Rev 3: 12/95–js FALCON 3.
Rev 3: 12/95–js ii FALCON 3.0 Program Credits Original Design Concept: Digital Actors: Gilman “Chopstick” Louie “Smokin’ Joe” Ward Simulation Team: Russel “Blue Jay” Reiss Erick “Jetbuster” Jap Matt “Mack Daddy” Carlström Gary “RC” Stottlemyer Zachary “Defiant” Fuller Scot “Woof” Bayless Kuswara “Porkchop” Pranawahadi Tony Beccia Les “Vulture” Watts Daniel “Bullfrog” Deremiah Marisa “No.
Rev 3: 12/95–js iii FALCON 3.
Rev 3: 12/95–js iv FALCON 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 S E C T I O N I SECTION I: INTRODUCTION INTRODUCTION 1
Rev 3: 11/95–js 2 FALCON 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.
Rev 3: 11/95–js SECTION I: INTRODUCTION 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.
Rev 3: 11/95–js 4 FALCON 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. While a lot of the manual describes how to play the game, not every section needs to be tackled at once. Before continuing with this manual, you should turn to Section III: Installation and Loading and read the Installation and Loading procedures. This section will explain where to find the Install program and how it operates.
Rev 3: 12/95 – js S E C T I O N II SECTION II: INSTANT ACTION INSTANT ACTION 5
Rev 3: 12/95 – js 6 FALCON 3.0 Instant Action Instant Action puts you into the air immediately. No setup, no required objectives, no hassle — just straight piloting. If you haven’t already installed Falcon 3.0, install it according to the directions in Section III: Installation and Loading. To enter Instant Action, load Falcon 3.0. You will see an introductory sequence followed by the title screen and game credits. Welcome to the War Room The screen that follows is the War Room.
Rev 3: 12/95 – js 7 SECTION II: INSTANT ACTION Time out! The game can be paused by pressing P. A paused game can be restarted the same way. Pressing q will also halt the game as well as bring up the menu bar. A number of options, discussed in Section IX: Flight, are available through the various menu selections. Return to play by pulling down the FILE menu and selecting Return to Game. Controlling the plane The Quick Reference Card has a full keyboard command listing, but here are the basics.
Rev 3: 12/95 – js 8 FALCON 3.0 The Head-Up Display (HUD) G Force Indicator Pitch Ladder Aiming Reticle Airspeed Mach Indicator HUD Mode Indicator Altitude Above Sea Level Heading Range to Target Closure Rate Distance to Waypoint Altitude Above Ground Pause the game for a moment. Now look at the center of your screen, where all the green writing is. The area within this metal frame is the HUD.
Rev 3: 12/95 – js SECTION II: INSTANT ACTION 9 The figures Centered in the bottom of the HUD is your current heading in degrees, where 000 is due north, 090 is due east, 180 is due south and 270 is due west. Next to the heading will be the Waypoint Caret which tells you which way to turn to head to your next waypoint. For example, if the heading read “270>,” you should bank to the right to reach your next waypoint. When you are heading directly towards your waypoint, the Waypoint Caret will read “>xxx<.
Rev 3: 12/95 – js 10 FALCON 3.0 Target Diamond In A-A mode with any of the missiles selected, a diamond will appear within the Aiming Reticle. This shows where the missile is seeking. When an enemy enters the Aiming Reticle and is within visual range, the missile will automatically lock on and the Aiming Reticle will flash as long as the lock is maintained. Hit z to fire the missile. Gun Funnel In A-A mode with the M61A1 gun active, a pair of lines will appear within the Aiming Reticle.
Rev 3: 12/95 – js SECTION II: INSTANT ACTION 11 Cross Hairs In A-G mode with AGM-65Bs, AGM-65Ds or GBU-15s selected, cross hairs will appear in the middle of the Aiming Reticle. When a target enters the Aiming Reticle, the cross hairs will automatically lock on and follow the target. Press z to fire. Bombsight In A-G mode with LAUs or with the gun selected, the bombsight (a targeting dot with a circle around it) will appear near the Center Point. When the dot is on the target, press z to fire.
Rev 3: 12/95 – js 12 FALCON 3.0 Bombsight With all other A-G weapons, weapons delivery requires two actions: designating the target and releasing the weapon. A bombsight similar to that used for the gun and LAU rockets will appear with a line extending upwards from the targeting dot. When the target is in the targeting circle at the base of the line, hit z once. This designates the target, identifying it for the on-board bombing computer.
Rev 3: 12/95 – js SECTION II: INSTANT ACTION Radar Scale 13 Target’s Altitude Waterline Target’s Heading Target’s Airspeed Closure Rate Target’s Aspect Angle In air-to-air mode, your plane’s position will be in the center of the REO display. Any plane above the center will be in front of you, and any plane below the REO’s center will be behind you. The long green line across the center is called the waterline and shows your roll (your plane’s left-right tilt in relationship to the ground).
Rev 3: 12/95 – js 14 FALCON 3.0 In air-to-ground mode, Maverick missiles and GBUs use the REO to display a video picture from their target acquisition sensors. When you have selected either of these weapons, the REO will display a set of cross hairs and video of any targets picked up by the sensor. Using the Threat Warning System The circular screen to the left of the REO Display is the Threat Warning Indicator. Any enemy with active radar will show up as a blip on this screen.
Rev 3: 12/95 – js 15 SECTION II: INSTANT ACTION Have a look around You have many different views to help you see your adversaries and your position. Select these views by pressing the number keys 1 through 0 or j, y, h, and u ( 1, 3, 7 and 9 on the numeric keypad). « In all five outside views, 1 will zoom in, 2 will zoom out and 3 and 4 will rotate the image. Press 1 to switch to Satellite View, which shows your plane from above. Press 2 to switch to Ground View, which shows your plane from below.
Rev 3: 12/95 – js 16 FALCON 3.0 Level advancement After you destroy a certain number of enemy aircraft, you will automatically advance to the next level of Instant Action play. Every enemy pilot in this new wave of aircraft will have an Enemy Logic Level set one higher than what you selected in the Configuration screen. (For example, if you had Enemy Logic Level set to VETERAN in the Configuration screen, the next wave of aircraft will have Ace pilots.
Rev 3: 12/95 S E C T I III O N SECTION III: INSTALLATION AND LOADING 17 INSTALLATION AND LOADING
Rev 3: 12/95 18 FALCON 3.0 Installation and Loading introduction Please read this chapter for instructions on how to install and load Falcon 3.0. In addition, if you have any trouble getting the game to run, please refer to the troubleshooting section at the end of this section. Contents of the package Your Falcon 3.0 package should contain: j Falcon 3.0 CD-ROM j Falcon 3.0 Flight Manual j Falcon 3.0 Quick Reference Card System requirements The minimum system requirements for Falcon 3.
Rev 3: 12/95 SECTION III: INSTALLATION AND LOADING 19 j Hard drive with 11MB free j Dual joysticks, CH FlightStick Pro with rudder pedals, or ThrustMaster FCS and WCS with rudder pedals j Sound Blaster and either a Roland MT-32 or Roland LAPC-1 sound card How to install Before starting the installation, please be sure you have the proper CD-ROM software installed on your machine.
Rev 3: 12/95 20 FALCON 3.0 12. The installer will begin to copy files from the Falcon 3.0 CD-ROM to your hard drive. The bar in the upper left-hand corner displays the completion percentage of the installation. If you need to stop the installation, click the Abort button. 13. After all the files have been copied to your hard drive, a summary of “suggested fixes” will be displayed as well as instructions on how to load the game. Configuring your memory The most common problem in running Falcon 3.
Rev 3: 12/95 SECTION III: INSTALLATION AND LOADING 21 Creating a boot disk If you are still having problems freeing up enough conventional memory, the simplest solution is to create a special floppy disk called a “boot disk.” Use this disk to configure your computer when you turn it on. The boot disk contains versions of your computer’s startup files (AUTOEXEC .BAT and CONFIG.SYS) that will work with Falcon 3.0.
Rev 3: 12/95 22 FALCON 3.0 Boot disk examples The AUTOEXEC.BAT and CONFIG.SYS files below show examples for different computer configurations if you are running DOS 5.0 through DOS 6.22. For mouse, 1MB EMS and EMM386: AUTOEXEC .BAT prompt $p$g path c:\dos;c:\cd lh c:\mouse\mouse CONFIG.SYS device=c:\dos\himem.sys device=c:\dos\emm386.exe 1024 ram buffers=30,0 files=30 dos=high,umb stacks=0,0 For QEMM, DoubleSpace, mouse and SCSI: AUTOEXEC .
Rev 3: 12/95 SECTION III: INSTALLATION AND LOADING 23 Compatibility with Windows Unfortunately, Falcon 3.0 will not run under Windows 3.0 or Windows 3.1. Although we do not recommend running Falcon 3.0 under Windows 95, it can be done if you run the game in MS-DOS mode only and if you can free up enough conventional memory (602K or 616,448 bytes). MS-DOS mode in Windows 95 To install Falcon 3.0 under Windows 95, switch to MS-DOS mode: 1. Select “Shut Down…” from the Start menu. 2.
Rev 3: 12/95 24 FALCON 3.0 You can also create your own Windows 95 boot disk for Falcon 3.0 by following the instructions below: 1. Insert a blank disk into your floppy drive. 2. Double-click the icon for “My Computer.” 3. Right-click on the icon for your floppy drive, usually “31⁄2" Floppy (A:).” 4. Select “Format…” from the pop-down menu. 5. In the Format dialog box, select “Full” for “Format type” and click to put a checkmark next to “Copy system files” under “Other options.” 6.
Rev 3: 12/95 SECTION III: INSTALLATION AND LOADING 25 22. From the Start menu, select Windows Explorer. 23. Right-click on the icon for your hard drive (usually C:). 24. Select “Find…” from the pop-down menu. 25. In box for “Named:” type mouse. 26. Look for a file called MOUSE.EXE or MOUSE.COM in the list of found files. 27. To copy the mouse driver to your boot disk, drag the icon for MOUSE.EXE or MOUSE.
Rev 3: 12/95 26 FALCON 3.0 Troubleshooting If Falcon 3.0 is freezing with a blank screen as soon as you try to run the game, the problem is most likely caused by an error in your Falcon 3.0 configuration file. The easiest way to fix this problem is to delete the FALCON 3.DEF file by typing del falcon3.def e when you’re in the \FALCON3 directory. After you load the game, go to the System Setup screen in Configuration and select the correct hardware options. If Falcon 3.
Rev 3: 12/95–js S E C T I O N IV SECTION IV: WAR ROOM WAR ROOM 27
Rev 3: 12/95–js 28 FALCON 3.0 Before reading this section of the manual, be sure you have installed Falcon 3.0 and loaded the program. Complete instructions for installation and loading can be found in Section III: Installation and Loading. War Room introduction After you have loaded Falcon 3.0 and progressed through the intro screens, you arrive at the War Room. The War Room is the main menu for Falcon 3.0.
Rev 3: 12/95–js SECTION IV: WAR ROOM 29 Squadron The lower right-hand corner of the screen is where you select, delete or create a squadron for use in a campaign or the Red Flag training grounds. Before you can start a campaign or enter Red Flag, you need to choose or create a squadron. Squadrons are the basic unit in Falcon 3.0. Although you as an individual pilot fly a single F-16, the rest of the aircraft on your flight are flown by other (computer-controlled) pilots.
Rev 3: 12/95–js 30 FALCON 3.0 If you choose a new theater for a squadron already engaged in a campaign, all information about that campaign will be lost and your squadron will restart in the new theater. To make sure that you don’t accidentally erase an existing campaign, you will be prompted for confirmation. This button will be lit if a squadron is already selected from the SQUAD monitor.
Rev 3: 12/95–js SECTION IV: WAR ROOM 31 ACMI monitor Access the ACMI area by choosing the second monitor from the left at the bottom of the screen. The Air Combat Maneuvering Instrumentation (ACMI) area allows you to review your missions from two different perspectives after their completion. First, you can view the actions of your plane using a VCR-like interface. You can view how you accomplished an objective from a number of different views.
Rev 3: 12/95–js 32 FALCON 3.0 Before you begin… If you want to change how you control your plane (keyboard or joystick), your difficulty characteristics or sound options, you might want to go to the Configuration area before play. In this area, simply make your choices and then select DONE to exit. For more information, see Section X: Configuration.
Rev 3: 12/95–js S E C T I O N V SECTION V: SQUADRON READY ROOM SQUADRON READY ROOM 33
Rev 3: 12/95–js 34 FALCON 3.0 Squadron Ready Room introduction The Squadron Ready Room is where you can view all the important information about your currently selected squadron. Choose a squadron and then select the telephone from the War Room to access the Squadron Ready Room. Here, you can view your squadron’s best pilots in Sierra Hotel and check out the current statistics for your individual pilots and complete squadron.
Rev 3: 12/95–js SECTION V: SQUADRON READY ROOM 35 Pilot This is the name of your ace pilot. Pilots will be listed in order of recognition, from top to bottom. Sorties The number of sorties is how many missions your pilot has flown. Each time a pilot goes out on a mission, his sortie total increases. Kills This is the number of confirmed kills that pilot has accumulated to date. Confirmed kills include any downed enemy aircraft (fighters, bombers, transports, helicopters, etc.
Rev 3: 12/95–js 36 FALCON 3.0 Pilot abilities Every pilot has four ability scores, and each of them has a range from 1–100, where 1 is the lowest score and 100 is the highest score. For Dogfighting, Bombing Accuracy and Flying Ability, the first number is the current state of the pilot, while the second number is the maximum ability score for that statistic. A pilot’s ability score can be increased above his maximum by training and successful missions.
Rev 3: 12/95–js SECTION V: SQUADRON READY ROOM 37 Helicopters: Military attack or reconnaissance helicopters. Examples: Mi-24 and SA 342. Transports/AWACS: Transport/cargo aircraft or AWACS search aircraft. Examples: IL-76 and AN-12. Ground targets destroyed This is the number of ground targets that pilot has destroyed. The four categories indicates the degree of difficulty it takes to destroy that target. Class A Target: A target that requires pinpoint bombing or that may shoot back.
Rev 3: 12/95–js 38 FALCON 3.0 Squadron Records To look at your squadron’s statistics, select the small whiteboard on the upper right side of the room. The Squadron Records board contains most of the same information as the Pilot Information screen, but on a a squadron level. The left-hand side of the screen displays the squadron’s insignia, name and Squadron Commander. Just below these are the combined records of all the pilots in that squadron.
Rev 3: 12/95–js SECTION V: SQUADRON READY ROOM 39 Number of pilots active When a squadron is formed, you will have 30 pilots on your roster. You may lose some due to casualties or fatigue. You can regain pilots when replacements arrive in a campaign. This number indicates how many are ready for active duty. Number of pilots killed This indicates the number of pilots killed in action (KIA), whether by enemy gunfire or pilot error.
Rev 3: 12/95–js 40 FALCON 3.0 Comms.: Before selecting this button, you need to choose a pilot from your roster. This is the pilot you will bringing into the communications part ofFalcon 3.0. After you select this button, you will be transferred to the Communications Setup screen to set up your communications session. See Section XII: Communications for more details on communications. Done: This button will return you to the Squadron Ready Room.
Rev 3: 12/95–js S E C T I O N VI SECTION VI: AIR COMBAT SCHOOL AIR COMBAT SCHOOL 41
Rev 3: 12/95–js 42 FALCON 3.0 Air Combat School introduction Welcome to Air Combat School. Here, you’ll learn everything you ever wanted to know about your F-16 Fighting Falcon. Each lesson is designed to teach you one or two key aspects of flying or fighting. Once you’ve finished your training, you’ll have the knowledge and experience to mix it up with the best of them. Even if you already know how to fly, these lessons will teach you important specifics to survive in a combat environment.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 43 Training lesson breakdown Here are descriptions of the various missions in this section: Lesson 1: Takeoff and Flight. This lesson teaches you how to take off and the basics of flying your F-16. Lesson 2: Head-Up Display and G Forces. Here, you learn the basic features of the Head-Up Display (HUD). You’ll also learn about positive and negative G forces. Lesson 3: View Manipulation.
Rev 3: 12/95–js 44 FALCON 3.0 Overview: Lessons 1–4 These first four lessons are designed with the novice in mind. Even you hotshots out there who don’t think you need this stuff should go through these. Why, you ask? Because every jet handles differently, and the F-16A is no exception.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 45 For the sake of simplicity, I’m going to assume you’re using a keyboard or a joystick for flying around. If you have a different type of controller (two joysticks or a ThrustMaster), check Section IX: Flight for complete flying instructions. The keyboard and joystick controls are fairly simple, and I’ll describe them below. When you get in the air, don’t be yanking around on the stick. It doesn’t require much effort to turn your bird, so be gentle.
Rev 3: 12/95–js 46 FALCON 3.0 Airspeed Scale Pitch Ladder Altitude Scale Start ’er up Go ahead and engage the engine by pressing and holding the + key until the indicator reaches about 60%. Now kick in the afterburners / and watch the Airspeed Scale. Just after it reaches 15 (150 knots), ease the stick back gently to about 10° on the Pitch Ladder. Don’t let your speed go beyond 20 (200 knots), or you’ll burn your tires clean off.
Rev 3: 12/95–js 47 SECTION VI: AIR COMBAT SCHOOL Speed brakes and flaps If you want to temporarily reduce speed without reducing the amount of engine thrust, toggle the speed brakes on or off with the B key. You can use your flaps ( F ) to help slow you down when landing. However, make sure you don’t lower your flaps at speeds over 400 kts, or you’ll shear them right off. Keep flying around until you feel comfortable with the controls, and then we’ll talk about the autopilot.
Rev 3: 12/95–js 48 FALCON 3.0 Lesson 2: The Head-Up Display (HUD) Your HUD is the most important instrument in your plane (actually, it’s a combination of instruments all wrapped up in one) and is essential to flying. It contains vital information relating to your F-16’s airspeed, altitude, heading and weapons information. If your HUD gets knocked out in combat, you’re up sierra creek without a paddle.
Rev 3: 12/95–js 49 SECTION VI: AIR COMBAT SCHOOL Takeoff In this lesson, don’t bother to take off manually. Instead put the plane in autopilot ( A ) and watch the HUD. You learned about your Airspeed Scale, Pitch Ladder and Altitude Scale in the previous lesson, but let’s go over them once again. « « Airspeed Scale Located on the far left-hand side of the HUD, the Airspeed Scale measures your plane’s current true airspeed (TAS) in knots.
Rev 3: 12/95–js 50 FALCON 3.0 HUD Mode Indicator This display is located as the last line in the lower left-hand corner of the HUD. It’s used to show which weapon system (and corresponding HUD mode) is currently selected on your aircraft. We’ll discuss this in depth when we talk about specific HUD modes in later lessons. G Force Indicator The G Force Indicator (located just above the Airspeed Scale) measures the current amount of Gs your plane is currently pulling.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 51 are able to make the same maneuver in a shorter time. Your plane is three times more maneuverable in positive Gs than it is in negative Gs. Landing Ok, now that you’ve had your G force lesson, it’s time to land. Just like you did in Lesson 1, turn on the ILS HUD mode (the \ key) and then engage the autopilot. After landing, turn on your wheel brakes (W). Now, go to the menu bar (q) and select End Mission from the FILE menu.
Rev 3: 12/95–js 52 FALCON 3.0 Front View This is the old, familiar view from the last two lessons. It’s the most useful of the views because it contains a number of vital instruments including the HUD, Radar and Threat Warning Indicator. Press 3 (or 1 on the numeric keypad) to look out the Front View. Left View Press the 4 key (or 7 on the numeric keypad) to look out the left side of your cockpit.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 53 Right View Press the 6 key (or 9 on the numeric keypad) to look out the right side of your cockpit. Here you’ll see a clock displaying the current mission time and your Caution Light Panel. The caution lights are used to indicate damage to your plane. If you hear a frantic highpitched tone or a warning voice, you better look here to find out what’s wrong. As with the Left View, this view isn’t good in combat.
Rev 3: 12/95–js 54 FALCON 3.0 Up View This simulates you looking straight up from your chair. It’s somewhat useful if you are inverted or when you’re in air combat and observing an enemy plane. Press the U key to look up. Cockpit scrolling If you press the m key when using any of the inside views (except the Up View), you will look either up or down in that cockpit view. Change to the Front View (the 3 key) and press the m key.
Rev 3: 12/95–js 55 SECTION VI: AIR COMBAT SCHOOL Takeoff Well, after all that you’re ready to take off. From the Track View, pan around your aircraft, so you are looking at its side. Now, go ahead and use your autopilot ( A ) for takeoff. This way, you get a great view of your bird as it streaks off the runway. « « Once the plane levels off (at about 10,000 feet), take your plane off autopilot ( A) and we’ll start up on some of the other outside views.
Rev 3: 12/95–js 56 FALCON 3.0 Landing Ok, now go back to the Track View ( 9 ) and hit A to have your bird finish its route and land. Set your wheel brakes and then go ahead and select End Mission like you did in the previous two lessons.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 57 Instrument Landing System (ILS) HUD mode First thing you want to do before approaching your home airstrip is engage the ILS HUD mode. Do so now by pressing the \ key; then press the P key to pause. Now the circle in your HUD will be replaced by notched horizontal and vertical bars, the Glide Slope Deviation (GSD) Bar and the Localizer Deviation (LD) Bar. Your goal when landing is to align these bars so that they form a perfect cross.
Rev 3: 12/95–js 58 FALCON 3.0 AOA Indicator The AOA Indicator is located just to the right of the REO Display and immediately below the RPM Indicator. You can use this to judge your AOA for landing or when you are in combat. This indicator works in conjunction with the AOA Indexer to assist you in landing. This indicator color-codes your AOA — light blue if you have a positive AOA, red if you have a negative AOA. A perfect AOA for landing is between positive 10°–13°.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 59 of miles to the next waypoint (which is your airfield) followed by the letter “D” and then a “2” representing the waypoint number. Also, take a look at the Waypoint Caret on the Heading Scale to help you align yourself to your airstrip. Your landing approach heading should be somewhere around 180°. (Check the Heading Scale to see if that’s true.) Don’t worry about your AOA for now; just make sure you’re facing that runway.
Rev 3: 12/95–js 60 FALCON 3.0 Second runway approach When you get about two to three miles past the end of the runway, you’ll want to make your second 180° turn to the left. If you keep the same angle of turn that you used in your first turn, you should be perfectly aligned when your 180 is finished. This should put you about two or three miles away from the runway, lined up with it. Pause the game now and read on for a bit.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 61 In closing This lesson, I set you up to start out almost perfectly lined up with the airfield. In the real world, you won’t have that luxury. You need to remember three ingredients (heading, AOA and airspeed) before you get ready to land. With time and practice, you’ll know which instrument to view at any given time.
Rev 3: 12/95–js 62 FALCON 3.0 Change heading to 270° Right now, your heading should be 0°. Bank left until your heading is 270°, then level off. Change heading to 180° Go ahead and fly for about a minute or so and then bank left until you come to a heading of 180°. Level off and continue flying. Pass by the airfield Keep flying straight and level; then take a look out the left side of your cockpit and watch as you pass by the airfield in the distance.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 63 Overview: Lessons 5–8 Well, you made it through basic training. By now, you should have a general familiarity with cockpit controls and an overall view of the HUD. These next four lessons are based on concepts you learned in Lessons 1–4, so if you didn’t understand something in those lessons, be sure to review them before continuing. The following four lessons are to establish your combat readiness.
Rev 3: 12/95–js 64 FALCON 3.0 The top line in the SCP shows what type of weapon is currently loaded, either “A-A” (air-toair) or “A-G” (air-to-ground). Right after that is the amount and type of the current weapon loaded. The weapons you can see on the SCP may differ because you may select different weapons on different missions. The second line reads “APG-66” and tells you that your radar is turned on. You may sometimes want to turn your radar to standby to avoid detection by enemy radar and SAMs.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 65 This key works for ground targets as well. You might want to fire a Maverick at a tank, switch to another tank and launch a second missile all on your approach dive. Keep the Target Select Key in mind as I go into Lessons 6, 7 and 8. Finding the enemy Ok, now that you know how to select and fire your weapons, you need to be able to locate your foe.
Rev 3: 12/95–js 66 FALCON 3.0 Enemy Altitude Enemy Heading Enemy Airspeed Aspect Angle Enemy Bearing Enemy Distance Closure Rate Enemy altitude: The number in the upper right-hand corner is the enemy’s altitude (in thousands of feet) above terrain level. It should read somewhere around 10(000). Enemy heading: This is the heading (in degrees) that the enemy aircraft is flying. You can compare your own heading (on the heading scale) with his to see what direction you need to fly to overtake him.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 67 Bandit Aspect angle 45°R F-16 Enemy bearing: This is the compass direction from your F-16 to the enemy plane. In this case, 0° means he is directly in front of you and you’re on his six. Enemy distance: This shows how far away (to the closest mile) the enemy aircraft is. The fourth number up from the bottom right-hand corner of the HUD will display the same distance (in tenths of miles).
Rev 3: 12/95–js 68 FALCON 3.0 Threat Warning Indicator The Threat Indicator is a passive warning device that shows you the position of enemy aircraft, SAMs and radar-guided missiles within 30 miles. Different shaped “blips” can appear in this indicator, each type of blip representing a different threat. When you look at the Threat Indicator, your F-16 is in the center of the two circles, facing “up” the screen.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 69 Step 1: Obtain visual sighting If you look out the HUD, you should see the Target Designator box on the horizon. That’s the bogey, just about coming into view. You want to aim your jet toward that box so you can get a good shot off. In modern jet combat, you only see your enemy for a very short time since both of you are racing at supersonic speeds. Don’t worry: he’ll get bigger in your sights soon enough.
Rev 3: 12/95–js 70 G un s FALCON 3.0 Engage! Ok, now unpause the simulation and follow the five steps I just mentioned. Make sure to keep the enemy near the center of your HUD. If, for some reason, he goes off the screen, look at the top of your HUD for a line pointing down from a cross. This is the Target Locator Line, and it’s pointing in the direction of the targeted enemy aircraft. You can also find out his relative position by looking at the Threat Indicator.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 71 Lesson 5 review: In this lesson, you learned the following about your weapons: j Stores Control Panel (SCP) and how to view all weapons j Selecting A-A and A-G weapons j Firing a weapon j Changing targets In addition, you learned the basics of Situation Awareness Mode (SAM) radar: j Viewing the radar j Radar ranges j How to read enemy altitude, heading, airspeed, bearing and distance j Aspect angle j Closure rate You also learned about the Threat Warning S
Rev 3: 12/95–js 72 FALCON 3.0 A-A HUD mode basics Most of the important weapon firing information is on your HUD. You gotta know how to read it if you want to be successful in air combat. Let’s go over the basics first.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 73 Aspect Angle Indicator This indicator duplicates the aspect angle reading in the lower right-hand corner of your REO. For an example of aspect angle and how it’s measured, see the previous lesson. Target Designator Box The Target Designator box indicates where your current target is — if it’s within the viewing range of the HUD. If you see the TD box but no target inside it, this means that the target is beyond visual range.
Rev 3: 12/95–js 74 FALCON 3.0 180° 90° L 90° R 0° An easy way to figure out the aspect angle is to pretend that the point of the caret is the nose of the enemy plane. For example, if the enemy plane is at the bottom of the reticle (0°), the point of the caret is facing away from your plane, just like the actual enemy plane’s heading. AIM-9P Sidewinder The AIM-9P Sidewinder is a rear-aspect, heat-seeking missile.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 75 Firing the AIM-9M If you want, you can unpause the game and then select the AIM-9M missile by pressing the e key once. Turn your bird until you are heading due north (0°) and fly for a couple of minutes. Another Mirage III will appear on your radar scope and in your HUD. Keep him in your sights, and when you achieve a lock-on, fire away. Another hit! Think you’re getting good at this? Wait’ll you try it in real combat, bucko.
Rev 3: 12/95–js 76 FALCON 3.0 M61 Aiming Funnel The Aiming Funnel is the series of two lines that intersect in the center of the HUD. Unpause the game, level out and head north. Now, pull up on the stick. See how the two lines trail down the HUD? The bullets from your gun will end up at the smallest point of the funnel. M61A1 Cannon You can only use your guns within one mile of an enemy target. Any farther away and you won’t hit a thing.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 77 In addition, you learned about the A-A gun HUD mode: j M61 Aiming Funnel j M61A1 Cannon Next lesson, I’ll go into the A-G HUD modes and their operations. Then you’ll learn what it’s like to be a target, not a fighter. Lesson 7: Air-to-Ground Weapons Delivery Last lesson, I went over all the A-A HUD modes and their operations. Now you’re going to get down to the nitty-gritty… literally.
Rev 3: 12/95–js 78 FALCON 3.0 Two general things are found on all A-G HUD displays: HUD Mode Indicator The function of this indicator is the same as in the A-A HUD display, but the display will be one of the following: CCIP (Mk82/82HD/83/84 iron bombs, CBU-84 cluster bomb and LAU-5003A rocket launcher), E-O (AGM-65B missile and GBU-15 guided bomb), A-R (AGM-45A and AGM-88A anti-radiation missiles), I-R (AGM-65D missile), DUR (BLU-107/ B demolition bomb) or STRF (M61A1 cannon).
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 79 AGM-65D Maverick (Infrared) The infrared (IR) version of the Maverick is primarily used in the nighttime where the heat signatures of various ground object is more pronounced and not obscured by the earth’s heat. It also can be fired in bad weather because it tracks solely by IR. Firing the AGM-65 Mavericks Right now, we’ve only loaded the AGM-65B version of the Maverick, but both types work the same way. Go ahead and unpause the game.
Rev 3: 12/95–js 80 FALCON 3.0 AGM-88A HARM The HARM’s range is a whopping 30 miles and is effective against both CW radar and pulsedoppler (PD) radar emissions. Its broad range of targets and expensive price tag make it difficult to obtain in a campaign setting. Firing the AGM-45A and AGM-88A Unpause the game and hit the B key until AGM45 appears in the SCP. At first glance, the Shrike and HARM HUD modes look like the Maverick HUD modes.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 81 CBU-84 cluster bomb When you release a cluster bomb, you’re not just dropping one single weapon: you’re dropping over 200 little bombs. The CBU-84 is great against a group of lightly armored vehicles or infantry because the CBU disperses over a fairly wide area and hits a lot of targets. BLU-107/B Durandal The Durandal’s only use is against runways. Release this weapon just like the other iron bombs, but the Durandal’s effect kicks in on impact.
Rev 3: 12/95–js 82 FALCON 3.0 Time Impact Bar Display Impact Line Bombsight Release stage Now that you’ve chosen a target, you need to release your bombs. You may have noticed that the Displayed Impact Line has lengthened to the full height of the HUD. A horizontal line called the Time Impact Bar should be about halfway between the Center Point and the top of the HUD. The Time Impact Bar lets you know when the bombs are going to be released.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 83 A-G gun The HUD mode for the A-G M61A1 cannon looks very similar to the HUD mode for the LAU, but the difference is that the M61A1 pipper moves around based on which direction your F-16’s nose is pointing. The cannon isn’t very effective in A-G combat, being used only to strafe infantry and other very soft targets. Generally, you’re not going to use your M61 cannon in A-G combat unless you are otherwise out of ordnance.
Rev 3: 12/95–js 84 FALCON 3.0 Lesson 8: Padlock View Ok, here you are in your eighth and final lesson. Don’t think this is the least important, though. Although you don’t absolutely need the Padlock View for air-to-air combat, once you’ve tried it, you’ll never go back to dogfighting in any other view. Yes, it’s that good. This lesson will cover all about how to use the Padlock View, its four windows, where to look and when.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 85 The golden rules You need to remember three things in air combat. Even if you forget any of your other training, you must not forget: 1. Lose sight, lose the fight. 2. Speed is life. 3. Always look good. All three of these can be directly related to the Padlock View. I’ll go into these rules now. 1. Lose sight, lose the fight. This axiom is, by far, the most important of the three.
Rev 3: 12/95–js 86 FALCON 3.0 Components of the Padlock View Unpause the game now and press 8 (or * on the numeric keypad) to go to Padlock View. Then pause the simulation again and continue reading. Padlock View has four main windows, three small ones at the top and a main lower one. Each one of these is essential to use the Padlock View effectively. Padlock Status Window 360° Window Target Locator Window Main Padlock Widow The upper left-hand corner window is called the Padlock Status Window.
Rev 3: 12/95–js 87 SECTION VI: AIR COMBAT SCHOOL follow it wherever it goes. The target will stay roughly in the center of the window as long as it doesn’t fly under your aircraft. If it flies underneath your bird, you’ll lose sight for a moment but acquire your target again after it reappears in view. Let’s go over each of these in detail and I’ll explain how they work together. Padlock Status Window This window is your information on the world.
Rev 3: 12/95–js 88 FALCON 3.0 Target Locator Window The Target Locator Window has two main purposes: to determine the direction of the targeted aircraft and to show your aircraft’s orientation as compared to the horizon. Imagine this as a miniature version of the Front View. The tiny HUD in the center of this window will display a red Target Locator Line that shows the direction of your targeted aircraft. It also has a green bar that shows your relative position to the horizon.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 89 First engagement — single bandit Right now, you’re padlocking on an computer-controlled MiG-23 in the main window. If you look to the 360° Window, you’ll see him just to the right of the miniature HUD, while the Target Locator Window will have the Locator Line pointing to the right. Notice that the HUD in your Main Window shifted off to the left of you.
Rev 3: 12/95–js 90 FALCON 3.0 Second engagement — multiple bandits Ok, now that you’ve had your taste of action using the Padlock View, we’re going to throw a twist in. Next, we’re going to give you a MiG-23 and a MiG-27 to deal with. They’ll be coming at your from either side in a head-on engagement so you’ll have to decide which one to engage first. When to use the Padlock View Anyway, unpause the game, switch to Front View and turn on your autopilot.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 91 In conclusion The Padlock View is a useful but tricky view. Because it takes a lot of practice to master, don’t be discouraged if you don’t get it all at once. Take it slow. Keep practicing this lesson until you get the hang of it. If you find that you still don’t understand, you might take a look at the description of Padlock View in Section IX: Flight.
Rev 3: 12/95–js 92 FALCON 3.0 Review 2: A-A/A-G engagement Ok, here you go. This is the final! This review is going to use all your skills and knowledge to complete, so if you aren’t sure about anything I’ve talked about, go back and read over those lessons. Your final is going to cover the works: takeoff, following waypoints without the autopilot, destroying a nuclear power plant, the return trip to your home airfield and landing.
Rev 3: 12/95–js SECTION VI: AIR COMBAT SCHOOL 93 Waypoint three When you hit the third waypoint, you’ll be heading south for your home base. It’s a long way, but don’t become complacent simply because you nailed your target. Returning home is half the trip. Waypoint four — landing As soon as you get within 10 miles of your airbase, start your landing approach. After you’ve landed, engage the wheel brakes and select “End Mission.” Now check out how you did in the Debriefing screen.
Rev 3: 12/95–js 94 FALCON 3.
Rev 3: 12/95–js S E C T I O N VII SECTION VII: RED FLAG RED FLAG 95
Rev 3: 12/95–js 96 FALCON 3.0 Red Flag introduction Red Flag is an air combat weapons training school. The actual Red Flag is an annual exercise held at Nellis Air Force Base in southern Nevada. Pilots from bases around the world visit Nellis AFB to pit their skills against the resident Aggressor squadrons. The Red Team, made up of highly experienced pilots, simulates the tactics used by air forces hostile to the United States against the visiting Blue Team pilots in a mock mini-war.
Rev 3: 12/95–js SECTION VII: RED FLAG 97 The Red Flag screen allows you to load, save and delete mission files. You can create or edit a mission by entering Nellis Command, and you can review mission action with ACMI. After you create your Red Flag mission, you will also select pilots for your aircraft, load the planes with ordnance and then hit the runway. Clear Mission Click on Clear Mission to create a new mission from scratch.
Rev 3: 12/95–js 98 FALCON 3.0 Before you begin Missions you create in Red Flag can cover a variety of scenarios. You have the option to include different allied and enemy aircraft, as well as allied and enemy ground units such as SAMs, AAA batteries, tanks, infantry, artillery and transportation units. You by no means need all these elements to create an exciting mission. Simply pick and choose the items you want. The only item necessary is at least one F-16, and we give that to you automatically.
Rev 3: 12/95–js SECTION VII: RED FLAG 99 connected by lines represent the assigned routes of all aircraft and ground vehicles taking part in the exercise. Waypoints: Waypoints have two functions. They represent both the turning points in the flight route and the point where an aircraft will switch to a new mode of action. Each waypoint has its own action associated with it. Some actions, such as ESCORT and INTERCEPT, are performed between waypoints (and begin after you pass the previous waypoint).
Rev 3: 12/95–js 100 FALCON 3.0 Ground: This button displays or hides any ground paths on the map. It works identically to the Air button, but controls ground unit paths instead of aircraft flight routes. Use it in conjunction with the Route button to limit which ground paths are displayed on the map. Zoom: The Zoom button (or the + and - keys) allows you to change the magnification of your map so that you can plot waypoints more precisely.
Rev 3: 12/95–js SECTION VII: RED FLAG 101 Enemy/Allied Aircraft screen The Allied and Enemy Aircraft screens allow you to create the basic aircraft flights for both sides. You can add or delete both flights and individual aircraft as well as assign flight formations. Although you have a maximum of eight enemy and eight allied aircraft to place for each mission, you can only have six different types of aircraft other than the F-16.
Rev 3: 12/95–js 102 FALCON 3.0 Aircraft List: In the small video screen at the top of the button panel, a list of available aircraft is displayed. When you want to add a plane to one of your flights, highlight a plane from this list using the scroll arrows to the right of the aircraft list and then select the Add Aircraft button. Flight #: This button cycles through the existing flights of aircraft.
Rev 3: 12/95–js SECTION VII: RED FLAG 103 Enemy/Allied Waypoints: Select this button to continue to the next mission planning screen, where you may assign specific routes and actions to each flight. Enemy/Allied Waypoints screen Now that you have your aircraft and flights set up, you can use this screen to edit the actions and waypoints of each flight. Each flight has a maximum of eight waypoints. Note that individual aircraft on a flight cannot have different actions at a single waypoint.
Rev 3: 12/95–js 104 FALCON 3.0 1 Intercept 2 CAS Start - Nothing 3 Bomb As it flies along this path, the flight will INTERCEPT enemy aircraft between Start and waypoint 1, look for ground forces to destroy (CAS) between waypoint 1 and waypoint 2, and will prepare to BOMB the target at waypoint 3 as soon as it passes waypoint 2. The possible actions are: NOTHING: The flight will take no action. It will simply continue on to the next waypoint.
Rev 3: 12/95–js 105 SECTION VII: RED FLAG BOMB: The flight will bomb the target chosen with the Target button (described later). Since all planes in a flight will bomb the same target, you should set up a flight for each target to destroy multiple targets at one site. If the waypoint is not near a target site, no target can be selected and the flight will drop their bombs on the dirt. Computercontrolled planes will only make one pass at the target.
Rev 3: 12/95–js 106 FALCON 3.0 TAKEOFF: The TAKEOFF action will only affect your personal F-16. The action can only be assigned to the start waypoint of your flight route and only when this waypoint is over Nellis AFB. The wingmen in your flight will already be in the air circling the airfield waiting for you to take off. You also have the option of starting a mission already in flight. Simply select a different action for the start waypoint and set your desired altitude and speed.
Rev 3: 12/95–js SECTION VII: RED FLAG 107 Route #: This button cycles through the existing routes of ground units. Add Route: This button adds a new route to the map. You can create up to four routes distributed between the two sides. Note that the Route # button will only display routes assigned to the side you are currently working on. Delete Route: This button deletes the current route from the map.
Rev 3: 12/95–js 108 FALCON 3.0 Allied Team Enemy Team Tanks M1 Abrams T-72 Mech Infantry M2 Bradley BMP-1 Shoulder-launched SAMs Shoulder-launched SAMs Green Army trucks Brown Army trucks D-130 122mm howitzer M198 155mm howitzer SAMs Roland SA-6 Gainful AAA M163 Vulcan ZSU-23-4 Shilka Infantry Transports Artillery Report screen The Report screen allows you to view 3-D models, photographs and specifications for every aircraft and ground vehicle in the game.
Rev 3: 12/95–js SECTION VII: RED FLAG 109 F-16 Pilots screen At the F-16 Pilots screen, you select particular pilots to fly the F-16s in a mission. You can run any mission several times using different pilots and weapons, if you wish. Because Red Flag is designed as a training area, you may want to train the least experienced pilots in your squadron. Sending them through missions in Red Flag will give them invaluable experience for a campaign.
Rev 3: 12/95–js 110 FALCON 3.0 Pilot Information screen The Pilot Information screen allows you to view individual pilots in your squadron. The left side of the screen contains important information about the pilot such as the number of sorties (missions) flown, the number of enemy aircraft shot down, the number of ground targets destroyed, and any medals and commendations that have been awarded. In addition, you can view the pilot’s face, name, rank and callsign.
Rev 3: 12/95–js SECTION VII: RED FLAG 111 Awards: Select this button to display the awards a pilot has received instead of the pilot information. Awards are given to recognize excellent performances in combat. To redisplay the pilot information, select the Information button (which has replaced the Awards button in the menu). Done: Select this button to return to the F-16 Pilots screen.
Rev 3: 12/95–js 112 FALCON 3.0 A-A Missiles: You can load three different air-to-air missiles: the AIM-9P Sidewinder, the AIM-9M Sidewinder and the AIM-120 AMRAAM. AIM-9P and -9M: The Sidewinders are heat-seeking missiles. The AIM-9P is a rearaspect missile with an effective range of approximately 10 miles. The AIM-9M is an allaspect missile with an effective range of 10 miles. The rear-aspect AIM-9P requires that you be behind an enemy aircraft in order to get a good lock.
Rev 3: 12/95–js SECTION VII: RED FLAG 113 Durandal: The Durandal (also known as the BLU-107/B) is only used for destroying runways. Upon impact, the Durandal will plow under the surface of the runway and explode outward. This will buckle the runway and create a sub-surface cavity much more difficult to repair than a normal bomb crater. CBU-84: The CBU-84 releases a cluster of 202 bomblets that disperse over a wide area.
Rev 3: 12/95–js 114 FALCON 3.0 Aircraft Information: The screen in the lower right-hand corner displays the current F16’s loading information — its takeoff weight, the maximum Gs it can pull (with the current weight) and the amount of drag affecting the F-16. The higher the drag factor, the more “resistance to flight” the plane will have. Drag is based on the shape and weight of the armament loaded.
Rev 3: 12/95–js S E C T I O N VIII SECTION VIII: CAMPAIGN CAMPAIGN 115
Rev 3: 12/95–js 116 FALCON 3.0 Campaign introduction The campaign is the core of Falcon 3.0. Here, you take the part of a squadron commander in one of three theaters of conflict: Israel, Kuwait or Panama. The outcome of each campaign may very well be determined by your performance on the battlefield. The Central Command of each theater will map out allied strategy for the war and send an Air Tasking Order (ATO) to your air wing.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 117 You will have specific objectives to accomplish in order to attain victory, but there is no certain path to achieve these goals. Wars are fluid, and the race is not always to the swift, the battle not always to the strong. Still, the victor is likely to be the one who can seize fortune and turn it to his advantage. In Falcon 3.0, there is no fixed set of missions which you must successfully complete to achieve victory.
Rev 3: 12/95–js 118 FALCON 3.0 Overview of a campaign What is a campaign? A campaign is a series of interlinked missions in a specific geographical war zone. Your F-16 squadron is but one offensive weapon in this war — other squadrons of various aircraft are also involved and may assist you by assigning planes to your missions. You may be also called on to provide support for bombers or ground troops.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 119 Who you are The most important thing to remember is that the plane you will actually fly on a mission in a campaign is F-16 #1 of Flight #1. In each mission, Flight #1 has been already created with one F-16 as the leader of that flight. You are not only the Squadron Commander, but you’re also a pilot. When you choose a pilot for F-16 #1 of Flight #1, you become that pilot.
Rev 3: 12/95–js 120 FALCON 3.0 reserve supply of war materials when the campaign starts. These stockpiles, held in warehouses, railyards, and Petroleum, Oil, and Lubricants (POL) and chemical storage tanks, might actually represent a more important target initially than the production facilities themselves. Finally, the supplies must be transported. Supply route targets include bridges, railroad trestles and the transport vehicles (cargo planes, trains and trucks).
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 121 Available Aircraft This line shows the number of airworthy F-16s you have assigned to your squadron. You will start out with 18 F-16s, but during the course of the war some may be damaged or lost. Available Pilots This line displays the number of pilots you have remaining in your squadron. You begin with 30, but if any are lost in combat, this number will diminish. Current Weather This tells you the current weather conditions.
Rev 3: 12/95–js 122 FALCON 3.0 Choosing mission parameters Before you start to plan a mission, you need to understand how Mission Planning works. There are three distinct areas on the Mission Planning screens: the map, the map controls and the button panel. Cycle through the three areas by pressing t. The map Icons: The Theater map displays the topography of the region along with markers pertinent to the particular mission planning screens.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 123 Threat circles: The threat circles map the range of influence of the major known enemy air-defense installations. The Trace and Recon buttons will give you more detailed information on the types of threats these circles point out. Moving the map: To scroll the map, hold down either the right mouse button or the s key on the right side of the keyboard and then drag the zoom box with the mouse or arrow keys to the position you want.
Rev 3: 12/95–js 124 FALCON 3.0 The button panel Use the button panel on the right side of the screen to make modifications to your current mission. Buttons with arrows on the left-hand or right-hand side will take you to new screens. The bottom button on any screen will bring you to the next screen, while the second button from the bottom will return you to the previous screen.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 125 The mission computer displays the specifications for the current vehicle or aircraft, a photograph and a rotating 3-D model. View: The View buttons cycles the display through the list of aircraft or vehicles you selected when you engaged the mission computer. Use the mouse or the A and S keys to operate the View buttons. Scroll text: The scroll text buttons move the text up and down on the screen.
Rev 3: 12/95–js 126 FALCON 3.0 Flight #: This button cycles through the existing flights of aircraft. Add Flight: This button adds a new flight path with one aircraft. If this button is shaded, it means that you have either already assigned all the aircraft available for the mission or there are already four flights created. Delete Flight: This button will delete the current flight of aircraft. Formation: This button allows you to change the formation of the current flight of aircraft.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 127 Set Waypoints screen The waypoints for the mission have already been set up, but you can alter them if you wish. Remember, however, that the flights of other non-Falcon aircraft in the mission will not alter their flight plans to accommodate you. You may want to alter your waypoints if, based on the Trace and Recon buttons, you determine that the threats are too great on the current waypoint settings. Each flight has a maximum of eight waypoints.
Rev 3: 12/95–js 128 FALCON 3.0 1 Intercept 2 CAS Start - Nothing 3 Bomb As it flies along this path, the flight will INTERCEPT enemy aircraft between Start and waypoint 1, look for ground forces to destroy (CAS) between waypoint 1 and waypoint 2, and will prepare to BOMB the target at waypoint 3 as soon as it passes waypoint 2. The possible actions are: NOTHING: The flight will take no action. It will simply continue on to the next waypoint.
Rev 3: 12/95–js 129 SECTION VIII: CAMPAIGN controlled planes will only make one pass at the target. The aircraft in the flight may need up to 15 miles to select weapons and acquire their target for this action. You can only choose BOMB if you have been assigned to a bombing mission. INTERCEPT: The flight will engage and seek to destroy all enemy aircraft they detect. Use this action for a wide area defense and for aggressive patrols.
Rev 3: 12/95–js 130 FALCON 3.0 Target: Selecting this button will cycle through the target frag list and assign the displayed target to the flight. The frag list contains the most significant military targets at the site, in order of importance. The Target button will only be enabled when the Action button displays BOMB. If you move the waypoint away from the site, the target selection will be reset to the top of the list, even if the waypoint is subsequently returned to that site.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 131 Flight #: This button cycles through the flights of aircraft. Pilot Information: This button will bring you to the Pilot Information screen where you can view the pilots in your squadron. Pilot Information screen The Pilot Information screen allows you to view individual pilots in your squadron.
Rev 3: 12/95–js 132 FALCON 3.0 Load Armament screen The Load Armament screen allows you to customize the weapons load of the F-16s in the mission. The planes will already be loaded with a basic set of weapons to carry out their assigned mission, but you can change the armament if you wish. Loading Armament: The left side of the screen shows a picture of an F-16, a number of buttons and a weapons display.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 133 AIM-120: The AMRAAM is an active-homing radar-guided missile which has an effective range of approximately 25 miles and is designed for use beyond visual range (BVR). The problem with carrying AMRAAMs is that each one of them weighs nearly twice as much as a Sidewinder. This affects your aircraft’s maximum Gs and drag, which are major factors in air-to-air combat.
Rev 3: 12/95–js 134 FALCON 3.0 GBU-15: The GBU-15 is a precise optically-guided bomb that is used to destroy large targets like nuclear power plants and factories. It can also be used to destroy important hardened structures like command bunkers and aircraft shelters. It operates very much like a Maverick missile, but has an effective range of approximate five miles.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 135 F-16: This button cycles through the aircraft in the current flight. The leader of the flight will be indicated in this button by the term LEADER. Wingmen will be indicated by the term 1st WING, 2nd WING, etc. Clear All Weapons: This will remove all weapons and other stores from the current F-16. Default Load: When you first enter the Load Armament screen, the computer will have determined a proper weapons load to carry out the aircraft’s assigned mission.
Rev 3: 12/95–js 136 FALCON 3.0 Autopilot When you engage the on-board autopilot (by pressing the A key), your F-16 will turn immediately toward the next waypoint and attempt to follow any of the instructions you gave to that flight route in the Set Waypoints screen. You can find out where your next waypoint is by asking the folks in the AWACS plane for directions ( sN ). « « Accelerated mode One fighter pilot described a combat mission as “three hours of boredom and ten minutes of stark terror.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 137 2. Don’t fly too low to the ground. The last thing you want on your return trip is to be shot down by enemy ground fire. Landing and ending the mission Once you finish your mission and get back to your home air base, you need to land your plane. Any wingmen or other flights will land on their own. After you touch down, roll to the end of the runway and stop, bring up the menu bar by pressing q and select End Mission from the FILE menu.
Rev 3: 12/95–js 138 FALCON 3.0 Debriefing After you end the mission, you will be debriefed. The debriefing will first trace your flight path, describing all the events that occured, and then it will evaluate the mission as a whole. This evaluation will included a summary of kills and losses and you will be told whether the group commander rates the mission a success or failure. An awards ceremony to reward the valor of any deserving pilots will follow if any pilots are eligible.
Rev 3: 12/95–js 139 SECTION VIII: CAMPAIGN Medals and awards Purple Heart Air Medal Air Force Cross Flying Cross Medal of Honor Bronze Star Silver Star VALOR
Rev 3: 12/95–js 140 FALCON 3.0 Before the Debriefing, you may attend an awards ceremony where one or more pilots receive medals. If this animation doesn’t appear, it means that none of your pilots was eligible for medals or citations. A pilot may receive any medal after only one sortie, but it is more likely that a medal will be awarded after repeated successful flights. Medals are acquired through the accumulation of “points.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 141 Air Medal The Air Medal is awarded to a member of any branch of the U.S. Armed Forces who has distinguished himself by meritorious achievement while in active flight. This award is given for both combat and non-combat actions. Purple Heart The Purple Heart is awarded to any member of the U.S. Armed Forces who is injured while in combat. It is also given posthumously to the next of kin for those who died from their wounds or were killed in action.
Rev 3: 12/95–js 142 FALCON 3.0 Campaign strategy To help you win a campaign, we’ve provided some more information about the occupation map, victory conditions for each mission type and details on mission debriefing. Occupation map Each theater has been divided into a number important strategic sites (about 80 or so in each theater). These sites include airfields, cities, troop staging areas, bridges and other important positions within the boundaries of the theater’s region.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 143 The front line is where blue (friendly) and red (enemy) sites are adjacent to one another. These are the major areas of dispute and the places where Central Command is most likely to send you on missions. Troops and weapons are sent to these areas along supply routes running deep within each side’s territory. All territory is captured and lost on the front line.
Rev 3: 12/95–js 144 FALCON 3.0 Scramble Typical briefing: “AWACS has detected a force of 6 enemy aircraft approaching point A. Intercept and destroy these aircraft. Do not let a single enemy aircraft escape.” j Destroy enemy aircraft before they can bomb allied targets. j Destroy all aircraft assigned in the mission briefing. j At least one F-16 must survive the mission. Air Superiority Typical briefing: “Lead a flight of 3 F-16s on a sweep of enemy airspace.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 145 Escort Strike or Bombers Typical briefing: “Your mission is to escort 4 B-52s on a strike against point A. On approach to the target, sweep ahead to clear any enemy interceptors from the strike force’s path. If warranted by enemy air defenses, assign a flight to provide SEAD.” j Provide both fighter escort and SEAD support to ensure that strike aircraft make it to their destination. j Your flight must fly to within 10 nm of the target waypoint.
Rev 3: 12/95–js 146 FALCON 3.0 Your squadron has a direct result on your side’s offensive strength. Since you are the “elite of the elite” in F-16 squadrons, your success or failure affects the entire campaign strategy. If you successfully complete more than half of your missions in any given day (i.e., successfully complete three or four missions), the allies’ offensive strength will increase. If you only successfully complete only one or two missions, the allies’ strength will decrease.
Rev 3: 12/95–js SECTION VIII: CAMPAIGN 147 j Too few enemy aircraft were shot down. j You failed to completely destroy the enemy strike force. j You inflicted only minor damage on the enemy forces. In general, air-to-air missions require that you destroy a particular formation of aircraft or at least destroy more aircraft than you lose. Air-to-ground missions generally require that you destroy a significant percentage of the enemy troops at the assigned target. j You failed to destroy the primary target.
Rev 3: 12/95–js 148 FALCON 3.0 You will get one of these messages if you are assigned to protect allied troops or assets and the enemy succeeds in destroying them. j The enemy operation succeeded. You will get this message if enemy paratroopers are able to land and deploy to their assigned positions. j Your flight was eliminated. Air-to-air missions require that at least one member of your squadron survive. j You ended the mission too soon.
Rev 3: 12/95–js S E SECTION IX: FLIGHT C T I O N IX FLIGHT 149
Rev 3: 12/95–js 150 FALCON 3.0 Flight introduction This section provides a synopsis of several parts of the manual. It covers the basics of flying the plane, selecting and firing weapons, the HUD, the various cockpit instruments, the Voice Message System, messages from your wingman, using the APG-66 Radar, the external views, takeoff and landing, and the menu bar. You can use this chapter as a compact reference section for operating the simulator.
Rev 3: 12/95–js 151 SECTION IX: FLIGHT On the numeric keypad, the 8 key pushes the stick forward, the 2 key pulls the stick back, the 4 key banks left and the 6 key banks right. The cursor keys also control the movements of the stick. The W key moves the stick forward, the Z key moves the stick back, the A key banks left and the S key banks right.
Rev 3: 12/95–js 152 FALCON 3.0 On the joystick, button A is used to select a weapon from whichever weapons mode you are currently in (air-to-air or air-to-ground) and button B fires the selected weapon. If you are using a second joystick as a throttle, moving this joystick forward and back increases or decreases the throttle while moving it to the right and left applies pressure to the corresponding rudder.
Rev 3: 12/95–js SECTION IX: FLIGHT 153 The ThrustMaster FCS is a sidestick with multiple buttons, designed to give you a realistic feel for flying. On the sidestick, you can control the following operations: individual weapon selection, A-A/A-G weapons mode, speed brakes and the trigger. (Choose “ThrustMaster” only if you have a ThrustMaster FCS. If you have a ThrustMaster FCLS, WCS Mark II or TQS, choose “Joystick” instead of “ThrustMaster” at the System Setup screen.
Rev 3: 12/95–js 154 FALCON 3.0 If your airspeed is below 450 knots (kts), you can also use your rudders to help turn. Press the [ and ] keys for left and right rudder respectively. When you use your rudder to turn, the plane will turn without banking at all. You can increase the control and degree of turn by using a combination of stick and rudder. The rudders engage just below 450 kts, but their effect is minimal at this speed. As your airspeed decreases, the rudders begin to have more effect.
Rev 3: 12/95–js 155 SECTION IX: FLIGHT Head-Up Displays (HUDs) The HUD is the most important instrument you will use in Falcon 3.0. It is a piece of glass just inside the canopy upon which is projected targeting data for your weapons systems and information on your current altitude, speed and heading. It also shows distance to waypoint, the current G force on your aircraft and a host of other invaluable data.
Rev 3: 12/95–js 156 FALCON 3.0 Airspeed Scale The Airspeed Scale is located on the left-hand side of the HUD and displays your current true airspeed (TAS) in tens of knots. For example, the number 40 would indicate that your F-16 is flying at 400 kts TAS. The hash mark with the “T” above it, located about halfway up the scale, is where to read the TAS.
Rev 3: 12/95–js SECTION IX: FLIGHT 157 Heading Scale The Heading Scale is located on the bottom of all A-A HUD modes and at the top of all A-G HUD modes. It displays your current heading in tens of degrees and is read by viewing the hash mark in the middle of the scale. Headings are 0° for north, 90° for east, 180° for south and 270° for west. If you are using the Model C HUD, the heading will appear as a single value under the word HEADING, at the bottom of the HUD.
Rev 3: 12/95–js 158 FALCON 3.0 The angles on the Pitch Ladder are in five degree increments. An angle of climb (a positive number) is shown with a solid line, while an angle of dive (a negative number) is shown as a dashed line. If you pull high Gs, your Pitch Ladder may move around your HUD, even to the point of disappearing for a moment.
Rev 3: 12/95–js 159 SECTION IX: FLIGHT A-A Weapons HUD mode You will see additional symbols and information on the HUD when you are in an air-to-air weapons mode. The symbols will vary with the weapon you have selected. Target Designator (TD) Box The TD Box is a small square that appears on the HUD when a target has been locked up with radar and is positioned in front of you.
Rev 3: 12/95–js 160 FALCON 3.0 5 Mile Radar Ranging Scale The 5 Mile Radar Ranging Scale is a vertical scale to the immediate left of the altitude scale. It has a tick mark at the top and the bottom of the scale, where the top mark indicates five (5) nautical miles and the bottom mark indicates zero (0) nautical miles. When the tracked target gets within five miles, a caret will appear on the left edge of the scale at the top.
Rev 3: 12/95–js SECTION IX: FLIGHT 161 DGFT (Dogfight) This mode is operative when you are using your M61A1 internal cannon. When you select this A-A HUD mode, a funnel device will show the path of your bullets. Your objective is to get the wingtips of the enemy plane within the boundaries of this funnel before you shoot. Remember, you need to pull lead and keep the enemy plane toward the small end of the funnel.
Rev 3: 12/95–js 162 FALCON 3.0 CCIP Pipper Once the dot is over your target, designate it by pressing the z. The line extends both up and down on the HUD. You will see a horizontal line cross it at the top and in the center of this line. As you near the target, the top horizontal line will move down the HUD. When it reaches the center horizontal line, the bombs are automatically released. You may manually release (or pickle) your bombs by pressing the z again after you have designated the target.
Rev 3: 12/95–js SECTION IX: FLIGHT 163 A-G (Air-to-Ground) This HUD mode is used for the AGM-45A Shrike and AGM-88A HARM anti-radiation missiles. These missiles will detect the radar emissions of a ground SAM or AAA site and lock on to its radar. Then they follow the radar beam in and destroy the site. These weapons operate like the Maverick missile. They are fire-and-forget — once you’ve fired them, they are self-guiding.
Rev 3: 12/95–js 164 FALCON 3.0 ILS HUD mode The ILS (Instrument Landing System) HUD mode is a non-combat HUD mode used as an aid in landing. It is particularly useful in bad weather or at night. While you won’t run into bad weather in Falcon 3.0, you will want to rely on the ILS during night landings. The ILS only works on runways that are equipped with an ILS transmitter. Not all runways have an ILS system. If a runway doesn’t have ILS, you will have to rely entirely on your eyes for landing.
Rev 3: 12/95–js 165 SECTION IX: FLIGHT Directional vs. Beacon The ILS has two modes: Directional and Beacon. Pressing \ turns on the ILS; s\ toggles between the two modes. In both ILS modes, the correct heading for the final approach to the runway located at your LAND waypoint is displayed in the lower right-hand corner of the HUD (on top of the stack of numbers). In Directional mode, this heading is followed by the letter “D”; in Beacon mode, the heading is followed by the letter “B”.
Rev 3: 12/95–js 166 FALCON 3.0 Center Point Normal view Front/Left/Rear/Right/Up Views Five views are available from the inside of the cockpit: Front View, Left View, Rear View, Right View and Up View. Each view (except Up View) has an upper view and a lower view. The upper view generally gives you a better view outside the cockpit — useful when you need to track an enemy visually. The lower view will let you see important instruments and controls inside the cockpit.
Rev 3: 12/95–js 167 SECTION IX: FLIGHT AR/NWS Status Indicator RPM Indicator Master Caution Light Stall Light JFS System LCK Light Mil/AB Indicator LNH Light Threat Warning Indicator Stores Control Panel AOA Indicator Chaff/Flare Indicator Aircraft Status Control Panel When you look up the Front View with the m key, the HUD remains in view but the REO and other lower cockpit instruments are not visible. However, you can see an area above the HUD that was not visible before.
Rev 3: 12/95–js 168 FALCON 3.0 Master Caution Light When this light is illuminated, it indicates that your aircraft has been damaged. You should immediately look to the Right View to see which caution lights are lit. See the Caution Light Panel section for more details on what these lights indicate. Threat Warning System The Threat Warning System warns you of incoming threats to your aircraft. Its two primary warning instruments are the Threat Warning Indicator and the Threat Warning Panel.
Rev 3: 12/95–js SECTION IX: FLIGHT 169 Ground-to-air radar Number Radar Type 1 Short-range continuous wave SAM 2 Short-range pulse-doppler SAM 3 AAA 4 Long-range pulse-doppler SAM 5 Long-range search 6 Long-range multipurpose chirp Threat Warning Panel This display, located in the upper left-hand corner of the instrument panel, displays two lights essential to the health of you and your F-16. These are the Lock-on (LCK) and Launch (LNH) lights.
Rev 3: 12/95–js 170 FALCON 3.0 Stores Control Panel (SCP) The SCP is the pilot’s indicator of what weapon is currently loaded and available to fire. To change weapon selection, press either the B key to select one of the air-to-ground weapons or the e key to select one of the air-to-air weapons. The first line in the SCP indicates what general type of weapon you have loaded (either “AA” or “A-G” for air-to-air or air-to-ground respectively), then the number and type of that weapon.
Rev 3: 12/95–js SECTION IX: FLIGHT 171 AR/NWS (Air Refuel/Nose Wheel Steering) System Light This light, which is displayed as “WHS,” illuminates to indicate that your F-16’s NWS System is activated and operational. When the light turns on, this means that command has been switched from the ailerons to the nose wheel so that your plane can taxi out and steer on the runway. As you initiate the JFS System, the NWS System will be activated. While on the ground, you steer with the rudders.
Rev 3: 12/95–js 172 FALCON 3.0 Stall Light When the Stall Light (located near the upper right edge of the glareshield) turns on, it indicates that you have a stall condition present. Any number of things could have brought on the stall, but the most likely reason is that there is not enough airflow passing under your wings. This is usually caused by two conditions: sharp maneuvers at high altitudes where there is less air or flying with your airspeed too low.
Rev 3: 12/95–js SECTION IX: FLIGHT 173 Aircraft Status Control Panel A number of lights on the right-hand side of the Front View remind the pilot about the current status of his aircraft. ECM Status Light The ECM Status Light toggles on when you engage your ALQ-131 ECM (Electronic Countermeasures) Pod by pressing E. Since the ECM pod is an optional piece of equipment, it will only be present if you request it when loading your weapons.
Rev 3: 12/95–js 174 FALCON 3.0 because you can use them to slow you on certain maneuvers, then regain your original speed within seconds. You can also use the speed brakes in conjunction with lowering the throttle to help land the plane. Pressing the B key toggles the speed brakes on and off. WL BRK Status Light The Wheel Brake Status Light toggles on when you engage the wheel brakes by pressing the W key.
Rev 3: 12/95–js SECTION IX: FLIGHT 175 Landing Gear Lights These three lights illuminate when you have your landing gear down. If you press the G key and these lights do not turn on, your landing gear has been damaged and you will have to attempt a belly landing. The most common way for the landing gear to become inoperable is because it was not raised upon takeoff and thus broke during high-speed maneuvers.
Rev 3: 12/95–js 176 FALCON 3.0 Right View Press the 6 key (or 9 on the numeric keypad) to look at the Right View. The lower Right View displays the on-board Clock and the Caution Light Panel. If the Master Caution Light on the Front View illuminates or you hear your Voice Message System (VMS) say “WARNING” or “CAUTION” repeatedly, check the Right View to see which system(s) have been damaged. Clock The clock is an analog display of the present game time (as compared with real-world time).
Rev 3: 12/95–js SECTION IX: FLIGHT 177 FUEL SYS Caution Light When the Fuel Sys Caution Light illuminates, it indicates that you have a leak in your fuel system. This light only informs you that there is a leak, but not the severity of that leak. Check the Fuel Indicator on the Left View and monitor the amount of fuel that is being lost. If the leak is severe, you may be forced to turn home or land immediately. Recommended action: Land as soon as practical, especially if you have taken other damage.
Rev 3: 12/95–js 178 FALCON 3.0 Recommended action: If you feel you will need to use your afterburner on your mission, you may wish to return to your airfield and have the damage repaired. Otherwise, you can continue with your mission if you feel you won’t need your afterburner. HUD Caution Light The HUD Caution Light will come on when your HUD has been completely knocked out. Your viewscreen will no longer display any HUD information, so you must rely on the secondary instruments in the Left View.
Rev 3: 12/95–js SECTION IX: FLIGHT 179 RADAR Caution Light The Radar Caution Light turns on when the radar display of your REO is no longer operational. You will no longer be able to achieve a radar lock on A-A or A-G targets and will be unable to determine the exact position of enemy aircraft and ground targets. Heatseeking missiles will still have the ability to lock-on, however. In addition, you will need to rely on the Pitch Ladder of your HUD to orient yourself to the horizon.
Rev 3: 12/95–js 180 FALCON 3.0 Rear View Press the 5 key (or 3 on the numeric keypad) to switch to the Rear View. No lights or gauges are available in this view, but it is useful for scanning your rear for enemies. Up View Press the U key to switch to Up View to give you another angle to view the action if you are inverted or trying to scan a plane flying overhead. No instruments are in this view, and it is difficult to fly in for prolonged periods of time.
Rev 3: 12/95–js SECTION IX: FLIGHT 181 j Negative. Pigeons to home plate – From AWACS. You have tried to advance your waypoint past the last setting (your home base). j Kilo Mike Alpha – A message from your wingman if you ask him to do something really stupid, like “Break Low” when he is flying at 100 ft AGL. j I’ve got a spike – Your wingman is detecting another plane or ground unit with its radar aimed at you. j Stranger – An unexpected friendly aircraft is in the area.
Rev 3: 12/95–js 182 FALCON 3.0 Wingman commands You can direct your wingmen to take several different actions during a mission. j sA Tell wingman to break left. A break turn is a maximum G turn into an attacking bandit. Direct your wingman to break if you detect a bandit at his 6 o’clock closing into a firing position or if a missile is in the air. j sD Tell wingman to break right. j sW Tell wingman to break high. j sX Tell wingman to break low. j sS Tell wingman to fly straight and level.
Rev 3: 12/95–js 183 SECTION IX: FLIGHT Radar/Electro-Optical (REO) Display The F-16 uses the Westinghouse APG-66 pulse-doppler “look-down” radar for both air-toair and air-to-ground detection of targets. This is a small, highly effective radar unit which give you significant advantages against an enemy that is closing on you at a distance. Since the real radar is quite complex to use, we give you three levels of radar simulation.
Rev 3: 12/95–js 184 FALCON 3.0 The radar range can be either 10, 20, 40 or 80 nm (nautical miles). In SAD radar mode, the Fire Control Computer will calculate the best range for you. The current radar range is displayed in the upper left edge of the REO. Immediately to the right of the range, you’ll see “SAD” which is your radar mode. You will see every target that is in the air within the radar range you have set.
Rev 3: 12/95–js SECTION IX: FLIGHT 185 Situation Awareness Mode – SAM The Situation Awareness Mode radar is close to the SAM mode in the High Fidelity Radar model, but it is a bit easier to use. This is a very useful radar mode because it gives you a good overview of the combat arena and also allows you to get specific information on individual bogeys. In SAM mode, the radar scans a cone 120° horizontally and 120° vertically in front of you.
Rev 3: 12/95–js 186 FALCON 3.0 Radar Range Aspect Angle Target Locked Target Use the T key to switch among targets on the radar screen. Each time you press T, you will select the next closest target and all the radar readouts will pertain to the selected target. SAM mode is very useful in determining which bogey might be an immediate threat. You can quickly determine the distance of all the targets on the radar screen by their distance from the bottom edge of the screen.
Rev 3: 12/95–js 187 SECTION IX: FLIGHT Azimuth and Elevation Scans In HFR mode, you manually select the pattern that the radar antenna will scan. The antenna scans in two directions: horizontally and vertically. The horizontal scan (called the azimuth scan) is controlled by pressing 9. The 9 key cycles through three azimuth scan angles: 20°, 60° and 120°. You can see the change in scan angle reflected in the antenna azimuth marker (the inverted T) which appears along the bottom edge of the REO.
Rev 3: 12/95–js 188 FALCON 3.0 When you cycle through the elevation scan, the elevation ranges that the radar is scanning are displayed as two numbers in the upper right corner of the radar display. The first number is the lower elevation limit, and the second number is the upper limit. For example, if the readout shows 05 25, this means that the radar is scanning an altitude of 5,000 feet to 25,000 feet. Any targets above or below this range will not show up on the radar.
Rev 3: 12/95–js SECTION IX: FLIGHT 189 upper right corner. Because you have not locked on to a particular target, you don’t see the other readouts. However, you can get quite a bit of information about targets in NAM mode. You can determine approximate target distances by the blip’s position from the top of the screen. The distance from the top to bottom of the screen represents the range shown in the upper left corner.
Rev 3: 12/95–js 190 FALCON 3.0 This locks up the target within the Acquisition Corral and all the radar readouts become active for this target. It also changes the target from a blip to a diamond. If you want to break lock on this target and go back to NAM mode, press the X (break lock) key. Otherwise, press the T key to cycle the lock to each of the targets on the screen. Each of them will show up as a diamond on the REO.
Rev 3: 12/95–js SECTION IX: FLIGHT 191 Air Combat Maneuver mode (ACM) ACM is a special radar mode that automatically locks up the closest target within the radar’s scan. ACM mode defaults to a 10 nm range, so you will see and lock up targets that are an immediate threat. If you bank and come in range of another target, ACM mode will automatically lock it up. ACM mode is essentially the same as STT mode, but the range will always be 10 nautical miles and targets will lock up automatically.
Rev 3: 12/95–js 192 FALCON 3.0 REO navigation map The REO map is another navigation tool available on the Radar/Electro-Optical Display. Switch to this map by pressing the C key. When you want to return to the radar, press the C key again. A small regional map will display with your aircraft as a small red “+” sign. Your home air base is a dark red “x” and your next waypoint is a small green triangle. Ground Map mode Ground Map mode is an air-to-ground radar mode.
Rev 3: 12/95–js SECTION IX: FLIGHT 193 The target will appear with a diamond or have cross hairs over it on the radar when it becomes visible. Press the Y key to toggle off roads and rivers in the Ground Map mode. This can substantially speed up performance. Outside Views Falcon 3.0 provides a number of views that give you a spectacular view of the action from outside the cockpit. These views are mostly useful for sightseeing, quick reconnaissance and reviewing previous missions.
Rev 3: 12/95–js 194 FALCON 3.0 You may also switch directly into Target View by pressing Q once you have locked up an enemy on radar, without firing a missile. If you are firing an A-G missile, Q works like the first two modes in A-A. The first time you press Q, you are behind the missile heading for your target. The second time you press it, you see the missile coming at you from the ground target’s perspective.
Rev 3: 12/95–js SECTION IX: FLIGHT 195 Padlock View Padlock View is a view unique to Falcon 3.0 which will enable you to track an enemy aircraft or enemy missile as it enters visual range. Padlocking a bandit is fighter pilot slang for keeping a visual lock on the aircraft, and Padlock View lets you do just that. When you go into Padlock View, it will center on the nearest visual threat and follow it wherever it flies.
Rev 3: 12/95–js 196 FALCON 3.0 Padlock Status Window 360° Window Target Locator Window Main Padlock Widow Padlock Status Window This section is located in the upper left of the screen and displays five lines. The first identifies the target. When you get close enough to identify the target visually, Padlock View will help you confirm your tally ho by identifying the kind of aircraft you are padlocked on. For example, the Padlock View may tell you the aircraft you are looking at is a MiG-29.
Rev 3: 12/95–js SECTION IX: FLIGHT 197 Main Padlock Window This section of the Padlock screen is the largest and displays the view as you look outside your cockpit and follow the padlocked aircraft. This view will smoothly follow the padlocked aircraft wherever it flies. The only time you will break padlock is if the aircraft flies under your F-16 or it goes beyond visual range. When that happens, the Padlock View switches to any another aircraft, if it is visible.
Rev 3: 12/95–js 198 FALCON 3.0 Takeoff This section will cover the basics you need to be aware of during takeoff. For a more detailed description of takeoff, see Lesson 1 in Section VI: Air Combat School. Pre-flight cockpit check You’ll want to do a quick check of the cockpit instruments before takeoff. Left View j Check your fuel state. Be sure you have enough fuel for the mission you are planning. j Unless you specifically want to record your takeoff, make sure that the AVTR is off.
Rev 3: 12/95–js SECTION IX: FLIGHT 199 Landing This section provides a brief overview of landing. For more detailed instructions, see Lesson 4 in Section VI: Air Combat School. To get ready for landing, switch to the ILS HUD mode by pressing the \ key. Use the ILS bars to help you line up with the runway. Make sure that the vertical bar (the Localizer Deviation Bar) is centered in the HUD. If it is not centered, bank in the direction of the bar.
Rev 3: 12/95–js 200 FALCON 3.0 Try to be at an altitude of approximately 6,000 ft when you reach the six mile point. This is known as the outer marker. The Glide Slope Deviation Bar will be below the Center Point of the HUD at this time. Your airspeed should be around 300 kts. As you continue toward the runway, your GSD Bar will ascend toward the center of the HUD. Keep the approach of 1,000 ft for each mile from your airbase.
Rev 3: 12/95–js SECTION IX: FLIGHT 201 Using the menus If you are using a mouse, position the cursor on the menu item and press the button to drop the menu down. Then drag the pointer down the menu to select an individual item. Some menu items have secondary menus that will pop out when you select them. To select an item from the secondary menu, drag the pointer to the right. If you are using the keyboard, you can select menus and items directly by pressing the letter that is underlined in the menu.
Rev 3: 12/95–js 202 FALCON 3.0 Default: This takes the default calibration setting for your joystick. Recalibrate: This brings you to a calibration sequence to adjust your joystick for flight. OPTIONS menu The OPTIONS menu lets you to change game parameters. Sound The Sound menu options control the background sound you will hear while flying. Background sounds are engine sounds and the Sidewinder growl. All Off: This setting turns off all background sounds.
Rev 3: 12/95–js SECTION IX: FLIGHT 203 Terrain The terrain setting determines whether the topographical terrain is displayed or not. The display of terrain takes up quite a bit of processing power and will slow down the smoothness of the display. If you are engaged primarily in air-to-air combat, you may want to turn off the terrain to increase the frame rate, which will give you a smoother display. This setting overrides the Minimum World Detail setting.
Rev 3: 12/95–js 204 FALCON 3.0 G Onset This option affects how likely you will blackout due to rapid G onset. Blackout can be caused either by continuous high Gs or by sudden G onset, such as going from 2 to 10 Gs instantly. No Effect: G onset has no effect at this setting on blackout. Moderate: The effects of G onset on blackout are slight at Moderate, the default setting. Difficult: G onset plays a major part in determining blackout conditions but not as much as in reality.
Rev 3: 12/95–js S E C T I X SECTION X: CONFIGURATION O N 205 CONFIGURATION
Rev 3: 12/95–js 206 FALCON 3.0 Configuration introduction You can adjust certain game features and customize your hardware options in the Configuration area. For example, if you recently installed a sound card, you should enter the Configuration area and change the settings if needed. The Configuration area has two sections: System Setup and Difficulty Levels. The System Setup section lets you customize things such as what you are going to use to fly your plane, what sound card you have, etc.
Rev 3: 12/95–js SECTION X: CONFIGURATION 207 Realism Value The number just above the Skill Level options represents the current realism value, in which 1 is the easiest and 100 is the hardest level of play. This number will change as you adjust the options on this screen. Skill Level The Skill Level options simply change the other settings on this menu to reflect a preassigned default for different skill levels. You can then adjust one or more other options to customize flying on your ability level.
Rev 3: 12/95–js 208 FALCON 3.0 Enemy Logic Level This option lets you adjust the flying ability of enemy pilots as well as the enemy commander’s tactical ability in a campaign. Trainee – This is the easiest logic level. Enemy pilots will only make maneuvers in the horizontal axis of 6 Gs or less. Enemy commanders may not always choose the best initial strategy and may make tactical mistakes on the battlefield.
Rev 3: 12/95–js 209 SECTION X: CONFIGURATION Flight model G tolerance Max duration Control Simplified 300% of normal 1 second Normal Moderate 200% of normal 1 second None Complex 150% of normal 15 seconds None Hi Fidelity Normal 30 seconds None Blackout and redout may seem rather sudden under this model. Increasing your G load gradually instead of suddenly will greatly extend this onset time.
Rev 3: 12/95–js 210 FALCON 3.0 Reserves – SAMs will fire with some regularity and be moderately effective; AAA cover will be just about average. Regulars – SAMs will fire regularly, and with above average effectiveness; AAA fire will be heavy. Elite – SAMs will fire regularly and at long range and almost always hit you; AAA fire will be dense. HUD The HUD (Head-Up Display) option allows you to choose between the two different HUD modes available: the F-16A and F-16C.
Rev 3: 12/95–js SECTION X: CONFIGURATION 211 SAD – Situation Awareness Display. This radar mode is the simplest and easiest of the three to use. Its main features include a 360° radar scanning mode, simple lock on of enemy targets, and color-coding on the REO for the altitudes of enemy planes. SAM – Situation Awareness Mode. This medium-complexity radar is also known as “Super SAM” radar. Its main features include an easier version of locking on enemy targets.
Rev 3: 12/95–js 212 FALCON 3.0 System Setup The System Setup screen allows you to adjust variables relating to your computer, its sound capabilities and flight control devices. Most of these options have been already configured during installation. Flight Control The Flight Control choices allow you to change which device you use to fly your aircraft. Keyboard – Select this option if you want to use the keyboard as your flight controller. This is the default selection.
Rev 3: 12/95–js SECTION X: CONFIGURATION 213 Detail Level Detail Level gives you choices on how much detail you want your 3-D world to have during flight. The program has already selected a default for this option based on the speed of your computer. If you change your Detail Level to a higher one than the computer recommends, you will experience speed degradation. Minimum – This option has no 3-D terrain and is the fastest detail level setting of the four.
Rev 3: 12/95–js 214 FALCON 3.0 Altitude Data Click on the switch to put all the altitude data for the terrain into expanded memory. Object Data Click on the switch to place the ground objects (moving and fixed) into expanded memory. Music The music option will turn ON or OFF all music throughout the game. If you turn this option to OFF, you will not hear music even if you have a sound card selected in Sound and Music.
Rev 3: 12/95–js SECTION X: CONFIGURATION 215 You can play music and sound effects through your Ad Lib card by selecting AD LIB from the Sound and Music menu. You will also need to have the Music switch set to ON if you want to hear music. Sound Blaster card With a Sound Blaster (or compatible) sound card, we highly recommend connecting the card to a pair of amplified speakers. For digitized radio messages through your Sound Blaster card, select SNDBLASTER from the Radio Messages menu.
Rev 3: 12/95–js 216 FALCON 3.
Rev 3: 12/95–js S SECTION XI: ACMI E C T I O N XI ACMI 217
Rev 3: 12/95–js 218 FALCON 3.0 ACMI introduction NOTE: ACMI, along with some other game features, is only available if you have expanded memory (EMS) on your system. See Section III: Installation and Loading for more information on using EMS. ACMI (Air Combat Maneuvering Instrumentation) has been designed so you can review your combat missions in order to analyze your strengths and weaknesses on the battlefield. ACMI has two major modes: Replay mode and ACMI mode.
Rev 3: 12/95–js SECTION XI: ACMI 219 AVTR Status Light To check if your AVTR is on, switch to the Left View. The AVTR Status Light is just below the Landing Gear Lights. If it displays “ON,” your AVTR is recording the action. AVTR Tape Indicator Below the AVTR Status Light is the AVTR Tape Indicator. This is a bar that indicates how much tape time (which depends on the amount of EMS left) you have remaining. After you turn on the AVTR, the green bar will begin to tick down from right to left.
Rev 3: 12/95–js 220 FALCON 3.0 Loading a replay If you’re entering ACMI through the War Room or Debriefing, the first thing you’ll see is the Load/Save dialog box. This is where you select a replay tape to load.
Rev 3: 12/95–js SECTION XI: ACMI 221 Power Click this button or press q to return you to the screen you came from (War Room, the simulation, Red Flag or Campaign). Load Click this button or press L to bring up the Load/Save dialog box, which gives you the opportunity to view a different tape. Counter Reset Press C to reset the counter on the left side of the Control Panel to 0000. ACMI/Replay These two buttons switch between the two different viewing modes. The keyboard equivalent is the t key.
Rev 3: 12/95–js 222 FALCON 3.0 The keyboard equivalents are similar to ones inside the simulation: 1 for Satellite View, 2 for Enemy View, 3 for Front View, 4 for Left View, 5 for Rear View, 6 for Right View, 7 for Wingman View (if applicable), 8 for Missile View, 9 for Track View and 0 for Independent View. Independent View This outside view allows you to view the action from any vantage point.
Rev 3: 12/95–js SECTION XI: ACMI 223 FF You can use this button or press M to fast forward through the tape. The tape will continue to fast forward until you select the Play, Stop or Frame keys. Prev Index Use this button or press < to move to the previous index on your tape. Next Index Click on this button or press > to move to the next index on your tape. Hide control panel To hide the control panel (and thus get a larger viewing area), hit the e key.
Rev 3: 12/95–js 224 FALCON 3.0 Plane Info window. You can move forward through the different planes by pressing the 9 key and backward with the 0 key. Yellow info indicates friendly aircraft, while brown info indicates enemy aircraft. Using the ACMI To study a dogfight, locate that segment on the tape. Start the tape replay, lengthen the contrails and play the tape. Stop the tape at the end of the engagement. You can then examine the flight path more closely using the independent outside view.
Rev 3: 12/95–js S E C T I XII O SECTION XII: COMMUNICATIONS N 225 COMMUNICATIONS
Rev 3: 12/95–js 226 FALCON 3.0 Communications introduction When you think you’ve mastered the solo game, another challenge awaits you in Falcon 3.0: communications play. With Falcon 3.0’s Communications mode, you can challenge your friends to a head-to-head duel or combine forces to take on the enemy in either a single mission or as part of an entire campaign. With a Novell NetWare-compatible local area network (LAN), you can dogfight against multiple people or fly joint missions with human wingmen.
Rev 3: 12/95–js SECTION XII: COMMUNICATIONS 227 Types of communications play Two player allied In this mode, two players connect with each other (through modem, direct-connect or network) and play a campaign. Both players will be flying for the same side. Two player duel This mode allows two players to connect (through modem, direct-connect or network) and battle each other until one or the other is destroyed. The only aircraft in the air are you and your opponent.
Rev 3: 12/95–js 228 FALCON 3.0 Network If you are connecting through a Novell network, each player must have the appropriate network hardware and software drivers installed on their computer. When connecting through a network, everyone must have their network drivers loaded into high memory before running Falcon 3.0. Also, Falcon 3.0 must be run from the local computers, not from a network server. Finally, each player needs to load Falcon 3.0.
Rev 3: 12/95–js 229 SECTION XII: COMMUNICATIONS The following table shows which difficulty level settings are set by the Caller and which are set by each individual Answerer: Difficulty Level Enemy logic level Caller Answerer ✔ Flight model ✔ Weapon effectiveness ✔ SAMs-AAA ✔ HUD ✔ Radar ✔ Limited fuel ✔ Limited armament ✔ Limited chaff-flares ✔ Collisions ✔ Redout-blackout Campaign ✔ ✔ Communication Setup screen The Communication Setup screen is where you make your choices for C
Rev 3: 12/95–js 230 FALCON 3.0 Connection Choose the appropriate selection for your communications game, either MODEM, DIRECT or NETWORK. Game Type Select the appropriate game type from this menu. You have the choice of one of the four listed previously: 2 PLAYER ALLIED, 2 PLAYER DUEL, MULTI PLAYER ALLIED or MULTI PLAYER DUEL. All players must select the same game type. Baud Rate Select the baud rate applicable for your connection.
Rev 3: 12/95–js SECTION XII: COMMUNICATIONS 231 When all settings are satisfactory, both players should select ACCEPT or SAVE SETTINGS. Note: Falcon 3.0 only supports the COM 1 and COM 2 serial ports for communications and does not support data compression (v32, v42, v42bis MNP). The Caller will then receive a dialog box asking to “USE MODEM DEFAULTS” or not. If you need to input some special Hayes AT commands (or your telephone credit card number), you can input them after you type N.
Rev 3: 12/95–js 232 FALCON 3.0 Direct To play a two-player game by direct connection, you must connect the two computers through either the COM 1 or COM 2 serial ports using a null-modem serial cable. Be aware that the connection process begins as soon as the ACCEPT or SAVE SETTINGS buttons are selected. j Before connecting, be sure that both players have selected identical settings for Connection, Game Type and Baud Rate.
Rev 3: 12/95–js SECTION XII: COMMUNICATIONS 233 Before entering the simulation, each player using a joystick will be asked to calibrate it. When this is done, the game will begin. Duel game In the two-player and multiplayer duel modes, the objective is to shoot down all of your opponents. (This is similar to the single player Instant Action mode.) When there is only one player remaining, the game will end and all players will be brought to the high scores screen.
Rev 3: 12/95–js 234 FALCON 3.0 Pause key Only the Caller can pause the game while everyone is flying around. Answerers will be unable to pause the game. Chat feature If you want to send over a radio message to the other player(s) in your flight, press the ` key. This will allow you to send over a message of approximately 60 characters in length. You can use the B key to correct mistakes. Press e to send the message to all other pilots on your flight.
Rev 3: 12/95–js SECTION XII: COMMUNICATIONS 235 If there is another squadron stored in the SQUAD0 files, it will be overwritten. (The permanent squadron files are numbered from 0 to 5.) A batch file has been provided to do this for you. Type savecamp e at the DOS prompt to copy all the SQUAD6 files into SQUAD0. j If the connection is accidentally broken in head-to-head mode, there is a possibility that squadron data will get corrupted.
Rev 3: 12/95–js 236 FALCON 3.0 Duels A duel is a free-for-all in which one player emerges victorious. The game continues until a single aircraft remains or until all the players quit. In a duel, all Falcon 3.0 and Hornet players will automatically be armed with four AMRAAMs, two AIM-9Ms, two AIM-9Ps and an ECM pod. All MiG-29 players will be armed with two R-27Rs, two R-73s and two R-60s.
Rev 3: 12/95–js SECTION XII: COMMUNICATIONS 237 Finally, the players select a Caller and a Master MiG. It’s the Caller’s responsibility to make sure that the rest of the players join the game in the correct order. The sequence must be as follows: 1. Caller (a Falcon 3.0 player if there is one) 2. All other Hornet and/or Falcon 3.0 players 3. Master MiG 4.
Rev 3: 12/95–js 238 FALCON 3.0 The process of setting up a head-to-head campaign is like the process for setting up a duel. The Caller must invite the players to join in the order shown in the previous section. Once all the players are in the game, a series of campaign news screens appears. The players will then get their instructions for the mission. At this point, the other players on each side sit back and watch as the flight leader plans the mission.
Rev 3: 12/95–js S E C T I O N XIII SECTION XIII: REFERENCE REFERENCE 239
Rev 3: 12/95–js 240 FALCON 3.0 Glossary/Abbreviations A-A – Air-to-Air. AAA – Anti-Aircraft Artillery. AB – Afterburner. ACM – Air Combat Maneuvers. Dogfighting tactics involving more than two aircraft. ACMI – Air Combat Maneuvering Instrumentation. A facility developed in Falcon 3.0 for recording missions. Named for the U.S. Air Force’s equipment for accomplishing the same feat in real aircraft. ACT – Air Combat Tactics.
Rev 3: 12/95–js SECTION XIII: REFERENCE 241 AVTR – Airborne Video Tape Recorder. AWACS – Airborne Warning and Control System. Bandit – a plane identified as an enemy aircraft. Bank – the angle of the wings about the longitudinal axis referenced to horizontal. Beaming – flying perpendicular to the emissions from a threat radar. BFM – Basic Fighter Maneuvers. What you do to kill the other guy once you are in a fight. BFM implies a single plane rather than a formation.
Rev 3: 12/95–js 242 FALCON 3.0 ECM – Electronic Countermeasures. In Falcon 3.0, ECM is in the form of an ALQ-131 pod which is designed to foil ground-based SAM sites and confuse the radar of enemy planes that have locked onto you. Elevators – aircraft control surfaces, located at the back of the horizontal stabilizers, which provide pitching moment. Engage – commence BFM. Envelope – the safe or effective ranges of operation for aircraft or weapons. E-O – Electro-Optical. FBW – Fly-By-Wire.
Rev 3: 12/95–js SECTION XIII: REFERENCE 243 ILS – Instrument Landing System. Indicated airspeed – the airspeed shown by an airspeed indicator and not corrected for error due to air density variations caused by altitude and temperature. Intel – Military Intelligence. I-R – Infrared. Jamming – the act of confusing enemy radar systems with radio frequency noise. JFS – Jet Fuel Starter. A cockpit light that turns green to indicate that the engine has started.
Rev 3: 12/95–js 244 FALCON 3.0 to target and the target’s speed to insure a hit. Pulse-doppler radar – a type of radar that emits a pulsed rather than continuous signal. Punch out – eject. Pure pursuit – an offensive maneuver where a pursuing pilot matches his opponent’s turn circle. Radar – Radio Detection And Ranging. Recon – Reconnaissance. Red Flag – Air Force fighter training program at Nellis AFB, Nevada.
Rev 3: 12/95–js SECTION XIII: REFERENCE 245 Stores – anything that can be loaded onto an aircraft. Sweep – an aggressive patrol into enemy territory. Tally (ho) – I see it [wingman, lead target, etc.]. Sometimes it refers only to a bandit. See visual and no joy. Target bearing – the angle of the target from the front of your F-16. If a target has a bearing of 340°, it is 20° to the left of your F-16’s nose. If the target’s bearing is 15°, it is 15° to the right of your F-16.
Rev 3: 12/95–js 246 FALCON 3.
Rev 3: 12/95–js 247 SECTION XIII: REFERENCE MH011 40 966 214 00P LK 086 06 6582429
Rev 3: 12/95–js 248 FALCON 3.
Rev 3: 12/95–js 249 SECTION XIII: REFERENCE 40
Rev 3: 12/95–js 250 FALCON 3.