.
You will obviously be interested in the results of the mission. You will
automatically get the statistics on the sequence of events when you quit the
mission (Esc).
Mission Building Tips
• If the last waypoint for an AI aircraft is in mid-air, then that aircraft will
“disappear” from the game when it reaches that point. Set a landing
location if you do not want this to occur.
• If an AI aircraft finds itself crossing an enemy SAM threat zone and it has no
target to attack in that threat zone, it will delete its current waypoint and
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Mission Editor 47
try to go around the threat zone to its next current waypoint. If there is no other
waypoint, then the aircraft will “disappear” as above.
• You cannot set the action for the last waypoint as Attack, since the aircraft
is supposed to “disappear.” It cannot disappear and attack at the same
time.
• Do not set an Attack waypoint for AI aircraft close to the target. The aircraft
needs to get itself into an attack profile. If you set the Attack waypoint too
close to the target, then the aircraft will fly to a point at which it can get
into an attack profile. At this point, the aircraft is wasting time and fuel, and
may be at risk of entering a heavily defended area.
• If you select Attack, but do not assign a target to an aircraft, then it will try
to find any enemy target to engage, based on the combat task it has been
given.
• If you select a specific target for the AI aircraft to attack and you choose
the Any Weapons option, then the aircraft will continue to attack the target
with all weapons (including cannon) until that target is destroyed. This may
not be a wise choice against certain targets (like the Moscow).
• Ensure that you are not selecting the same side/country for two objects
that you wish to fight against each other. We have found this to be a
common mistake.
• If an AI aircraft runs low on fuel, it will divert to the nearest friendly airbase.
• Remember to look at the different pilots in a wing by using the Pilot box and
not the # Of box on the Airgroup Planning menu. Using the # Of box will add
or delete aircraft.
• If you delete all of the wings in an Airgroup menu, you will need to add a
wing (the right-hand arrow of the second box). If you try to close this menu
with no wings, you will get the message: No Wings in the Group.
• An AI aircraft will use only enough ordnance to destroy the assigned target.
If, for example, the aircraft is assigned to hit a specific location (coordinates)
at an airbase, then it will drop one bomb salvo (two bombs), which is all that
is necessary to destroy the target. If you assign it to attack five points on
the runway, it will drop five bomb salvos.
• If you have a saved or track (recorded) mission loaded in the Editor, you will
not be able to edit it like a mission. Check the status bar at the bottom of
the Editor to see what file is loaded.
Lock-on UK OK 6/11/03 19:20 Page 50
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(MFD) zoom in [ . . . . . . . . . . . . . . . . . . . Attack my target Key Pad Del . . . . . . . . . . Padlock view and cycle
+ (Plus) . . . . . . . . . . . . . Multi-Functional Display zoom ] . . . . . . . . . . . . . . . . . . . Cover me targets
out Alt-H. . . . . . . . . . . . . . . . Request airfield bearing and
distance from AWACS L. . . . . . . . . . . . . . . . . . . Toggle Cockpit lights
ScrollLock. . . . . . . . . . . . Lock nearest enemy air
target Alt-T . . . . . . . . . . . . . . . . Request tanker bearing and M . . . . . . . . . . . . . . . . . . Move head to view right
Alt-ScrollLock . . . . . . . . . Lock enemy air target distance from AWACS mirror
nearest the center of the
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