Games PC F-16
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F-16 Fighting Falcon [PC Game]Developed by Aerosoft GmbH - Aerosoft GmbH (2009) - Flight Sim - Rated Everyone
One of the most prolific fighter jets in the world, the F-16 Fighting Falcon finally comes to Microsoft Flight Simulator X in this add-on from Wild Hare Entertainment. Desktop daredevils can take 21 different versions of the Fighting Falcon to altitudes of more than 50,000 feet, and speeds in excess of Mach 1 as they take on two unique missions designed to showcase the aircraft's capabilities. Previous installation of Microsoft Flight Simulator X is required. ~ All Game Guide
Details
Platform: PC
Developer: Aerosoft GmbH
Publisher: Aerosoft GmbH
Release Date: October 12, 2009
Controls: Keyboard, Mouse
UPC: 800828287795
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Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
Download
(English)Games PC F-16 - Multirole Fighter Keyboard Overlay, size: 78 KB |
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Games PC F-16
Video review
Aerosoft F 16 Fighting Falcon IN TNCM(FSX)
User reviews and opinions
| jtoppins |
6:14pm on Friday, August 6th, 2010 ![]() |
| I replaced my first-gen iPod Touch, which I had since they first came out a few years ago, with this new beast of a device. First of all. | |
| richirds |
11:05am on Sunday, July 11th, 2010 ![]() |
| Bought the 16G WiFi for my wife. She enjoys playing games, surfing the web, reading books, reading email and catching up on her Soaps at ABC.com. | |
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Documents
MaxFighter
USB PC Joystick with Turbo
USB Interface for MaxFighter F-16U
The MaxFighter F-16U adopting USB interface is the latest model of the Genius F-16 joystick family. F-16U retains the same functions as the previous F-16 model, but has more interface options. There are two available interfaces, either USB port or game port, in the Genius F-16 joystick family depending on your need. The F-16U includes four buttons, and throttle for use when playing flight games. Plus, the MaxFighter F-16U turbo button has a continuous trigger effect. The turbo function lets you play flight games on your PC or the Internet more easily.
Key Features
System Requirements
Comparison
Model Name F-16 V2 F-16U
Precise control with four buttons include trigger Includes Throttle controller Turbo function has continuous trigger effect USB interface; no driver required Supports Windows 2003/XP/Me/2000/98
IBM PC 586/Pentium II compatibles or higher Microsoft Windows 2003/XP/Me/2000/98 Available USB port
Available Now!!
Package Contents
F-16U joystick Users manual
Package
Interface Support
USB Port Game Port
Yes Yes -
Specification
Number of Button Throttle
4 Yes 4 Yes
Advanced Function
Turbo Function
Yes Yes
Shipping Information
pcs/CTN/CUFT pcs/20'/40' container
12/3 3,912/7,920 12/3 3,912/7,920
7.2 Cockpit Views
8. KEY SUMMARY
Square brackets around a phrase means optional.
[m]shift can be held to change functionality.
(Usually reverse cycling direction)
Numpad e ] Threat Warning Indicator
Numpad
8.1 Aircraft Controls
Ailerons... Stabilators... Rudder... Toggle Air brakes... Toggle Wheel brakes.. ~hrottle 0%
Main Instruments and H UD View
Artificial Horizon BZ Computer Readout
Left MFD
Central Instruments Panel
Right MFD
... " Kl n Throttle IO.~O%... Throttle 100%... E2B Increase Throttle I%.. e ]
(if 100% throttle then increase afterburner stage) Decrease Throttle I%
(if afterburner on then decrease afterburner stage) Nurnpad
Numpad e] Right Hand Side Cockpit View
Toggle Engine state (Off/On).. -Toggle Flaps
Left Hand Side Cockpit View
Full Cockpit View
Nurnpad
Full HUD View Increase HUD size Decrease HUD size Restore default HUD size
Numpad e ] Numpad @I Numpad @I
. Toggle Landing gear... a Autopilot mode... a Auto Landing mode... a Decrease Afterburner stage.. Increase Afterburner stage.. a
8.2 WeaponlCountenneasure Controls
Dispense Flare.. Dispense Chaff.. Fire Cannons... Fire Selected weapon.. Space [Reverse] Forward cycle Weapon selection.. Toggle 'Target friendly' Weapon safety mechanism. Force Reload (Instant Action Only)..
8.4 Cockpit System Controls
a CCIP Pre-Designate HUD mode..a CCIP Post-Designate HUD mode. a
Navigation (NAV)HUD mode.. -
rn+Enter rn
8.3 Wingmen ControlS
.. 'Section Attack My Target'.. B 'Formation Attack my Target'.. ,.@ 'Wingman Rejoin' formation.. II""H 'Line Abreast Right'... B 'Line Abreast Left'.. @ 'Line Astern'... 'Echelon Right'... @ 'Echelon Left'..@ 'Close Up' formation.. 'Spread Out' formation..
'Wingman Attack M Target' y
.. Missiles (MSLS) HUD mode..@ Lead Computed Optical Sight (LCOS) HUD mode.@ Strafe ISTRF) HUD mode..a ! B Anti-Radiation Missile (ARM)HUD mode.l Dogfight (DGFT) HUD mode.. Landing (LND) HUD mode...@
An IP Address is four numbers separated by dots (i.e. 21g.1~9.13.22). Games played using TCP/IP over a LAN, in most cases, will not need anything in these boxes, because F-IG: Aggressor d search the LAN for games.
10.3 Play Options
In order to enter either Single Player or Multiplayer, you must first create a New Pilot.
Choosing Single Player will enable you to access Training, Instant Action or Campaign Missions modules. Choosing Multiplayer will allow you to select either Multiplayer Missions or Multiplayer Instant Action. (See Chapter IS, Multiplayer Options.) Instant Action will plunge you in at the deep end with missiles and tracer rounds filhng the air around you. (See Chapter 6, Instant Action.)
11. FLIGHT OPTIONS
Once you've logged in as a Pilot you can choose any of the F - Aggressor module options. Instant Action (See Chapter 6) Training Mission Single Player Mission Multiplayer
The Training missions, based at our secret Madagascan Ar Base, will i take you through the basics of flying the F-IG and familiarize you with the controls.
The Campaign Missions module is where the main Campaign commences. Whether you commit yourself is your choice. The overall briefing: to fly and fight across an entire continent, using your superior skill to succeed and prosper in this most dangerous arena of international espionage.
11.I Training Missions
Select Single Player from the Main Menu and choose Training. The F-IG: Aggressor Training module contains five separate missions ih to help you familiarize yourself w t the controls, systems and handling of the F-16.It is strongly recommended that you choose to complete these concise but intensive training missions before ul embarking on a fl campaign. The Training Missions are based in Madagascar at our Headquarters. In each training mission our flight instructor will talk you through procedures you will regularly have to undertake, so that you have a working knowledge of the aircraft's capabilities. He might not be the most patient of people but he won't let you down. Aircraft handling, navigation, weapons and combat techniques are covered.
The reward: Live it!
Whichever module you choose you can always return to the briefing screen by pressing Ctrl + Q. At the Main Menu there is an Exit option. Selecting Exit will return you to Windows.
Training Mission 1. Takeoff
11.2 Campaign Missions (Single Player)
The Mission and Campaign structure of F-IG: Aggressor is sequential. In other words, each Single Player mission in a given Campaign must be completed successfidly before the next mission can be started. After the first Campaign is completed the next Campaign begins. The Campaigns are chronologically related and move in a specific
F-IG: Aggressor can accommodate an infinite amount of pilots who may have a limitless amount of saved games.
version and can be played as a co-operative game or as a death match. Multiplayer Mission is predominantly a co-operative game with shared Mission Objectives. See Chapter 15, Muhiplayer Options, for more information.
Starting a New Game
To start a new game select Pilots from the main menu. Follow the procedure for creating a new pilot. (See above). Now return to the main menu. Select Single player on the main menu and then select missions. You will now begin a new campaign starting at the first mission.
Saving a Game
If you wish to save a game choose Pilots from the Main Menu. In the Name field select the desired Pilot name. Then select the desired Game Name and press Save. Always remember to check your Pilot Status before saving a Game. Death cannot be undone!
Loading a Saved Game
Loading a game could not be easier than with F-IG: Aggressor. The game will 'remember' which point any Pilot has reached in a Campaign. Select the desired Pilot Name and Game Name from the Pilot's screen. Click on Load and then OK to load the game. Now return to the main menu, select Single Player and choose Missions. F-IG: Aggressor will place you at the correct position in the Campaign. You can then decide to repeat any missions you have already completed or embark upon the next one. You may wish to repeat a mission in which you have completed the primary objective but failed to complete any secondary objectives. The more objectives you complete, the more money you will receive in bonuses.
11.3 Mukiplayer
Selecting Multiplayer from the Main Menu allows you to join an existing Multiplayer Game or host a new one. As mentioned, there are two types of Multiplayer game available, Multiplayer Instant and similar to the Instant Single Player
12. STARTING A CAMPAIGN
12.1 The Campaign Interface
When you begin a Campaign you will encounter F-IG: Aggressor's Campaign Interface which appears at the start and finish of every Mission. This displays intelligence information vital to the mission you have chosen and allows you to make decisions about the mission flight path and aircraft payload. You will follow the same routine at the start of each mission using several screens that will become available at that time.
Background
Here you will be given the background to the specific mission, relevant intelligence reports and a situation update of the current Campaign. The mission start location will also be provided here.
Objectives
This is where primary and any secondary mission objectives will be listed, It is important to remember this information, or even take notes, as the mission wiU be considered a failure if some or all of these objectives are not met.
12.2 Briefing
12.3 Mission Map
The map in F-IG: Aggressor displays the immediate area and surrounding terrain in which any mission takes place. The mission waypoints are marked, as are major towns, cities and strategic locations such as air bases, munitions factories, oil rigs and oil refineries etc. The map can be magnified or reduced using the plus and minus keys on the interface. In order to scroll the map, left click on the display with the mouse and drag in the desired direction.
12.6 Waypoints
Waypoints are provided for each mission. We advise you to use these waypoints but if you wish to add or remove any of these it is possible via the interface using the addlremove waypoint function.
Briejing Page
STARTING CAMPAIGN A
The mission background should also provide a good indication of the recommended payload. There are pre-set payloads available but you are always advised to study weapon allocation closely. Descriptions of weapon range, weight and effectiveness are provided in both the interface and in Chapter 22.1 of this manual. The weapons are split into their different categories e.g. air-to-air,air-to-ground. To place them onto the F-IG'S wing pylons click on the boxes positioned by each pylon and select the desired weapon from the list provided. Scroll down the list to see the full arsenal. Some weapons can only be placed on particular pylons and others, mainly bombs, can be selected as duster formations with two or three per pylon. Some missions may require more weaponrJrthan your F-IG is able to carry. In this situation, you must return to your home base and land to re-arm your aircraft Once your aircraft has come to a halt on the runway, turn off your engine and you will be presented with a menu. Select the 'Refuel and Rearm' option and you will be returned to the Ordnance Page to select your next weapons load.'
Weapons and Fuel
12.5 Weapons and Fuel
This is the ordnance page. Here you allocate the weapon payload your aircraft will be carrying on any given mission. The availability of certain weapons is dependent on general mission objectives and your eventual choice should be upon mission specifics. You must decide how much fuel will be required to complete the current mission. Refer to the map and the mission background. Fuel can be selected on the cenrral pylon as the above picture shows. Extra fuel pods may be selected but they will be positioned on the wing pylons. These would normally carry weapons so you will have to sacrifice firepower for fuel if you think the range of the mission demands it.
If you have completed the Mission with a degree of success the game will be saved automatically and you will be given the option of attempting the next mission in the Campaign. Once you succeed in achieving the primary mission objective you may still choose to 'Retry' the Mission if you want to improve on your performance and thereby earn more money.
Remember, bonuses are Performance Related!
Status Page
12.6 Debriefing
The mission debriefing page contains a review of the last attempted mission. The debriefing lists any confirmed kills, hostile or otherwise. and the mission flight time. It will also display which mission objectives were completed and your current pilot status. This page is only accessible after the mission has been attempted, whatever the outcome.
12.7 Status
This is your pilot history. It contains information such as the total flight hours you've logged, number of missions flown, current Campaign etc. It also lists accidental friendly kills, the number of planes y u v -he& fines incurred because of ti and your total earnings. o'e hs If you fail to complete the Mission Objectives or die trying you will be allowed to reattempt the Mission.
13. THE AGGRESSOR UNIT: A BRIEF HISTORY
Operation 'CATCH-DRAGON' June 15th - 05.00 hours - 1999 The Atlantic Ocean close to the Lesser Antilles
14. CAMPAIGN OVERVIEW
14.1 Morocco
For many years, the Moroccan authorities have suffered at the hands of the Sa-hai People's Liberation Front (SPLF), a group dedicated to overthrowing the government and taking control of the country. Until recent years, the actions of this pressure group were little more than a thorn in the side of the Moroccan authorities. However, the tide ih was turning and wt the revenue fiom illegal drug plantations increasing, the SPLF.had become a more powerful force in Morocco. With their new found 'friends' abroad eager to supply arms and equipment for a price, the SPLF quickly became much more than a rag-tag band of ill-equipped shepherds. The Moroccan government soon became alarmed as the SPLF masterminded a series of tactical strikes around the country, hitting many sensitive military and civilian targets. Eager to crush the rebels, the united forces of Morocco attacked, tragically ill informed of the firepower awaiting them. After many f ~ r c e skirmishes, the Moroccans withdrew to count their losses, discovering to their dismay that a large proportion of their armed forces had been 'neutralized'. Feeling their grip on the country diminishing and seeking a swift end to the internal struggle that threatened the whole country's stability, the government appealed for international intervention. None was forthcoming but following a series of highly classified talks a contingency plan was suggested and the terms were met. Aggressor would be covertly implemented for an undisclosed sum; payment delivered upon project completion. ICARUS will co-ordinate local intelligence.
4.2 Ethiopia
A series of massive earthquakes have ripped through the continent of Afiica, causing destruction of unprecedented proportions. Ethiopia is struck particularly hard, with many thousands dying in the resulting chaos. As the dust settles, survivors are amazed by the sight of an enormous pyramidal structure rising out of the waters of Lake Tana. It seems that a giant complex of buildings has lain hidden and undisturbed for centuries until the action of the earthquake forced the lakebed to the surface. Rumors of a temple full of gold spread like wildfire and numerous factions soon flock to the area in an attempt to take control of the pyramid Amidst political unrest and the upheaval generated by the natural disaster, a rebel faction opposed to the government begins to gain support. Seeing the pyramid as a source of funding to continue their struggle, they seek military support from outside. Surprisingly ICARUS secures a contract with the rebel faction and directs the Aggressor unit to proceed. Meanwhile, just over the border, the Sudanese forces begin to mobilize.
Airspeed
The airspeed of the F-IG is measured in knots and this value is displayed in every HUD mode. There is also an airspeed 'tape' running vertically down the HUD next to the airspeed indicator that measures the speed in increments of ten. This is very helpful in rapidly determining whether the plane is actually decelerating or accelerating without having to concentrate on the exact airspeed figures as the ribbon appears to be moving either up or down respectively. B pressy ing 'Control + A', you can toggle the display to show either the 'True' or 'Indicated' airspeed, signified by the letter T or I over the airspeed bar. True airspeed is the a d speed of the aircraft over land. Indicated airspeed is the value displayed on the instruments. Indicated air speed is measured by pressure differentiation. The F-IG'S computer uses this value and, by means of advanced conversion tables, calculates the true airspeed.
Mach Meter
This is a separate measurement showing the speed of the aircraft in terms of the speed of sound. The speed of sound is 1130 ftfper second or 330 m/per second at standard temperature and pressure (STP) which is zo"C/70F and I Atmosphere respectively. In aviation this speed is referred to as a Mach value e.g. Mach I. At high altitudes Mach I is achieved at lower airspeeds. This is because at higher altitudes the speed of sound is reduced due to lower air temperatures and reduced air density. For every 1F reduction, the speed of sound decreases by 1.1ft per second. Equally, reduced air density decreases the speed of sound. Therefore the F-IG will achieve the speed of sound at lower airspeeds. Also, the F-6's top speed is faster at high altitude i because less dense a r gives less drag to the airframe.
Information Common to A HUD Modes l
The F-16 has ten separate HUD modes which are examined below. This may seem daunting but each mode is tailored to a different, specific situation, so choosing the correct one is straightforward. Although each mode has special individual features some of the information displayed is present in every mode. The common information shared by all modes is detailed here.
Engine Thrust /Afterburner
Localiser Centdine
ILS Beam PlanViev
Glideslope and Localizer Beam
The Its, positioned near or on the runway, emits two beams to guide you. One is horizontally oriented and is called the localizer. The other is vertically oriented and this is called the glideslope. The localizer helps you to line up with the runway centerline and the glideslope projects the correct rate of descent. Together they form a guidance cone that can be picked up at around 1zNm from the runway. The tip of the cone is at the touchdown point on the runway. The ILS deviation bars and vertical velocity scale, present on the HUD in landing mode, respond to the ILS beacon on any friendly base, A good approach is one of the most important elements of a successful landing. The waypoint system in F-IG: Aggressor will lead you to a point twelve miles from the runway perpendicular to the ILS beacon.
The result is that as soon as you've reached the penultimate waypoint and turned to orient on the final waypoint you will be directly in the ILS cone. If you have deviated from the flight plan make sure you rejoin it at the penultimate waypoint.
Runway
Assuming that the ILS system is working and you are on the correct heading, towards the ILS beacon, the bars will have changed from dashed to solid lines. If you are to the left of the runway centre line then the localizer deviation bar (vertical line) will be displaced to the right, and vice versa. If you find yourself in this situation, i.e. to the left of the centerline, you will have to turn slightly to the right bringing the ILS bar back to a central position. The ultimate aim is to keep this bar in the centre. When the aircraft is flying above the 'glideslope line' the glideslope deviation bar will be displaced downwards, and if you are below the
ILS cone Aim to enter your approach run at around 250 knots. Seven miles from the beacon your altitude shodd be approximately z,oooft, which is the appropriate altitude for the ILS glideslope at this distance from the runway. Reduce throttle so that your speed is between rzo-rGo knots. Use the airbrake if necessary but don't slow too much or you risk stalling the aircraft. Lower the Landing Gear using the G key. At this point the landing mode of the HUD will be automatically activated. At the bottom of the HUD two ILS deviation bars can be seen. These will have been active from the point that you entered the ILS cone. If the bars are dashed then the ILS is not responding. This means that you are either off course and must maneuvere back into the ILS cone or that your ILS system has been damaged. You can check if the ILS symbol on the MFD Damage mode is illuminated. If this is the case you will have the challenge of landing the F-IG with only visual guidance (your eyes!). HopefulIy it will be a bright, dear, sunny day.
Induced drag is created as a by-product of lift. Induced drag is the biggest factor when flying slowly for landing and when attempting to turn hard in a dogfight. The large increase in drag makes it difficult to maintain energy. Lowering the flaps for landing also increases induced drag, as it increases the lifting coefficient of the wings. Induced drag is also reduced slightly when in dose proximity of the ground. Wave drag begins becoming a significant contributor to total drag and around Mach.85, rises rapidly as you exceed Mach I. It is caused by the interaction between shock waves and the aircraft as air speeds reach sonic velocity. around the plane, even before the plane is travelling at Mach I. Once above Mach I, the drag coefficient remains more or less constant. Wave drag is the dominant contributor to total drag at high subsonic and supersonic speeds. It is responsible for the very high thrust and fuel bum rate required to fly above Mach I
Gravitational force always acts toward the earth's centre, and is proportional to the aircraft's weight. The weight of the plane depends on the amountof fuel and weapons you are carrying. Weight is recalculated every frame of the simulation.
Thrust
18.4 The Moments Acting on the Aircraft
The forces on the aircraft define its path through the air, but it is the moments or rotational forces that determine the plane's attitude. These moments are of three types: aerodynamic moments, inertial moments and fuels and stores moments. Aerodynamic moments are generated by aerodynamic forces acting on the tail, wings, and fuselage of the aircraft in flight, which in tum are influenced by the commanded position of the flight controls, speed and atmospheric characteristics,rotational rates of the airframe, and aerodynamic interactions between surfaces that influence t e h local angle of attack at each surface. The wing has a natural pitching tendency which is &red by angle of attack and flap deployment. The fuselage of modem jets tend to be long and slender and to extend well in front of the wings, The fuselage has an aerodynamic tendency to fly backwards.
19.1 Weapon Summary Air-to-air: Unguided
Internal 2omm cannon
Air-to-air: Guided
AIMTD Sparrow AIM-7E Sparrow AIMTF Sparrow AIMTP Sparrow AIM-gB Sidewinder AIM-gE Sidewinder AIM-gJ Sidewinder AIMgL Sidewinder AIM-gM Sidewinder AIM-120 AMRAAM
Air-to-ground: Unguided
Internal 2omm cannon LAU-3A Hydra Rocket Pod MK82 soolb Iron Bomb MK83 ~ o o o l b Iron Bomb MK84 20001b Iron Bomb CBU-72 Fuel Air Bomb CBU-87 Cluster Bomb
Air-to-ground: Guided
AGM-GsG Maverick GBU-10 Paveway 2ooolb Laser Guided Bomb GBU-12 Paveway ~ o o l b Laser Guided Bomb GBU-IG Paveway ~ooolb Laser Guided Bomb
Anti-runway
BLU-107 Durandal
Anti-Radiation
AGM-45 Shrike AGM-88 HARM
The altitude of the launch aircraft will affect a missile's range. A missile launched at high altitude won't lose its speed as rapidly as one launched dose to sea level. This is because at higher altitudes the air is not as dense and so the drag is reduced. Vice-versa missiles launched dose to sea level will have a significantly reduced range. The aspect of the target is also relevant to missile launch. This is the direction the target is flying in relative to your own aircraft. If the target is flying towards you, the missile and the target will be flying at one another. Therefore you could launch the missile at an increased range and the two will still meet. If you are firing on a retreating target make sure that it is well within range. Otherwise the probability of the missile catching the target over a long distance, even with its superior speed, will be small. If the target is crossing your flight path the missile will be constantly turning to track it, therefore increasing its aerodynamic drag and losing speed and therefore range and effectiveness continuously. In conclusion, the range and speed of any AAM missile depends on the altitude and heading of the plane it is fired from.
Anti-Ship
AGM-84 Harpoon AGM-II~A Penguin
19.2 Air-to-air Combat
When you are in a combat scenario with a hostile aircraft there are two types of weapon that can be used, the F-16's internal 2omm cannon or air-to-air missiles if they are available. Missiles are always preferable as they can be launched from a greater distance and are much more accurate. Using missiles also provides an increased amount of time to react to any offensive maneuvers initiated by the enemy. The majority of air-to-air missiles use a solid propellant rocket to achieve the high speeds necessary to intercept their targets (between three and four times the speed of sound). Once an air-to-air missile has been launched it rapidly accelerates to its maximum speed. As the fuel bums off, the missile glides in towards its target. In order to track the target perfectly the missile makes constant minor adjustments to its flight path, which leads to aerodynamic drag. Missiles lose speed as a result of gravity and aerodynamic drag. As the missile speed reduces so does the missile's ability to maneuver and this is vital to the strike success rate. That is why you are advised to wait until targets are well within range before launching
Air-to-air Missile
Upon perceiving an aerial threat: Select JTIDS mode on the MFD if it's not already selected. (Use [ ] to cyde through MFD display options).Alter radar range to the desired choice using the INSIDEL keys. Select missiles mode on the HUD (mode 5). This enables you to arm an AA missile. If there are multiple targets cyde through them on radar using the TAB key. Use the I key to identiq any selected target. The target description will appear on screen and on the computer read out (Cockpit view 9). Decide which target you wish to designate. JTIDS will automatically
Target Aspect Carat Radar Range Missile Range
4 - - 5
designate a target if there is one available. The designator box will appear on the HUD in the position that the target will appear when it is in visual range. Decide which type of missile you wish to use if there is an option. Use the ENTER key to alter weapon selection. Missiles have different ranges illustrated on the HUD by the missile range scale, so select the most appropriate one if there is a choice. This scale also has a sliding pointer denoting the target's range. Identify the aspect of the target by observing the target aspect carat revolving around the missile boresight symbol. A head-on or tail-on shot is preferable for tracking purposes. Check that you are in range, which can be determined by using the range to target scale on the HUD. As you dose on the target the circle will unwind counter dockwise. After it has reached the three o'clock position your target is within optimum range. This scale is only present when using short range AAM's where range is critical. With medium range AAM's the missile range scale provides enough accuracy for an effective launch. Wait until the
Rear Aspect Missile Weapons Envelope
missile achieves lock. Missile lock is displayed on the HUD as a diamond superimposed over the target designator box. The Bitching Betty cockpit system will confirm missile lock. Fire when ready. Your actions after firing depend on the type of missile you have launched. If you can afford to purchase advanced missiles like the AIM-120 AMRAAM 'fire and forget' missile you can turn away and immediately begin tracking another target. If the missile is not of the 'fire and forget' variety you may have to maintain missile lock until the missile has made impact. To do this you must keep the target in your field of vision until missile impact. This will certainly be the case if you have launched a missile like the AIM? Sparrow. See Chapter 22.1, weapons specifications.
a hostile aircraft is directly in your sights you can switch to cannons without having to alter the HUD mode.
19.3 Air-to-ground Combat
Air-to-ground combat is entirely dependent on aircraft payload and mission objectives etc. In some missions you may not be expected to designate any ground targets though ground threats will probably exist. In others your payload could include a range of air-to-ground missiles and guided/unguided bombs. Air-to-ground combat is generally pre-planned in relation to the mission that you are flying. This will dictate to some extent which weapons are chosen. The combat procedure for ground attack tends to reflect this. The weapons that are used are more specific and therefore require more specific launch conditions. We will cover the deployment procedure for each variety of air-to-ground weapon.
Range: Service Ceiling: Armament: Crew:
MiG-29 Mikoyan-Gurevich MiG-29 Fulcrum
Learjet 31A
Interceptor Mach 2.1,518 mph I 244skm/h 2900 Inn 56,ooo ft One 3omm cannon and six pylons
Type: Speed: Range: Ceiling: Passengers:
Small Jet Aircraft
Mach 0.7 / 522 mph / 839 km/h
4,841 Inn ~1,000 fi
Boeing 747
Boeing Chinook CH-47D
Type: Cruise Speed:
Cidian JetAircraft
Mach 0.85 552mph/g1okm/h
Type: Armament: Range: Crew:
Transport helicopter 3omm cannon, IG Hellfire missiles/$2.75inch 185krn
rockets
Passengers:
22.5 Land Vehicles
22.4 Helicopters Bell Cobra AH-1
Multiple Rocket System Armament, Type:
Armament
p m Rockets
Anti-armor attack helicopter. hnuhi-barreled zomm cannon, 8 Outboard TOW missiles, multiple inboard rocket options 507km
Range: Crew:
40km 3
Mobile SAM Launcher Range: Speed: Crew: 72km
Shahine SAM Radar Site Radar Range: Crew: 18km
Shahine SAM Launcher Range: Speed: MAZ-543 Scud-B Launcher Range: Crew: sookm Crew: ~j.sookm Above Mach 2
Main Battle Tank Armament: Speed: Crew: 115mmgun 50km/h
Main Battle Tank Armament: Speed: Crew: ~aynm gun 6okm/h 3 Anti-Aircraft Gun Armament: Range: Crew: zjmm Cannon 5km
HUMVEE
Main Battle Tank Armament: Speed: Crew:
Military Jeep
~estroyer
Fast AttacWP&rol Boat
Oil Tanker
\owa Battleship
Trawler
THEHISTORYDEVELOPMENTTHE F-IG & OF
4~ - 1 6
10.nr.o< --
23. THE HISTORY & DEVELOPMENT OF THE F-16
by Bill Sweetman Lockheed Martin F-I 6
The Lockheed Martin F-16 is a classic in its own time. The best-selling fighter of the modem era, with more than 4,000 aircraft built or on order for 20 air forces, the F-16 is still being developed and improved a quarter-century after its first flight. The F-r6's origins date to 1965,when the US Air Force and US Navy launched a campaign of air strikes over North Vietnam. In battles with the North Vietnamese Air Force, the US pilots found that their big F-4s and F-105s were not decisively superior to the NVAF's small MiG-21s and obsolescent MiG-17s. The USAF responded by reemphasizing air combat in its requirement for a new fighter, designated F-X, demanding improved cockpit visibility and far better maneuverability. In July 1967, however, the Soviet Union unveiled a new range of heavier fighters, including the Mach 3 MiG-25. The USAF changed its plans for the new F-X fighter, demanding a big radar and a heavy missile armament as well as agility. A small group of USAP officers, Pentagon analysts and industry engineers, the so-called "fighter Mafia", disagreed with the official emphasis, arguing that a smaller and simpler fighters was needed. Key members of the mafia, in its early days, included John Boyd, a USAF fighter pilot who had developed a set of metrics that quantified fighter maneuverability and Pierre Sprey, a civilian analyst with a strong background of research into fighter costs and effectiveness. From General Dynamics' Fort Worth division, they were joined by an outspoken and talented designer named Harry Hillaker.
first F-ICYLGB attack, using LANTIRN. A more intensive series of strikes started in August 1995, under Operation Deliberate Force, and continued into the following month. F-IGS dropped more than 300 LGBs, with go% effectiveness, and no observed collateral damage. One USAF F-IG, flown by Captain Scotf O'Grady, had been shot down by an SA-6 missile over Bosnia in June 1995. O'Grady was rescued six days later by a force escorted by HARM-carrying Marine Corps F/A18s. When Deliberate Force started, weeks later, the Aviano F-IGS were supported by eight Block 50s carrying HARMs and the HTS. Nine HARMs were fired during Deliberate Force, and all were judged effective in shutting down the targeted radars. In 1998, the Block 5 o / p remains the standard USAF version of the F-IG, and it continues in low-rate production to make up for athition. However, development has continued for the export market. Israel received its first F-IGC/DSin 1g87,and eventually acquired 135 Block 30140 aircraft. All of these were specially modified to meet Israeli requirements. In particular, the two-seat aircraft (named Brakeet, or Thunderbolt, in the IDF-AF) feature a long, box-shaped dorsal spine that accommodates extra avionics, the refuelling receptacle and chafflflare dispensers. The rear cockpit is designed to accommodate a weapon system operator. (Singapore's Block 50s also feature the dorsal spine). When the IDF/AF started looking for a longer-range strike aircraft in the early ~ g g o s Lockheed offered an F-IG with a pair of conformal , fuel tanks, carried above the wing roots. These would accommodate almost as much fuel as underwing tanks, creating less drag and releasing underwing stations for weapons. Another logical change made possible by miniaturized electronics - was to remove the LANTIRN pods, build its terrain-following radar functions into the APG68, and install an internal FLIRPaser system. Although the IDF/AF
With the end of the Cold War, the USAF fighter force was scaled back, F-rG production abruptly slowed down, and General Dynamics sold its Fort Worth division to Lockheed in March 1993. Lockheed, in turn, merged with Martin-Marietta in 1995. The same geopolitical changes have changed the F-IG'S mission. Within months of the AMRAAM shoot-downsover Iraq, USAF F-I& were deployed to secure another "no-fly" zone, above BosniaHerzegovina, under Operation Deny Flight. On February 28, 1994, six Serbian J-I Jastreb light attack aircraft violated the no-fly zone. Four F-IG Block 40s shot down three of the Jastrebs with AIM-nos and AIM-9s. the most recent air-to-airkills by the F-16 The total number of F-IG kills varies according to the definition of an official kill. Lockheed Martin gives the number as 69. IDF-AF paots claim 52 of these, most of them during the 1982 air battles over Lebanon. The Pakistan AF has an official total of 11 kills against Afghan MiGs and Sukhois; unofficially, the total is 13, but two are not mentioned because they resulted from a generous interpretation of "hot pursuit" and occurred on the wrong side of the border. Venezuelan AF pilots shot down three rebel aircraft - two OV-10s and a Tucano - during a November 1992 coup attempt. A d a the nonofficial Pakistani kills and the Venezuelan shoot-downs to the list brings the F-IG'S total kills to 74. No F-IG has been shot down by an adversary in air-to-air combat although it is believed that one Pakistan Air Force F-IGA was accidentally shot down by another. USAF and other NATO F-IGS have been heavily involved in air-toground operations in support of peacekeeping activities over Bosnia. In May 1995,the jrst Fighter Wing at Aviano AB, Italy, performed the
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