Su27 Flanker1 Unofficial FAQ
FINAL 27th October 1999
Member of the Flanker Web Ring
Contents·What's New · Flanker Home Page · The O-Club Chat Room
I am not employed by SSI, Mindscape or Eagle Dynamics
Well - OK - so far they have tried to bribe me with a
mug, tee-shirt, free CD upgrade, flying jacket, gold
enclosure ticket at Airshow etc etc.
Oh, yeah - and I
was a beta tester for v1.5. But trust
me!
This FAQ is aimed at answering typical questions asked by someone starting
out with Su27 Flanker v1.0 and v1.5.
For more in-depth analysis, just ask here.
What's New
- Final version. There will be no more changes. For FAQs about Flanker2, see
FAQ2.
Contents
- General
- What Flanker
accessories do I need?
- What are the
Su27 sim performance records?
- Versions current and future
- Which version
are we up to?
- I want
to run both v1.1 and v1.2
- What
versions are planned for the future?
- What is
OpenGL?
- Flanker
v2.0
- How do I
become a beta tester for future versions?
- Bugs and limitations
- What are the
remaining bugs in v1.5?
- It is jerky
even on a P133.
- Is ECM
broken?
- There is no
six o'clock view.
- Missile
performance (range) doesn't match the specs in the manual.
- The keyboard
card is wrong.
- I can't find
the enemy planes with my radar.
- What are all
the new views?
- What's with the
pink camouflage scheme?
- How do I ....?
- Missiles
- I cannot get
the lock key (TAB) to work.
- Missiles
don't fire.
- How do I get
the HUD to show knots and feet?
- I can't get
Kh-29 air-to-ground missiles to lock on no matter what I do.
- The Kh-31
antiradar missiles don't lock on.
- I can't
sink the ships with the antiship missiles.
- I always
miss with the R77.
- The R27te
only locks on at visual ranges.
- Why don't I
get a launch cue for my freefall bombs?
- Mission editing
- I have
created my own mission, but I can't start it.
- How do I
set a different mission start time?
- How do I
change sides?
- Can I fly
GAI missions?
- How do I
get the airshow SU27 into one of my missions?
- How do I
get AI to drop more than one bomb at a surface target?
- How do I
declassify missions?
- Why can't I
edit any missions?
- How do I
create H2H mission under v1.5?
- How do I
use the new camouflage schemes?
- Setting-up and Running the program
- How do I
get it to run full screen under Win95?
- The
smooth shading preference box is always grayed out!
- How can I
get the game to run without the CD?
- How do I
set my throttle to idle?
- How do I
get my Thrustmaster kit to work?
- And MS
Sidewinder 3D?
- How do I
get sound under Win NT4?
- Miscellaneous
- How do I
padlock a runway?
- How do I
dump fuel / refuel?
- How do I do
the Cobra? The K key doesn't work.
- The tilde
key doesn't work
- My wingman
doesn't follow me on take-off.
- How should
I adjust alt/az of the radar in BVR mode?
- The radar
works funny.
- How do I
disable the alpha- and G-limiters in-flight?
- Flying skills
- I get
disorientated in padlock mode.
- What exactly
do the wingman commands do?
- How do I beat
the AI? Or anyone else for that matter?
- PapaDoc's
BVR hints (with help from Wags and Talon)
- PapaDoc's
Guide to the Merge
- Wag's BVR
tips - Part I
- Wag's BVR
tips - Part II
- Auger's
Su-27 Flanker Online Gunzo Primer
- Tony Volk's
Guide to killing the AI
- How do I
avoid the SAMs and other missiles?
- How do I find
out more about fighter tactics?
- Head-to-head (H2H)
- How do I go
H2H?
- Dialup
- TCP/IP
- Kahn /
Kali
- How do I
find H2H opponents?
- How do I set
up a LAN for Flanker?
- Extra missions, tools, resources.
- Flanker
mailing-list
- Flanker IRC
chat
- Where can I
get more missions to fly?
- The TRK files
I download don't work!
- Are there any
tools to help me make new missions?
- WarRoom
(dynamic campaign) and Xedit
- Booklist
What Flanker accessories do I need?
- Fuzzy dice on the rear-view mirrors
- 8-track playing "Frampton comes alive"
- Carpet-covered avionics dash
- Chequered flag knobs on the throttles
- Bell radar detector (for when your radar and EOS are shot-up: just clip it
to the HUD)
- "If you can read this you are too close" rear sticker
- Bright red airbrake / Cobra warning lights (for use with sticker)
- Stick-on wide-angle extensions for rear-view mirrors
- Roof rack for extra two R73s
- Klaxon that plays "Volga boatmen"
- Inflatable Kuznetsov carrier for emergency landings in the middle of Black
Sea (store it under the seat)
- Auto-adhesive canards
- Halogen lights to paint stealth bombers
- A "This is NOT an Airbus" answering IFF, to infiltrate through US Task
Force's air defenses
- Sony Discman playing ZZ-Top's "Gimme all your lovin", interpreted by
Leningrad Cowboys and The Red Army Chorus and Dance Ensemble Alexandrov, live
at Helsinki (as seen in Aki Kaurismki's film "Total Balalaika Show")
- Michelin Guide to The Caucas
- "WARNING: Rearward-facing missile equipped unit" rear sticker
- Mindscape mug, tee-shirt and fur-collared cold-weather flying jacket
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Contents
What are the Su27 sim performance records?
To have any
hope of getting near these, for the speed record set both air pressure and
temperature to their respective allowed minimums in the Met section. For
altitude, set pressure to minimum and temperature to maximum. Empty the cannon's
magazine, dump all chaff and flares.
Altitude: Y. Bibikov,
32960m
Speed: Y. Bibikov,
John Kawamura and Al Bergen, Mach 2.68
Well ... that's not strictly true anymore. There is a rarely encountered bug
in the flight model which can put you into a flat gravity defying spin at speeds
in excess of Mach 6.5, reaching heights only NASA can dream of.
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Contents
Which version are we up to?
Flanker2 has gone gold.
v1.5 may
still be available somewhere near you, either as an add-on CDROM or an
all-in-one Commander's Edition.
What is v1.5?
- An upgrade to v1.0, v1.1 or v1.2, Win95 only
- 156 missions and 96 TRKs, though many of these are already out there
somewhere on the Net.
- copies of the freeware programs, Random Mission Generator and Flanker
Campaign Shell.
- new upgraded version of Flanker to v1.5.
What does it have?
- Optional Gouraud shaded graphics in external views (nicer aircraft and
transparent flame / explosion effects). This uses 16-bit color and so the sky
is now smoothly shaded. These graphics use the OpenGL API.
They look nice, but have a startling hit on framerate on any system without a
supported 3D card. Don't plan on using these unless you have a 200Mhz+ or the
right video
card. You do not need to bother with these graphics - you can continue
using the original v1.0 graphics if you prefer for framerate reasons. I do not
consider them a major selling point of the new version - it is all the other
features that pack the punch.
- LAN capability allows up to 16 people to fly at once. Awesome. The master
can be left running for hours at a time with a mammoth mission whilst the
virtual squadron does battle. Due to ping times over the Internet 3-player
missions seem to be about the maximum reliably achievable, though I expect
that if you were all on ISDN to the same provider, you might get a lot more.
- The multiplayer missions are arranged a bit differently from v1.2. In
mission planning the "Remote" plane no longer exists. Instead the master sets
up the overall mission, with all AI friendly and bogie flights, air-defenses
etc. This can be set up to run over several hours of real-time if you like.
The master then starts the mission - it starts immediately without waiting for
anyone to join in. The master mission can but does not have to contain
a "Me" Flanker. Each slave has to make his own sub-mission file containing his
own flight only. He is allowed wingmen if he wishes but cannot add
anything else - no extra friendly or bogie flights. He can then join the
master mission. Each slave does the same in turn. If a slave is shot down he
can either sit back and watch the action, still connected, or quit and rejoin
the same mission. If the master is shot down he has to either sit back and
watch the action or shut the whole master mission down - he cannot rejoin.
- LAN and Net H2H missions can be recorded as TRK files and replayed. Quite
incredible. For example, in a H2H match both of you can record TRK files and
then exchange them afterwards. You can then see the fight exactly through your
opponent's eyes - what did he do, where did he look, what inputs did he make
to his controls. You have got to try this. It sounds pretty
good, but when you first actually use it I guarantee it will blow your socks
off.
- Off-line missions can be saved halfway through and edited. Saving
preserves damage to ground objects (e.g. damaged SAMS, half-shattered
airfield) but is not "perfect": i.e. flights will not precisely continue the
same actions as they left off, especially if halted halfway through a
dogfight. Think of it as a strategic-level not tactical-level save. Very
useful for building one mission onto the successes or failures of another. And
the mission planner now can count elapsed days as well as hours and minutes.
LAN/Net missions cannot be saved in this way.
- "AWACS type" view. Linked to the F10 key. Live overview with zoom and pan
of the whole battlefield. Planes SAMs and missiles are represented as icons.
You can click on an icon and then jump to that object with the other external
view keys. You can choose to show only the objects visible to your own radar
AWACS and EWR or to see all active objects.
- Optional recovery mode (restart in a new plane straight away if shot down
or crash). For wimps.
- 26 new camouflage schemes especially for use in LAN or Net play. Many of
these are horrible and garish (pink, black) but there are a few nice fairly
realistic ones too.
- Improvement to AI - for example they now dodge SAMs.
- Some other bug fixes, eg the 6000m radar bug.
What doesn't it have?
- Stutter. Well, not really. See here.
- It does not have a new theater or terrain.
- It does not have any new planes or objects.
- It does not support DirectX or Direct3D.
- The Gouraud graphics are not available from within cockpit views.
- A flight school. This is held back for v2.0.
Older versions
- v1.0, the original. Win95 only, numerous bugs, no
multiplayercapability.
- v1.1 was both a patch and a re-release which included both DOS and
Win95 versions on the same CD. The sim part of the DOS program is identical to
the Win95 version, the mission planner is very similar but limited to 640x480
resolution. The videos are not accessible from DOS. The framerate under DOS is
a little better - this makes the stutter worse on
many fast machines. v1.1 fixes the ECM light bug, improves framerate for
ground attack, introduces mirrors, gives much better views including dogfight,
selective friend/enemy views, instrument glance and ground padlock, increases
rear visibility, increases RWR functionality, enables the Mig-31, enables
screen size autoswitch, etc. etc. and fixes various bugs introduced during the
patching process! V1.1 also introduced 2-player capability over a LAN via IPX.
- WARNING: There was also a floppy-only DOS-only version 1.1
available in the UK only. Check the box carefully before you buy!
- v1.2 was only for Win95. There is no DOS 1.2 patch.
Net play in v1.2 over Kahn and Kali seemed both better and worse - far fewer
dropped connections and able to hold up against a longer ping time, but at the
cost of the slave experiencing pauses and displacement on poor connections.
- v1.2a merely improved the backwards-compatibility
of v1.2 in playing TRK files that were recorded with v1.0 and v1.1.
Patch file location
A single patch file to bring Win95 v1.0, 1.1 or 1.2
up to 1.2a standard is to be found at ftp://ftp.ssionline.com/pub/updates/su27/su27v12a.exe.
Full list of enhancements from v1.0 to 1.2a:
- ECM light bug fixed (it's no longer stuck in the 'On' position)
- Improved frame rate for ground attack
- New rearview mirrors
- New selective friend/enemy views
- Instrument glance and ground padlock
- Increased rear visibility. The pilot's field of vision has been increased
to 240 degrees (4 to 8 o'clock ).
- Increased RWR functionality
- Mig-31 added with two new missiles: R-33e and R-40TD.
- New screen size autoswitch
- Mirrors have now been incorporated.
- Clouds have now been incorporated.
- Head-to-head play has been implemented over IPX (cooperative and
non-cooperative); play over a network can also be achieved using TCP/IP for
Windows '95.
- You cannot be hit by AAMs or SAMs without prior warning of your aircraft
being painted in formation.
- Neutral trim light fixed
- The CCIP pipper no longer jumps when dive bombing.
- No more keyboard inactivity after selecting CTRL+Q; "NO" will now allow
you to return to the mission screen.
- Requester boxes now display in the correct resolution.
- Missiles do not pass through certain areas of target models anymore.
- Missiles, rockets and shells now explode correctly (nearer target).
- The Grisha frigate will now engage targets.
- BetAB-500 does not veer off and miss runways anymore on the final leg.
- S_LEAD_4 is now classified as Sq. Leader mission rather than Pilot.
- The spin ball now functions correctly.
- Ctrl F6 'view last launched weapon' has been enabled.
- Editor-Color preferences has been implemented. WINDOWS '95 ONLY
- Preview of aircraft, ships, SAMs and ground objects has been implemented.
- Network play option has now been added to the Flight menu.
- Selecting OK will now save changes to all Preference pages. WINDOWS '95
ONLY
- F1 key now invokes the on-line manual. WINDOWS '95 ONLY
- Detail levels are now in the correct order.
- Dialogue boxes will not 'disappear' off screen anymore.
- Ground attack and ground attack / CAS payloads are corrected.
- Threat areas are now implemented.
- The tilde key (~) can cycle through padlock targets in visible range in
CAC, Helmet, F10 and LMA modes.
- Radar detection ranges now depend on the target's aspect angle.
- GAI aircraft can now spot targets within a 10 km range. To let them see
beyond 10 km, place an EWR station nearby.
- Deployment of unguided rockets in mountainous areas is more effective.
- AI aircraft use their guns more effectively.
- Drogue chutes are now replaced when refueling.
- CTRL+W reloads your weapons when you are on the runway.
- The range of the R-77 has been increased slightly.
- The recharge rate of the IGLA has been increased to 2 minutes.
- Spin and stall modeling has been improved.
- Missiles are now visible at 8-10 km, aircraft at 10-14 km, and ships and
SAMs are now visible earlier.
- External view rotation can be increased by using the CTRL key.
- Computer aircraft now deploy guided bombs.
- Bombs can now be hit by missiles; IGLAs, for example.
- The sun graphic has been improved.
- Mission Editor implemented
- Fuel consumption estimates have been added to the summary dialogue box.
- External views can now be disabled.
- The mission editor can now run in a higher resolution than 256 colors.
WINDOWS '95 ONLY.
- An auto resolution mode switch to 640 x 480 has been incorporated. WINDOWS
'95 ONLY. Please note: This only applies when in 256 color mode.
- Additional missions have been included.
- You can now padlock ground targets in A2G mode.
- Dog fight view (F9) has been added.
- Right shift with the function keys (F2 to F9) will cycle through friendly
objects, and left shift will cycle through enemy objects. CTRL and either
shift key will cycle through objects in reverse.
- An instant cockpit view (0) has been implemented.
- Wingmen messages have now been added.
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Contents
I want to run two versions on the same
computer
This is not completely crazy. Some people prefer the Kali / Kahn
networking of v1.1 to that of v1.2, stutter or no
stutter. It is easy to choose to run either v1.1 or v1.2. The two files in
question are su27.exe and fsim.lbb.
Make yourself copies of the above files - new and old e.g. su27exe.v11 and
su27exe.v12, fsim.v11 and fsim.v12, then you need two .BAT files:
SU27V11.BAT
copy su27exe.v11 su27.exe
copy fsim.v11 fsim.lbb
su27.exe
and
SU27V12.BAT
copy su27exe.v12 su27.exe
copy fsim.v12 fsim.lbb
su27.exe
Now create two Windows shortcuts to the batch files.
Remember you can set the icon using
Properties->Program->Change Icon->Browse
and find the Su27.exe file. You get a choice. Oh - and tick the "Close on Exit"
box as you whiz past the Program page.
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What versions are planned for the future?
Although some members of Eagle/SSI have moved to Microsoft to work
on their new combat sim, do not fear for the future of Flanker as the
Eagle Dynamics team is now three times its previous size. Developments continue
apace. Plans are afoot for add-ons to Flanker2, v3 and ever onwards.
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What is OpenGL?
OpenGL is a 3D
graphics API, an alternative to Microsoft's Direct3D. It is older than Direct3D,
apparently easier to program for and may be faster. ID Software chose to use
OpenGL rather than Direct3D for Quake because of perceived deficiencies in
Direct3D. OpenGL is well supported on high-end professional 3D cards but as yet
not so well on cheaper home/games 3D cards.
No matter what 3D accelerator card you have, whether it has OpenGL now or in
the future, it isn't going to accelerate the in-cockpit graphics in v1.5. These
are always old-style Flanker graphics, whether you select the new
smoothed graphics or not. The new smoothed graphics are only for external
views. Bummer!
And finally ....
Installing DirectX v5.0 will make absolutely no
difference to Flanker, because Flanker doesn't use DirectX.
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Contents
First glimpse of v2.0
Just go to the Flanker2 website.
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Contents
How do I become a beta tester for future versions?
If
you make endless informed and intelligent posts in the mailing list, who knows,
you may have a chance for v3.0?
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Contents
What are the remaining bugs in v1.5?
Well here are a few
- not a comprehensive list.
- Your wingmen can catch up to you and pull into formation even with
identical loadouts and fuel levels while you're in AB. This shouldn't be
possible.
- Computer aircraft have advantages in power thus are harder to fight in the
vertical.
- Computer aircraft apparently burn less fuel than the player's aircraft. If
any.
- AI pilots never lead turn or try to create lateral separation before the
merge, ie they are not aggressive in guns only fights
- AI has unlimited ammo
- AI planes cannot crash into each other and fly through buildings
New!
- TRK files do not always play back correctly, especially in on-line play.
The slave's TRK often shows the plane in the wrong position on playback. The
master's TRK is better. Some problems have also been reported in off-line
play. This may get a fix.
- Stutter? No!
- R27TEs now only lock on when the target is within range of the IR seeker.
We were told by Eagle that this was more realistic modelling but some are not
so sure. The advantage of the R27TEs over R73s is the vastly better weapon
envelope for tailshots. But then tailshots always miss anyway ....
- A few people are getting program crashes, perhaps more likely to happen
when recording TRKs.
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Contents
It is jerky even on a P133.
This is now officially
called "the stutter". For a long time SSI were unclear what users were
complaining about - at first Win95 took the flak and then the myth arose that it
was unique to Pentiums. Neither of these is true. It took a visit to my house by
Jim Mackonochie and Steve Whittle to realise what was going on - once
identified, they realised the problem had been present on their machines all
along. The stutter is subtle on 486s, and as the game was developed and
optimised for such machines by the Moscow programmers, it was overlooked. It is
due to an interaction between the graphics and flight maths routines. It is more
noticeable/intrusive the faster the machine, and some players seem
psychologically unbothered by it. It was identified too late to be fixed for
v1.1 but SSI have fixed it for v1.2.
The "freeze"
The Flanker stutter needs to be clearly
distinguished from a Win95 "freeze" that occurs on a far more intermittent basis
- a pause lasting 0.25-0.5 seconds but occurring just once in a while. This
freeze is also seen in other Win95 games such as Warbirds, Indycar 2 etc. The
problem seems to stem from the Transport Handlers built into the W95 networking
API.
The freeze only affects the Win95 version and only if:
- you have a Network Interface Card plugged in and
- It is bound to the TCP/IP protocol (the default) and
- you do not have a static IP number set for the network card
and
- you do not have a valid DHCP server to allocate you a valid dynamic IP
number for the card
In this situation Win95 periodically tries to find
a valid DHCP server, freezing all other activity as it does so.
If you understand Win95 networking then I should have told you enough to
allow you to get rid of the problem. Note that the IP number for the card is
quite different from any static or dynamic IP number attached to Dial-Up
Networking.
If you don't understand Win95 networking and want to try to get rid of this
AT YOUR OWN RISK, and if you have no more than a
stand-alone PC with a modem, or a PC+modem on a Windows Network, do the
following:
Go Start -> Settings -> Control Panel -> Network
Delete the
protocol TCP/IP -> [your network card].
You probable didn't need TCP/IP over your Network card. If you did, you are
going to have to reinstall it. I warned you!
Don't do this on your work PC or you may end yourself up in a whole load of
trouble. If you're not sure you know what you are doing, ask a guru to help.
A different solution is to set up alternative Win95 boot-up configurations,
one with a Network card and one without.
Does v1.5 stutter?
No.
Well, yes.
I mean, no, not really.
Let me explain....
- v1.5 does seem to have a slightly slower framerate than v1.2. This is more
noticeable if you start Flanker in 16bit or 24bit color mode. The 640x480
autoswitch no longer goes to 256 colors automatically, and so if you start in
800x600x24bit color you will end up flying in 640x480x24bit color (although
you only get 256 on the screen) and this is not the most efficient use of your
video adapter. The solution is to use Quickres to switch to 256 colors before
starting Flanker.
- Excepting this slight framerate drop, v1.5 does not stutter
except when playing back TRKs recorded with older versions of Flanker!
Presumably this is because "legacy code" had to be included in order to play
back the old AI correctly in the TRK - perhaps this could yet be fixed.
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Contents
Is ECM broken?
No. The ECM light was broken in
v1.0, now fixed.
Sorbitsya ECM pods are automatic and switch themselves on and off. This means
you have 4 levels of ECM:
- None
- Sorbitsya only
- Onboard ECM only
- ECM and Sorbitsya
Not even the last combination is going to save
you 15km away from an S300 site. The above was determined by careful testing in
controlled conditions against 3 SAM types.
Some example ranges of engagement:
TARGET: inbound Su-27 at 2000m altitude, 1120km/h.
S-300PMU SAM system
|
Range of engagement (SAM
launch) |
No ECM / No Sorbtsiya |
69.0km |
Sorbtsiya but no ECM |
54.1km |
ECM / No Sorbtsiya |
62.1km |
ECM and Sorbtsiya |
45.5km |
KUB SAM system
|
Range of engagement (SAM
launch) |
No ECM / No Sorbtsiya |
24.4km |
Sorbtsiya but no ECM |
17.9km |
ECM / No Sorbtsiya |
20.0km |
ECM and Sorbtsiya |
14.7km |
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There is no six o'clock view.
We are told that this is
because the real Su27 has no 6 o'clock view - it is possible to see out of the
back of the canopy, but in flight the pilot is strapped in too tightly to allow
the necessary movement. Fair enough, although this is disputed! v1.04 onwards
extended the view angles 30 degrees further aft, but only if you are pulling
less than 6g.
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Missile performance (range) doesn't match the specs in the
manual.
The specs in the manual are the manufacturers' maximum performance
figures. A sales pitch. No missile ever performs up to these levels in actual
combat. The maximum ranges in the sim are probably reasonably realistic, perhaps
a bit pessimistic. The ranges were upped slightly in the v1.1 patch.
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The v1.0 keyboard card is wrong.
Yup - fixed in v1.1.
E is active jamming. A is autopilot. Ctrl-E is eject.
S cancels accelerated time. And Ctrl-H does something weird to the
palette.
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I can't find the enemy planes with my radar.
Radar is
modeled moderately well in this sim. Low flying incoming small bogies are
especially hard to lock up. But up to v1.2 there was a bug concerning scan
zone movement. This bug was fixed in v1.5. Friendly AWACS and EWR obviously help
as their information is uploaded to your Su27 by datalink.
Bogies suffer an unfair advantage over you. They detect you by extra-sensory
perception, not by using their radars or EOS. They also have an unfair advantage
in that they can "beam" your radar but you cannot beam theirs.
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What are all the new views?
Left shift plus a view key
will cycle only through enemy aircraft / objects. Right shift plus a view key
cycles only through friendlies. Ctrl-shift-Fkey is an allowed combination, to
cycle backwards.
Right Ctrl key accelerates object panning / rotating with keyboard arrow keys
twofold.
Select a plane with F2 or F5, then the F9 key will switch to dogfighting view
- cycles through a view from the original plane towards other planes within
visual range (6km?). You can use Rshift and Lshift F9 as described above to
choose friends and foes.
Tilde ~ key now allows you to switch visual padlock between multiple planes
in your current field of view, so long as you have not locked them up and you
are in a close air combat mode.
* key allows you to visually padlock ground target. Whilst in ground attack
mode, put the circular target designator in the HUD onto the target and lock
using *. This is the CCIP marker with appropriate munitions, otherwise it is the
centre circle. The effect lasts about 2 minutes.
Keypad 0 allows you to quickly glance at instruments no matter where you are
looking. Works only as long as key depressed. Absolutely invaluable for
dogfighting.
The backspace key now duplicates the Caps Lock key - weapon selection.
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What's with the pink camouflage scheme?
Papa Doc became
father to a baby girl late in the beta-testing phase of v1.5. The pink plane is
for her and her only, but sometimes she lets her daddy fly it for her. He is not
allowed to dent it, though.
Visit http://home.earthlink.net/~plegrand/PINKFLAMINGO.htm
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I cannot get the lock key (TAB) to work.
You have to hold it down,
sometimes for up to a second. This is deliberate, realistic modeling of the
performance of the WCS, not a bug.
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Missiles don't fire.
They seem to "stick to the rails"
sometimes, don't they? This is because they take a couple of seconds to arm when
selected - that realism thing again. Wait, or hold down the fire button a bit
longer.
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How do I get the HUD to show knots and feet?
You can't.
That realism thing again. The preferences option only affects measurements in
map mode. The HUD and instruments always show meters and km/h. Note that the HUD
shows true airspeed (TAS), the dial shows indicated airspeed (IAS).
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I can't get Kh-29 air-to-ground missiles to lock on no
matter what I do.
Kh29s do NOT lock onto a radar image. They are optical.
Use the radar mode 4 (zemlya) to find the target, then turn the radar OFF and
move the round circle with the dot on it, which represents your missile seeker's
line- of-sight, to the target either by maneuvering the aircraft or with the
direction keys. The MFD shows you what the missile is looking at. When you see
the target in the centre of the MFD, lock on with Tab, and away you go.
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The Kh-31 antiradar missiles don't lock on.
We are told
that contrary to what is says on the manual, the Kh31 can only lock onto a
fire-control radar, i.e. they DO lock on but only to a radar that has already
locked you up (and therefore expect a SAM already on the way). From a sufficient
distance they are therefore useful. Close to, you will probably die. Suitable
strategy is to fly into range of SAM. Have your radar off. As soon as you are
locked up, lock onto the SAM and fire. Then immediately go fully defensive -
chuck chaff / flares, break turn, get low, split-S, get lower still, and repeat
as necessary (actually the real trick is to get the SAM behind your 3-9 line and
throw countermeasures)
You cannot lock onto EWR or search radars. This is said to be realistic, but
has been disputed.
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I can't sink the ships with the antiship missiles.
Have
you watched the ships in action as your missiles approach? They undertake active
defence with SAM and AAA. You have to swamp or surprise the defences.
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I always miss with the R77.
This missile's own radar
only goes active 15km from the target. Until it is that close (you have to
guesstimate this yourself) it requires guidance from your radar i.e. you have to
keep the target locked up until then.
Assuming the target doesn't maneuver, you can guesstimate using the following
formula:
TTL = Time to missile lock-on (count seconds until this period has
expired before switching to a second target)
TOF = Total missile time of flight (you must memorize the time of
flight number shown at launch time on the HUD)
DT = Total distance the missile will travel. This is tricky to
estimate since the target is moving. If it's coming toward you, a very
conservative estimate is the range to target at launch time.
TTL = TOF * (DT - 15)/DT
Pretty tough to calculate on the fly, eh? :^) When launching at maximum range
at a target that is not running from you (if it was, you probably wouldn't be in
a hurry to get two missiles in the air anyway), the rule of thumb I use is to
count down half the time of flight I see when I launch (remember this number is
no longer valid after you launch). It works for me.
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The R27te only locks on at visual ranges.
The infra-red
guided R27te is supposed to be a medium-to-long range fire and forget missile
(and thus extremely useful). However you may have noticed the following: you
lock up an inbound bogie with a R27te, you keep him locked up as he flies within
the max range marker (at around 40km) on the HUD, and yet you get no NP
shoot cue. Only when he flies to within 10km does NP appear. The R27te
thus seems no better than the R73. But wait! If instead once the bogie is within
range you break the lock and reacquire - now the NP cue appears, you can
launch and then bug out. Curiously, the shorter-legged R27t behaves itself
properly and does not need this kludge. This must be a program bug and not a
"feature" of the real Flanker.
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Why don't I get a launch cue for my freefall bombs?
The
launch cue will only appear if you are within weapons parameters. If you look in
the manual you will see that there are both altitude and velocity limits for
each bomb. Particularly if you are too fast you will not get a launch cue.
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I have created my own mission, but I can't start it.
(i)
You have to save it first before you can start it.
(ii) To fly yourself in the mission make sure that you have one Flanker
designated as "Me". You can only do this on a flight leader of "your" side.
(iii) If you have assigned a start time after the default to "Me" you will
have to watch the "prequel" unfold before you automatically jump into your plane
at the designated time. See also below.
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How do I set a different mission start time?
You will
have noticed that just changing your flight's take off time to e.g. 1800 doesn't
quite work. The sim starts at 1200 and you have to wait 6 hours before your
flight is ready to go. The correct solution is to go through the menus Flight
-> Briefing -> Start Time.
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How do I change sides?
You need to go through the menus
Flight -> Briefing- > Change Sides
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Can I fly GAI missions?
Yes. Put yourself on a runway,
first waypoint as take-off, mission type GAI. The mission will start without
you. As soon as EWR picks up bogies or they approach within 10km of your
airfield (visual pick-up) you leap into your plane on the runway.
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How do I get the airshow SU27 into one of my
missions?
Classify the mission as type "Training" using Flankers with Sortie
type "Nothing".
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How do I get AI to drop more than one bomb at a surface
target?
Put more than one target waypoint onto the target in the flight
plan. This still is insufficient to get a simultaneous multiple launch e.g. at a
ship, where it is most needed to break through anti-air defences. The plane will
fire, pause, reorientate, fire again etc.
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How do I declassify missions?
I could tell you, but then
I'd have to kill you.
However declassified versions of the original missions on the CD are to be
found here
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Why can't I edit any missions?
You may well have
obtained the OEM
Special version of Su27 Flanker.
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How do I create H2H mission under v1.5?
The master
gets to create the bulk of the mission - he adds himself, friendly and bogie
flights, friendly and enemy SAMs etc. He creates the world but he does not
create any human flights other than his own. He can then start without waiting
for the slave(s). All the slaves have to do is to place their own flight onto an
empty map and then join the master. Any other flights / SAMs etc that the slaves
add will not be added to the mission. If flying cooperative missions with
formation takeoffs, the master may roll a few feet forward on the runway and
then signal the slave to join via mIRC chat or whatever.
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How do I use the new camouflage schemes?
Just scroll
down the list of available planes - at the bottom you will start to see Su27 N2,
N3 etc.
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How do I get it to run full screen under Win95?
The
basic unshaded polygon-only sim only runs at 640x480x256 mode. If you are
running at higher resolutions make sure that you have ticked
File ->
Program Setup -> Preferences -> Other -> Autoswitch
For some display cards this will only work if you are running in 256 colors,
for others it works from any color depths. If it doesn't work for you, you will
have to switch resolution yourself before starting Flanker. This can be made
pretty painless by downloading the QuickRes add-in, to be found in the Win95
Powertoys on http://www.microsoft.com/
If you have managed to get Su27 running full screen but it doesn't seem
centred, you need to adjust the vertical and horizontal controls on your
monitor. Your video card may have software that can do this for you.
New!
From v1.5, autoswitch never changes the color depth. The sim does run
faster in 256 colors - use Quickres to change to e.g. 800x600x256 before
starting Flanker.
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The smooth shading preference box is always grayed
out!
This is because the smooth shading option needs a 64k colour screen
mode. It is unavailable if you are running in a 256 colour screen mode. Use
Quickres, as in the previous question. Expect a slight framerate hit even in the
cockpit.
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How can I get the game to run without the CD?
Can't be
done. (well ....)
However, when networking using Win95, you don't need a copy of the CD in both
computers. Just share the CDROM drive that contains the game across the network,
and connect that drive to the other machine on which you wish to run Su27.
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How do I set my throttle to full idle?
Go to the
joystick calibration screen in Su27. Close your throttle to minimum. Push it to
full maximum. Now notch it forward a bit, so that the blue ribbon is visible
below the min RPM line. Now push the min RPM button. Push to a bit short of
maximum and push to max RPM button. Repeat as necessary. You should now be able
to throttle down to true ground idle. Note that by 'idle' I mean a setting of
approximately 64%, not zero! Zero is 'off' not 'idle'.
Those max and min RPM buttons apparently come into their own if you have a
Thrustmaster throttle with palpable detents to mark afterburner settings.
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How do I get my Thrustmaster kit to work?
Don't ask me!
I use Suncom.
However, try the following. If you know better, tell me.
Thrustmaster FLCS
- Calibrate the joystick from Win95 control panel. DON'T choose
Thrustmaster, select 3-axis, 2 or 4-button stick instead. (4-axis if you also
have pedals.) Then select Thrustmaster from Su27 Preferences.
- If you have ACM gamecard and Soundblaster there may be a conflict in game
ports. Uninstall both, then reinstall first ACM then the Soundblaster.
- Pick up your .M50 and .B50 files from http://www.su27-flanker.com/Missions/tm.html
Thrustmaster FCS, no throttle
- Calibrate it under Windows 95's control panel as a TM Flight Control
System.
- In Flanker(win95 version) calibrate it as a 'FlightStick PRO'
without throttle.(because the 'hat uses that 'channel'). This gets all
four buttons to work.
- Download a program called 'Pov2k.exe', written by Charles Plamondon from
the Unofficial Su27-Flanker site: http://www.su27-flanker.com/Missions/misc/POV2K.ZIP.
It's a program written for su27 and Logitech Wingman. This program produces
key-commands (for radar/EOS scan movement) from the 'hats movements. Run it
before Flanker, then minimize it.
- The 'hat trick' works only in the win95 version, but you can get all four
buttons working in DOS too by choosing FlightStick PRO as joystick type.
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What about MS Sidewinder 3D?
There are two options
available.
- Set it to emulate CH Pro mode. Calibrate first using Control Panel
joystick - choose CH Flightstick Pro, then from Flanker. The buttons won't
work this way. If you tick rudders you will be able to use the stick twist for
rudder control.
- Set it to MS Sidewinder mode. In this case the coolie hat doesn't work
unless you first load up the utility POV2K.EXE which can be found via the
Unofficial Flanker Site: http://www.su27-flanker.com/Missions/misc/POV2K.ZIP.
MS Game Profiler
- This is a free utility from Microsoft which allows you to map the buttons
on the stick to any function you like.
- If you want use MS Game Profiler for buttons programming in Su27, you
should specify FSIM.LBB and not SU27.EXE as the executable program in
MS Game Profiler options. (SU27.EXE is the map editor, FSIM.LBB is the
flight-sim module.) You can't choose this file name from the list. Type it
manually from the keyboard while staying in the Su27 directory.
- Sometimes MS Game Profiler stops working. In this case you need to unload
it from memory (right mouse button click on the icon in the tray), and restart
it.
C:\Program Files\Microsoft Hardware\Gaming Devices\daemon32.exe. You
need not restart the game or Windows95.
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How do I get sound under Win NT4?
Jason Shannon created
a little patch that will enable the sound in SU27 Flanker on NT 4. It's
available from:
http://www.larch.demon.co.uk/su27nt4sndpatch.htm
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How do I padlock a runway?
You have to be in NAV mode
NOC or BO3B. Then look at the runway and push * as usual.
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How do I dump fuel / refuel?
The L key dumps fuel
whilst you are in the air, and refuels you whilst you are on the ground. But it
is realistic - it does so in real-time, i.e. slowly. It takes about five minutes
to refuel to 90% from empty. Ctrl-A will accelerate this process.
If you have made a deadstick landing having run out of fuel, you may have
worried that you cannot restart your engines. Do not worry - refill up to 3 to 4
tons and they will restart themselves. Having your throttle at idle at this
point will help prevent any nasty surprises.
EXPOSED AS SCUMMY CAPITALIST DISINFORMATION AND LIES: "There is a
third way to refuel - fly really close behind one of the heavy iron (AWACS,
Tu-95, IL-76) for 40 seconds and your fuel level will jump up again."
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How do I do the Cobra? The K key doesn't work.
You are
going too fast. Try flying level at 450km/h, then push K. See? A prize
for anyone successfully using this in combat, as in "I'll pop the brakes and
he'll fly right by". (Hint: you are in the wrong sim. Probably the wrong
universe. Please close the door as you leave.)
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The tilde key doesn't work
International keyboards vary.
They key you need is at the top left, next to the 1 key. Or maybe not. Hunt
around!
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My wingman doesn't follow me on take-off.
If he sees you
making anything less than a picture perfect take-off he aborts. It's too
dangerous up there to follow a flight leader who doesn't know his stuff! Also,
he doesn't want to slam into your tail. Pull back steadily on the stick, don't
hesitate, don't let the nose drop. Don't pull too high an AoA before take-off
velocity. Finally, if you are heavy with 100% fuel on board, you will need to
light those burners.
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How should I adjust alt/az of the radar in BVR mode?
It
was broken. Although the alt and az of the radar can be changed, the radar
never detected a target which was more than 6000m vertical separation
from your Su27. To find bogies at higher or lower altitudes you had to fly the
plane to a new altitude.
Fixed in v1.5
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The radar works funny.
There are a few idiosyncrasies
in how the radar works, that I believe to be reasonably realistic.
Firstly, in scan mode or when receiving downlinked data from AWACS or EWR,
the position of the bogies is only updated every few seconds. This is surely how
the real thing works.
In track mode (locked up target) the position and velocity of the target is
continuously updated.
When a target achieves a radar lock on you, the "emitter" symbol on the radar
display may not correspond with the position of the bogie. I think this is also
realistic, the display is showing but not combining data from two separate
pieces of equipment, the radar and the radar warning receiver. The RWR can only
determine bearing and strength of signal - the distance is only estimated
according to signal strength and so the emitter may be calculated to be
somewhere other than the radar return. It would not always be correct to assume
that you are being painted by the same bogie that you are painting!
You may sometimes lose lock on bogies, especially after firing a missile.
This happens for two reasons - firstly the bogie may maneuver and put himself
into your Doppler notch. The Doppler notch is a blind spot that your radar has
for targets traveling perpendicular to your direction of flight, plus or minus a
few tens of kph. The notch exists because your radar is designed to filter out
returns from objects which have zero groundspeed relative to your direction of
flight, it is done by looking at the Doppler shift of the returned signal. The
purpose of it is to get rid of vast amounts of ground clutter (this is why
hills, buildings, vehicles etc do not show up on your A2A radar) but it does
give the bogie somewhere to hide. You can use the notch defensively yourself to
defeat human opponents in H2H, but sadly the AI seems able to see you even if
you are in their notch.
The second reason you may lose lock is when the bogie releases chaff - indeed
you may see false returns on your radar and even lock onto the chaff for a few
seconds.
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How do I disable the alpha- and G-limiters
in-flight?
The EDSU (elektro-distancionnaya sistema upravlenia or electronic
remote control system), also referred to as the ACS (automatic control system)
or fly-by-wire bit, includes alpha and G-limiters that prevent the average pilot
from bending both themselves and the airframe. Now this can be made to fail by
choosing Options -> Failures -> ACS in the Mission Planner, but did you
know that you can also disable and re-enable it in-flight? Just use the A
(autopilot) key in any mode other than NAV. The autopilot light comes on but
what actually happens is that the ACS/EDSU is disabled. The Flanker will turn
much faster, but also bleed speed accordingly, and is much more challenging to
fly.
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I get disorientated in padlock mode.
That little mini-HUD that you see
in padlock mode is always orientated so that it is at the side of the screen
closest to the nose of your plane. Basically, you need to roll so that it is at
the bottom of the screen and then pull up on your joystick.
Many of us think that the padlock implementation is one of Su27's best
features - but probably none more strongly than Papa Doc.
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What exactly do the wingman commands do?
Mostly thanks
to Al Bergen:
- Ins (toggle loose/tight formation) works anytime wingie is joined
up on you. Wingie responds either roger or negative.
- Home (join up) requests wingie to re-join on your aircraft. They
will only roger this if they are not engaged in another task. If you tell your
wingie to attack a target, he will reply negative to your calls to have him
re-join on you until he kills the target, or until his task is complete.
Wingie responds either roger or negative.
- End (dispatch wingman on mission) wingman will follow all waypoints
in sequence. This can be a turning point or a bombing waypoint etc. If the
next waypoint is a weapons release waypoint ie bombing, then the wingie will
proceed to drop/launch weapons at that waypoint, he will then continue
following the waypoints until he reaches the last waypoint and/or lands.
Wingie responds either Bugout or negative. **NOTE Wingman will incorrectly
respond "Bugout" for some strange reason... (Bugout actually means that he is
disengaging and heading for home) however he is really not bugging out.
- Del (dispatch wingman on mission then join up) This is almost
identical to the above "dispatch wingman on mission" command, except that the
wingie will rejoin formation rather than proceed home after launching weapons.
The wingman will follow all waypoints in sequence. This can be a turning point
or a bombing waypoint etc. Upon reaching a weapons release waypoint the wingie
will proceed to drop/launch weapons, and then will announce "rejoining" and
will re-join your formation. Wingie responds either roger or negative.
- [ (attack my target) works on air targets only.
- At long range, you must locate airborne targets on your radar, go to BVR
mode, then select the target you want your wingie to attack by placing the
target designator box around the desired target (with the tilde ~ key).
**IMPORTANT DO NOT lock onto the desired target.
- At short range (<10km) just lock up the target in any radar mode and
issue the command. Wingie responds either roger or negative.
- ] (cover my six) works on air targets only. **DOES NOT mean clear
my six, which would imply that the wingie is actively scanning your six to
ensure you are clear of bad guys. It actually means that if your wingmen
visually detect a threat aircraft closing to within 15 km of your six o'clock,
then the wingie will attempt to eliminate the threat. The wingies are
apparently visually picking up any threat aircraft which close to within 15 km
of your tail.
- This command will not work if the threat aircraft is ahead of your 3/9
line, unless you have your radar or EOS turned on and have selected BVR
mode. If your radar is on and you have selected BVR mode then your wingmen
will roger your command as soon as the target gets to within radar range.
- For example; if you are making a head-on pass on a bandit, with your
radar/EOS off, your wingies will respond negative to your "cover my six"
command until the bandit passes your 3/9 line, once he passes your 3/9 line
they will be more than happy to help you out. If you make a head-on pass on
a bandit, with your radar/EOS turned on, and BVR mode selected, your wingies
will roger your "cover my six" command and they will be more than happy to
help you out. Wingie responds either roger or negative.
Some
more notes:
The position of the wingmen responses on the top of the screen indicate which
wingman is responding. if the response is in the left side of the screen it is
coming from your #2 man, center from #3 man, left from #4 man (assuming you've
got a flight of 4). When they break from formation this still applies.
When you give a command to the wingies it goes first to the farthest wingman
(#4, if he has already been given a task or is unable to comply the command is
received by the next wingie in line the #3 man, then #2 etc. (The human player
is the #1 man or lead)
If your wingman or any aircraft reach their last waypoint and if that
waypoint is not a landing waypoint, the aircraft will disappear.
Even more notes, thanks to Mark "Stinger" Shepheard
Here's what I have found in regards to wingman control:
If you are following the waypoints on your Nav display, and say, you are
inbound waypoint 3 but find a target on radar, switch to BVR mode, and then go
after them. After you kill the bandit, you notice you have passed waypoint three
and four, so you just continue on to waypoint 5. Now, If you "dispatch wingman
on mission" he will fly BACK to head for waypoint 3 because that was the
highlighted waypoint on your Nav. So, what you have to do before you send them,
is go back to your Nav display and update your inbound waypoint. What I usually
do is highlight the target/intercept waypoint and then dispatch them. This is a
must for getting wingmen to hit ground targets. - If you have your wingman sent
to attack a ground target, and you get the "missile away" message from him
followed by a "rejoining" message, and there are still targets left to destroy.
Toggle, "send wingman on mission and rejoin" again, and continue this process
untill your wingman has either fired all his air to ground missiles, or all
targets are destroyed. Works very well, but you have to KEEP resending him after
you get the "rejoining" message, and again, make sure the target waypoint is
highlighted. I have had my wingmen kill airborne targets, ground/naval targets,
and a number of times get a bandit off my six while I was heading home in a
crippled ship. Just be very repetitive with wingman commands. Oh ya, one other
note, if you are crippled, say, with only one engine, and a wingman is on your
wing, make sure that before you land, send him away. I have had him crash into
me on short final cause I was trying to get a wounded bird down in a strong
crosswind.
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How do I beat the AI? Or anyone else for that matter?
Guns kill hints, by Sankar.
Okay, here are a few things that might help
someone to master the art of guns kill in Flanker: (You may already be aware of
a few things listed below, but I'm just gonna state them anyway)
- Know thy aircraft.
- It is vital to know the performance envelope of the Flanker. Some of the
things to watch out for include the corner speed, which is around 750 kph
IAS, the A0A limit, which is pegged at 28 degrees soft-limit, the usage of
flaps at speeds less than 500kph to reduce the stall speed, the usage of
rudders at speeds less then 400kph (you will be surprised that you may have
to fly even slower than this airspeed, sometimes.)
- Know thy enemy.
- This is order of difficulty that most of us have come to agree upon: 1.
Su-27 2. MiG-29 3. F-16 4. F-15
- If you make a mistake when flying against an Su-27, you have very little
chance of survival. It is easier to shake the American a/c than it is to
shake the Russian a/c. Better not let them on your six if possible.
- The AI is primarily an energy fighter. I've yet to catch one doing a
turn/burn manoeuver. This also makes it a tad bit easier to shake the AI,
provided you execute a drasitic out-of-plane maneuver just as you hear the
lock tone. The AI tends to use the radar even for a guns kill, so it makes
ones life a li'l bit easier.
- The AI seems to have an advantage in the vertical. You'll see an F-16
maintain its speed while climbing at a steep angle and you'll have a tough
time trying to play catch-up. Well, don't try to catch up. What goes up
should come down. Keep tracking the AI while maintaining your energy to
match its energy level, and catch him up when he gets down to meet you. If
he doesn't have good angles on you when he gets down, he'll try to climb
back up and repeat the routine. If you dictate the terms of engagement,
you'll soon get the upper hand.
- The AI at the merge is dumb. You will not find the AI performing a
lead-turn at the first merge. Some folks take this to their advantage and
lead-turn at the merge to get behind the AI. You can use this initially, to
hone your guns kill, and then eventually proceed to conform to the ROE of
not lead-turning at the merge.
- Padlock view is your saviour
- You can forget barking with the big dogs (real humans in h2h) if you
don't want to master the padlock view. Tho it is a bit disorientating at the
beginning, "Flanker" has an absolutely awesome padlock view. The time spent
in mastering this is a very good investment. Even when you choose to use the
funnel, the padlock view will help you get a better aim.
- Use EOS to lock the target
- EOS is by far the most effective tracking system for locking a target to
score a guns kill. This is preferred over the radar because it doesn't alert
the enemy of your lock, and is preferred over the funnel because it helps
you get an accurate aim. If you remember to stick to a lead pursuit before
firing the guns, you will soon forget the advantage of the funnel, which
offers you the information on your shell trajectory.
- BFM comes to the rescue.
- Get Shaw's
Fighter Combat book, or Pete Bonanni's AOTK book, or if possible both of
them. Just about everything they state about BFM is true in Flanker.
- .trks help one learn from others
- I wish there were a lot of .trks on BFM. But, I do have a couple of
them, one going against a lone F-15 on just mil. power, and one going
against three Su-27 Flankers set at excellent skill level, with no lead-turn
maneuver at the merge. I'm sure there are others out there with better BFM
and ACM techniques.
- There is more than what is stated in this message
- heh..of course, just that I don't know much more than what I've stated
:-)
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PapaDoc's ("Aunt Mary's") BVR hints (with help from Wags
and Talon)
So you've been flying this high tech fighter all this time H2H
without missiles, eh? Wimp! It's time to stop that foolishness, no one in their
right mind would take a real Flanker into a war zone without missiles so why in
the most realistic flight sim for H2H are you not carrying missiles? Because
you're scared, because it's hard, because it's not fun. Get over being scared,
you're right it is hard but if we wanted easy we would be flying something else
not Flanker, and no it's a lot of fun but you have to know how - or someone like
Wags, Talon or myself will come along and ventilate your plane from afar. Repeat
after me...BVR is fun BVR is fun....practice practice practice....BVR is fun
<VBG>.
What follows are some general guidelines, that will be subject for revision
as we get better at flying them. In essence when fighting the same type of
aircraft i.e. Su27 vs. Su27 armed with the same loadout--as would be standard in
H2H Match play, the person who gets to the launch parameters quickest at the
highest speed then stops his ingress into the range of the bandits missile
envelope the quickest will win. This article discusses the use of the R-27re,
R-27r, R-27t,(R-27te, and) R-73. Keep in mind that you must keep lock on the
bandit, you are playing a game of chicken and the first one who blinks is at a
distinct disadvantage. In the first launch of SARH missiles the lock must be
held through the flight till impact.
The following are the steps involved in a typical BVR fight. The setup is
2000m alt, 55km separation head on aspect.
- Upon entering the cockpit full afterburner and a dive to gain speed as
quickly as possible. Gaining altitude is not a viable alternative for a couple
of reasons.
- Apparently the missiles do not model less range due to having to climb
to height (I would love to be corrected on this point).
- It is imperative that you gain more speed and get into firing parameters
before your opponent. Be careful of your dive angle. If you dive too steeply
you will bottom out too soon and will be forced to fly level and thus lose
speed. Rather, if you fly at ~15 degrees down, you can build up more speed
than someone who dives at ~45 degrees who has to level out.
- On your way down go to BVR mode engage IR and Radar and lock up the
bandit. This will give you some indication of what's what's going to happen.
If the bandit is gaining speed more slowly than you, your missile will be
launched first and if you fly correctly arrive first. The missile will be able
to travel farther with a higher aircraft launch speed - and to quote a Civil
War General to win battles you need to get there "first'st with the mostest"
<G>. To gain even a little more speed, remember to unload (zero G) your
aircraft as it is descending.
- When you get the launch signal NP, launch! A moment wasted here is going
to get you killed. I generally launch two missiles here but this may be
incorrect because of the next part is so essential.
- After launching your missiles YOU MUST HALT your ingress into the range of
the bandit's missiles without losing lock. This is imperative. This is usually
done by deploying the airbrake, and turning in the horizontal hard, put some
G's on the airframe, but don't forget to keep lock as all will be for naught
if you lose lock. Deploy flaps and maintain around a 20 degree nose high AoA.
This will slow you down even more. I generally won't clean up the aircraft
until around 600 kph. You don't want to get too slow or you'll be unable to
maneuver quickly enough if you need to crank into the notch.
- Now the playing Chicken part comes into play. You were paying attention to
your bandit's speeds weren't you? If his speed was significantly lower than
yours at your launch time then you may (only may) assume that yours will
arrive sooner. Because the next step requires you to either honour the threat
of the missile warning and evade the missile or ignore it and keep lock. It
helps a great deal to watch the skies as the missiles are visible, at first as
smoke from launch then as a black dot, then it will sparkle white- this is
when you missile warning will go off. If you evade by turning hard to put the
missile on your 3/9 at this point you can usually avoid significant damage,
but you will lose lock. I have forced people to lose lock at the last second
and the missile R-27re will explode harmlessly and I have waited too long and
gotten a R-27 in the face - it carries a significant punch and will kill or
disable. Your decision will be based on your observation of the bandit's
speeds at launch. You can get a good idea of what the other guy is doing by
monitoring his vector on the BVR HUD mode. His flight vector is represented by
the arrow connected to the bottom portion of your missile engagement envelope
on the HUD. This gives you a constant update of his nose angle on you and is
much more accurate/timely than the information given on the MFD. By monitoring
the vector on the HUD, you can tell when he has broken defensive and thus that
your safe from this incoming AAMs. Watching the MFD is somewhat useful at this
point as you can see in a delayed fashion your opponent's reactions and
whether is blinking first or not. Keep in mind that it may be possible to
force him to lose lock and keep lock yourself by observing his aspect angle
and taking advantage of it. For instance if he is moving to his right his
radar coverage may be less than what you may be capable of and so he may lose
lock and lose the fight. One should be using the MFD for two things at this
point.
- If you are forced to go defensive, use the enemy emitter reference on
your MFD to place it at exactly 90 or 270 degrees from your line of bearing.
While keeping the bandit at your 3 or 9 o'clock, dispense chaff and flare as
fast as possible and either be nose up or nose down - don't fly level. By
doing this, you have a good chance of avoiding his AAM. Once his missiles
have sailed by, crank back into the bandit and engage.
- The key to successful engagement is keeping the bandit at the absolute
gimbal limit of your radar. This is generally 50 degrees right or left. By
keeping your nose as far as possible off the bandit while maintaining lock,
you are increasing the flight distance his missiles must fly to reach you.
The tricky part is finding that gimbal limit without going too far and
losing lock. Once you lose lock you are screwed and must reacquire.)
- If the first volley misses the process starts anew.....
Some things to practice.
- How far can you turn while keeping lock.
- Missile evasion is required - you will have to be able to beam missiles.
Turning away completely will allow the bandit to close on you and I guarantee
that a human will take advantage of that - you will have a nice spread of
missiles coming your way when you decide to bring your nose back into the
fight. Keep in mind though that if you have brain overload go completely
defensive and release chaff and flare - better to stay alive for five more
seconds than to just take a missile in the face. Then vow to practice some
more so that next time you make him have brain overload, and stick him with
the missile. More fun trust me...<VBG> Once you have a guy on the
defensive, it is best to have at least one missile in the air at all times to
keep him on the defensive and thus not be able to put his nose on you to take
a shot.
- Another possible way to fight this fight is stealth, force the bandit to
lose lock and to lose you by going low, below 25p, and behind obstructions.
- Practice using all the missiles against AI targets, learn how they work.
For instance the R-27t must be locked then unlocked and relocked for it to be
launched.
- Another tactic - you can notch the guys radar until he closes within
heater range and thus eliminating a SARH F-pole fight.
- It's completely crazy to fly straight into the battle waiting for a
shorter range shot - the R-27r will hit the target from maximum range if lock
is maintained, and besides you want the other guy worrying about something. If
you don't put a missile in the air he will be playing solitaire on his way to
killing you.
- Practice practice practice. To me BVR fights with a worthy opponent may be
more fun and intense than gun fights, and I never would have thought that.
Indeed I thought BVR fights would be boring. THEY ARE NOT. What they are is a
great test of your ability to keep several balls in the air at once. And its
not a bad game of chicken either <VBG>.
Return to
Contents
PapaDoc's Guide to the Merge
[words by PAPA,
punctuation amended by Redshift - but, hey, look at the raw material I had to
work with!]
I will try and be brief. But keep in mind that much of this is gonna be a
bunch of bull....WHY..? Well because situations in H2H are fluid....you
shouldn't EVER be predictable.....What was brilliant last time may not be so
brilliant the next time in seemingly the same circumstances...this is CRUCIAL DO
NOT FORGET IT.....I cannot tell you the amount of flights I've won because the
other pilot was going the same way each and every time....WHA..????? That's
right he died the last time and instead of modifying his tactics....he COMES at
me the SAME way....WHA...????
Then also consider that if you won the last match doing a particular maneuver
that if you're flying someone competent he may counter that particular move this
flight.....DON'T BE PREDICTABLE...which kinda makes advice useless. But hey you
need to start somewhere. So here are a couple of examples and my thoughts on why
they are useful.
To the more technically inclined I apologize, I don't use the LINGO...because
the people who know the lingo don't need to read my advice...the people who are
asking don't know the lingo..so I tend to put all my advice in hopefully simple
terms.
Coming into a merge (when you pass each other nose to nose) it's wise to know
the bad guy's speed - this will tell you a lot of where to go. To those who ask
about what to do after the first merge and you are approaching nose to nose the
second time...treat it like the first merge except that if the ROE [Rules of
Engagement] called for a clean pass first merge you can now shoot, or lead
turn (more on that later). Also make sure to be flying with Mirrors.
Two major styles of fighting
Your speed is gonna be dependent on your
style of fighting the Flanker...there are two major styles of fighting ...
One is called the energy fighter. He keeps his speed very high, around
1200km/h into the merge and tries to force his opponent to bleed his speed by
taking a slow angles fighter vertical. An impatient angles fighter will be
continually trying to pull his nose into lead (pointing his nose ahead of the
energy fighter's flight path) to get a shot and the energy fighter is always
just a nick ahead of the bullets....then all of a sudden the angles fighter will
notice that he is no longer flying a sleek killing machine, but instead he is
flying a large paperweight and he no longer has control. Then the angles fighter
discovers that he has deftly placed the energy fighter into his deep six (behind
him).
The other is the angles fighter....this is the predominant type on the net
because it's the most natural. Most people want to pull hard on the stick. And
this is the main reason that anyone flying Flanker should for the first month or
so fly with the ACS off....that will force sane treatment of the Angle of Attack
as pulling hard on the stick is an extremely bad habit that causes death and
destruction. The angles fighter is trying to use his reduced speed to turn
inside of you and get a shot.
The angles fighter comes into the merge anywhere between 750 to 950. If he is
at 950 watch his airbrake at the merge and act accordingly, in other words if
you are flying a known angles fighter and he comes into the merge hot, WATCH his
airbrake to see if he is a cat that has changed his spots or if he is actually
trying to sucker you into a bad move.
Things to do at the merge
It helps to develop a knowledge of who fights
like what.....because as much as we all try to be unpredictable we all still
pretty much stick to a style.....nonetheless avoid being pinned down if
possible.
Ok here are some very rough ideas on things to try at the merge.
- Coming into the merge his speed is more than 150km/h faster....and he
turns into you.....in the horizontal...and you don't see a brake. Then you put
the brake out and turn away in the horizontal plane (same plane of motion as
him)...when you regain tally you reverse your turn putting you inside of his
circle. Imagine him flying a large circle and you flying a S pattern within
the circle. Don't let your speed bleed too much in this maneuver cause if you
miss....big problems will ensue....stay above 600. This is a wonderful way of
messing with a person's head. Cause usually he is thinking everything is
peaches and cream as he is at corner speed (around 900km/h) and your
not...(your at 750 or so into the merge)...I've had people repeatedly come at
me, not believing that I was gonna turn inside them....bang bang your dead
each and every time.
A word about missing with guns...missing is bad.
Don't miss. Practice with your guns in both modes until you can hit the knat
off of a pin at a thousand yards....why both...??? Because you might
accidentally get shot and lose your radar gun sight. So learn the
funnel....also shoot from padlock.
Speaking of padlock....its gonna be
really painful to fly H2H if you don't understand padlock inside out. So make
sure you do. Outside views are for pussies. Besides most old timers will
disable them if they master and then where are you if you depend on them.
- Coming into the merge he is at 1200 and your at 850....its gonna be a long
day. So settle down and be patient. Rushing a shot will bleed way too much
speed and you will die. Now he goes past and probably goes up....now all that
practice you have had against the AI is gonna come in handy.
side
note...its a very good idea to practice against the AI by going 1vs many...but
its even a better idea to load yourself up with fuel. NOW you're gonna learn
something. Pulling hard is a very bad thing....hehehe. My observations about
the AI is that while they have a slight advantage (I mean very slight) in the
vertical, its easily taken away. I continually and with reckless abandon kill
AI in the vertical.
Anyway back to the merge....as he zooms past (give him
the finger) dip your nose slightly to gain a bit of energy...no need to
immediately pull into a turn...at the speed of heat he is going his radius is
gonna be REAL big...and you need energy like a man in the desert needs water.
Ok now one of the ideas I have for this situation is to pull up gently so that
you match his radius while keeping your speed somewhere in the rational zone.
If you waited a bit before going up...he will have almost started to pull over
the top on his immelman....and you will be about half way up. What you're
gonna do is LEAD turn his ass...what's a lead turn? It's when you are coming
into a nose to nose merge and you start your turn into him before reaching
him....(you probably see that much of this is speculative) since relative to
him your speed is low you can turn with a much tighter radius, but to not lose
too much in the turn make sure to not go up when turning anymore than is
required to bring your nose around....a bit of lateral separation here is not
a bad thing... to help picture this put your hands up in the air (hehe and
sing after me) the left at 11:00 heading down to your 4:00 and the right
heading up from your 4:00...as you bring them together the right hand will
begin turning before you reach your left....as you can see if you move your
right a bit off the flight path towards your chest and then turn away from
your chest your turn will have more room to come around his six....(all
assuming much predictability on his part). A little guns in the face while
passing him is a great wake up call for the overconfident energy pilot. Even
if it's just tracers passing his general vicinity...but your practice should
have made you able to at least connect with a few.
When lead turning in
these situations to make things simple always pull towards the bad guy...when
your first starting out its easy to get too cute with lag and lead pursuits
and usually just getting your nose on the person is the biggest challenge.
Ok so now you have lead turned the bad guy and you find yourself behind
him...and y'all are going around a big loop. BUT he is pulling away from you.
NOW comes the patient part....BE PATIENT....what your gonna do now is what I
do against the AI....DON'T try and pull into lead immediately for a
shot...your probably too far away and will burn too much energy. What your
gonna do is keep him somewhere in the top of your HUD or out the top of your
canopy and gather him up slowly. This takes lots and lots of gentle
practice...when you start getting close you will every now and again take a
long distance shot to keep him honest and try and disrupt him. (The truth of
the matter is that if he is good and doesn't get flustered he has an
advantage) this is where all that gun practice will come in handy. Remember to
pull in the flaps when going up.....and to push out the flaps when going down
and pulling for a shot...then pull them back in.
Now sometimes its also
possible in this situation to not go up with the energy fighter and to instead
just Slice (nose low 10degrees turn, put your nose 10 degree's below the
horizon and pull) and meet him on the other side of his loop....this has
worked well for me with some and not so well with other and because GOOD
energy fighters are so rare I haven't been able to do it enough to find out
why it works sometimes and not others.
The Basics
Ok this is enough of this speculative stuff. The basics
are...........
- When your first starting out try and not be CUTE....(I've seen a lot of
cute) PULL TOWARDS THE ENEMY....put your nose on him and shoot.
- Corollary of the above DON'T PULL TOO HARD...hehe..confused..? What I mean
is be aggressive always be going after the bandit. I see some doing aerobatics
to get a shot somewhere in the future...NOT GOOD.
- Be very very very good at shooting your guns. All the most wonderful
flying in the world means diddle squat if you can't hit the bad guy with guns.
What's the secret? PRACTICE PRACTICE PRACTICE PRACTICE PRACTICE....and then
more PRACTICE.
- Padlock is my friend...outside views are for pussies.
- I Promise PAPA that I will fly with ctrl j selected all the time so that I
can see me screwing up...when I'm pulling too hard.
- I will continue to check my instruments to be sure that I'm not flying
around with my brakes out...(I lost a match doing that, stupid shit that I
am).
- I promise PAPA that I will try and not be predictable.
- Use the radar gun sight...but know how to use the funnel.
- Be wonderful at recovering from spins...actually be miraculous...(yea I
know I need a spell checker) [you think that will fix it?]
- In tight turning fights FLAPS are REQUIRED....you will die without them.
- When out of guns range don't be so anxious to pull into lead for a guns
shot....DUH..!
- Pulling too hard is for when I'm alone in the bathroom...not for when I'm
flying my JET. [??]
- Reversing turns is for the brave, the skilled and the dullards...try not
to be in the last category. hint: There aren't too many legitimate
opportunities to reverse your turns against a good opponent.
- When all else fails, keep trying....stay alive for a second more...you
never know when the other guy will have a brain fart....be ready to punish
him.
- AS ALWAYS A BANDIT ON YOUR SIX IS BETTER THAN NO BANDIT AT ALL. [But
not as good as a Papa in your gun camera]
- Aerobatics tend to allow the badguy to slip out of your view...its very
difficult to shoot something you can't see. Stay on him.
- Match his nose.
- Match his wings.
- The ground is hard...attempt to avoid the ground unless taxing.
- The guy with the least amount of weight has the advantage....unless he is
light because he is out of stuff to shoot....then he is a target. Running out
of bullets in a H2H match is unforgivable.
Brought to you by the one
and only ...
PAPA DOC Infamous Flanker Pilot.
The one your mother warned you about.
Flying the Pink Flamingo... Damage, Inc.
Return to
Contents
Wag's BVR tips Part I
Still getting smoked in Beyond Visual Range (BVR)
combat? Well, sit back and I'll fill you in on some of the BVR knowledge I've
acquired through many hours of BVR Flanker play and my professional experiences.
First off, remember that the type of missiles being used will dictate how the
battle is fought. To illustrate this, I'll take each category of missile (based
on seeker type) and investigate the do's and don'ts. I'll intersperse other
tid-bits regarding missile avoidance, baiting, and warning indicators. I don't
pretend to be the know-it-all of BVR, and I welcome comments and further
discussion. I sincerely hope that the following will be of help and interest to
those of you still struggling with intricacies of BVR combat.
SEMI-ACTIVE RADAR HOMING (SARH) MISSILES
The SARH missiles (a missile
that requires you to illuminate the target aircraft the entire time of missile
flight) for your use in Flanker include the R-27R (AA-10A ALAMO) and R-27RE
(AA-10C ALAMO). The only difference between the two is that the RE has a larger
motor, thus giving it a longer reach (i.e. provides you with a larger F-pole if
used properly, we'll get to this shortly). Except for the R-33 (AA-9 AMOS), the
R-27RE and the R-27TE have the longest reach in Flanker. It is this long reach
that can be exploiting for deadly affect if used properly.
The primary drawback to the R-27R/RE is that, like all SARH missiles, they
require you to keep your target locked the entire time of missile flight. So how
do you go about taking advantage of the "long stick" R-27RE? The best way to
illustrate this is to diagram a target engagement. During the course of this
diagram, I will also be illustrating the use of off-angle targeting and speed
differentials to increase your F-pole--the distance between your aircraft and
the target aircraft at missile time-out. Contrary to was what written in Aunt
Mary's, there is NO advantage to coming into the engagement at a higher speed
than your adversary.
Regardless of your air speed versus your opponents, both aircraft will reach
RMAX (the maximum distance at which the selected missile can be fired and reach
the target given the targets current heading and speed) at the same moment. So
what's the advantage into going into the fight faster than your adversary? None.
That being said, it's best to go into the fight at a speed with sufficient
closure to ensure a large RMAX (the higher the closure rate, the larger your
RMAX) yet not significantly faster than your opponent because it will give him
an advantage in getting slower faster (I'll elaborate on that in a bit).
As a rule of thumb, I generally come into the fight at approximately 800 KPH.
Going slower may not be a wise option if you choose to go into a bait maneuver
(to be discussed later).
Upon reaching RMAX with R-27R/RE, it's best to fox (generic term for an AAM
shot) twice due to one AAM not necessarily killing the bandit every time. Also,
if the bandit defeats the first missile he may assume there is not a second in
trail and will attempt to crank (a high G turn) back into you to go sensor nose
on (bringing the aircraft sensors - radar, IRST, missile seekers - to an azimuth
capable to detecting/tracking target.) Sorry for all the work jargon. After
foxing, your primary goal is to maximize your F-pole. We do this by two means:
off-angle closure and speed kill. Once done foxing, put the brake out, put the
flaps down and cut throttle to idle. At the same time crank hard into a
nose-high (20 degree works well) bank. During the course of the crank it is
imperative to retain lock of the target.
Remember, that if you lose lock, any missile you have in the air will go dumb
and explode harmlessly. Keep an eye on your MFD and bring the locked bandit to
approximately 60 degrees right/left of center and then roll level, yet nose
high. Now that we have the bandit still locked up at the gimbal limit of our
radar, we are nose high with brake and flaps out, and we will be bleeding speed
like a stuck pig. The reason to keep the bandit at your gimbal limit is to
increase the distance any AAMs your adversary fired will have to fly. By flying
with the bandit locked at gimbal limit, you are forcing the enemy AAM to fly a
curved flight path, and as we all know: the shortest path from A to B is a
straight line, not a curved line. By concurrently cutting our speed, we are
decreasing the closure rate between our aircraft and the incoming missile. What
this all amounts to is that assuming the bandit continues to fly a pursuit/high
speed intercept, our missiles will arrive on him before his can reach us. (Note:
There are two ways to tell if you killed the bandit, 1-fast decrease in alt,
2-sometimes you will be given an audio impact sound.) What this forces the
bandit to do is either take the hits, and likely die, or go defensive to avoid
your missiles and thus lose lock and have his missiles "go dumb". Again, we are
assuming the bandit fired the same missile as us - either an R-27R or R-27RE.
MISSILE AVOIDANCE
So lets say you enter a BVR fight in which both you
and your adversary are equipped with R-27R/RE, and despite your best attempts to
win the F-pole fight you hear that dreaded missile proximity warning klaxon. How
do you avoid that incoming missile? (Note: Just because you hear the proximity
warning indicator, does not necessarily mean that the missile coming towards you
is in fact guiding on you. There have been many instances where I have destroyed
the bandit after he fired an SARH missile, but I still get the warning despite
the AAM not guiding on me.)
The first thing to do is put the enemy aircraft that launched the missile on
your three or nine o'clock line. This is termed flying the notch. Pulse Doppler
(PD) radars rely on a velocity change difference between background and the
target in the main-beam lobe to detect the target. By flying perpendicular to
the PD emission vector, you provide no discernible velocity change from the
background to be locked by a radar in a high PRF mode. Depending upon the
sophistication of the PD radar, it will vary in the size of its "gate" (the
positive or negative rate-change velocity if not flying truly perpendicular) in
regards to background by as much as 200 KPH.
Once you are flying perpendicular to the enemy's radar emissions, you will
want dispense chaff/flare at maximum interval-rate and assume a 15 degree nose
high aspect. Then, slew your view toward the direction of the incoming missile
and attempt to attain a visual tally of the incoming AAM. Initially, the missile
will be visible from its motor smoke (if within visual range). The missile
itself will start out as a small dot, then grow to a small "plus, + " sign, then
turn into a rapidly closing white sparkle. At the moment you see the missile
turn from the small plus sign to a white sparkle, initiate nose high 4 G bank
into the missile. I have yet to have a missile achieve even a proximity hit on
me with this method. I'm sure there are other methods, perhaps better, but this
one works well for me. Additionally, as long you continue to fly the notch, or
put the bandit at your six o'clock, he will be unable to attain radar lock in
H2H. This is a means of achieving closure without fear of an incoming AAM.
However, this puts one in a defensive role and this is not advisable against a
skilled BVR player.
MISSILE WARNING INDICATORS
There are three primary warning indicators to
let the player know of incoming AAMs. As mentioned above, the smoke of motor
burn is a sure give-away of an AAM coming your way, if your within visual range.
The second warning indicator is your Radar Warning Receiver (RWR) gear. The
primary aspect of the RWR gear we're interesting in regarding BVR is the lock on
tone. When this tone is active, we must assume an AAM is inbound if we believe
the bandit is within its Weapon Employment Zone (WEZ). The third is the Infrared
Launch Detector (ILD). How the ILD works in Flanker is more as a missile
proximity warning indicator, not realistic. When this indicator sounds, a
missile will impact on your aircraft within 1 to 8 seconds--depending on range
at which the missile was fired. If you still in a BVR situation, begin evasion
maneuvers as stated above.
BAITING
Rather than enter into an F-pole fight, one can attempt to lure
one's opponent into wasting his AAMs on low PK shots. In turn, once your
adversary has depleted a certain category of AAM, the player can then turn the
tables and use such AAMs without worry of the bandit replying with equivalent
AAMs. One example of a bait would be as follows:
Upon reaching RMAX in a situation where both players are equipped with
R-27RE, R-27T, and R-73, it would be presumable that the opponent will fire off
one or two R-27RE. Rather than respond in kind and enter an F-pole fight, you
could immediately enter the notch after RMAX. By entering the notch, we will
break the adversaries lock and thus his incoming R-27REs will go dumb and
detonate. With this accomplished, one can crank back into sensor nose on and fox
R-27RE knowing that he will not be able to respond in kind until reaching RMAX
for R-27T. Another option would be to put the bandit on your six o'clock. There
is a bug in Flanker that prevents AAMs from successfully engaging targets using
chaff/flare from their six. Not until one is VERY close is it possible for a six
o'clock AAM shot. With this in mind, it is possible to keep the bandit at bay on
your six and have them deplete their AAM load on unsuccessful shots. Once the
bandit is depleted of AAMs, the player is free to engage the bandit with a
distinct advantage.
A final form of baiting is the use of E-pole. E-pole is defined as the
distance one can turn away from a bandit while still staying out of its WEZ.
Such a scenario would involve flying into the outer WEZ of the bandit, assume he
has foxed, and then turn tail 180 degrees and extend. The fired AAM by the
bandit will then be unable to cover the "new" distance given to it and detonate
harmlessly when it runs out of steam.
ACTIVE-RADAR HOMING MISSILES (ARH)
The one ARH missile (an AAM which
carries on board its own radar illuminator) for our use in Flanker is the R-77
(AA-12 ADDER). Like the AIM-120 and active radar MICA, the R-77 gives us the
option break radar lock with the target before missile time-out. The key here is
to retain radar lock until the missile's seeker has gone active. One may want to
maximize the distance between one's aircraft and the target aircraft when R-77
goes active by using an F-pole maneuver as illustrated above. The distance
between one's aircraft and the target when the an ARH goes active is termed
A-pole. The time this takes to happen will obviously depend upon the distance
between our aircraft and the target and time of missile launch, the shorter the
distance the shorter the time to go active. If launched at RMAX, we can use as a
general rule of thumb that an ARH will go active approximately at one half the
time of indicated missile time of flight indicated on the HUD. At fox, divide
this number by two, and count to this number. At that point, one can generally
assume that the missile has gone active, and it is safe to break lock if need
be. The R-77 can be particularly effective in a situation where one needs to
fire at long range (the R-77 has the third longest range next to R-27RE and TE),
but also may need to go into the notch to defeat an incoming AAM once the R-77
has gone active.
INFRARED HOMING MISSILES (HEATERS)
The BVR heaters we have at our
disposal in Flanker include the R-27T (AA-10B ALAMO) and R-27TE (AA-10D ALAMO).
Unlike SARH and ARH AAMs, heaters only rely upon the infrared energy dissipated
from the target aircraft once the missile has been fired. The great advantage of
heaters is that they are truly fire-and-forget weapons. Unlike the R-77 where
one must retain radar lock for at least a portion of missile flight - if fired
from BVR ranges - the R-27T/TE allow one to cease illuminating the target as
soon as the missile leaves the rail. The combination of this fire-and-forget
capability and its long range (equal to the R-27RE) makes the R-27TE the most
lethal BVR missile available to us. Two advantages the R-27T/TE gives us is the
ability to hit the notch without concern of continuing missile guidance and the
ability to engage multiple targets at once. By locking, firing, unlocking and
then repeating on follow-on targets, the R-27T/TE gives us true multi-target
engagement capability.
PUTTING IT ALL TOGETHER
Now that we have an understanding of the
strengths and weaknesses of these various AAMs, it's time to put all the pieces
together. Lets say we have a loadout made up of R-27RE, R-77, R-27T, and R-73
and we are facing a equally armed bandit at 60km nose-on-nose. First off, do we
decide to fire our big stick (i.e. R-27RE) at RMAX and pull an F-pole
maximization maneuver? Or do we assume the other guy will do just that and thus
we attempt a bait maneuver? Once we have fired off our R-27Res, be it after an
F-pole maneuver or after a bait, we likely would have closed the range and have
the option for either R-77 or R-27T shot. Do we choose to use the active radar
homing capabilities of the R-77, or if we're in range, do we cook off a couple
of R-27Ts? What happens if we're faced with a proximity warning before reaching
RMAX for our next biggest "big stick"? Do we take the chance with a proximity
hit and continue lock for a shot, or do we hit the notch? What I'm getting at
here is that there is no proven successful pattern with any particular weapons
loadout. It's a dynamic series of decisions based upon an understanding of
weapon capabilities, good situational awareness, sound understand of the
"poles", and a little dumb luck.
Wag's BVR tips - Part II
In Part 1 we delved into the
strengths and weaknesses of of our BVR missile selection, F-pole tactics when
using SARH AAMs, AAM avoidance, and "baiting" tactics. In this part I would like
to concentrate on BVR combat in relation to successful head-to-head play in 1.5.
For starters, the R-77 (AA-12 ADDER) is king. This is for several reasons:
- Second longest range next to R-27RE
- Active seeker capability once within 15 km of target
- Very lethal warhead
- Very tough to spoof as compared to the SARH missiles in Flanker (in H2H
play)
R-77 VERSUS R-27RE
My loadout of choice in BVR combat is the 6 R-77 and
4 R-73 option under "CAP". With such a loadout though, one will be at a Rmax1
disadvantage against an opponent with R-27REs under the wings--in other words,
he'll have first shot. To nullify this first shot disadvantage one must deny
your opponent the shot or defeat his R-27RE shot well before it reaches its
end-game. This can be accomplished in two ways:
- Place the bandit on your 3 or 9 line. This will prevent him/her from
acquiring a good lock and thus will prevent him/her from employing a SARH AAM.
Once you judge you are within the WEZ of the R-77 (the range between you and
bandit should decrease as he/she flies towards you), crank back into the
target for the shot. The bandit will likely get the first shot off once you
come off the beam, but considering that we're dealing with the R-77 and not a
SARH AAM this shouldn't be of much concern--as long as you don't wait too long
to acquire and launch. When coming out of the beam, use your radar warning
receiver (RWR) spike to line your radar up on the appropriate azimuth. Once
the bandit is locked, fox one or two times.
- Rather than keeping the bandit on your beam during the merge until Rmax1
for the R-77 is reached, lock up the bandit and pay close attention to your
WEZ range cue for your R-77s. Once your just shy of reaching Rmax1 for the
R-77 initiate a hard crank to put the bandit on your beam. Once on the beam
dump chaff/flare with altitude changes--this should quickly defeat his lock
and thus cause the R-27RE he likely had in the air go dumb. Once you've shaken
the spike, crank back into the target for an R-77 shot which should now be
within range requirements.
- Alternately, you could initiate a 90 degrees straight up or straight down
attitude and defeat the missile that way too. Finally, you could put the AAM
on your six an expend chaff/flare. This final method is the least desirable
because it requires you change course 180 degrees after defeating the shot to
require the bandit. In the mean time, the bandit could already have follow-on
shots in the air or be doing other nasty, sneaky things (I'll elaborate
later).
The above examples should put you on equal footing with an
R-27RE armed opponent. Once your within the the WEZ of the R-77 (and you'll have
more of them) you should be able to dictate the fight.
DEFEATING THE R-77
If you believe you might have an R-77 inbound, you
have a tougher customer to deal with. Bear in mind that in head-to-head play,
the R-77 is MUCH more difficult to spoof than against the AI (One can spoof the
R-77 as one spoofs a SARH AAM when playing against the AI). Also bear in mind
that the R-77 will not fall for the same defensive tactics that work against
SARH shots as I described above. Three methods of spoofing the R-77--to varying
degrees of effectiveness--are as follows:
- Once your MLWS goes off, put the incoming R-77 on your 3/9 line. Next, pan
your view over to the side you expect the AAM to be coming from. Once you
attain a visual tally of the missile, initiate a 20 degree nose high climb.
When you see the missile grow from a gray dot to a white sparkle, begin a hard
climb into the direction of the incoming AAM (orthogonal pull). The key here
is good timing and getting the tally on the AAM. With practice, this method
can be very effective.
- Put the bandit exactly in front of you, maintain speed of 700 kph, and
roll inverted. Once the MLWS goes off, put the engine setting at idle (don't
ask why, but it works), and pull a hard spit-S that will put the incoming AAM
exactly on your six. It's a good idea to have the radar in CAC mode once you
lose lock on the target. This way, you have more range in the rear hemisphere
displayed on your MFD for RWR spikes. Use this to place the bandit exactly
dead astern. Rather level out once you've changed course 180 degrees,
continuing pulling into a nose high climb, while still in idle throttle (speed
should be down to around 400 kph). From the beginning of the split-S, one
should also be spitting out expendables as fast as possible. If this is all
done correctly, you should see all R-77 shots pass harmlessly overhead.
- Keep the bandit locked at your gimbal limit, ~50 degrees and be at 800
kph. Once the MLWS goes off, initiate a nose low (30 degrees), high-G slice in
full AB while dumping chaff/flares. Continue this slice until the bandit is at
your six--use CAC mode for broader rear hemisphere RWR coverage on MFD. Bring
the bandit just past your six line then crank back the other way. If done
properly, you should shake the RWR spike, the MLWS should go mute, and any
R-77s will go sailing harmlessly by.
OFFENSIVE USE OF THE R-77
As I alluded to earlier, two of the great
strengths of the R-77 are its long range and its active seeker. The key to
successful use of the R-77 is to pay close attention to the 15 km rule. Once the
missile is within 15 km of target the active seeker takes over and there is no
need for continued radar illumination of the target by the launch aircraft.
Thus, if the target is within 15 km of you, the R-77 is a 100% fire-and-forget
missile. If the range to target is over 15 at time of fox, one must estimate the
time needed for the missile to reach the point at which its active seeker takes
over--termed A-pole. That being said, if one launches when the target is at a
range of 17 km at time of fox, one must only wait a few seconds until lock can
be broken. However, if the target is at longer ranges, say 23 km, take that
distance, divide by two, and count to that number. By the time you reach that
count, A-pole should have been achieved.
Once the seeker has gone active, one can initiate defensive maneuvers to
defeat incoming AAM shots (see above).
SNEAKY STUFF
One of the bugs fixed in the 1.5 expansion CD was the
dreaded 6 k bug. This bug prevented the radar from acquiring targets with more
than a 6 k altitude difference. Because this has been fixed we have a new trick
we can use.
When in a BVR fight and the bandit is forced to go defensive--and break his
radar SA--one has an opening to not be where the enemy expects you to be when he
cranks back in after defeating your shot. To achieve this, one must simply
initiate a radical altitude change while the enemy has no radar SA. If your at
low altitude, grab sky quick and conversely, if your at high altitude hit the
deck. If at medium...well you can probably figure that out. Because you are
aware of relative altitude positions prior to altitude change, you know where to
slew your elevation scan to acquire the bandit. Because he'll be coming back in
"blind", he'll be unaware you've changed altitude bands and thus will be
searching in vane for you--until he catches on and starts changing his elevation
scan patter, which can take awhile. If done correctly, you can have your
opponent stumbling around and completely on the defensive.
Also, if in closer ranges (0 to 10 km) one may want to disable the radar and
search by EOS. EOS seems to have a much better scan capability in regards to
elevation than the radar. There have been countless times when I've been in a
fight where I knew the bandit was in my forward quarter, within 15 km, but I
couldn't find him on radar. By shutting down the radar and only using EOS, I've
frequently found the target. Another advantage to EOS is that it will not trip
the other guy's RWR. Considering that the R-77 works quite will in conjunction
with EOS, it is a wise choice to shut off the radar when range constraints
permit.
On a final note, one must be wise with their use of AAMs and expendables
against a skilled opponent capable of consistently defeating your AAM shots. If
you double, or even triple fox, you may quickly run out of missiles. Against a
good opponent, one may quite realistically expect the fight to move into the
within visual range (WVR) arena. Once in WVR, AAMs are much more deadly due the
time restrictions placed upon you to set up an appropriate defensive maneuver.
Thus, be careful not to expend all your AAMs to early and get stuck short gunned
later in the fight. Also, if your trading multiple BVR shots with an opponent,
be conscious of your chaff/flare count. Granted it is quite possible to defeat
AAM shoots without chaff/flares, but considering the decreased Pk when
chaff/flares are present, I would highly recommend to be stingy when playing a
capable opponent.
If there are additional areas of BVR combat in relation to the Su-27 Flanker
please email me at mailto:%20mwagner@bellatlantic.net,
and I'll try to address them in Part III.
Return to
Contents
Auger's Su-27 Flanker Online Gunzo Primer
The Merge
The merge can be the most important moment of any
dogfight. A well planned and executed merge has a habit of deciding victories -
in the two merge examples, as you can see, they decide it rather quickly. At the
merge, there are basically 3 ways to break: right, left or vertical. From here
on, however, we will not refer to breaking right or left, but will instead refer
to break turns in relation to the break direction of your opponent (which is how
you should think of them.) These are referred to as one-circle and two-circle
merges. The vertical merge will always turn out to be either a one or a
two-circle merge, but with a slightly modified (egg shaped) turn caused by the
effect of gravity on turn performance.
Do you want to read more? See the ten accompanying TRK files? Discover about
one- and two-circle fights, angles fighting, lead and lag pursuit, the corner
and the elbow, the high and low yo-yos, reversals, extensions and scissors?
Auger has put this all together into one fantastic package. Just download http://www.stncroft.demon.co.uk/primer.zip
(size about 640k) and away you go.
Return to
Contents
Tony Volk's guide to killing the AI
OK, time for my two
cents here. I'll just list a few things that have helped make me able to take
down 5 Su-27 excellent AI (I loove pointless bragging:^)):
- Read the manual, read the F.A.Q. and fly often.
- Try flying with your ACS disabled. This will teach you to respect your
energy and not just turn and turn and turn like in Falcon 3. This setting
allows a very good pilot to perform even better, and will teach a new pilot to
have a steady hand. It also teaches you to be very smooth when you pull
the trigger. Any jerk is magnified into missing the target, you must get used
to hosing the enemy cleanly with a quick, accurate burst. I still fly this way
occasionally to keep in shape. Another good method of learning efficient
flying technique is to start with a greater fuel load. A heavier planes means
that you have to be even less wasteful of energy, which means better flying.
- Don't bother with low-probability shots. While these scare humans and can
damage their planes, neither of those factors work on the AI. Get good and
close. I usually get the OTB cue just before or just after I start shooting,
and I overshoot the target a couple of seconds after I kill it (unless I am
low on energy, but I still am very close). I am certainly within 0.2km of the
target.
- Learn to use your energy. I haven't gotten into the ladder, but I am told
that energy fighters have a distinct advantage there. After I make a kill on
one of the AI, I almost always pull 0G's and gain speed to create separation
while gaining altitude (at least 3,000M) in order to have lots of energy to
fight the AI. Virtually all my kills come from a tight, hard, energy-depleting
turn to follow the AI down into the vertical after extending. Thus, I get on
his tail quickly, and can recover via my superior altitude (note that this
doesn't work unless he goes down - never follow him up with inferior
energy, you're dogmeat for the other planes!). The AI also rarely makes medium
dives. It's either a quick, shallow dive, or he's going for the deck and is
just such easy prey. You may have heard that the AI appears to have a slight
advantage in the vertical, but even if this is so, they don't sustain the use
of afterburners and so can easily be tracked even if you have double the fuel
load!
- Resist the temptation to try and hose the AI while he is spiraling on the
way down from #3. It's tricky to do so, and much easier to simply pop the
brake and flaps, stay behind him, and then go clean and full burner in order
to catch up when he pulls up out of the vertical. Again, I get 90%+ of my
kills in this situation (excluding the first and last kills).
- On the lead merge, break right in the horizontal and go for the first
bandit you padlocked (the one closest breaks away while the others stay in
formation). If you perform this right, you come out on his tail at around
650kph and he heads hard for the vertical (bleeding speed) giving you lots of
time to build up speed in order to overtake him. Piece of cake. If you don't
turn hard enough, he may turn back into you. In this case, try and go for any
of the other planes which are pulling into the vertical, or chase him down
(that's a bad situation). Remember that you can't ease up too much or the
first AI Su-27 who broke alone will hose you.
- Aim at the cockpit. I don't think that it makes a difference where you hit
the plane, but in order to hit it at all you have to lead the plane. sometimes
aim in front of the plane entirely, especially during high-g turns (as an
aside, it's better in that situation to wait if you are confident that you can
get a better shot in the future).
- Get creative. Every once in a while try something entirely new, but only
on one section of your flying. See if it's an improvement or not. And try
fighting the other types of planes every once in a while. The F-15s are great
in the vertical, a good energy lesson, while the F-16's are tiny and hard to
hit (same with the Mig-23's) and make you work on your accuracy.
- Be confident. Maybe I am a natural wonder, but it certainly seems to me
that anyone should be able to take the AI with practice. But you need to
practice! After not playing for a week (hey, I'm busy at times!- thankfully
rarely that busy!) I can't fly nearly as well as I could before the pause. It
takes regular, constant practice to be good at this game, and to stay good.
10-Until you can do this instinctively, you must practice like you do in so
many other tasks. Keep talking to yourself in your head. Make note of your
speed and altitude, his speed and altitude. After each kill, remember to
"clean" your aircraft of flaps and brakes (I've come close to and been killed
because of forgetting about one of those). When you see another bandit flying
when you are on another bandit, try to project his flightpath and where he
will be as well as his energy state. When your are closing in for the kill,
you should have some mirrors in view-check them for bandits on your tail. All
this and more should be second nature, and will be second nature only if you
remember to practice it.
- When you see tracers flying by you, break immediately unless you can kill
the bandit in the next two seconds, or few seconds if you are maneuvering.
When you do break, make sure you break in a single direction (and never break
up unless you have tons of speed!) since that is the most efficient
break. Also make sure that if your energy is low, you don't pull too hard or
you will end up a sitting duck (true, this could cause a very close opponent
to overshoot into your gunsights, but if not, you will be dead)-and
don't forget rudders! After the tracers have stopped, keep pulling for 2-4
seconds, and then unload to 0G's which will allow you maximum acceleration in
order to gain separation. Keep evading and unloading until you have gained
enough separation to be out of the bandit's gun range. Then climb to 3000M and
regain the offensive.
- This is the most important. Listen to AC/DC as you kill. They have plenty
of great songs to shoot by! Actually, while I do love them, it is rather
distracting for me in a serious fight. On a good day, I barely have to look at
the screen to kill 4 or 5 AI. On a bad day, I have to concentrate entirely in
order to get the buggers. So stay sharp, keep your focus on the task at hand
and practice, practice, practice! So there you have a few specific tips that
should help you along. If anyone wants to chat about it anymore, I'd be happy
to over email or preferably, at the o-club sometime. Just keep practicing, and
remember that only sissies fly pink jets (that was so flagrant I couldn't
resist!:^)). Also remember that while the specific tips in here are useful for
defeating the AI, the general tips are equally applicable to human opponents.
Have a good one
Tony "If you want blood, you got it!" Volk
mailto:%20avolk@chat.carleton.ca
Return to
Contents
How do I avoid the SAMs?
Well, if you really want
to know, visit the Ironhand WWW site. A superb guide to SAM avoidance.
http://www.turbont.net/richards/ironhand/intro.html
Brief introduction
[Thanks to yoss@aracnet.com for this one]
Okay, here's a crash course on some of the SAM/AAA batteries in the sim, and
the effective way to neutralize the threat. Whatever I explain below applies to
a 1:1 type engagement (You against one S2A threat.) You figure out the rest :-)
Long-Range:
S-300. Absolutely lethal. Best tactic is to avoid being detected.
Requires at least two Kh-31p ARMs fired back-to-back to neutralize the radar
site. You should be prepared well in advance for the shot, since you have a very
small window to fire and run away. Align yourself for the kill, while being
masked from the radar, hold _down_ on both the lock key (TAB) and the trigger,
pop up, wait for the radar lock, and watch the ARMs scream towards the site.
Most probably, there's already a missile on its way to greet you, so turn
around, dive to the deck, and run like hell, while pumping C&F generously.
Medium-Range:
Kub/Buk/Tor. Lethal, if you don't know what you are doing. But, a lot
easier to evade, than the S-300. Has no minimum range that I know of. But, has a
ceiling limit of 6000m. Fly higher, and you won't be harmed.
Requires one Kh-31p to take the radar. Use the same tactics as in S-300 for
the kill. But, the missile can be evaded just by beaming the radar site, and
diving to the deck.
Short-Range:
Shilka/Tunguska. Shilka is a deadly AAA battery. If you find yourself
being shot at, reach for the ejection handle, 'cuz you can't do much. Best way
to avoid is to fly above 2000m.
Cannot be killed using Kh-31p. Best way to achieve a kill is by using the
Kh-29 TV-guided missile. You could also use rockets.
NOTES:
- Kh-31p requires a radar lock from the SAM site, before it can be fired.
So, there's probably a missile headed your way. Act fast, do your job, and get
out.
- Kh-31p only destroys the track-radar. If there are multiple track-radars
at a given site, you will have to kill every one of them.
- The max. range of Kh-31p is shorter than the max. range of S-300. Make
sure you are within the Kh-31p's effective range before you go challenging the
S-300.
- Make use of the TWS. Find out what type of radar is painting you, and act
accordingly.
- There are equivalent Ship-borne SAM batteries, but the tactics described
above can be used on them as well, with some tweaks.
- This is order in which you will be notified of a SAM presence:
- Detection warning tone. You are within the detection area of the SAM
search radar.
- Lock warning tone. Quite distinct from the detection warning tone. You
are pretty much locked up by the SAM track-radar. Expect a missile on its
way. This is the stage when you can actually fire your Kh-31p missile.
- Missile Launch tone. A missile has been launched and its headed your
way. This is when you do a 180 and run like hell.
General missile avoidance technique
Put the missile into your rear hemisphere and pump some chaff. This rarely
fails. The missile seeker logic locks on the the closest target - so chaff and
flares work for missiles coming from behind but not from in front.
Return to
Contents
How do I find out more about fighter tactics?
Join the
flanker e-mail
list.
Get the Bible: Fighter Combat by Robert L. Shaw
Naval Institute
Press
ISBN 0-87021-059-9, from http://www.books.com/.
A serious book
for a serious sim.
Return to
Contents
How do I go H2H?
- Play on a LAN using the built-in IPX networking.
- Over a modem. For this you need the Win95 version and the Win95 Plus
Pack's dial-up server. Use this to network together your 2 computers using IPX
protocols, and then effectively you have a LAN-over-a-phone-line. This works
very well.
- Don't bother trying Internet link-ups with TCP/IP - unless you've got v1.5, in which
case that might be the preferred option!
- If you want to
fly over the Internet with v1.1 or v1.2, use IPX and Kahn or Kali.
If you are trying to connect a Win 95 and DOS machine H2H the Win 95
machine must always be master.
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Contents
Configuring Dial-up Connections
The following is taken directly from
the O-Club page at the Unofficial Flanker WWW Site:
Setting Up as the Host Machine
In order to install the Dial-up Server software, you must have the Plus Pack.
If you do not install the Dial-Up Server software, you will still be able to
play via dialup IPX but you must be the caller and your oponent must have the
dial up server software running.
Dial Up Server from the Plus Pack
- Install the Plus Pack
- Make sure you checked the dial up adapter option on the plus pack when you
installed it
Configuring the Server
- After installation, goto My Computer
- Click on Dial Up Networking
- Click on "Connections" on the menu bar
- You should now see the following list of items on the Connections pull
down menu
- connections
- make new connections
- settings
- dial up server
- Click Dial up server
- Click the "allow caller access" button
- You can leave the "server type" to default and leave all buttons as is
- You can change password or leave it blank
- To add a first time password..just enter the new password and re-confirm
it..DONT enter an OLD password..leave that line blank. Seems like most
everyone is using "flanker' for a password :-)
- If you decide to not use a password...just let everyone know who wants to
connect to you that they wont need a password
Setting Up IPX/SPX
Compatible Protocol
- Now you must bind IPX to your dial up adapter
- From control panel click "network"
- Click Add
- Click Protocol
- Click Add
- Click Microsoft on the left list
- Select IPX/SPX Compatible protocol
- Click OK and Reboot
- Thats that!
- To receive the incoming phone call, leave the Dial Up Server window open.
When the phone rings, the "monitoring" field will show the status
- After the connection is made, run Flanker. Select a H2H mission and click
Network play. One must select Master and the other Slave. Select the agreed
upon IPX channel number and then click RUN
Setting Up as the Client
Machine
If you do not have the Windows 95 CD Rom of the Plus Pack, you will not be
able to install the Dial Up Server software. To play Flanker via direct modem,
you must setup a new dial up connection and use it to call someone who is
running the Dial Up Server. You must also install the IPX/SPX protocol. The
following steps will guide you through the entire process.
Creating a New Dial Up Connection
- Click My Computer
- Click "Dial Up Networking"
- Click "Make New Connection"
- Enter a name for the new connection (i.e. Flanker Dial Up)
- Click "Next"
- Enter the phone number of the person you are going to call
- Click "Next"
- Click "Finish"
- Drag a shortcut to your new connection onto your desktop
Install the IPX/SPX Compatible Protocol
- From control panel click "network"
- Click Add
- Click Protocol
- Click Add
- Click Microsoft on the left list
- Select IPX/SPX Compatible protocol
- Click OK and Reboot
You are now ready to dial up to your opponents
computer. Simply double click on the new connection you made. (NOTE: Instead of
making multiple connections for each person you end up calling, you can simply
change the phone number at this stage when the Dial Up Networking window pops
up) Once connected, run Flanker and select either Master or Slave and the
correct channel number (whichever you and your opponent decided on in advance)
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Contents
TCP/IP
Trying to get TCP/IP working between 2
machines over dial-up connections to the Internet using v1.1 and v1.2 is a
pretty hopeless task - anything but the fastest ping times lead to dropped
connections. Using TCP/IP over v1.5 however is a
breeze. I think it is pretty self-explanatory, so that's enough FAQqing from me.
Return to
Contents
Use Kahn95 or Kali95 to fly H2H over the
Internet
You can fly Flanker head-to-head over the Internet with the help of
neat little utilities called Kahn and Kali. They allow the IPX protocol to run
over a dial-up Internet link. I will give details for the Win95 versions of Kahn
and Su27. Although Kali is used more widely for gaming than Kahn, the creator of
Kahn95 spent time optimising his utility for Flanker before Kali95, and Kahn is
therefore currently more popular with Flanker pilots.
Synopsis
- Install Kahn95.
- Find an opponent - can be done from the Kahn servers but it is not
necessary to use them at all - you just need to know each others' IP numbers
and when to connect. Try the Kahn Netertainment or Netgraphics servers, /join
#su27 or even the #flanker-o-club via IRC.
- Use Kahn to link up with your opponent directly and away you go.
Detailed Instructions
- Requirements
- Su27 for Win95
- Kahn95 v0.90 or later
- An ISP account
- You MUST be using Microsoft's own Winsock with your ISP. Custom Winsocks
probably won't work with Kahn, e.g. Trumpet certainly doesn't.
- Don't use the "beta stutter patch". This may introduce some pauses into
net play.
- Go get Kahn95 latest version (0.99 at the moment) http://www.stargatenetworks.com/
- Install Kahn 95, it has a setup wizard, couldn't be easier. Kahn95 allows
an unlimited 3 week trial period. You then need to register - a bargain at
only $15 during the beta test phase.
- You need to make sure that the IPX protocol is bound to your Dial-up
Adapter. Go Control Panel -> Network and you should see "IPX/SPX-compatible
Protocol -> Dial-Up Adapter" in the list. If you don't see it then do the
following: Add -> Protocol -> Add -> Microsoft ->
IPX/SPX-compatible Protocol -> OK; you will probably need your Win95
installation disks or CD. Once you have finished and rebooted your PC, you
should be ready.
- Once Kahn95 is set-up, connect up to your ISP as you normally do in Win
95. NB you MUST be using Microsoft's own Winsock, Kahn95 is very fussy about
this.
- When connected to your ISP click on the Kahn Control Center icon
- Disable (uncheck) Buffered Sends in the Settings/Advanced settings of the
Kahn Control Center.
- I am not sure whether this matters or not - opinions please?
- Change your nickname to whatever you fancy
- Choose the Netertainment server and click on Connect. You'll find
yourself in chat (probably a good idea to go to or create an su27 channel,
just type /join #su27)
- Meet or find the person you want to fly with. Decide who is master
and who is slave, which ipx to use and away you go!
- You do not need to leave the Netertainment server and go into
local mode.
- You can opt to leave the chat application running as a means of
communication in flight, but this does mean extra packets flying about and may
contribute to dropped Network connections.
- Now just fire up Flanker, select Flight, Network, make sure IPX is
selected not TCP/IP. Make sure that the correct channel number is set. Set
communication mode as either Master or Slave as appropriate. Click Run, and
after a few short seconds you'll be in the cockpit!
- If you like Kahn95 register it! Norm has put a lot of work into
getting this thing to work.
Kali
Kali works as well as Kahn, and has a superior chat interface. Instructions
are similar. The latest Win95 version is v1.1M beta, get it from http://www.kali.net/
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Contents
How do I find H2H opponents?
- A list of willing victims is maintained at the Flanker WWW site: http://www.su27-flanker.com/locator_form.html
- There is a superb WWW site hosting an Su27 challenge ladder: http://challenge.star.co.uk/flanker/
- Via Kahn, go to the Flanker_Ladder server. (You can find this by pushing
the Tracker button and looking down the last)
- For online chat drop into the O-Club ("Officer's Club") on IRC.
- ICQ. To quote from the ICQ help file: "ICQ is a revolutionary,
user-friendly Internet program that tells you who is online at all times and
enables you to contact them at your wish. No longer will you search in vain
for friends or associates on the 'net. ICQ does the searching for you,
alerting you in real time when they sign on. In addition, ICQ continually
tells you who of your friends and associates are online." Very useful once
you have found a few like-minded adversaries. Check out http://www.mirabilis.com/. At the moment,
it's free.
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Contents
How do I set up a LAN for Flanker?
Thanks to Michael
Barnes for this.
CHAPTER 1 SETTING UP THE LAN
OK - your first issue will be getting the
network to function. Don't bother with Su-27; just use Windows95 first up, and
get that working.
Configure all of the systems the same way; viz: a. Ensure each one has a
"network neighborhood" icon. If they don't, then they don't have a recognised
LAN adapter installed. You would need to get Win95 to recognise the LAN adapter;
ie 'Add Hardware' etc. Needless to say you will need a Win95 CD available on the
day!
Once they all have a 'network neighborhood', you need to ensure that they all
have the same Properties set up:
Configuration:
Installed Components:
(client) Client for Microsoft Networks
(adapter) (Their LAN
adapter)
(protocol) IPX/SPX-compatible protocol -> (Their LAN
adapter)
(service) File & Printer shaping for Microsoft networks
If they have an Internet connection they may also have
(adapter) Dial-up adapter (protocol) TCP/IP -> Dial-up adapter
All other clients, protocols and services should be removed from the
'Installed Components' list. If any of the top four above are missing, pick
"Add", then the type (client, protocol etc). From the dialog that then pops up,
pick "Microsoft" in the Manufacturer column and you will get a list containing
the appropriate component.
Also on the Configuration properties page, you will have:
Primary Network Logon: Windows Logon
File & Print Sharing: tick both boxes in the pop-up dialog.
Set the other properties tabs, too:
Identification: Computer Name: (enter a one-word name)
Workgroup: WORKGROUP Description: (anything). The important bit here
is that the Workgroup is "WORKGROUP". Everyone should be in the same workgroup.
Access Control: Pick "share-level access control".
Now back to the Configuration tab and set the properties of each of the
installed components:
(client) Client for Microsoft Networks Select "quick logon" and leave
everything else empty and unticked.
(adapter) (Their LAN adapter)
Under Bindings ensure IPX/SPX -> Lan adapter is ticked and nothing else. You
shouldn't need to touch anything else.
(protocol) IPX/SPX-compatible
protocol -> (Their LAN adapter)
Bindings: Client for Microsoft
Networks ticked and File & Print sharing ticked.
Advanced: Force
Even Length Packets = No. Frame Type = Auto Source Routing = 16 Entry Cache
Leave everything else alone. (You might also choose to set the Frame Type=802.3
for everyone)
NetBIOS: Not ticked.
(service) File &
Printer sharing for Microsoft networks
Browse Master: Automatic LM
Announce: No
If they have TCP/IP installed, pull up the properties of the TCP/IP protocol,
go to Bindings, and UNTICK Client for Microsoft Network and File & Print
Sharing. When you click OK you will get a warning message. Just click on NO and
it will go away.
With this all done, Click on OK. You may need the Windows95 CD to load any
drivers needed.
With all the systems configured as above, it should be just a case of
connecting them to the LAN. To test, you should:
- Share out the directory containing the mission files you intend to use on
the day. (Right-click on the directory in Exporer and pick 'sharing').
- Each of the computers on the LAN should be able to access the shared
directory;
They should:
- Right click on Network Neighborhood.
- Pick 'find computer'
- Type in your computer's name (as specified under Identification)
- It should list your computer in the Find window.
- Double-click to open the computer, it should show the shared directory
- Double-click to open the directory etc. If they can't, then it's debugging
time! See if anyone can find anyone else; double check the settings; find a
local guru who can help you on the spot!
You should now be able to fly
Flanker, using IPX protocol on the LAN.
Start with just a big free-for-all dogfight. Verify that everyone can join
in, and that no-one has bad warping. If you can stop them shooting each other,
get them to fly in formation and ensure no-one experiences warping or
displacement. If they do, then look for a hardware problem - cabling or bad LAN
card.
CHAPTER 2 PLANNING MISSIONS
- Its up to you whether you have everyone fly on the same side, or split
them into teams. I prefer everyone flying together because it creates more of
a team spirit. However, live opponents (mixed with AI aircraft) create more of
a challenge.
- For maximum fun, for each mission devise a scenario, then get each side's
flight plans prepared by different people. You get more variety, no-one knows
everything about any particular mission, and you distribute the workload. (MB
20/1/98 NOTE: we don't do it this way any more; we have one designer do both
sides of a mission; it makes for better 'choreographed' missions)
- Prepare the missions like this:
- Create a Master mission with all of the ground units and computer
flights. If the master computer is to be used by a pilot, his mission must
go into the master.
- For each human flight (eg each CAP flight, SEAD, Strike), create a
seperate mission with that flight pre-prepared. Pilots assigned to each
mission need only load up the corresponding mission and change the plane
number to be ready. You can include any other flights & ground units in
the missions that would help the human players plan their flight. Each
player takes a copy of the mission plan they want to use.
- For each human flight have a short briefing that explains their flight
plan, role, tactics etc. Hold a pre-flight briefing; assign pilots to
flights and explain each flight plan - just as in the real thing.
- Be aware of the skill levels in the group. People have more fun from a
successful mission, even if it was a bit easy. Also, avoid long CAP patrols
and transits in which nothing happens. Time is precious at a LAN meeting!
However, having said that, also remember to allow enough time in the mission
plan for everyone to enter the mission, take off, form up etc. It can take a
group of 8 up to 5 minutes just to take off.
- At first it is best to stick to 'one task' missions - we call them
'Falcon-style' missions. Ie where you have one task - a strike, sink a ship,
bomb a bridge, etc. You fly out, do the job, then fly back and end the
mission. This is much easier to organise and control than trying to create an
18-hour 'war' mission, with multiple tasks. Seperate missions allow you to
control the pace of the day, and fly when you are ready to.
- There might be several human flights, with different roles, in the
mission, but each player has just the one task to complete by the end of the
mission.
- Decide on success/failure criteria for each mission, so you can give
people an assessment of how well then acheived the mission goals. (Note: each
side might have a different set of criteria, so you might have both sides
'winning').
- Limit the complexity of your missions. Even on a LAN there is a limit to
how many things you can have going on at once. Avoid having lots of static
ground objects; they make it hard for slaves to join the mission. Avoid having
lots of active ships or SAMs, or lots of aircraft all engaging targets at the
same time - this can cause network drop-outs when a heap of missiles suddenly
appear all at once.
CHAPTER 3 RUNNING MISSIONS
- Maintain a Kill Board for the meeting, and track people's scores. This
gives them something to work for. If you want to be really serious, scrub
their score if they get killed on a mission.
- If players start by taking off from an airbase, you must
enforce a protocol to ensure two people don't enter the mission at once.
Allocate a take-off sequence during the briefing. Usually you designate the
order in which the flights take off. Each flight leader is responsible for
waiting until the previous flight is gone before entering. Each player in a
flight must enter in turn, taxi clear of the threshold area, then tell the
next pilot in line to jump in. You can choose to do a ripple take-off; each
person takes off as soon as they jump in, and the flight then forms up
en-route to the first waypoint. More cool is a formation take-off. The flight
all enters and taxis into position on the runway, then takes off on signal
from the flight leader. Make sure they all agree as to whether they use
100%MIL or full-AB power setting beforehand! (MB Note 25/4/98 - See 62nd FF
web page for a standard takeoff procedure)
- Brief flight leaders on some basics of formations. Particularly, that the
flight leader must not fly at full-AB, otherwise no-one can catch up with
them! Make sure pilots know their mission cruise speed.
- Agree during the briefing as to whether rejoining after being shot down is
allowed. We often allow the 1st two pilots killed to rejoin as the 'Ready-5'
flight.
- MOST IMPORTANT: Allocate each pilot a unique camo pattern for the
meeting, and ensure that they set that pattern for their aircraft whenever
they load a mission. Otherwise you have no way of telling people apart in the
debrief. (MB Note 25/4/98 - nowadays we use the Pilots Log, and each person
logs their own mission at the end of the flight)
- Sometimes debriefs on different computers are slightly different. For kill
allocation, I always accept the debrief on the computer of the person earning
those kills. Ie each person must check their own PC's debrief to get their
kills. The Master's debrief can be used as a fallback if the players forget.
(MB Note 25/4/98 - see previous comment)
- If no-one is flying on the master computer, I press F11 to turn off the 3D
graphics, in the theory that it should improve performance.
- You can record on the master, but the TRKs can get huge. Beyond about 7Mb
(about 30min of mission) they are too big to load back into the mission
planner! (MB Note 25/4/98 - We now limit TRKs to 10-15 minutes max, in order
to ensure replayability. We use a spare PC, and have somebody quit, save and
rejoin on that PC every 10-15 minutes)
- I assume you won't have any comms gear set up - microphone headsets or CB
radios. It could get noisy! Try and seat people in the same flight near to
each other.
CHAPTER 4 EXAMPLE MISSIONS
At the 62nd Fighting Falcons web site (http://www.onthenet.com.au/~kennw/62home.htm)
you will find a large collection of mission plans we have used so far in our
campaign. Some include briefing documents. With others you are going to just
have to work it out! Some of the missions were never flown, and only the ones
along the campaign path we are following have been developed.
These missions were developed using a branching tree structure, like the
Flanker Campaign Shell concept. We are now changing that slightly. We found that
using a branching tree campaign meant that you had to prepare 7 missions in
order to fly 3 on a day. (the others being down the 'unused' branches of the
campaign tree). To reduce this, we decided that the campaign would only advance
every four missions (about what we could fit into a 1 day meeting after training
etc). Thus we plan four missions set in the same basic situation, then assess
where the campaign progresses to, set the new situation, and plan another 4
missions for the next meeting.
CHAPTER 5 TRAINING
Apart from flying campaign missions, each meeting day
we also hold a 1-2 hour training session. This normally involves a training
mission. These are deliberately kept simple, and designed to focus on a single
aspect being taught.
Some training missions have included: Bombing bridges using a 'cab rank'
arrangement. Fighting A2A in wingman pairs against easy threats. Formation
take-offs and landings. Fox & Hounds game.
Another good exercise for training is to record LAN campaign missions and
then have someone go through the replays and write up a commentary. This helps
people understand what was going on, and gives an opportunity to offer helpful
suggestions.
CHAPTER 6 LAN CARDS
We have found that ISA bus LAN cards can be a
bottleneck. I would strongly advise using only PCI bus LAN cards. We use a lot
of Accton cards and have found them to be very good.
[Subsequent discussions...]
Jeroen
Most of us have a netconnection and have more
then just TCP-IP protocol installed.. I for instance have TCP-IP, netBui, and
IPX/SPX installed. After the very easy installation of the card I found that all
protocols were binded to that card as well... I approached the matter by letting
the dail-up adapter continue being binded to all three protocols, and just
deleted the bindings of the TCP-IP and NetBui protocol to the card.. (NEtbUI
can't do any harm I thought?, is needed for that network chat thingy.. under IPX
I thought, winchat)
Michael
I haven't yet encountered anything that needed the NetBUI
protocol. There might be applications that need it, in the same way that Su27
only supports IPX and TCP/IP, but I haven't found them yet. I like to keep
things as simple as possible, to avoid unexpected interactions and to reduce
system overheads. Thus I prefer to delete everything but the essential
protocols.
Second, I had ( I have no idea why ) also the client for Netware networks
installed, I just deleted that one too.. ( except i don't know why..)
Yes, it likes to add that one too - you are quite right to delete it, as it
does nothing for you.
Reading thru the rest of chapter 1 I found I could understand and execute
all the required settings, up to sharing a drive and finding it in my case. The
identification when looking for other drives is a bit weird though, I entered
the name of my computer, and it found it after a sec or two, but do you have to
enter the name of the PC you are working on, or the one you want to enter, ie
the one next to you for example.. Best would be if you got a list of all
computers connected to the network right?
The trouble is, the Network Neighborhood is unreliable. Frequently at
meetings we will find only some of the PCs listed there - not all. However, you
can always find them with Find Computer... if they have a working LAN
connection. That is why I didn't suggest using the browser - it can't be
trusted. I meant to mention that in my document, but forgot.
I mean other wise we need to place cards on top of each puter with name of
the damn thing..;-)
We tend to name ours after each person's callsign - makes it easy to remember
then (once you know everyone's callsign)
Oh, and now that I'm on a roll, Does it HAVE to be WORKGROUP? or may we
change it into Flanker..
Anything you like. Strictly speaking it doesn't even have to be all the same,
but that just makes the browser more clumsy - you can't see everyone at once
(assuming you can see them at all :-), and it seems to make it even more likely
for people to not turn up in the browser at all.
BTW, one of the guys interested said he only had a p75, and he experienced
a slow down with 1.5.... I have not heard of that before, neither has HC, but i
want to reassure him, have you had experiences with some slower pc's on a LAN?,
will they slow the thing down, or what can we expect?
I'm trying to remember what the slowest PC in the club is now. It used to be
quite slow; a P60 or something; but I think everyone is up to P100+'s now. Make
sure he is in 256 colour mode, and maybe get him to wind down his detail level,
clouds and mirrors etc. I am not aware of any network problems caused by slow
machines - just don't make him the master! ;-)
Is there a way to browse thru the other computers besides using
explorer?,
Not that I know of.
I for instance love the use of Wincommander, a kind of norton commander in
a W95 jacket. Would that program be able to copy stuff from other pc's as
well?
If it supports UNC's you can. A UNC is a file path like:
\\computer\share\directory\file.ext eg.
\\Deep_Thought\62ndFF\missions\training\h2h1.mis where "Deep_Thought" is the
computer name and "62ndFF" is the name of a shared directory. Also, if you drag
a shared directory from another computer, you can drop a shortcut on your
desktop. if you drop it onto your "My Computer" icon it gives you the option to
"Map Network Drive", which makes that shared directory look like another
hard-drive to your PC. This latter is the only way you can directly read a
mission file into Su-27, since Su-27 doesn't seem to understand UNC's and
doesn't use the new-style file-open dialog box.
And if I decide to copy some files from someone elses puter, what download
rates could I expect?, If we all had a 10mbps card, would that be >10MB per
second? I doubt my HD can handle that....
It would be less, due to other bottlenecks, but it will be only a little
slower than copying them from hard-disk to hard-disk.
[Michael Barnes, 62nd Fighting Falcons Air Combat Simulations Club, Brisbane,
Australia]
[http://www.onthenet.com.au/~kennw/62home.htm]
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Contents
Flanker Mailing List
It is strongly recommended
that you join the flanker e-mail list. There are about 20-30 posts a day dealing
with tactics, flight experiences, new patches, and interaction with the
programmers themselves. To join, simply send an e-mail containing the text-line
subscribe flanker to majordomo@wlv.ac.uk
Majordomo is an automated mailing list server, not a human. You will receive
full instructions as to how to post to and unsubscribe from the list. Save them
somewhere safe! Please note that once you have subscribed you will immediately
start to receive e-mails which at first glance seem to be written to you
personally from complete strangers. These are of course the postings to the
list, and they can be distinguished by the Header "To: flanker@wlv.ac.uk".
If you want to help make third-party support utilities for Flanker, you can
join the su27tech mailing list: send an e-mail containing the text-line
subscribe su27tech to majordomo@wlv.ac.uk
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Contents
IRC
For live on-line chat there is IRC. The Flanker
community now has its own standalone IRC server. Full instructions are to be
found at http://www.su27-flanker.com/Oclub/o-club.html,
but briefly, if you know what you are doing, point your IRC program at the
server at 137.222.40.219 port 6667 and join channel
#flanker-o-club. (The O-Club is the Officers' Club).
NEW! For those who can't be bothered with messing about with IRC
clients you can leap into the O-Club directly with your browser (so long as you
haven't disabled Java). Jump to http://137.222.40.219:8080/ and log-in
from there.
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Contents
Where can I get more missions to fly?
- Whizz round the Flanker Web
Ring
- Check out the unofficial Su27 home page: http://www.su27-flanker.com/
- Michael Barnes and Scott Morgan have created rules for waging a campaign
by e-mail at http://www.OntheNet.com.au/~kennw/62ladder.htm
- SSI have also come out with an updated mission suite, SU27_MIS.ZIP in the
Modern Combat section of FSCOMBAT on Compuserve, and on the above WWW sites.
- Buy v1.5!
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The TRK files I download don't work!
Ok - so you've
downloaded some TRK files from a WWW site, written by master pilots, purporting
to show how to win 1v6 dogfights, and yet all you see when you play them back is
the Su27 ploughing into the ground. No, it's not a joke, or a bad download, it's
progress! Files recorded with v1.0x are incompatible with v1.1. Files recorded
with v1.1 and incompatible with v1.2.
SSI disclaim thus:
Old TRK files (those created in versions 1.0 through 1.05) are not
supposed to perform identically on v1.1, since there were substantial changes in
the AI, weapons systems and flight modelling (spin). However, some old TRKs MAY
behave the same way on all versions of the Su-27 Flanker, if they do not touch
the areas where the changes has been made.
On the other hand files recorded v1.2 should be compatible with v1.5. But there are
persistent user reports of occasional TRK files that don't play back right,
especially with Net play but also standalone. Sometimes recording a TRK file
causes Flanker to crash, too.
Return to
Contents
Are there any tools to help me make new
missions?
Michael Barnes and Scott Goad have produced a superb
mission merging utility that will combine 2 missions together to produce a
third. The main purpose of this is to make e-mail campaigns easier, but it also
clearly has considerable potential e.g. in adding set defenses to a designed
mission.
You can find it at http://www.OntheNet.com.au/~kennw/62merging.html.
Sadly it only runs under Windows.
Michael Barnes has also written a Pilot's Log Manager: http://www.OntheNet.com.au/~michaelb/pilotlog.zip,
a remote wingman-adding utility: http://www.OntheNet.com.au/~michaelb/wingman.zip,
and an ordnance reporter for Net play: http://www.onthenet.com.au/~michaelb/ordchk.zip.
Mark Hermonat has produced a DOS utility (Random
Mission Generator) that generates random missions. This is utter mayhem - great
fun! V1.5 was on the Flanker v1.5 CDROM.
Hideo Fukumori is working on a Campaign Shell add-on for flanker - his
latest version now with several campaigns to try, is available at http://www.info.waseda.ac.jp/muraoka/members/fukumori/fshell.html
Another useful utility allows you to map any standard joystick button to any
key: http://www.sukhoi.ru/archives/patches/joy2key.zip
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WarRoom and Xedit.
Run, don't walk, and get yourself
a copy of the freeware utility WarRoom v3.0, which adds a dynamic campaign
(including AI) to Flanker.
Addresses are:
ftp://loonie.net/pub/ross/warroom/
http://loonie.net/~ross/warroom.html
There is also a copy of the windows version of WarRoom at: http://members.xoom.com/Obelovic/Playground.html
Ross has also made a map-object editing utility, Xedit. With this he has even
been able to place clouds on the ground and create a heavy fog effect at the
runway. Instrument landing guys might get a kick out of this! You can get the
mission and utility at:ftp://loonie.net/pub/ross/utils/xedit.zip
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Books relevant to Flanker, list mostly thanks to phil@cs.weber.edu:
Fighter Combat
Robert L. Shaw
Naval Institute Press
ISBN 0-87021-059-9, from http://www.books.com/.
A serious book
for a serious sim.
Sukhoi Su-27: Design and Development of Russia's Super Interceptor
Hans Halberstadt
ISBN: 0-87938-655-X
This book does not appear in
the latest Zenith catalog, so I don't know if you can get it anymore. This book
is the only book I know which covers the operation of the Su-27 to any degree.
All other books in this list mostly talk about the design and construction of
the aircraft.
Sukhoi Su-27 Flanker: Sukhoi Superfighter
Jon Lake
ISBN: 1
85532 152 1
This book also does not appear in the latest Zenith catalog.
Su-27 Flanker
Sergey Skrynnikov
ISBN: 962-361-710-0
OKB Sukhoi: A history of the Design Bureau and its aircraft
Vladimir Antonov, Yefim Gordon, Nikolai Gordyukov, Vladimir Yakovlev, and
Vyacheslav Zenkin with Lenox Carruth and Jay Miller
ISBN: 1 85780 0125
Sukhoi Su-27 Flanker
Dennis R. Jenkins and Jay Miller
ISBN:
0-942548-51-5
Standard history and technical info with one of the best photo
documentation sections on the external of the Su-27. It also has plots of the
obstruction of pilot view and the IR nose sensor.
Sukhoi Su-27 Flanker: The most complete guide to Russia's Superfighter
Jon Lake
ISBN (Aerospace): 1 874023 53 0
ISBN (AIRtime):
1-880588-12-9
Since V2.0 is rumored to have a Mig-29 simulation as well as Su-27, here are
the books I have which cover Mig. The next two books were available from Zenith,
but I can't find them in the latest catalog.
Mig: Fifty years of secret aircraft design
R. A. Belyokov and J.
Mamain
ISBN: 1-55750-566-7
This book has the best coverage of nearly all
Mig-29s and its variants including the Mig-29M.
OKB Mig: A history of the design Bureau and its aircraft
Piotr
Butowski with Jay Miller
ISBN: 0 904597 80 6
This book is kind of weak
when discussing either Mig-23/27 or Mig-29. Lots and lots of coverage of Mig-21.
There's practically no info on the Mig-31.
Fulcrum: A Top Gun Pilot's Escape from the Soviet Empire
Alexander
Zuyev with Malcolm McConnell
ISBN: 0-446-36498-3
Account of how Zuyev
defected with a Mig-29. Fascinating account of Soviet pilots life with sections
describing flying of Mig-29.
MiG-29 Fulcrum
Jay Miller
ISBN: 0-942548-50-7
Standard
history and technical info with one of the best photo documentation sections on
the external of the MiG-29. Contains a supposed image of the computer analysis
model.
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Disclaimer
The FAQ is compiled in good faith. It is admired but not
endorsed by Mindscape. I take no responsibility for any injuries sustained or
regional conflicts ignited by following any of the suggestions therein.
Redshift
Please send all comments, corrections, additions to: redshift@stncroft.demon.co.uk