Rev 3: 12/95–js F A L C O N 3 . 0 i FLIGHT MANUAL Rev 3: 12/95–js ii F A L C O N 3 . 0 Program Credits Original Design Concept: Digital Actors: Gilman “Chopstick” Louie “Smokin’ Joe” Ward Scot “Woof” Bayless Simulation Team: Russel “Blue Jay” Reiss Erick “Jetbuster” Jap Matt “Mack Daddy” Carlström Gary “RC” Stottlemyer Zachary “Defiant” Fuller Kuswara “Porkchop” Pranawahadi Tony Beccia Les “Vulture” Watts Daniel “Bullfrog” Deremiah Marisa “No. 19” Ong Interface Team: Bill Hall Scot “Woof” Bayless Elizabeth Chambers Michael “Papa Bear” Mancuso Shannon Lee Ian “Blue Macaw” Falicov Daniel “Bullfrog” Deremiah Stunt Effects: Matt “Mack Daddy” Carlström Additional Programming: Elizabeth Chambers Farah “Stinger” Soebrata Don “Blaster” Harlow World Building: Rebecca “Stormtrooper” Ang Anthony “KnötHead” Chiang Donald “Cal” Tsang Daniel “Bullfrog” Deremiah Lee “Vaporizer” Powell “Smokin’ Joe” Ward Peter “Bandit” Ward Product Manager: Eric “Violator” Grotke Scot “Woof” Bayless Bradd “Bluto” Huddle Art: Sound and Music: Matt “Mack Daddy” Carlström Paul “Moggy” Mogg Dan “Dolphin” Guerra Chuck “Bunhead” Butler Quality Assurance: Louis “Cantoni” Sremac Kurt “Goat Killer” Boutin Zachary “Defiant” Fuller Brett “Flying Crip” Amick Steve “Scorpion” Blankenship Animation Direction, Special Effects Stephen “Buster” Keith and Camera: Lawrence “Hairball” Kevin Matt “Mack Daddy” Carlström Mike “Mad Mongoose” Nebeker Zachary “Defiant” Fuller Russel “Blue Jay” Reiss Rev 3: 12/95–js F A L C O N 3 . 0 iii Additional Quality Assurance: Manual Credits Evan “Baron” Birkby Eric “Cerebus” Chin Writing: William “T-Square” Chin Robert “Spaceman” Giedt Mike “Izzy” Isgur Howard “Whiplash” Bornstein Douglas “Opus” Lin Pete “Boomer” Bonanni David “Wotan” Wessman Kyle “Bulldog” Brink “Smokin’ Joe” Ward Beta Testers: Steve “White Knight” Perrin Frank “Turk” Bartolotta Tom “KC” Basham Editing: Terry “Pinecone” Carraway Robert “Spaceman” Giedt James “Hawk” Cook Marisa “No. 19” Ong Alvin “Moondog” Dickerson “Smokin’ Joe” Ward Matt “Mythman” Dimmic Kyle “Bulldog” Brink Steve “Auger” Edwards Maggie “Milagro” Brown Mark “Endo” Estephanian Mike “Black Viper” Hartmann Technical Illustrations: Buzz “Ballistic” Hoffman Chuck “Bunhead” Butler Eric “Reckless” Pearson Dave “Lawman” Reichlein Layout: Donald “Blue Max” Rinker Van Winkle Design Group Kevin “Thrusty” Turner Michael “Misha” Vario Photos Courtesy of: Steve “FT” Wartofsky Armed Forces Journal Mike “Moondawg” Weksler Aviation Week General Dynamics U.S. Department of Defense Printed in the United States of America Pete Bonanni Third Edition, December 1995 Gilman Louie 10 9 8 7 6 5 4 3 Dick Stamm Special Thanks: Shelley Addison, Tom Byron, the Customer Support crew, Erik Flom, Barbara Gleason, Rosann Goodrow, Rita Harrington, Guymond Louie, Ann McCue, Lisa Meucci, Michael Nelson, Hallie Park, Terry Thompson, our Production Department, Mike Hatfield at General Dynamics, Bob Carter of ThrustMaster, Ron Haidenger of Advanced Gravis, Joseph Colligan of Delta Lithograph, Linotext (Rod Hume), the Typesetting Shop in Oakland (Charlie Pettler, Rick Banker and Tinamarie Goldman), Air Combat USA in Fullerton (“Hollywood,” “Dooley,” “Club” and the rest of the guys), all the folks at Cermoss for helping dupe the disks, MapLink, and last but not least, Kevin Goyer and the 25th Aircraft Maintenance Unit for sharing their personal memories of Desert Storm Rev 3: 12/95–js iv F A L C O N 3 . 0 Falcon 3.0 © 1991 Sphere, Inc. Falcon 3.0 is a trademark and Spectrum HoloByte is a registered trademark of Sphere, Inc. All Rights Reserved. Head to Head is a registered trademark of Hasbro, Inc. and is used under license. Other trademarks are the property of their respective holders. Rev 3: 11/95–js SECTION S E C T I O N I : I N T R O D U C T II O N 1 INTRODUCTION Rev 3: 11/95–js 2 F A L C O N 3 . 0 Introduction Strapped into your seat, you scan the Iraqi landscape for bogeys. Nothing. Martyrs’ Bridge ought to be easy to take out. Suddenly, a high-pitched warning screeches at you. Your radar lights up like Times Square on the First. “2 bogeys at 11, 30 miles,” you radio to your wingman, almost shouting. “Roger, moving to intercept,” he responds. A quick check of the threat indicator shows they haven’t spotted you yet since they’re not breaking off. You and your wingie break combat spread, swing wide and try to pince them from the rear. Just before you attack, they catch your radar and break off. “Get ’em!” you yell, firing off a burst of rounds at the leader as he zips by while your wingie takes off after the other bandit. Getting a closer look, your heart leaps into your throat as you notice that these planes are fast and lethal MiG-29s. Muttering sighs of relief that their radar didn’t spot you first, you break hard after the leader. He pulls up into a roll, and you follow keeping your energy high, then break down just after he makes his descent. Dead in your sights, you select and arm a Sidewinder, then fire it in his direction. Like he knew it was coming, the MiG dives fast to avoid the missile, dumping flares, and then pulls up hard. Your shallow dive catches him with his energy depleted, so you switch to guns and lay into him. Flames erupt from his engine and flak rains from his wounded bird. Spiraling downward toward the Tigris, the MiG pilot ejects just before his plane shatters like a used firecracker. The other MiG sees his comrade go down and bugs out towards Baghdad. During this time your wingman got shot up and a dirty smear on his tail says that he’s got one helluva fuel leak. “I’m a dot,” your wingie yells, pulling back and heading for home. “Roger,” you reply. Only four more miles to that bridge. Gotta go for it. You drop to 2,000 feet to avoid radar — then home in on the bridge. “If those Iraqi tanks get there before me, Army’s gonna have my head.” Two miles to target, approaching visual. Martyrs’ Bridge comes into range, and you click to your GBU. Target lock, FIRE! The bomb glides through the air and slams into the center of the bridge, turning it into a hulk of twisted metal. As you wing around and head for home, you’re already thinking ahead to your next assignment… Welcome to the world of Falcon 3.0, the most complete and accurate flight simulator on the market today. Strap yourself in and prepare for combat! Rev 3: 11/95–js S E C T I O N I : I N T R O D U C T I O N 3 About Falcon® 3.0™ Falcon 3.0 is first and foremost a simulator of the F-16 Fighting Falcon — a dogfighting aircraft with the additional capability of air-to-ground bombing. It is not only one of the most maneuverable (and inexpensive) planes in the United States’ arsenal of aircraft, but it’s also a favorite of experienced combat pilots. Falcon 3.0 has been designed to provide the most authentic simulation of air combat possible on your computer. Inside Falcon 3.0 are actually three games in one: the Instant Action mode for the novice flight sim pilot, the Red Flag training ground/mission editor where budding pilots can prepare for combat, and the Campaign mode in which you take the part of a squadron commander and lead your pilots to victory or defeat on one of three real-world battlefields. Instant Action is designed for the novice pilot or the player who is interested in “mixing it up” without a lot of complexity. All you’ve got in this mode is your F-16 and lots of enemies. Instant Action can also serve as basic training for the simulation; you can learn how to fly and observe the characteristics of the various enemy aircraft. You will be scored based on the number of air and ground targets destroyed and the accuracy of the weapons you fired. Instant Action is fully described in Section II: Instant Action. One feature of Red Flag is the set of training lessons described in Section VI: Air Combat School. These lessons will lead you through the operation of your F-16, from basic flight to air combat manuevers. They also cover the operation of the aircraft’s avionic and weapon systems. Another feature of Red Flag is the mission editor which allows you to create your own missions involving a great variety of air and ground forces. The Campaign is the heart of Falcon 3.0. In the Campaign, you play the role of a squadron commander in one of three theaters of conflict: Panama, Israel or Kuwait. You assign the pilots of your squadron to various missions to achieve victory. You also take the role of the lead pilot on all missions; your skills determine the outcome of every mission and eventually the outcome of the war. The computer controls your wingmen and the overall course of the conflict. The progress of the campaign is strongly influenced by your success or failure on the battlefield, so no two campaigns will ever be exactly alike. In addition to the three major modes of play described above, Falcon 3.0 has other features: ACMI (Air Combat Maneuvering Instrumentation), which allows you to record and review mission action, a Configuration section for customizing game features, and a Communica- tions mode that allows you to battle your friends head-to-head using a modem, network or a direct connection. Rev 3: 11/95–js 4 F A L C O N 3 . 0 How to approach this manual Don’t worry about the length of this book — by no means do you need to read it all to experience the thrill of Falcon 3.0.
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