User Guide

1 Cockpit Camera. This key snaps your eyes back to the front of the cockpit. If you are already
in cockpit view, 1 zooms the HUD in and out. You can pan (look around) your cockpit in
Strike Commander using the joystick (with the #2 button pressed) or your keyboard, second
joystick, mouse or Thrustmaster thumb joystick — see Option Screens (p. 22) for instructions
on choosing your pan control.
2 Chase Camera. This is an exterior view just behind and above your aircraft.
3, 4 and 5 Left, Right and Back Cockpit Cameras, respectively.
6 External Camera. Press 6 to activate this view, then use the joystick (while the #2 button is
pressed) to pan around the exterior of your aircraft. [ and ] zoom in and out. Press 6 a
second time to see the next closest aircraft. C6 cycles your viewpoint among ground
objects in similar fashion.
7 Player to Target / Target to Player. This camera viewpoint tracks to keep you and a radar-
selected target in the field of view. The first time you press 7, you will see your selected
target from the point of view of your aircraft. Press 7 again to reverse the view, placing your
target in the foreground and your own plane in the background.
8 Gun Camera. This shows your currently selected target (for guided weapons) or a close-up of
your gunsight direction (for unguided weapons). If you have a target in the cross hairs of the
gun camera, your chances of hitting that target are excellent. It and the cockpit camera are the
only cameras you can use and still read your HUD. The gun camera is particularly useful
during combat when used in conjunction with a HUD weapons display, such as DGFT mode. It
is also useful in close air support over a contested battlefield, where enemy units are
intermingled with your own. It is only available from inside the cockpit.
9 Victim Camera. This view allows you to see the damage your weapons inflict on a selected
target, by cutting away from your cockpit to a close-up of your kill. You can preset your game
(using the Options Screens, pp. 22-24) to automatically cut away to victim camera whenever
appropriate. 9 toggles this view on and off.
0 Weapon Camera. This view follows the weapon you just launched. It is one of the more
dramatic camera views. You can preset your game (using the Option Screens, pp. 22-24) to
automatically cut away to weapon camera whenever you launch a weapon. 0 toggles this
view on and off.
Y Auto Target Tracking. If you have a target selected the first time you press Y, the camera
automatically pans to keep that target in view. Press Y again to turn this mode off. See
Option Screens (pp. 22-24) for more details on managing this camera.
This fluid camera view, more than any other, demonstrates the concept fighter pilots call
“situational awareness”— the ability to know what is happening around you at all times. The
Auto Target Tracking view lets you make fast visual assessments of the situation.
25