Games PC Combat Flight Simulator 3
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Games PC Combat Flight Simulator 3-understanding The Tactical Air WAR
Games PC Combat Flight Simulator 3-machines Of WAR
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User reviews and opinions
|rmoe||11:29am on Monday, September 6th, 2010|
|A break from the Jets I mainly play modern fighter and helo sims but every now and then I fancy a bit of WW2 dogfighting and blow the dust off CFS3. Super game I think this is a very good game and the reason it will stay on my hard drive is the amount of tweaking and customising you can do to it!|
|augux||4:06pm on Monday, August 9th, 2010|
|CFS3 Review Sort of? Hi, I did buy CFS 3 but not for the Game. I have fown a few quick flights but not a lot.|
|dboxley||8:08am on Monday, July 5th, 2010|
|I love Combat Flight Simulator 3: Battle for Europe! This was an amazing deal, I would have paid more at a local store like (Best Buy, Target. I really like this sim, graphics are excellent, very realistic. I have not flown all of the planes.|
|brazosdedios||3:33pm on Wednesday, March 31st, 2010|
|DO NOT BUY THIS GARBAGE!!!! I bought this as I already had the original and, with a new computer.|
|smoothdesigner||11:48pm on Friday, March 19th, 2010|
|I found the customer support for this game to be ridiculously poor. I was put on hold for over 30 minutes several times, never got a straight answer.|
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Honor Squadrons Management, LLC a Texas Limited Liability Company
MICROSOFT GAME STUDIOS AND HSI JOIN FORCES
2/18/03--Microsoft Game Studios ("MGS"), makers of the best-selling Flight Simulator and Combat Flight Simulator video games, has joined Honor Squadrons International ("HSI") as an in-kind production underwriter. MGS will create High-Definition photo-realistic Computer Graphic Image (CGI) cut-scenes for the 10-part, 10-hour HSI television documentary series, vividly demonstrating important and exciting events in aviation history. HSI will be the first aviation television series ever to use state-of-the-art 3D full-motion CGI graphics. The CGI cutscenes will dramatically illustrate, in full-color and with 5.1 surround sound, gaggles of aircraftfrom WWI through Vietnamengaged in intense aerial combat, realistic battle damage, courageous low-level raids on ground targets, spectacular moments from air racing history, and the brilliant tactics used in air racing and combat that provided an edge for victory. The use of CGI 3D action-oriented cut-scenes will allow HSI to show with incredible detail both the exciting and tragic stories as told by combat veterans and air racers of dramatic events that affected their lives. The CGI cut-scenes will also help attract a younger audience to HSI because of their intense interest in computer games and action-oriented TV. For the HSI cut-scenes, MGS will use the current and advanced versions of the recently-developed graphic engine featured in Combat Flight Simulator 3, and Flight Simulator: A Century of Flight. These programs can create near photorealistic aircraft skins, stunning visual effects and detailed terrain. In addition to the cut-scenes, MGS will provide limited financial support to HSI for recording on High-Definition tape the critical interviews of aviation veterans and legends that will be used by both partners. MGS will also promote HSI through its best-selling flight simulator games, including a contest in which winners will travel with the HSI production crew on location, in the United States or Europe, in the HSI B-25 camera aircraft The Eagle. Samples of screen shots from the Combat Flight Simulator 3 graphic engine are currently presented in the Underwriter section of the HSI web site www.honorsquadrons.com. As progress develops on the full-motion cut-scenes, click on the HSI Behind the Scenes page for new samples of spectacular stills, as well as dramatic segments from full-motion cutscenes that will be featured in the series. Microsoft Game Studios is a leading worldwide publisher and developer of games for the PC, Xbox and online platforms. Their corporate web site is www.microsoft.com/games/home/. Follow the links below for information about: Combat Flight Simulator 3: www.microsoft.com/games/combatfs3/. Flight Simulator 2002: www.microsoft.com/games/PC/fs2002.asp. Flight Simulator: A Century of Flight: www.microsoft.com/games/PC/flightsimulator.asp.
8610 Lake Crystal Drive, Houston, Texas 77095-3715 Phone: 281/345-9400 Fax: 281/345-9474 E-mail: email@example.com Web site: www.honorsquadrons.com
SYBEX Sample Chapter
Combat Flight Simulator 3: Sybex Official Strategies & Secrets
Chapter 2: Flying
Copyright 2002 SYBEX Inc., 1151 Marina Village Parkway, Alameda, CA 94501. World rights reserved. No part of this publication may be stored in a retrieval system, transmitted, or reproduced in any way, including but not limited to photocopy, photograph, magnetic or other record, without the prior agreement and written permission of the publisher. ISBN: 0-7821-4165-X SYBEX and the SYBEX logo are either registered trademarks or trademarks of SYBEX Inc. in the USA and other countries. TRADEMARKS: Sybex has attempted throughout this book to distinguish proprietary trademarks from descriptive terms by following the capitalization style used by the manufacturer. Copyrights and trademarks of all products and services listed or described herein are property of their respective owners and companies. All rules and laws pertaining to said copyrights and trademarks are inferred. This document may contain images, text, trademarks, logos, and/or other material owned by third parties. All rights reserved. Such material may not be copied, distributed, transmitted, or stored without the express, prior, written consent of the owner. The author and publisher have made their best efforts to prepare this book, and the content is based upon final release software whenever possible. Portions of the manuscript may be based upon pre-release versions supplied by software manufacturers. The author and the publisher make no representation or warranties of any kind with regard to the completeness or accuracy of the contents herein and accept no liability of any kind including but not limited to performance, merchantability, fitness for any particular purpose, or any losses or damages of any kind caused or alleged to be caused directly or indirectly from this book. Sybex Inc. 1151 Marina Village Parkway Alameda, CA 94501 U.S.A. Phone: 510-523-8233 www.sybex.com
Copyright 2002 SYBEX Inc., 1151 Marina Village Parkway, Alameda, CA 94501. World rights reserved.
his chapter is intended to help first-time pilots learn how to fly. However, veterans will also find it helpful when getting to know a type of airplane theyve never flown before. The outlined flying program makes frequent references to the Flight School section of the game handbooks. Whenever you feel stumped by something and its not in the manual or in this book, dont guess. Hit the F10 key to pause the game and open the Options menu, which lets you access the games Online Help. Perhaps the most important thing to remember is to be gentle with your joystick when youre flying! A panicked jerk on the joystick always makes a bad situation even worse. Always move it smoothly and decisively, even when under extreme stress. When youre flying a plane, indecision is almost as bad as heavy-handednesswhen youre flying a plane in combat, its suicidal.
Chapter 2: FLYING
If you havent done so already, set the Realism options before you fly. As discussed in Chapter One, you should preferably set the flight model to Hard. If you are feeling very unsure, make your plane Invincible by checking the appropriate box. Just remember, its not really a good move because it impedes the learning process. Crashes are memorable by nature, which reduces the likelihood of repeating mistakes. Anyway, its a game, right? After setting the Realism options, define what your first flight will look like. Choose Quick Combat from the game options on the left side of the main game screen. This will open another menu featuring yet more options. Flight Type: Choose Free Flight. Aircraft: Select the American flag and then the P-47D-25 from the list of American aircraft that appears. This is the best choice for your first flight and the reasons for this are enumerated later on in this chapter. Set the number of wingmen to zero (you dont want distractions) and make sure the Ordnance in the pull-down menu is set to Clean. Location: It doesnt really matter which airfield you choose if you have a reasonably fast system. If you dont, avoid big cities like the default Paris; its a busy scene for slow machines. Use pull-down menus on the Location panel to set the following: starting position (5,000 feet or 3,000 meters is goodsafe, yet close enough to the ground to let you feel youre flying), time of day (morning or afternoonyou want good light), weather (clear, to minimize distractions), and season (whichever you like). Pilot: Whichever pilot nationality you choose, youll be presented with three ready-made pilots as well as the option of creating a new pilot. The three ready-made characters follow a pattern: the first pilot has excellent Vision; the second, excellent G-tolerance; the third has balanced attributes. Its best if you either choose the second of the three pilots, or create a new one allocating all the skill points to G-tolerance. Youre not fighting anyone yet, but hopefully youll be pulling plenty of tight turns. You dont need blackouts while learning your way around (see Figure 2.1).
The sequence in the Flight School section of the game manual suggests taking off an airfield runway following an examination of instruments. However, youll find things easier if you start with your plane already in the air.
Copyright 2002 SYBEX Inc., 1151 Marina Village Parkway, Alameda, CA 94501.
World rights reserved.
YOUR FIRST FLIGHT
All done? Then click the Fly button.
Your First Flight
Youll find yourself in the cockpit of your P-47D, flying straight ahead. Leave things as they are and spend the first few moments checking out the various views from inside the cockpit here, as well as an outside viewpoint. As eager to fly as you are, you might want to pause the game, Figure 2.1: Oh Momma, its getting dark so early! toggle the cockpit on (youll begin No, wait, its just a blackout. with the Virtual Cockpit view) and examine the instrument panel while referring to the relevant Flight School opening sections. Note also that individual gauges displayed in the Virtual Cockpit view may be dragged to any location on your monitor screen. Once you feel at home in the cockpit, turn your attention to the plane. Flight School recommends you start by making the plane fly straight and level (which automatically means maintaining a constant altitude and constant heading) by making necessary corrections with your joystick. Youll quickly find that running a plane straight and level may require endless small corrections. But there is a way to make a plane run straight and level at any speed you choose without making any corrections: by adjusting control trim. This can be done very quickly by toggling on Autotrim. However, Autotrim is not 100% reliable in combat situations, where your speed and altitude can change really quickly. You should learn how to trim the controls of your plane manually, if only because a plane can be controlled with adjustments to trim when the main control cables are damaged in combat.
The Importance of Proper Trim
The practical value of good control trim is not limited to allowing you hands-off level flight. An aircraft with trimmed controls will handle better, and theres no need to explain how useful that is in combat. Aircraft controls are trimmed to make the plane fly straight and level at a certain speed. Expert pilots re-trim the controls as circumstances dictate: for cruising, for landing, for fighting. A good compromise is to trim the controls while flying at 70% power. This trim will ensure good handling of your plane while maneuvering in combat without impairing landings. Its not possible to achieve perfect trim, but its possible to achieve near-perfect trim, and thats the trim you want. Quite often, all thats wrong is that your airplane keeps climbing or descending while flying reasonably straight and the only control that needs trimming is the TIP elevator. However, if you also need to trim the ailerons and If your plane the rudder, you should leave the elevator trim last. Its keeps dropping affected by adjustments to the ailerons and the rudder. a wing, trim The correct sequence for trim adjustments is ailerons first, the ailerons, and if the nose swings to the side, then rudder, and finally the elevator. Make sure your trim the rudder. Center joysticks calibrated before adjusting trim! the joystick after these You should begin every flight with an evaluation of your adjustments then trim aircrafts control trim and make adjustments as necessary. the elevator as required. Good trim may make the difference between spinning out and crashing while maneuvering your plane. And learning to maneuver your plane is exactly what youll be doing next.
Throwing Your Weight Around
The manuals Flight School recommends that you try turning nextbefore you do, explore how individual controls affect your plane. Waggle the wings and apply alternating rudder (flip it back and forth) in order to develop a feel for the amount of control input needed. Youll quickly see that the P-47Ds weight and size call for quite a bit of control input. Yet its a very docile and friendly plane; you can shake it from side to side as much as you like, but upon centering the controls, it immediately resumes normal flight. Theres also an important safety feature: a yellow message at the top right corner of the screen will warn you of an impending stall (see Figure 2.2).
THROWING YOUR WEIGHT AROUND
Once you have the feel of things, proceed exactly as described in Flight School to learn turns: bank the plane with the ailerons, adding a little rudder and pulling back on the stick to turn around in an arc. Its important that you use these controls in the right sequence as well as in concert. Using rudder simultaneously with the ailerons will enable you to bank the plane faster, while applying up-elevator early will let you execute a climbing turna prosaic but very useful combat Figure 2.2: An approaching stall is signaled by an maneuver that youll perform onscreen message and assorted groans and creaks again and again, particularly while from your aircraft. attacking surface targets. Make sure you practice turns with various throttle settings! Once youve tried constant settings from 50% to 100%, try manipulating the throttle to make a turn tighter: 1. Get your plane up to a decent speed at full throttle; around 250 mph is fine. 2. Throttle back to 50% power and begin the turn. 3. Halfway through, gradually open up the throttle to hit 100% as you come out of the turn.
You should make sure you execute the paint-the-horizon turn described in Flight School, and preferably more than once. Youll need delicate input from all three controls in order to keep the nose of your plane in line with the horizon. Youll find that applying opposite rudder is extremely helpful to raise the nose when banked in a turn, but that tight turns with opposite rudder quickly produce a stall warning! Loosening up on the joystick and/or centering the rudder will instantly set things right.
Executing a perfectly horizontal turn is very valuable in learning how to control your aircraft. However, it is something that should never be done in combat as it makes you a very easy target. One of the biggest advantages of an airplane is its ability to go up and down, and you should begin exploring that ability the moment you complete a few horizontal turns. You already know how to execute a climbing turn by beginning to apply the elevator while the planes banked over just slightly. Practice that a few times, making sure that you come out of the turn going along at a good clipkeep it above 170 mph. You always want to come out of a turn at a respectable speed when flying in combat; otherwise youll be inviting people to do you harm (see Figure 2.3). Following a few climbing turns, reduce throttle to 50% and execute several shallow diving turns. The vast majority of your attacks will involve a diving turn, so dont treat this part of your training lightly! Youll find its difficult to keep diving turns as tight as originally intended because of the fast acceleration of your plane in a dive. Also, the controls will get heavier at higher speed, and the plane will take increasingly long in responding to control input. Cut the throttle more, to idle if necessary, when making steep diving turns! Keep an eye on the speedometer and the altimeter; try not to exceed 400 mph and plan to end the turn at least a couple of thousand feet above the ground. When you flatten out, open up the throttle and use the speed to regain lost altitude with a climbing turn. Figure 2.3: Thanks for slowing down and letting me catch up with you, pal. Then repeat.
Basic Aerobatic Maneuvers
The manuals Flight School concludes with a description of basic aerobatic maneuvers: the roll, the loop, and their variants. Follow the Flight School procedure to learn how to perform the aileron roll, barrel roll, loop over, and loop under. The roll and the loop are called basic aerobatic maneuvers for a good reasoncombining a partial roll with a half-loop lets you reverse directions while gaining altitude or speed at the same time. Youll be using variations of this maneuver over and over again when fighting! Begin by practicing rolls, and make sure you roll both to the left and to the rightyoull notice your plane rolls more quickly and happily to the left (causes for this are described in the Flight School section How It All Works). When practicing loops, make sure youre going fast enough (over 300 mph) before you begin a loop over or youll run out of speed and stall (see Figure 2.4)! The reverse applies to the loop under: cut the throttle when you initiate that maneuver, or you might find yourself diving much faster and farther than you intended to. You should conclude this part of your flight training by learning to execute two classic maneuvers which combine elements of the Figure 2.4: Make sure youre going fast enough before you attempt a loop. roll and the loop: the Immelmann, and the split S.
The Immelmann and the Split S
The Immelmann is named after Max Immelmann, a World War I German ace who reportedly invented the maneuver. To execute it, you should begin a loop over; when the aircraft reaches the apex of the loop, perform a half-roll to get out of inverted flight. Youll have reversed directions and gained a lot of altitude at the same time, at a cost in speed.
The Split S is the Immelmann in reverse, and consists of a half-roll followed by a partial loop under. Make sure youre at least 5,000 feet above the ground before you try it! Begin with a half-roll; once upside down, pull back on the stick to execute a vertical U-turn. Youll have reversed directions and gained a lot of speed at the same time, at a cost in altitude.
The training program outlined in Flight School is very basic, and you might want to learn a few extra moves before you conclude by practicing takeoffs and landings. The Flight School discusses spins and stalls, and the relevant recovery procedures. However, it also advises you to avoid both stalls and spins. You should definitely spin out a few times while learning to fly; simply ignore the stall warning when it appears, tighten your turn (adding hard rudder if necessary) and off youll go. Mastering the recovery procedure in a P-47D is easy; usually all you have to do is release the joystick when the spin starts. If this doesnt work, follow the procedure in Flight School, applying opposite rudder and centering or pushing the stick forward. This quickly changes the spin into a regular dive. Of course, dont start practicing it until youve got a few thousand feet of altitude you can afford to lose.
Flying Slow and Flying Low
The exercises below are helpful in honing your skill at controlling aircraft, just like the paint-the-horizon turn. Flying slow and low is definitely not recommended in combat, although sometimes it cant be helped. The first exercise consists of flying with no engine. Its a great confidence booster and helpful while learning how to land an aircraft. Make sure youre high enough (10,000 feet is good), then cut the throttle to idle. You need speed to fly, but you can gain speed any time by diving. Make sure you execute several turns, and make a point of doing a split S. Youre flying a heavy plane, so youll lose altitude fast; try to lose it as slowly as possible. If you spin out, you get a golden opportunity to practice spin recovery, and the whole experience is very helpful in learning how to handle an aircraft at low speed. Flying combat missions in CFS 3 will very often force you uncomfortably low. The quick way to gain confidence and skill is to spend a few minutes flying low and upside down. Fly at 500 feet above the ground (not above sea level) and 90% throttle; then execute a half-roll to put your plane into inverted flight. Youll need to
push the stick forward quite sharply to keep the nose up and avoid losing altitude. However, youll also find out that your P-47D can climb, let alone keep altitude while upside down (increase throttle to 100% if having difficulties). Let yourself down lower, to a couple of hundred feet above the ground, and spend a minute skimming the treetops in this manner (see Figure 2.5). Climb a little, then roll back into normal flight. Youll find hedgehopping in a P-47D is easy while flying the right way up, so easy that its fun.
Figure 2.5: I just wish I hadnt spilled that coffee.
Takeoffs and Landings
These two flight procedures are exhaustively discussed in Flight School. Theyre best practiced at the same time for reasons of convenience. You should begin by changing the starting altitude of your free flight to Runway (Location menu). Then follow the takeoff instructions in Flight School. If you dont have a throttle controller and are forced to make throttle adjustments by pressing appropriate keyboard keys, you may find things easier if you throttle up to 50% power before releasing the brakes. As you know from Flight School, the revolving propeller will create a torque effect, which causes the nose of your aircraft to swing to the side. Correct this with the rudder while continuing to accelerate. Torque becomes less of a problem once your aircraft gathers some speed. Drop flaps by a single increment and center the joystick when your speed exceeds 100 mph; the tail will lift. When your speed exceeds 120 mph, pull back the joystick very gently, and your aircraft will float off the ground. Retract landing gear immediately (this reduces drag and lets your plane accelerate and climb much more quickly), and then retract flaps. This procedure refers to the P-47D; consult Chapter 5 for takeoff/landing hints for all of the games aircraft. Also, remember that hitting the N key (default) will bring up a small window with a selection of checklists for takeoff, landing, cruising, etc.
Figure 2.6: In-flight checklists are a great help in learning to fly and fight in a particular aircraft.
These checklists can be very helpful if you need to remind yourself of a correct procedure in a hurry (see Figure 2.6)! Continue flying straight while climbing slightly until youre anything between 500 and 1,000 feet up, and four miles away from the airfield. Take note of your heading, and reverse it by making a tight 180degree turn. This should put you roughly in line with the runway, necessitating only minor corrections. Your first few landing approaches will be easier if you apply the following modifications to the landing procedure laid out in Flight School:
1. Approach the airfield flying very low (500 feet) and slow (below 140 mph); you can extend flaps and landing gear only at or below 200 mph and 195 mph respectively. Raise the nose while cutting the throttle to whittle down speed quickly, but dont overdo it! Youre too low to recover from a spin. 2. Lower flaps by a single increment before dropping the wheels. You may need to throttle up slightly when you do because of your low altitude. This is not exactly by the bookyoull be flying onto the airfield, in a manner of speaking, instead of descending onto itbut a very low landing approach makes the first few touchdowns significantly easier. Keep flying at around 135 mph, concentrating on keeping the wings level, and watch your rate of descent (featured by default on the HUD display). Youll be losing altitude; make sure you lose it very slowly, raising the nose and briefly blipping the throttle as necessary. Keep a couple of hundred feet up. 3. When youre 200300 yards from the beginning of the runway, extend full flaps. Throttle down and gently pull back on the stick while watching the runway float up. Cut the throttle completely (idle) when the beginning of the runway disappears under your plane. Keep the wings level and the stick back as the plane drops! If you touch down too hard youll bounce; focus on keeping the wings level and the nose raised during the bounce.
The trick to trouble-free landings lies in computing correctly the distance from the airfield and your descent rate; unfortunately the only way to acquire it is through repeated practice. With time, youll find yourself adopting the more correct, steeper landing approach its easier inasmuch as you dont have to do all this flying with the wheels down. Being able to automatically land your plane safely means youre a reasonably competent pilot. You know how to fly; and the next chapter will help you learn how to fly in combat.
If you find youre near the airfield but too high, cut the throttle and circle in a descending spiral, turning tightly to keep speed down. A few circles will lower you to a manageable altitude, enabling you to begin the landing approach.
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