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CONTENTS

Installing the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2


Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Starting the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Fast Battle Planner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Open Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Multiplayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Log Book. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Encyclopaedia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Easy Radar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Mission Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Warranty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . inside front cover
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2 Installing the Game

INSTALLING THE GAME


Before you get started, it is critical that you make sure your system meets the
minimum system requirements listed below. You must install the Lock On™: Air
Combat Simulation files to your hard drive and have the Lock On: Air Combat
Simulation CD in your CD-ROM drive in order to play the game. To install the
game, insert the CD into the CD-ROM drive and click the Install option on the
pop-up window. If you have disabled the Windows Autorun function, browse to the
appropriate CD drive and double-click the Setup icon. Follow the on-screen
prompts to complete the installation.

Minimum Specifications
In order to play Lock On: Air Combat Simulation on your computer, your system
must meet the following criteria:

• Supported OS: Windows® 98/ME/XP/2000 (only)


• Processor: Pentium® III 800/AMD Athlon™ 600 or better (Pentium III 2.0
GHz/AMD Athlon 1800 or better recommended)
• RAM: 256 MB RAM (512 MB RAM recommended)
• Video Card: DirectX® 8.1-compatible 32 MB 3D card (128 MB recommended)
• Sound Card: DirectX 8.1-compatible sound card
• DirectX: DirectX 8.1 or higher (included on disc)
• CD-ROM: 4X or better (Not recommended for use with CD-RWs)
• Hard Drive Space: 1.1 GB
• Multiplayer: 56 kbps or better Internet connection or LAN

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.

Uninstalling the Game


If you wish to remove LOMAC from your system, you have several options. Insert
the game CD and select the Uninstall option from the Autorun menu, or from the
Windows Start menu, choose Settings and select Control Panel. In the Control
Panel, select Add/Remove Programs, left-click on Lock On: Air Combat
Simulation, and click the Add/Remove button. Uninstalling will remove the game
and all its components; however, any files that you have added or modified will be
retained.
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Installing the Game 3

Electronic Documentation and Website


A detailed Pilot’s Reference Manual is located in the Documents directory in your
Lock On: Air Combat Simulation root directory. This manual provides detailed
instructions on features not covered in this manual.
Point your browser to http://www.lo-mac.com for the latest product updates,
information, frequently asked questions, and lively discussions with fellow LOMAC
enthusiasts.
This product has been rated by the Entertainment Software Rating Board (ESRB).
For information about the ESRB rating, or to comment about the appropriateness
of the rating, please contact the ESRB at 1-800-771-3772.
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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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Starting the Game 5

STARTING THE GAME


If you selected to add a Lock On: Air Combat Simulation icon to your desktop
during the installation process, you can double-click the icon to begin the game. If
you do not have the Lock On: Air Combat Simulation icon on your desktop, select
Lock On: Air Combat Simulation from the Start Menu programs in the Ubisoft
folder.

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:

• Training (TRNG): Training allows you to learn beginner and advanced


flying skills in the A-10A, F-15C, Su-27, and Su-25.
• Open Mission (OPEN): This Windows-based interface allows you to
select single-player and multiplayer missions, track files (mission replays),
and missions that you have created and saved using the built-in Mission
Editor.
• Mission Editor (EDIT): The Mission Editor is a powerful tool that allows
you to create a wide variety of missions, from simple to complex.
• Campaign (CAMP): The campaign is a game in itself and allows you to
take the role of a combat pilot in a linked set of missions.
• Fast Battle Planner (FBP): Using an array of battle variables, you can
quickly and easily assemble scenarios to fly and save for later replay.
• Options (OPT): The Options menu provides a wide array of graphic, audio,
difficulty, and cockpit choices to match your gameplay style.
• Encyclopaedia (ENCL): The large array of weapon systems included in
LOMAC is represented here along with pertinent data.
• Pilot Log Book (LOG): The logbook contains pilot career information,
including medals, promotions, and career statistics for your review.
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6 Starting the Game

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

Re-mapping Keyboard Commands


If you wish to reassign a keyboard command to different keystroke:
1. Click on the command you wish to change in the Button Map box.
2. Click the Change button in the Settings box.
3. Press the new key you wish to use.
Setting Input Controllers
In addition to viewing and re-mapping keyboard commands, the Input menu
allows you to assign and re-map the control response axes of your controllers.
This allows you to determine which controller controls what function, the shape of
the control, the response, and the function of each axis on each controller.

In order to view and modify your input controllers, you first


need to have the following settings:
• 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 input axes devices, ensure that this switch is set
to Axes.
• Device: The Device pull-down menu allows you to select
the input device that you wish to view or edit. To view
your input axes, select your controller from the list.
With your input device selected, you can view control input type and the assigned
axes. Some inputs may not have an axis assigned, such as rudder. In such cases
you can manually assign your own axis settings.
Re-mapping Input Axes
To re-map an input device axis, you will need to do the
following:

1. Set the Buttons/Axes toggle switch to Axes.


2. Select the Device you wish to re-map.
3. In the Button Map box click on the axis you wish to re-
map.
4. Ensure that Enable Response is on.
5. Adjust the response curve using the Shift, Dead Zone,
and Curvature sliders.

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.

Note: We only suggest setting Detail to High and


Effects to Very High for top-end computers.

• Textures: Allows you to specify the overall texture


quality for cockpit, objects, and terrain.
• Scenes: Allows you to specify the quantity of land
objects in the world. At a low setting, only necessary
airfield structures and bridges are present.
• Lights: Allows you to specify the use of lighting effects
like point-source lighting.
• Visib Rng: Allows you to specify the visibility range for objects. This mostly
affects trees and buildings.
• Effects: Allows you to specify the quality and number of particles for
explosions, fire, reflections, smoke, and similar effects.
• Shadows: Allows you to specify the use of dynamic shadows. Setting this to
Full allows volumetric shadowing.
• Colour: Allows you to specify the colour depth used by the game.
• Resolut: Allows you to specify the display resolution of the game during
flight.
• Freq: Allows you to specify the monitor refresh frequency in Hertz (Hz).

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

Nine sliders are available to adjust the following sound levels:

• Volume: Master game volume.


• Music: Sound level of the music soundtrack.
• Radio: Volume level of radio messages. This includes
wingmen, AWACS, tower, and refuelling aircraft.
• Engines: Engine volume when heard from within the
cockpit. This does not include afterburner.
• Mech: Sound level of mechanical systems like landing
gear and flaps.
• Effects: Special effects like explosions, cannon fire, and
thunder.
• Wind: Sound level of wind passing around the canopy
when in cockpit view. As speed increases, this sound
level will rise. This also includes aircraft buffeting due to
stalls and high angle of attack flight.
• Warning: In-cockpit audio warning system.
• Cockpit: Hum and noise that is heard within the cockpit due to avionics
systems and air circulation systems.

Below the sliders is a set of four toggle buttons that allow you to turn the
following audio features on and off:

• Sound: Turns all sound on and off.


• Music: Turns music on and off.
• Radio Speech: Turns radio speech on and off.
• Subtitles: Turns radio message subtitles on and off.
• Betty in Russian: When flying a Russian aircraft, this allows the audio
warning system to speak to you in Russian. If you are flying the German
version of the MiG-29A, this will allow the warning system to speak in
German.

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:

My Plane: Your aircraft.


Allied Units: Friendly air, ground, and naval forces.
Enemy Units: Enemy air, ground, and naval forces.

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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14 Fast Battle Planner

FAST BATTLE PLANNER


The Fast Battle Planner (FBP) provides a quick and easy way to create a mission
against a broad array of targets. All settings in the FBP override those set in the
Options screen.

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.

• Side: This specifies which country you wish to fly for.


• Flight: In addition to your flight (up to four aircraft), you can assign
additional flights to accompany your flight.
• Type: This selects the type of aircraft you will fly. This selection will be
determined by your target type and country alignment. Flyable aircraft will
be listed in yellow; aircraft listed in white are AI-controlled only.
• Task: This specifies the type of task your flight will perform. Task types are
specific to the appropriate country and aircraft type selection.
• Pilot: Select the number of wingmen who will accompany you using the
forward and back toggles. Up to three wingmen can be specified.
• Skill: The average skill level of the flights can be determined here. This can
be set for both your flight and that of the enemy.

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.

• My Alt: Your flight’s airspeed.


• Dist: The average distance between your flight and the enemy.
• My Spd: Your flight’s airspeed.
• Time: The time of day the mission will take place.
• Fuel: Your flight’s fuel load.
• Load: Your flight’s general load out type. These selections will be based on
your target.
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Fast Battle Planner 15

• Weapn: This determines if you have limited or unlimited weapons.


• Surv: This determines if your aircraft takes realistic damage or if it is
invulnerable.
• Enemy Alt: Your target’s average altitude.
• Angle: The intercept angle between your flight and the enemy.
• Enemy Spd: The average airspeed of the enemy.
• Season: Determines if the mission will take place during the summer or
winter.
• Weather: The general weather conditions under which the mission will take
place.
• Area: Determines if the mission will take place over land or sea. The Region
button can overwrite this.
• Radar: Switches between Realistic Radar and Easy Radar.
• AWACS: Places a friendly AWACS in the mission.

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.

• File: Displays the name of the selected file.


• Drive: Displays the currently selected drive. By clicking on the down arrow,
you can change the selected drive.
• File Tree Display Window: This large window allows you to browse your
Windows directory structure. Clicking on a folder will let you examine the
contents of that folder and clicking on the <..> will bring you up one level in
the directory structure. This dialog uses the standard Windows interface
style for browsing menus.
• Type: In addition to standard mission files (with the .mis extension), Lock
On: Air Combat Simulation recognizes other types of game files. These
include:
Missions: These are your standard missions that include the single
missions included with Lock On and the missions you have built using
the Mission Editor and Fast Battle Planner.
Track Files: In addition to normally playing a mission by pressing the
Fly button, you can also select Record Track from the pull-down menus.
After flying a mission normally, you will then be given the option to
save a mission replay to the location of your choice. By selecting Track
Files and your file type, you will only see track files in the display
window.
Saved Files: During the course of a mission, you can save the state of
the mission and continue it at a later time. When saving a mission, you
can determine the save location. When viewing this location in the
display window, selecting Saved Files will only show files of this type.
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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.

Below the Open File dialog are three buttons


that perform actions on the currently selected
file in the Open File dialog:

• Map: Opens the currently selected


mission in the Mission Editor.
• Del: Deletes the currently selected
mission.
• Cancel: Returns you to the previous
screen.

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.

• Host IP Address: If you are the host,


your IP address will automatically be
displayed here. If you are a Client, you
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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.

• Connection Optimisation: The network code will be optimised for low-


bandwidth users.
• Enable Add Plane: If this option is on, players can manually add aircraft
into the mission.
• Enable Rejoin: If this is enabled, a client can rejoin the game if their
connection is lost.
• Force Difficulty: The clients’ Difficulty settings are those of the host.

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.

Start the Mission


Once the host has started the mission by clicking the Fly button, all clients can
press Fly as well.

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:

• Undergraduate Pilot Training (UPT)


• A-10A lead-in
• F-15C lead-in
• Su-27 lead-in
• Su-25 lead-in
• Advanced training

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:

• Stage: This consists of forward and back cycle


buttons and allows you to cycle through current
and completed stages.
• Title: This is the name of the current stage and
will often illustrate your mission.
• Description: This is a narrative description of
your mission that will often inform you of the war
situation and of your mission objective. Your
mission objective will provide you important
information regarding what you must accomplish
in order to win the stage.

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.

After the Mission


After pressing the Esc key to end the mission, you will be shown the debriefing for
the mission. Kill statistics and a chronological list of events will be shown. After
viewing this, press the Close button to continue the campaign. At this time you
can press the Save button and save your campaign progress. You can also save
your campaign under a different name if you want to save it
separately.
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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.

Create or Delete a Pilot


Along the right side of the screen is the Pilot box. From here you can create and
delete pilots from your pilot roster. When creating a mission in the Editor or
selecting a single mission, you can choose your desired pilot from this roster.

• 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.

Rank and Awards


As your pilots complete successful missions and gain experience, they will be
promoted and receive awards appropriate to their country. Pilot status is also
listed in this box. Pilots can be listed as either Alive or Dead.
The selected pilot’s rank and awards are displayed in the respective Rank and
Awards boxes.

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.

• Missions: The number of missions that have been flown.


• Flight Hours: Total flight hours.
• Daytime: Total daytime flight hours.
• Nighttime: Total nighttime flight hours.
• Landings: Number of successful runway landings.
• Carrier Lndgs: Number of successful aircraft carrier landings.
• Air Refuelings: Number of successful aerial refuelings.
• Crashes: Number of crash landings.
• Ejections: Number of ejections.

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.

• Categories: The Categories box contains


three choices that allow you to sort the
weapon systems by their national
affiliation: NATO, Russia, or All.
• Type: The Type icons represent the
different categories of weapon systems
represented in Lock On: Air Combat
Simulation. Select an icon to view
information pertaining only to that type of
system.
• Name: The Name drop-down menu will list all the systems of the Type
selected.
• Description: This text field displays the vital statistics of the selected
weapon system.
• Preview: The Preview window shows a 3D view of the selected weapon. You
can pan and zoom the image using the controls located below the window.
• Next/Prev: A Next/Previous switch is located to the right of the Preview
window and allows you to cycle through the specified systems.
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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.

The Easy Radar Display


The Easy Radar display replaces the Realistic Radar display in all aircraft except
for the Su-25 Frogfoot. To activate the Easy Radar option, select Options from the
Main Menu and then select Difficulty. Easy Radar will always be on when selected
in the Options/Difficulty screen. If Easy Radar is selected, you can also switch to
Realistic Radar during the mission by pressing ALT-I.
The circular Easy Radar display displays your aircraft in the bottom centre portion
of the circle with the aircraft symbol. The Easy Radar display is from a top-down
perspective; targets on the display above your symbol are in front of you, and
targets below your symbol are behind you. Altitude is not indicated on the Easy
Radar display.
A set of four numbers surrounds the circular display. These include:
• Display Mode – Top Left
• Range Scale – Top Right
• Airspeed – Bottom Left
• Altitude – Bottom Right
The heading is shown in the top centre of the display.

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

aircraft will be a red or blue dot.


• Sur: Selecting Surface mode shows you all enemy and friendly units
including ground and naval forces. Hostile forces are indicated with red
squares, and friendly forces are indicated with blue squares. The locked
target is a solid red square, and unlocked targets are hollow squares. 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 aircraft will be a red or blue dot.

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:

Nearest air target Scroll Lock


View-of-view air target Alt + Scroll Lock
Next air target Shift + Insert
Previous air target Shift + Home
Nearest ground target Shift + Scroll Lock
View-of-view surface target Ctrl + Num Lock
Next surface target Shift + End
Previous surface target Shift + Delete

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

MENU MENU ITEM HOT KEY MEANING


File New Mission Ctrl+N Create a new mission.
Open Mission Ctrl+O Open an existing mission.
Save Ctrl+S Save the active mission to disk.
Save As Ctrl+Shift+S Save the mission under another name.
Exit Esc Quit the program.
Edit Delete Del Delete the current selection on the map.
Classify Mission Ctrl+Shift+C Assign the active mission to a class and protect it
with a password.
Declassify Mission Ctrl+Shift+D Declassify the active mission to have access to all
mission resources; password will be required.
View View/Hide Objects Ctrl+H Hide or show specific objects on the map.
Crimean View Ctrl+1 Return the map to the default magnification level
around the Crimean Peninsula.
Zoom In Ctrl + Magnify the map by a factor of 2.
Zoom Out Ctrl - Scale the map down by a factor of 2.
Object View Ctrl+O When a unit is selected, this will take the view
down to a very close level.
Region View Ctrl+V Magnify the map to a regional view centred on the
selected object.
Flight Flight Briefing Ctrl+B View/edit the mission briefing.
Debriefing Ctrl+D View a debriefing when a saved mission is loaded.
Start Mission Ctrl+F Start the current mission.
Network Play Ctrl+N Begin a network multiplayer session.
Chat Ctrl+M Chat with other players during a multiplayer
session.
Record Track Ctrl+R Start the mission and record a video sequence.
Play Track Ctrl+P Play back the last recorded video sequence.
Video Edit Ctrl+V Start the video sequence and enable its editing.
Options Failures Ctrl+Shift+F Specify failures that may happen to your aircraft
for training purposes.
Weather Ctrl+Shift+W Specify meteorological conditions (wind,
temperature, cloudiness, etc.) for the active
mission.
Encyclopaedia Ctrl+Shift+E Open Encyclopaedia.
Options Ctrl+Shift+O Open Options screen.
Help Help F1 Help.
Commands F2 Keyboard Command List.
About Program info, version number, copyright.
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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

Save Debriefings Map Clock


Options Mode

Add New, Go, and Zoom


The left-hand side of the interface contains three sections: Add New, Go, and
Zoom. Add New displays buttons for placing aircraft, helicopters, ships, SAMs,
radars, and other objects in the Editor. Go displays shortcuts to other areas of the
program: Editor, Campaign, Fast Battle Planner, and Network. Zoom displays zoom
tool options.

Add New Airplane Group


Add New Helicopter Group
Add New Naval Group
Add New Ground Group
Add New Static Object
Add New Mission Goal

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.

Working with the Map


When working in the Mission Editor, you will be required to intensively use the
map for identifying targets, planning routes, and placing objects. While using the
map, you can:
1. Scroll the map in any direction.
2. Zoom the map in or out on the screen.
3. Map coordinates.
4. Change between Satellite and Geophysical modes.
5. Filter map data such as roads, railways, units, etc.

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.

Working with Objects


When planning existing missions or building new ones, you will need to place
aircraft, ships, SAM systems, and possibly static objects, and also design unit
routes. In our terminology, all of the above are objects. Some of them are active
objects, whereas other objects are static. Active objects have particular levels of
artificial intelligence and behaviour; they are marked by an individual symbol
irrespective of the current map scale.
The table below contains a list of all symbols used on the map:

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

When working with objects on the map you can:


• Select a single object or a group of objects.
• Move or delete a group of objects.
• Hide or show objects.
• Undo editing changes.

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.

Imitating System Failures


Your aircraft might be damaged in combat as the result of a
missile or shell hit. To be ready for such a situation and to be
able to fly the aircraft when onboard systems have failed, the
program allows you to imitate failures. Select the Failures
button from the Standard Toolbar and specify in the window
the failures that the program should imitate. Specify the
exact failure time for the particular failure you wish to
practice or a Time Between Failures (TBF) if you wish to
simulate failures that have no exact failure time but that
occur within a specified time. For example, if you specify 00:30
in the Within field for the radar, your radar will fail within the
next 30 minutes. If you were to specify 11:30 in the After
field, you can be sure that exactly 11 minutes and 30 seconds
after takeoff the failure will occur. If you specify an After
failure time, it will have priority over the Within setting. You
also have the option to make the failures random by
selecting the Rand (Random) button at the bottom of the
System Failures window. Additionally, you can adjust the
probability of the failures by adjusting the Probability slider. The Probability ranges
between 0% (no chance) to 100% (certain failure).

The following are possible system failures:


• ACS: A failure of the Automatic Control System (ACS) will cause the
aircraft’s flight control system to switch to “proportional control mode,” in
which a control signal from the stick delivers proportional movement of the
elevator. The AOA (Angle of Attack) and G limiters are disabled. However, in
this situation the aircraft still benefits from a particular degree of stability
augmentation, unlike in direct-link mode when doing a Cobra manoeuvre. If
the ACS fails, use very smooth stick movement to avoid large angles of
attack and G-loads, and don’t rely on the autopilot, as it will also be
inoperative.
• Autopilot: A failure of the autopilot leads to the aircraft’s inability to
automatically follow the pre-set route or keep a given altitude in the Altitude
Stabilization mode (horizontal lock).
• Radar: If the radar fails, this denies your aircraft the ability to actively
search using the Zhuk-27/Miech-33 radar, though you still have the EOS at
your disposal.
• EOS: A failure of the Electro-Optical System denies your aircraft the ability
to passively search for enemies.
• MLWS: If the Missile Launch Warning System fails, you will not be able to
receive warnings about missiles launched in your direction.
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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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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.

Understanding Combat Tasks


Each active ground, naval, or airborne object taking part in the mission has a
specific task that it carries out according to a particular degree of “artificial
intelligence.” There are also static ground objects that cannot move and are not
provided with their own logic. However, they serve as potential targets for
attacking or defending. The main distinction between an aircraft and other active
objects lies in the fact that you can (and must) plan a certain combat task for it
according to which the aircraft will act. (You should create the flight plan, choose
the weapons and fuel load, and allocate the targets). Lock On: Air Combat
Simulation will allow you to specify the skill level for both the pilots or crews of
aircraft and the crews of SAM systems, ships, or ground units. One or another
skill level specified for an object will dictate its tactics. Our program allows you to
specify for each active object one of the following skill levels: Average, Good, High,
or Excellent. On the whole, the higher the skill level, the less the reaction time of
the object, the less time the object spends reaching a decision, and the better the
precision of trajectories and targeting. The following are descriptions of combat
tasks that can be assigned to aircraft. Naturally, you can allocate only certain
combat tasks to a specific type of aircraft. It would be strange if you could assign
an intercept task to the Su-25 or a bombing task to AWACS aircraft.
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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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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.

Mission Building Steps


The option of creating new missions is among the more important features of the
Mission Editor. With its help, you can simulate practically any combat situation
and perform the mission yourself, or distribute it to your friends or the world at
large via the Internet. If you intend to give your mission to other players, you can
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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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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.

• Select a New Mission (Ctrl+N).


• Choose sides in the Form Coalitions menu. Side 1=Russia. Side 2=Ukraine.
• Select New Ship (the target) from the Add New buttons.
• With the New Ship Group button activated, left-click anywhere on the water
to place the target.
• Using the Type box, select the Elnya Tanker. Select Ukraine as the Country.
• Select New Aircraft Group from the Add New buttons.
• Select the Country (Russia) and Mission (Anti-Ship Strike) in the Airgroup
Planning menu.
• Select your aircraft (Su-33) and change the Skill level to Player. Add other AI
pilots if you wish.
• Click on the Payload button and select your weapons and fuel payload. Click
OK and close the Payload menu.
• With your flight selected, place four waypoints on the map, with waypoint 2
being near the Elnya Tanker. Set the last waypoint near an airfield. Set the
altitude for all of them at 2000 m and a speed of 800 km/hr.
• Select the second waypoint (waypoint 1) in the Route menu and set the
action to Attack.
• Open the Targeting menu by pressing the Targeting button (ensuring that
the Route menu is still set to waypoint 1) and select the Elnya Tanker.
• In the Weapon drop-down menu, select the type of weapon you want to use
or select Any Weapon.
• Click the Fly button to begin the mission. You will be asked if you would like
to save this mission before starting. When the mission begins, your aircraft
will start at waypoint 0. When it reaches waypoint 1 (where Attack was set
as the action), you will commence your attack on the target. After the
attack, you will continue on to the remaining waypoints.

Note: Had you selected an AI aircraft to perform the attack and


forgotten to select waypoint 1 as the Attack waypoint, then the aircraft
would have just merrily flown its flight path and not engaged.
Furthermore, regardless of where you place the Attack waypoint, the AI
aircraft will attack the assigned target. This is extremely important
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Mission Editor 43

when planning to attack with standoff weapons such as cruise missiles.


The AI aircraft must know when he can start “thinking” about launching
the attack. Furthermore, after release of the weapons, he must either
go home or choose the next waypoint, making sure that the flight path
doesn’t take him right over the target zone.

Adding SAM Sites


Anti-aircraft systems come in two basic types: independent and complexes.
Independent Anti-Aircraft Systems
Independent systems include AAA and man-portable SAM systems and are
basically self-contained and fully functional. Units may be placed anywhere,
providing the terrain is suitable (you can’t place them in the water or on a
mountainside, for example).
Air Defence Complexes
Larger, more capable SAM systems are comprised of a series of sub-
components. Each site will need at least a search radar (usually considered
the “basic” element), along with launchers and other support vehicles. The
secondary objects may be “obligatory” (required), or not.
Placing Radars, SAMs, Ships, and Ground Units
To set up a new SAM system, EWR station, ship, or ground unit, do the following:

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.

Note: You need to select OK to save any changes you make.

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:

• Permit Crash Recovery: The player can


select Recover after he ends a mission
(Esc) in which he crashed. His aircraft will
recover to an altitude of 1000 m above his last location. This is very handy for
continuing multiplayer games.
• Unlimited Fuel: Fuel for the user’s aircraft will not run out. Note that this
does not affect other units.
• Unlimited Weapons: Weapons and ammo will not run out for the user’s
aircraft.
• Radio Assist: The user will receive helpful dialogue relating to gameplay via
radio communications.
• Easy Flight: Flight dynamics are simplified:
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 360-degree, all-seeing radar that will show all
friendly and enemy units and missiles. The Easy Radar will also give you
navigational assistance.
• Easy Radar: Allows the user to utilize the Easy Radar feature during
gameplay. Without this button activated, the Easy Radar feature will not be
accessible for the user during gameplay.
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46 Mission Editor

• Immortal: The user will not take damage.


• Missile Effectiveness: The user can adjust the AI missile effectiveness; the
default or centre position on the slider indicates realistic missile effectiveness.
Changing this setting to the Low area will decrease AI missile effectiveness,
and changing this setting to the High area will increase AI missile
effectiveness.
• Views: This area is where the view settings for gameplay are set. The options
are as follows:
Disable External View: Locks out all external views in the game.
Player is in the cockpit only.
Disable AWACS View: Locks out the AWACS (F10) view. Player
can use all other camera views.
Aircraft Switching: Allows the user the option to switch to any flyable
aircraft during gameplay.
Labels: Turns on the option labels for units and aircraft.
• Theatre View: This area is used to set viewing options for Theatre (AWACs)
view. The options are as follows:
My Plane: This option will display the user’s plane in Theatre view.
Allies Units: This option will display all allied or friendly units in
Theatre view.
Enemies Units: This option will display all Enemy units in Theatre
view.

Note: You need to select OK to save any changes you make.

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

48 UBI SOFT contacts at your disposal

JOIN THE ONLINE COMMUNITY!

Visit the Lock On website at www.lo-mac.com and:


• Meet other pilots in the forums to discuss Lock On and flight simulation!
• Submit and download new community-created missions!
• Discover exclusive news, videos, and online competitions!
• Join a Lock On online squadron!
• Play head-to-head or take part in cooperative missions online!
• Download wallpapers and other media!
In other words, everything you need for the best Lock On experience!

Lock On Pilot Card


©2003 Ubisoft Entertainment. All Rights Reserved. Lock On, Strategic Simulations,
Ubisoft, Ubi.com, the SSI logo, and the Ubisoft logo are trademarks of Ubisoft
Entertainment in the U.S. and/or other countries. The Flying Legends logo is a
trademark of The Fighter Collection. Artwork for the A-10, “Thunderstruck,” by
Dru Blair, Blair Art Studios.

TECHNICAL SUPPORT
NEW: To serve you better, Ubi Soft is now providing full ONLINE support, to solve
your gaming problems quickly and efficiently.

Simply go to ubisoft-en.custhelp.com and visit the Ubi Soft Frequently Asked


Questions first!
By visiting our FAQ database, you can find exactly the same answers that are
available to you by calling or sending email to our support representatives. This
service is free and available 24/7!
If for any reason you do not find the answer to your question, you can click on the
Ask a question link in the FAQ to send us an email, ensuring that we get all the
important information on your system and your problem so we can answer
correctly the first time.
Make sure to include all information on your system, your problem, and
the game you are playing.
If you do not have email access, Our support representatives can assist you from
9:00 am until 7:00pm, Monday – Friday (excluding Bank Holidays) on Telephone:
0905-482-0109 Calls cost 30p per minute. Please be at your system when calling
Ubi Soft for support.

HINTS & TIPS


Looking for cheats to go up to the next level? Call us for Hints and Tips Telephone
Number: 0906 643 0200, available hours 9.00 am until 7.00 pm Monday – Friday
(excluding Bank Holidays) to speak to one of our representatives. Calls cost £1.50
per minute, please ask permission from the person who pays the phone bill.
PLAYER ASSISTS
Lock On Pilot Card
THROTTLE CONTROL COMBAT MODES
Alt-P . . . . . . . . . . . . . . . . Automatic spin recovery J . . . . . . . . . . . . . . . . . . . Toggle auto-throttle 2. . . . . . . . . . . . . . . . . . . Range While Search mode
Alt-E . . . . . . . . . . . . . . . . Easy landings toggle Page Up . . . . . . . . . . . . . Increase Throttle in Alt-I . . . . . . . . . . . . . . . . Track While Scan (F-15C)
Shift-F10 . . . . . . . . . . . . . Toggle all object labels increments 3. . . . . . . . . . . . . . . . . . . Vertical Scan mode
Shift-F6. . . . . . . . . . . . . . Toggle weapon labels Page Down . . . . . . . . . . . Decrease Throttle in 4. . . . . . . . . . . . . . . . . . . Bore mode
Lock-on UK OK

Shift-F9. . . . . . . . . . . . . . Toggle ground object increments 5. . . . . . . . . . . . . . . . . . . Helmet-Designator mode


and ship labels Key Pad + (Plus). . . . . . . Increase Throttle smoothly 6. . . . . . . . . . . . . . . . . . . Uncage AIM-9 /AIM-7 Flood
Shift-F2. . . . . . . . . . . . . . Toggle aircraft labels Key Pad - (Minus) . . . . . . Decrease Throttle smoothly mode/AIM –120 Visual
Alt-V . . . . . . . . . . . . . . . . Toggle immortality mode mode/ Longitudinal Missile
Aiming mode
MECHANICAL SYSTEMS CONTROL
7. . . . . . . . . . . . . . . . . . . Air-to-Ground mode
PROGRAM CONTROL B. . . . . . . . . . . . . . . . . . . Toggle airbrake
8. . . . . . . . . . . . . . . . . . . Sekta or Grid mode
6/11/03

Esc . . . . . . . . . . . . . . . . . End mission Shift-B . . . . . . . . . . . . . . Airbrake out


TAB. . . . . . . . . . . . . . . . . Lock target
Ctrl-S . . . . . . . . . . . . . . . Toggle Sound On or Off Ctrl-B . . . . . . . . . . . . . . . Airbrake in
Ctrl-TAB . . . . . . . . . . . . . Unlock target
0. . . . . . . . . . . . . . . . . . . Turns on microphone for Ctrl-E . . . . . . . . . . . . . . . Eject
recording mission playback Ctrl-H . . . . . . . . . . . . . . . Cycle through Heads Up
E. . . . . . . . . . . . . . . . . . . Toggle active jamming Display (HUD) intensities
Ctrl-A . . . . . . . . . . . . . . . Accelerate simulation speed F. . . . . . . . . . . . . . . . . . . Toggle flaps up/down
19:20

Alt-A . . . . . . . . . . . . . . . . Decelerate simulation speed Shift-F. . . . . . . . . . . . . . . Full flaps down WEAPONS


Shift-A . . . . . . . . . . . . . . Reset normal simulation speed Ctrl-F . . . . . . . . . . . . . . . Full flaps up D . . . . . . . . . . . . . . . . . . Cycle weapons
S. . . . . . . . . . . . . . . . . . . Pause G . . . . . . . . . . . . . . . . . . Toggle landing gear C. . . . . . . . . . . . . . . . . . . Toggle cannon
Ctrl-M . . . . . . . . . . . . . . . Chat Ctrl-G . . . . . . . . . . . . . . . Toggle arrestor hook Q . . . . . . . . . . . . . . . . . . Dispense chaff & flare
Ctrl-C . . . . . . . . . . . . . . . Toggle canopy open/close Shift-Q . . . . . . . . . . . . . . Continuously dispense chaff &
FLIGHT CONTROL flares
Page 51

P. . . . . . . . . . . . . . . . . . . Release drogue chute


Down Arrow . . . . . . . . . . Nose up Spacebar . . . . . . . . . . . . Fire current weapon
Ctrl-P . . . . . . . . . . . . . . . Toggle folding wings
Up Arrow . . . . . . . . . . . . Nose down Ctrl+W . . . . . . . . . . . . . . Jettison weapons (in pairs)
Ctrl-R . . . . . . . . . . . . . . . Dump fuel (in flight) or refuel while airborne, reloads
Left Arrow . . . . . . . . . . . Bank left (ground)
Right Arrow . . . . . . . . . . Bank right weapons while on the ground
Alt-R . . . . . . . . . . . . . . . . Jettison fuel tanks Ctrl-V . . . . . . . . . . . . . . . Toggle Salvo mode
Ctrl-. (Period) . . . . . . . . . Trim up W . . . . . . . . . . . . . . . . . . Engage wheel brakes
Ctrl-; (Semi-colon). . . . . . Trim down (ground) Chift-C . . . . . . . . . . . . . . Change rate of fire for the
gun of A-10
Ctrl-, (Comma) . . . . . . . . Trim left T. . . . . . . . . . . . . . . . . . . Toggle wingtip smoke V. . . . . . . . . . . . . . . . . . . Increase the ripple interval
Ctrl-/ (Slash) . . . . . . . . . Trim right R. . . . . . . . . . . . . . . . . . . Toggle refueling boom or door for A-10
Z. . . . . . . . . . . . . . . . . . . Rudder left Shift-V . . . . . . . . . . . . . . Decrease the ripple quantity
X. . . . . . . . . . . . . . . . . . . Rudder right NAVIGATION for A-10
Ctrl-Z . . . . . . . . . . . . . . . Trim left rudder ~ (Tilde) . . . . . . . . . . . . . Select next waypoint or Alt-Space . . . . . . . . . . . . Switch the master arm for A-
airfield 10
Ctrl-X . . . . . . . . . . . . . . . Trim right rudder
A. . . . . . . . . . . . . . . . . . . Toggle auto-pilot. Shift-Space . . . . . . . . . . . Change the release mode for
H . . . . . . . . . . . . . . . . . . Toggle Altitude Stabilization A-10
mode 1. . . . . . . . . . . . . . . . . . . Select Navigation (NAV)
mode Ctrl-Space. . . . . . . . . . . . Change the ripple quantity for
Shift-M . . . . . . . . . . . . . . Reset Current Audible Warning A-10
Ctrl-L . . . . . . . . . . . . . . . Toggle navigation lights Alt-C . . . . . . . . . . . . . . . . Reset flight clock Shift-R . . . . . . . . . . . . . . Change the RWR mode for A-
Ctrl-T . . . . . . . . . . . . . . . Cancel Trim Settings 10/F-15
Alt-L . . . . . . . . . . . . . . . . Cycle landing and taxi lights
RADAR & ELECTRO-OPTICAL SYSTEMS RADIO COMMANDS Key Pad 5 . . . . . . . . . . . . Centers camera or stops
I . . . . . . . . . . . . . . . . . . . Toggle radar \. . . . . . . . . . . . . . . . . . . Display Radio Command padlock view
Shift-I . . . . . . . . . . . . . . . Toggle easy radar mode menu Key Pad 6 . . . . . . . . . . . . Move head right
O . . . . . . . . . . . . . . . . . . Toggle Electro-Optical System Del . . . . . . . . . . . . . . . . . Dispatch wingman on mission
and rejoin Key Pad 7 . . . . . . . . . . . . Move head up and left
(EOS)
Ctrl-I. . . . . . . . . . . . . . . . Center sensors Ins . . . . . . . . . . . . . . . . . Toggle tight and loose Key Pad 8 . . . . . . . . . . . . Move head up
formation Key Pad 9 . . . . . . . . . . . . Move head up and right
- (Minus) . . . . . . . . . . . . . Multi-Functional Display
Lock-on UK OK

(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
6/11/03

N . . . . . . . . . . . . . . . . . . Move head to view right


player’s view VIEW SELECTION mirror
Shift-Insert . . . . . . . . . . . Lock previous enemy air F1 . . . . . . . . . . . . . . . . . . Forward cockpit
target Key Pad * (Asterisk) . . . . Zoom in (narrow view angle)
Shift-Numlock. . . . . . . . . Lock next enemy air target Ctrl-F1 . . . . . . . . . . . . . . Toggle Natural Head Key Pad / (Divide) . . . . . Zoom out (enlarge view
Movement angle)
Shift-ScrollLock. . . . . . . . Lock nearest enemy ground
19:20

target Ctrl-F3 . . . . . . . . . . . . . . Fly-By Jump


Key Pad Enter. . . . . . . . . Set default zoom
Ctrl-ScrollLock . . . . . . . . Lock enemy ground target Ctrl-F11. . . . . . . . . . . . . . Tower Jump
nearest the center of the F2 . . . . . . . . . . . . . . . . . . External View – All Aircraft Key Pad 0 . . . . . . . . . . . . Glance panel
player’s view F3 . . . . . . . . . . . . . . . . . . Fly-By
Shift-Delete . . . . . . . . . . Lock previous enemy ground F4 . . . . . . . . . . . . . . . . . . Chase EXTERNAL VIEW CONTROL
target
F5 . . . . . . . . . . . . . . . . . . Air Combat Key Pad 1 . . . . . . . . . . . . Rotate viewpoint down and
Ctrl-NumLock . . . . . . . . . Lock next enemy ground
Page 52

target F6 . . . . . . . . . . . . . . . . . . Weapons left


F7 . . . . . . . . . . . . . . . . . . Ground Objects Key Pad 2 . . . . . . . . . . . . Rotate viewpoint down
RADAR CURSOR F8 . . . . . . . . . . . . . . . . . . Target Key Pad 3 . . . . . . . . . . . . Rotate viewpoint down and
-; (Semicolon) . . . . . . . . . Move designator DOWN (BVR F9 . . . . . . . . . . . . . . . . . . Ships right
only) Alt-F9 . . . . . . . . . . . . . . . Landing Signal Officer (LSO) Key Pad 4 . . . . . . . . . . . . Rotate viewpoint left
-, (Comma) . . . . . . . . . . . Move designator LEFT (BVR F10 . . . . . . . . . . . . . . . . . AWACS
only) Key Pad 5 . . . . . . . . . . . . Centers view
F11 . . . . . . . . . . . . . . . . . Tower
-. (Period) . . . . . . . . . . . . Move designator UP (BVR F12 . . . . . . . . . . . . . . . . . Static Objects Key Pad 6 . . . . . . . . . . . . Rotate viewpoint right
only) Key Pad 7 . . . . . . . . . . . . Rotate viewpoint up and left
-/ (Slash) . . . . . . . . . . . . Move designator RIGHT (BVR Shift-Keypad Del. . . . . . . All missile padlock toggle
only) Alt-Keypad Del . . . . . . . . Threat missile padlock toggle Key Pad 8 . . . . . . . . . . . . Rotate viewpoint up
Keypad Del . . . . . . . . . . . Padlock Key Pad 9 . . . . . . . . . . . . Rotate viewpoint up and right
CLOSE AIR COMBAT AND EOS MODES Key Pad * (Asterisk) . . . . Zoom in (Move viewpoint
Shift-; (Semicolon) . . . . . Move scan zone UP COCKPIT VIEW CONTROL forward)
Shift-, (Comma) . . . . . . . Move scan zone LEFT Key Pad 1 . . . . . . . . . . . . Move head down and left Key Pad / (Slash) . . . . . . Zoom out (Move viewpoint
Shift-. (Period) . . . . . . . . Move scan zone DOWN Key Pad 2 . . . . . . . . . . . . Move head down back)
Shift-/ (Slash) . . . . . . . . Move scan zone RIGHT Key Pad 3 . . . . . . . . . . . . Move head down and right Shift-(all view keys) . . . . Moves viewpoints at a faster
Key Pad 4 . . . . . . . . . . . . Move head left rate (Note: Hold down Shift
and view key)
Lock-on FR OK 7/11/03 13:00 Page 61

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