Read more and download. Cockpit checklist Cockpit checklist. Emergency checklist Emergency checklist. Falcon 4. A must for every Falcon 4 user. Main checklist Main checklist. Practice this mission until you can consistently execute the turn without gaining or losing more than 2, feet in altitude.
The objective of this mission is to observe the effects of trying to turn the jet at too high an airspeed. Training Mission 3 set you up to perform a max G turn at corner airspeed. Remember from Training Mission 3 that corner airspeed is the speed at which the jet can make the quickest, tightest turn.
In this mission, you will practice max G level turns starting well above corner airspeed. This lesson demonstrates the effects of trying to turn the jet at too high an airspeed.
If you fly well above corner airspeed, the turn rate of the jet goes down and the turn radius increases dramatically. This poor turn rate affects your ability to point the nose, while the increased turn radius allows enemy fighters to easily fly inside your turn and stay on your tail. Even though the turn you make is at 9 Gs, note the increased turn radius and the reduced turn rate caused by this increased airspeed.
This mission will graphically show why you will get spanked if you fly the jet too fast above corner airspeed in a turning fight. You will execute the turn exactly the same as you did in Training Mission 3. Figure shows the proper movement of the joystick and the corresponding response of the aircraft wings. Pull all the way back on the stick to command maximum G possible.
Front and back movement of the joystick controls aircraft pitch as shown in Figure Pitch essentially equates to aircraft Gs. Remember from the last training mission that the flight path marker shows the pilot where the aircraft is going. You control the HUD flight path marker with the joystick. If the flight path marker is on the level pitch line in the HUD, the aircraft will stay level. If it gets above or below this line, then the aircraft will climb or dive respectively.
Refer to Figure to use the joystick to correct a climb or dive during this turn. Note the turn rate and radius of your turn. The objective of this mission is to see how flying too fast will adversely affect your turn performance. In this mission, you will see the effects of trying to turn an aircraft at slow airspeed. At low airspeeds, your turn radius is small but you suffer a very big turn rate reduction.
This turn rate reduction hurts your ability to point the nose and shoot at enemy fighters. At knots, the jet can only pull 2. The turn radius is small due to the slow airspeed, but it takes the aircraft much longer to get around the circle. Execute the turn exactly the same as you did in Training Missions 3 and 4.
This poor turn rate can get you killed. The objective of this mission is to see how flying too slow will adversely affect your turn performance. Since air combat is a three-dimensional affair, it is important to master turning the jet in both the horizontal and vertical planes. A big difference between the two different maneuvering planes is the effect of gravity on the jet.
If you are turning the jet straight across the horizon in the horizontal plane, then gravity has relatively little affect on your turn performance. When you pull the nose up or down in the vertical, however, gravity becomes a player. In Figure , the cockpit G at the start of the pull is 5 Gs. Cockpit G is the G being felt and read out on the G meter in the cockpit. At the point the jet is pulling straight up, however, so the effective G or radial G is only 4 Gs.
Figure shows that cockpit G is not equal to radial or turning G when maneuvering in the vertical. You can see the concept of radial G even more clearly in Figure , in which both fighters are pulling the same cockpit G. Notice that the fighter with his lift vector below the horizon is turning more tightly.
What is not so obvious is that the fighter turning toward the ground is also moving, or rating, the nose faster. Use this maneuver to descend quickly to low altitude. To execute the maneuver, perform the following steps:. At 7, feet, adjust the throttle to maintain knots. Do not accelerate. Roll the jet inverted. Figure shows this inverted position. Pull full back on the stick to command the maximum G possible. As the Gs increase during. If you are still going too fast,.
This maneuver is easy to do if you control your airspeed. The common mistake made during a Split S is to ease up on the Gs and accelerate. It can be done from as low as 5, feet, but you must be perfect or you will plant yourself into the terrain.
After successfully completing the Split S maneuver from 7, and knots, enter the training mission again and fly down to 5, feet and try it from this lower altitude. In addition to experimenting at lower altitudes, you can also vary the airspeed from which you enter the Split S.
For example, you should be able to Split S from 4, AGL at knots, because you have a tighter turn radius at this airspeed than you do at knots. Welcome to ManualMachine. We have sent a verification link to to complete your registration.
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Games PC. Overview of Air-to-Air Radar Modes The Targeting Pod Display Building Tactical Engagements Runway Takeoff Attitude Director Indicator A-1 A View From the Cockpit A-2 A View From the Computer A-3 The Campaign and the Simulation A-4 Flight Model A-4 Pilot Overload A-5 Graphics A-5 Terrain A-5 Beyond the Bubble A-6 Sounds A-6 Hyper-Action A-6 GLOC A-7 Tactical Engagement A-7 User Interface A-7 The Electronic Battlefield System A-7 FA vs.
A-7 Flying the Real F A-8 Final Thoughts C-1 How to Use the Maps Please follow these instructions for all of the 31 training missions: 1.
Select Setup from the main menu. Click the Simulation tab at the top of the window. Also turn Disable Clouds on by clicking its box.
The gun cross is the small cross symbol at the Gun cross top of the HUD. It is an important reference since it represents the nose of the aircraft. The difference between the gun cross the nose of the aircraft and the flight path marker is the Flight path AOA Angle of Attack.
Move your joystick left to start an easy left turn. Figure 5. HUD altitude options. Just be aware that if you Dashed lines indicate airspeed tolerance for low speed warning tone activation. Use the following steps to practice HART maneuvers: 1. The flight path marker will catch up with the gun cross when the AOA is reduced. The AOA initially will be high 80 80 70 70 60 60 50 50 50 40 Figure When you hear the horn, start a roll to inverted flight. Stop the roll when you are H C upside down.
When the T P A vertical legs connected to the ends of the pitch bars are pointed, up then you are inverted. Once 1 R E the nose of the jet is below the horizon, stop pulling on the joystick and let the nose fall through the horizon.
Keep the jet inverted upside-down. When the mission starts, you will be 2 in a two-ship formation with your flight leader on the runway ready for takeoff.
If your plane is moving as the mission starts, press and hold Kto apply the wheel Figure brakes. Release the Kkey when the jet comes to a stop.
Figure 6. Follow these steps to perform this maneuver: 1. Pull all the way back on the stick to command the maximum G possible. Forward and backward movement of the joystick controls aircraft pitch as shown in Figure Pitch Figure essentially equates to aircraft Gs.
Notice that you cannot pull max Gs at 20, feet and maintain corner velocity. Figure The flight path marker is presented in the HUD to show the pilot where the aircraft is going. At speeds above knots, it is very close to the nose of the aircraft. If the flight path marker is on the level pitch line in the Correct a dive HUD, the aircraft Roll right Pull back on will stay level. If it stick gets above or below this line, then the aircraft will climb or dive respectively. Learning to turn 5. In the three preceding training missions, we turned the jet in a horizontal plane; in other words, we stayed level with the horizon while turning.
The Split S maneuver is the first of a series of three training missions in which you will practice maneuvering the jet in the vertical plane. The vertical plane extends above and below the. Horizontal plane. Split S maneuver Figure To execute the maneuver, perform the following steps: 1. As the Gs increase during your dive, pull the throttle back slightly to maintain knots. If you are still going too fast, extend the speed brakes by pressing B. The maneuver is complete when the jet is in level flight heading in the opposite direction, as shown in Figure You can only view or download manuals with.
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View and download manuals available only for. Register and get 5 for free. Upload manuals that we do not have and get 1 for each file. Get 1 for every download of your manual. Buy as much as you need. How to Use This Documentation How to Load a Training Mission Mission 1: Basic Aircraft Handling Training Mission Overview Mission 6: Minimum Altitude Split S Mission 9: Landing From 10 nm out on Final Using the Instruments Mission Flameout Landing Mission Navigation and Timing The Inertial Navigation System Getting to the Selected Steerpoint Getting to the Selected Steerpoint on Time Mission Air-to-Air Radar Modes Mission 20mm Cannon Air-to-Air Mission AIM-9 Sidewinder AIM-9 Mechanization Mission AIM-7 Sparrow AIM-7 Sparrow Mechanization Mission Air-to-Ground Radar Modes Ground Map Radar Mechanization The Air-to-Ground Radar Display Dive Toss Employment The Dive Toss Bombing Triangle Mission 20mm Cannon Air-to-Ground Training Mission Description Maverick Mechanization Mission Laser-Guided Bombs Targeting Pod Slave Mode Targeting Pod Boresight Mode Targeting Pod Mechanization Mission Missile Threat Reaction One-Circle and Two-Circle Fights Playing a Tactical Engagement Loading a Tactical Engagement Quick Start: Building a Simple Mission Adding a Ground Strike Adding Victory Conditions Loading and Playing the Mission Tactical Engagement Terminology The Tactical Engagement Editor Mission Builder Tools Mission Builder Windows Exiting a Tactical Engagement Understanding the Campaign Jumping Into the Campaign Saving Your Campaign Creating a New Campaign Preliminary Campaign Screen Mission Schedule Screen Steerpoint Modification Menu Munitions Window Taxiway vs.
Winning and Dying in a Campaign Adding a New Logbook Entry Squadron Patch and Name View Manipulation Controls Unlimited Chaff and Flares Radio Calls Use Bullseye Recommended Graphics Settings Left Eyebrow Warning Lights Right Eyebrow Warning Lights Vertical Velocity Indicator Horizontal Situation Indicator Voice Message System Autopilot Toggle Switch Emergency Stores Jettison Button Landing Gear Status Lights Landing Gear Handle Speed Brakes Position Indicator Auxiliary Threat Warning Panel ECM Toggle Switch Manual Pitch Override Switch Radio Function Knob Right Auxiliary Console Magnetic Compass Fuel Quantity Indicator HUD Mode Indicator Gun Cross Boresight Cross Missile Override Mode Air-to-Ground Weapons Maverick AGM Missile Guided Bomb Units Air-to-Ground Guns Reconnaissance Pod Easy and Simplified Avionics Increment and Decrement Buttons Master Mode Buttons Priority Function Buttons Realistic Radar Air-to-Air Modes Realistic Radar Air-to-Ground Modes Friendly Ground Unit View Canopy Reflections Glance Forward and Glance Backward Combat Management Page Mission Management Page Formation Management Page Identification Management Page Tower Radio Commands Tanker Radio Commands The Forces Acting on the Aircraft Changing Your Flight Plan Adjusting Package Spacing Dealing With Enemy Aircraft Dealing With SAMs Dealing With AAA The Compromise of Flight Simulation Design The Campaign and the Simulation Radar and HUD Modes The Electronic Battlefield System Eject does happen if I click.
Battlefield Operations: Falcon Allied Force. As you look out on the horizon, you will see two wide strips and at least one narrow one. The wide strips are the two parallel runways, while the narrow strips are the taxiways.
That's Falcon Allied Force in a nutshell.
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