Su27 Flanker Unofficial FAQ
v3.64 9 August 1998
Member of the Flanker Web Ring
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· The O-Club Chat Room
I am not employed by SSI, Mindscape or Eagle Dynamics
Well - OK - so far they have tried
to bribe me with a mug, tee-shirt, free CD upgrade, flying jacket,
gold enclosure ticket at Airshow etc etc.
Oh, yeah - and I was a beta tester for v1.5.
But trust me!
This FAQ is aimed at answering typical questions asked
by someone starting out with Su27 Flanker.
For more in-depth analysis, just ask here.
The latest FAQ is at http://www.stncroft.demon.co.uk/su27faq.html
A zip-file of the HTML FAQ is at http://www.stncroft.demon.co.uk/su27faq.zip
v3.64 9 August 1998
v3.63 21 June 1998
v3.62 2 April 1998
v3.61 31 March 1998
- Su27 Flanker v2.0 put back to Nov 1998
- General
- What Flanker accessories do I need?
- What are the Su27 sim performance records?
- Versions current and future
- Which version are we up to?
- I want to run both v1.1 and v1.2
- What versions are planned for the future?
- What is OpenGL?
- First glimpse of v2.0
- How do I become a beta tester for v2.0?
- Bugs and limitations
- What are the remaining bugs in v1.5?
- It is jerky even on a P133.
- Is ECM broken?
- There is no six o'clock view.
- Missile performance (range) doesn't match the specs in the manual.
- The keyboard card is wrong.
- I can't find the enemy planes with my radar.
- What are all the new views?
- What's with the pink camouflage scheme?
- How do I
.?
- Missiles
- I cannot get the lock key (TAB) to work.
- Missiles don't fire.
- How do I get the HUD to show knots and feet?
- I can't get Kh-29 air-to-ground missiles to lock on no matter what I do.
- The Kh-31 antiradar missiles don't lock on.
- I can't sink the ships with the antiship missiles.
- I always miss with the R77.
- The R27te only locks on at visual ranges.
- Why don't I get a launch cue for my freefall bombs?
- Mission editing
- I have created my own mission, but I can't start it.
- How do I set a different mission start time?
- How do I change sides?
- Can I fly GAI missions?
- How do I get the airshow SU27 into one of my missions?
- How do I get AI to drop more than one bomb at a surface target?
- How do I declassify missions?
- Why can't I edit any missions?
- How do I create H2H mission under v1.5?
- How do I use the new camouflage schemes?
- Setting-up and Running the program
- How do I get it to run full screen under Win95?
- The smooth shading preference box is always grayed out!
- How can I get the game to run without the CD?
- How do I set my throttle to idle?
- How do I get my Thrustmaster kit to work?
- And MS Sidewinder 3D?
- How do I get sound under Win NT4?
- Miscellaneous
- How do I padlock a runway?
- How do I dump fuel / refuel?
- How do I do the Cobra? The K key doesn't work.
- The tilde key doesn't work
- My wingman doesn't follow me on take-off.
- How should I adjust alt/az of the radar in BVR mode?
- The radar works funny.
- How do I disable the alpha- and G-limiters in-flight?
- Flying skills
- I get disorientated in padlock mode.
- What exactly do the wingman commands do?
- How do I beat the AI? Or anyone else for that matter?
- PapaDoc's BVR hints (with help from Wags and Talon)
- PapaDoc's Guide to the Merge
- Wag's BVR tips - Part I
- Wag's BVR tips - Part II
- Auger's Su-27 Flanker Online Gunzo Primer
- Tony Volk's Guide to killing the AI
- How do I avoid the SAMs and other missiles?
- How do I find out more about fighter tactics?
- Head-to-head (H2H)
- How do I go H2H?
- Dialup
- TCP/IP
- Kahn / Kali
- How do I find H2H opponents?
- How do I set up a LAN for Flanker?
- Extra missions, tools, resources.
- Flanker mailing-list
- Flanker IRC chat
- Where can I get more missions to fly?
- The TRK files I download don't work!
- Are there any tools to help me make new missions?
- WarRoom (dynamic campaign) and Xedit
- Booklist
- Fuzzy dice on the rear-view mirrors
- 8-track playing "Frampton comes alive"
- Carpet-covered avionics dash
- Chequered flag knobs on the throttles
- Bell radar detector (for when your radar and EOS are shot-up:
just clip it to the HUD)
- "If you can read this you are too close" rear sticker
- Bright red airbrake / Cobra warning lights (for use with sticker)
- Stick-on wide-angle extensions for rear-view mirrors
- Roof rack for extra two R73s
- Klaxon that plays "Volga boatmen"
- Inflatable Kuznetsov carrier for emergency landings in the
middle of Black Sea (store it under the seat)
- Auto-adhesive canards
- Halogen lights to paint stealth bombers
- A "This is NOT an Airbus" answering IFF, to infiltrate
through US Task Force's air defenses
- Sony Discman playing ZZ-Top's "Gimme all your lovin",
interpreted by Leningrad Cowboys and The Red Army Chorus and Dance
Ensemble Alexandrov, live at Helsinki (as seen in Aki Kaurismki's
film "Total Balalaika Show")
- Michelin Guide to The Caucas
- "WARNING: Rearward-facing missile equipped unit"
rear sticker
- Mindscape mug, tee-shirt and fur-collared cold-weather flying
jacket
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To have any hope of getting near these, for the speed record set
both air pressure and temperature to their respective allowed
minimums in the Met section. For altitude, set pressure to minimum
and temperature to maximum. Empty the cannon's magazine, dump
all chaff and flares.
Altitude: Y. Bibikov, 32960m
Speed: Y. Bibikov,
John Kawamura and Al Bergen, Mach 2.68
Well
that's not strictly true anymore. There is a rarely
encountered bug in the flight model which can put you into a flat
gravity defying spin at speeds in excess of Mach 6.5, reaching
heights only NASA can dream of.
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The latest version is v1.5 available somewhere
near you, either as an add-on CDROM or an all-in-one
Commander's Edition.
What is it?
- An upgrade to v1.0, v1.1 or v1.2, Win95 only
- 156 missions and 96 TRKs, though many of these are already
out there somewhere on the Net.
- copies of the freeware programs, Random Mission Generator
and Flanker Campaign Shell.
- new upgraded version of Flanker to v1.5.
What does it have?
- Optional Gouraud shaded graphics in external views (nicer
aircraft and transparent flame / explosion effects). This uses
16-bit color and so the sky is now smoothly shaded. These graphics
use the OpenGL API. They look nice, but
have a startling hit on framerate on any system without a supported
3D card. Don't plan on using these unless you have a 200Mhz+ or
the right video card. You do not need to
bother with these graphics - you can continue using the original
v1.0 graphics if you prefer for framerate reasons. I do not consider
them a major selling point of the new version - it is all the
other features that pack the punch.
- LAN capability allows up to 16 people to fly at once. Awesome.
The master can be left running for hours at a time with a mammoth
mission whilst the virtual squadron does battle. Due to ping times
over the Internet 3-player missions seem to be about the maximum
reliably achievable, though I expect that if you were all on ISDN
to the same provider, you might get a lot more.
- The multiplayer missions are arranged a bit differently from
v1.2. In mission planning the "Remote" plane no longer
exists. Instead the master sets up the overall mission, with all
AI friendly and bogie flights, air-defenses etc. This can be set
up to run over several hours of real-time if you like. The master
then starts the mission - it starts immediately without waiting
for anyone to join in. The master mission can but does not
have to contain a "Me" Flanker. Each slave has to
make his own sub-mission file containing his own flight only.
He is allowed wingmen if he wishes but cannot add anything else
- no extra friendly or bogie flights. He can then join the master
mission. Each slave does the same in turn. If a slave is shot
down he can either sit back and watch the action, still connected,
or quit and rejoin the same mission. If the master is shot down
he has to either sit back and watch the action or shut the whole
master mission down - he cannot rejoin.
- LAN and Net H2H missions can be recorded as TRK files and
replayed. Quite incredible. For example, in a H2H match both of
you can record TRK files and then exchange them afterwards. You
can then see the fight exactly through your opponent's eyes -
what did he do, where did he look, what inputs did he make to
his controls. You have got to try this. It sounds pretty
good, but when you first actually use it I guarantee it will blow
your socks off.
- Off-line missions can be saved halfway through and edited.
Saving preserves damage to ground objects (e.g. damaged SAMS,
half-shattered airfield) but is not "perfect": i.e.
flights will not precisely continue the same actions as they left
off, especially if halted halfway through a dogfight. Think of
it as a strategic-level not tactical-level save. Very useful for
building one mission onto the successes or failures of another.
And the mission planner now can count elapsed days as well as
hours and minutes. LAN/Net missions cannot be saved in this way.
- "AWACS type" view. Linked to the F10 key. Live overview
with zoom and pan of the whole battlefield. Planes SAMs and missiles
are represented as icons. You can click on an icon and then jump
to that object with the other external view keys. You can choose
to show only the objects visible to your own radar AWACS and EWR
or to see all active objects.
- Optional recovery mode (restart in a new plane straight away
if shot down or crash). For wimps.
- 26 new camouflage schemes especially for use in LAN or Net
play. Many of these are horrible and garish (pink, black) but
there are a few nice fairly realistic ones too.
- Improvement to AI - for example they now dodge SAMs.
- Some other bug fixes, eg the 6000m radar bug.
What doesn't it have?
- Stutter. Well, not really. See here.
- It does not have a new theater or terrain.
- It does not have any new planes or objects.
- It does not support DirectX or Direct3D.
- The Gouraud graphics are not available from within cockpit
views.
- A flight school. This is held back for v2.0.
Older versions
- v1.0, the original. Win95 only, numerous bugs, no multiplayer
capability.
- v1.1 was both a patch and a re-release which included
both DOS and Win95 versions on the same CD. The sim part of the
DOS program is identical to the Win95 version, the mission planner
is very similar but limited to 640x480 resolution. The videos
are not accessible from DOS. The framerate under DOS is a little
better - this makes the stutter worse on many
fast machines. v1.1 fixes the ECM light bug, improves framerate
for ground attack, introduces mirrors, gives much better views
including dogfight, selective friend/enemy views, instrument glance
and ground padlock, increases rear visibility, increases RWR functionality,
enables the Mig-31, enables screen size autoswitch, etc. etc.
and fixes various bugs introduced during the patching process!
V1.1 also introduced 2-player capability over a LAN via IPX.
- WARNING: There was also a floppy-only DOS-only version
1.1 available in the UK only. Check the box carefully before
you buy!
- v1.2 was only for Win95. There is no
DOS 1.2 patch. Net play in v1.2 over Kahn and Kali seemed both
better and worse - far fewer dropped connections and able to hold
up against a longer ping time, but at the cost of the slave experiencing
pauses and displacement on poor connections.
- v1.2a merely improved the backwards-compatibility
of v1.2 in playing TRK files that were recorded with v1.0 and
v1.1.
Patch file location
A single patch file to bring Win95 v1.0, 1.1 or 1.2 up to 1.2a
standard is to be found at ftp://ftp.ssionline.com/pub/updates/su27/su27v12a.exe.
Full list of enhancements from v1.0 to 1.2a:
- ECM light bug fixed (it's no longer stuck in the 'On' position)
- Improved frame rate for ground attack
- New rearview mirrors
- New selective friend/enemy views
- Instrument glance and ground padlock
- Increased rear visibility. The pilot's field of vision has
been increased to 240 degrees (4 to 8 o'clock ).
- Increased RWR functionality
- Mig-31 added with two new missiles: R-33e and R-40TD.
- New screen size autoswitch
- Mirrors have now been incorporated.
- Clouds have now been incorporated.
- Head-to-head play has been implemented over IPX (cooperative
and non-cooperative); play over a network can also be achieved
using TCP/IP for Windows '95.
- You cannot be hit by AAMs or SAMs without prior warning of
your aircraft being painted in formation.
- Neutral trim light fixed
- The CCIP pipper no longer jumps when dive bombing.
- No more keyboard inactivity after selecting CTRL+Q; "NO"
will now allow you to return to the mission screen.
- Requester boxes now display in the correct resolution.
- Missiles do not pass through certain areas of target models
anymore.
- Missiles, rockets and shells now explode correctly (nearer
target).
- The Grisha frigate will now engage targets.
- BetAB-500 does not veer off and miss runways anymore on the
final leg.
- S_LEAD_4 is now classified as Sq. Leader mission rather than
Pilot.
- The spin ball now functions correctly.
- Ctrl F6 'view last launched weapon' has been enabled.
- Editor-Color preferences has been implemented. WINDOWS '95
ONLY
- Preview of aircraft, ships, SAMs and ground objects has been
implemented.
- Network play option has now been added to the Flight menu.
- Selecting OK will now save changes to all Preference pages.
WINDOWS '95 ONLY
- F1 key now invokes the on-line manual. WINDOWS '95 ONLY
- Detail levels are now in the correct order.
- Dialogue boxes will not 'disappear' off screen anymore.
- Ground attack and ground attack / CAS payloads are corrected.
- Threat areas are now implemented.
- The tilde key (~) can cycle through padlock targets in visible
range in CAC, Helmet, F10 and LMA modes.
- Radar detection ranges now depend on the target's aspect angle.
- GAI aircraft can now spot targets within a 10 km range. To
let them see beyond 10 km, place an EWR station nearby.
- Deployment of unguided rockets in mountainous areas is more
effective.
- AI aircraft use their guns more effectively.
- Drogue chutes are now replaced when refueling.
- CTRL+W reloads your weapons when you are on the runway.
- The range of the R-77 has been increased slightly.
- The recharge rate of the IGLA has been increased to 2 minutes.
- Spin and stall modeling has been improved.
- Missiles are now visible at 8-10 km, aircraft at 10-14 km,
and ships and SAMs are now visible earlier.
- External view rotation can be increased by using the CTRL
key.
- Computer aircraft now deploy guided bombs.
- Bombs can now be hit by missiles; IGLAs, for example.
- The sun graphic has been improved.
- Mission Editor implemented
- Fuel consumption estimates have been added to the summary
dialogue box.
- External views can now be disabled.
- The mission editor can now run in a higher resolution than
256 colors. WINDOWS '95 ONLY.
- An auto resolution mode switch to 640 x 480 has been incorporated.
WINDOWS '95 ONLY. Please note: This only applies when in 256 color
mode.
- Additional missions have been included.
- You can now padlock ground targets in A2G mode.
- Dog fight view (F9) has been added.
- Right shift with the function keys (F2 to F9) will cycle through
friendly objects, and left shift will cycle through enemy objects.
CTRL and either shift key will cycle through objects in reverse.
- An instant cockpit view (0) has been implemented.
- Wingmen messages have now been added.
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I want to run two versions on the same
computer
This is not completely crazy. Some people prefer the Kali / Kahn networking
of v1.1 to that of v1.2, stutter or no stutter.
It is easy to choose to run either v1.1 or v1.2. The two files
in question are su27.exe and fsim.lbb.
Make yourself copies of the above files - new and old e.g. su27exe.v11
and su27exe.v12, fsim.v11 and fsim.v12, then you need two .BAT
files:
SU27V11.BAT
copy su27exe.v11 su27.exe
copy fsim.v11 fsim.lbb
su27.exe
and
SU27V12.BAT
copy su27exe.v12 su27.exe
copy fsim.v12 fsim.lbb
su27.exe
Now create two Windows shortcuts to the batch files.
Remember you can set the icon using Properties->Program->Change
Icon->Browse and find the Su27.exe file. You get
a choice. Oh - and tick the "Close on Exit" box as you
whiz past the Program page.
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- v2.0 is planned for November 1998,
Win95 only. A flyable demo should appear in September.
- The features for v3.0 are already being tentatively
penciled in! A quote from Jim Mackonochie of SSI: "
at the end of the day, SU27 will be the product I want to publish,
and the product I want to publish is an accurate flight simulation
of modern air warfare. I may achieve that goal for 6.0, but I
will achieve it"
Although some members of Eagle/SSI have moved to
Microsoft to work on their new combat sim, do not fear
for the future of Flanker as the Eagle Dynamics team is now three
times its previous size. Developments continue apace.
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OpenGL is a 3D graphics API, an alternative
to Microsoft's Direct3D. It is older than Direct3D, apparently
easier to program for and may be faster. ID Software chose to
use OpenGL rather than Direct3D for Quake because of perceived
deficiencies in Direct3D. OpenGL is well supported on high-end
professional 3D cards but as yet not so well on cheaper home/games
3D cards.
No matter what 3D accelerator card you have, whether it has OpenGL
now or in the future, it isn't going to accelerate the in-cockpit
graphics in v1.5. These are always old-style Flanker graphics,
whether you select the new smoothed graphics or not. The new smoothed
graphics are only for external views. Bummer!
And finally
.
Installing DirectX v5.0 will make absolutely no difference to
Flanker, because Flanker doesn't use DirectX.
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A further alpha of Flanker v2.0 was shown at E3 in June 98. You
can read a little about it at http://www.combatsim.com/e3_98-4.htm
For some screenshots see www.su27-flanker.com.
Also hunt out Flanker 2 at www.combatsim.com,
www.pcme.com and even the under
construction official www.flanker2.com.
And you couldn't fail to visit Papa Doc's Pink Flamingo Bar &
Grill: http://home.earthlink.net/~plegrand/PINKFLAMINGO.htm.
It has also been confirmed that v2.0 will feature the Kusnetsov
and carrier operations.
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No way. No chance. Too late.
Of course, if you make endless informed and intelligent posts
in the mailing list, who knows, you may have a chance for v3.0?
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Well here are a few - not a comprehensive list.
- Your wingmen can catch up to you and pull into formation even
with identical loadouts and fuel levels while you're in AB. This
shouldn't be possible.
- Computer aircraft have advantages in power thus are harder
to fight in the vertical.
- Computer aircraft apparently burn less fuel than the player's
aircraft. If any.
- AI pilots never lead turn or try to create lateral separation
before the merge, ie they are not aggressive in guns only fights
- AI has unlimited ammo
- AI planes cannot crash into each other and fly through buildings
New!
- TRK files do not always play back correctly, especially in
on-line play. The slave's TRK often shows the plane in the wrong
position on playback. The master's TRK is better. Some problems
have also been reported in off-line play. This may get a fix.
- Stutter? No!
- R27TEs now only lock on when the target is within range of
the IR seeker. We were told by Eagle that this was more realistic
modelling but some are not so sure. The advantage of the R27TEs
over R73s is the vastly better weapon envelope for tailshots.
But then tailshots always miss anyway
.
- A few people are getting program crashes, perhaps more likely
to happen when recording TRKs.
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This is now officially called "the stutter". For a long
time SSI were unclear what users were complaining about - at first
Win95 took the flak and then the myth arose that it was unique
to Pentiums. Neither of these is true. It took a visit to my house
by Jim Mackonochie and Steve Whittle to realise what was going
on - once identified, they realised the problem had been present
on their machines all along. The stutter is subtle on 486s, and
as the game was developed and optimised for such machines by the
Moscow programmers, it was overlooked. It is due to an interaction
between the graphics and flight maths routines. It is more noticeable/intrusive
the faster the machine, and some players seem psychologically
unbothered by it. It was identified too late to be fixed for v1.1
but SSI have fixed it for v1.2.
The Flanker stutter needs to be clearly distinguished from a Win95
"freeze" that occurs on a far more intermittent basis
- a pause lasting 0.25-0.5 seconds but occurring just once in
a while. This freeze is also seen in other Win95 games such as
Warbirds, Indycar 2 etc. The problem seems to stem from the Transport
Handlers built into the W95 networking API.
The freeze only affects the Win95 version and only if:
- you have a Network Interface Card plugged in and
- It is bound to the TCP/IP protocol (the default) and
- you do not have a static IP number set for the network card
and
- you do not have a valid DHCP server to allocate you a valid
dynamic IP number for the card
In this situation Win95 periodically tries to find a valid DHCP
server, freezing all other activity as it does so.
If you understand Win95 networking then I should have told you
enough to allow you to get rid of the problem. Note that the IP
number for the card is quite different from any static or dynamic
IP number attached to Dial-Up Networking.
If you don't understand Win95 networking and want to try to get
rid of this AT YOUR OWN RISK, and if you
have no more than a stand-alone PC with a modem, or a PC+modem
on a Windows Network, do the following:
Go Start -> Settings -> Control Panel -> Network
Delete the protocol TCP/IP -> [your network card].
You probable didn't need TCP/IP over your Network card. If you
did, you are going to have to reinstall it. I warned you!
Don't do this on your work PC or you may end yourself up in a
whole load of trouble. If you're not sure you know what you are
doing, ask a guru to help.
A different solution is to set up alternative Win95 boot-up configurations,
one with a Network card and one without.
No.
Well, yes.
I mean, no, not really.
Let me explain
.
- v1.5 does seem to have a slightly slower framerate than v1.2.
This is more noticeable if you start Flanker in 16bit or 24bit
color mode. The 640x480 autoswitch no longer goes to 256 colors
automatically, and so if you start in 800x600x24bit color you
will end up flying in 640x480x24bit color (although you only get
256 on the screen) and this is not the most efficient use of your
video adapter. The solution is to use Quickres to switch to 256
colors before starting Flanker.
- Excepting this slight framerate drop, v1.5 does not stutter
except when playing back TRKs recorded with older versions
of Flanker! Presumably this is because "legacy code"
had to be included in order to play back the old AI correctly
in the TRK - perhaps this could yet be fixed.
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No. The ECM light was broken in v1.0, now fixed.
Sorbitsya ECM pods are automatic and switch themselves on and
off. This means you have 4 levels of ECM:
- None
- Sorbitsya only
- Onboard ECM only
- ECM and Sorbitsya
Not even the last combination is going to save you 15km away from
an S300 site. The above was determined by careful testing in controlled
conditions against 3 SAM types.
Some example ranges of engagement:
TARGET: inbound Su-27 at 2000m altitude, 1120km/h.
S-300PMU SAM system
| Range of engagement
(SAM launch)
|
| No ECM / No Sorbtsiya | 69.0km
|
| Sorbtsiya but no ECM | 54.1km
|
| ECM / No Sorbtsiya | 62.1km
|
| ECM and Sorbtsiya | 45.5km |
KUB SAM system
| Range of engagement
(SAM launch)
|
| No ECM / No Sorbtsiya | 24.4km
|
| Sorbtsiya but no ECM | 17.9km
|
| ECM / No Sorbtsiya | 20.0km
|
| ECM and Sorbtsiya | 14.7km |
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We are told that this is because the real Su27 has no 6 o'clock
view - it is possible to see out of the back of the canopy, but
in flight the pilot is strapped in too tightly to allow the necessary
movement. Fair enough, although this is disputed! v1.04 onwards
extended the view angles 30 degrees further aft, but only if you
are pulling less than 6g.
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The specs in the manual are the manufacturers' maximum performance
figures. A sales pitch. No missile ever performs up to these levels
in actual combat. The maximum ranges in the sim are probably reasonably
realistic, perhaps a bit pessimistic. The ranges were upped slightly
in the v1.1 patch.
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Yup - fixed in v1.1. E is active jamming. A is autopilot.
Ctrl-E is eject. S cancels accelerated time. And
Ctrl-H does something weird to the palette.
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Radar is modeled moderately well in this sim. Low flying incoming
small bogies are especially hard to lock up. But up to v1.2 there
was a bug concerning scan zone movement. This
bug was fixed in v1.5. Friendly AWACS and EWR obviously help as
their information is uploaded to your Su27 by datalink.
Bogies suffer an unfair advantage over you. They detect you by
extra-sensory perception, not by using their radars or EOS. They
also have an unfair advantage in that they can "beam"
your radar but you cannot beam theirs.
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Left shift plus a view key will cycle only through enemy aircraft
/ objects. Right shift plus a view key cycles only through friendlies.
Ctrl-shift-Fkey is an allowed combination, to cycle backwards.
Right Ctrl key accelerates object panning / rotating with keyboard
arrow keys twofold.
Select a plane with F2 or F5, then the F9 key will switch to dogfighting
view - cycles through a view from the original plane towards other
planes within visual range (6km?). You can use Rshift and Lshift
F9 as described above to choose friends and foes.
Tilde ~ key now allows you to switch visual padlock between multiple
planes in your current field of view, so long as you have not
locked them up and you are in a close air combat mode.
* key allows you to visually padlock ground target. Whilst in
ground attack mode, put the circular target designator in the
HUD onto the target and lock using *. This is the CCIP marker
with appropriate munitions, otherwise it is the centre circle.
The effect lasts about 2 minutes.
Keypad 0 allows you to quickly glance at instruments no matter
where you are looking. Works only as long as key depressed. Absolutely
invaluable for dogfighting.
The backspace key now duplicates the Caps Lock key - weapon selection.
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Papa Doc became father to a baby girl late in the beta-testing
phase of v1.5. The pink plane is for her and her only, but sometimes
she lets her daddy fly it for her. He is not allowed to dent it,
though.
Visit http://home.earthlink.net/~plegrand/PINKFLAMINGO.htm
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I cannot get the lock key (TAB) to work.
You have to hold it down, sometimes for up to a second. This is
deliberate, realistic modeling of the performance of the WCS,
not a bug.
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They seem to "stick to the rails" sometimes, don't they?
This is because they take a couple of seconds to arm when selected
- that realism thing again. Wait, or hold down the fire button
a bit longer.
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You can't. That realism thing again. The preferences option only
affects measurements in map mode. The HUD and instruments always
show meters and km/h. Note that the HUD shows true airspeed (TAS),
the dial shows indicated airspeed (IAS).
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Kh29s do NOT lock onto a radar image. They are optical. Use the
radar mode 4 (zemlya) to find the target, then turn the radar
OFF and move the round circle with the dot on it, which represents
your missile seeker's line- of-sight, to the target either by
maneuvering the aircraft or with the direction keys. The MFD shows
you what the missile is looking at. When you see the target in
the centre of the MFD, lock on with Tab, and away you go.
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We are told that contrary to what is says on the manual, the Kh31
can only lock onto a fire-control radar, i.e. they DO lock on
but only to a radar that has already locked you up (and therefore
expect a SAM already on the way). From a sufficient distance they
are therefore useful. Close to, you will probably die. Suitable
strategy is to fly into range of SAM. Have your radar off. As
soon as you are locked up, lock onto the SAM and fire. Then immediately
go fully defensive - chuck chaff / flares, break turn, get low,
split-S, get lower still, and repeat as necessary (actually the
real trick is to get the SAM behind your 3-9 line and throw countermeasures)
You cannot lock onto EWR or search radars. This is said to be
realistic, but has been disputed.
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Have you watched the ships in action as your missiles approach?
They undertake active defence with SAM and AAA. You have to swamp
or surprise the defences.
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This missile's own radar only goes active 15km from the target.
Until it is that close (you have to guesstimate this yourself)
it requires guidance from your radar i.e. you have to keep the
target locked up until then.
Assuming the target doesn't maneuver, you can guesstimate using
the following formula:
TTL = Time to missile lock-on (count seconds until this
period has expired before switching to a second target)
TOF = Total missile time of flight (you must memorize the
time of flight number shown at launch time on the HUD)
DT = Total distance the missile will travel. This is tricky
to estimate since the target is moving. If it's coming toward
you, a very conservative estimate is the range to target at launch
time.
TTL = TOF * (DT - 15)/DT
Pretty tough to calculate on the fly, eh? :^) When launching at
maximum range at a target that is not running from you (if it
was, you probably wouldn't be in a hurry to get two missiles in
the air anyway), the rule of thumb I use is to count down half
the time of flight I see when I launch (remember this number is
no longer valid after you launch). It works for me.
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The infra-red guided R27te is supposed to be a medium-to-long
range fire and forget missile (and thus extremely useful). However
you may have noticed the following: you lock up an inbound bogie
with a R27te, you keep him locked up as he flies within the max
range marker (at around 40km) on the HUD, and yet you get no NP
shoot cue. Only when he flies to within 10km does NP appear.
The R27te thus seems no better than the R73. But wait! If instead
once the bogie is within range you break the lock and reacquire
- now the NP cue appears, you can launch and then bug out.
Curiously, the shorter-legged R27t behaves itself properly and
does not need this kludge. This must be a program bug and not
a "feature" of the real Flanker.
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The launch cue will only appear if you are within weapons parameters.
If you look in the manual you will see that there are both altitude
and velocity limits for each bomb. Particularly if you are too
fast you will not get a launch cue.
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(i) You have to save it first before you can start it.
(ii) To fly yourself in the mission make sure that you have one
Flanker designated as "Me". You can only do this on
a flight leader of "your" side.
(iii) If you have assigned a start time after the default to "Me"
you will have to watch the "prequel" unfold before you
automatically jump into your plane at the designated time. See
also below.
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You will have noticed that just changing your flight's take off
time to e.g. 1800 doesn't quite work. The sim starts at 1200 and
you have to wait 6 hours before your flight is ready to go. The
correct solution is to go through the menus Flight -> Briefing
-> Start Time.
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You need to go through the menus Flight -> Briefing- > Change
Sides
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Yes. Put yourself on a runway, first waypoint as take-off, mission
type GAI. The mission will start without you. As soon as EWR picks
up bogies or they approach within 10km of your airfield (visual
pick-up) you leap into your plane on the runway.
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Classify the mission as type "Training" using Flankers
with Sortie type "Nothing".
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Put more than one target waypoint onto the target in the flight
plan. This still is insufficient to get a simultaneous multiple
launch e.g. at a ship, where it is most needed to break through
anti-air defences. The plane will fire, pause, reorientate, fire
again etc.
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I could tell you, but then I'd have to kill you.
However declassified versions of the original missions on the
CD are to be found here
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You may well have obtained the OEM Special version of Su27 Flanker.
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The master gets to create the bulk of the mission - he adds himself,
friendly and bogie flights, friendly and enemy SAMs etc. He creates
the world but he does not create any human flights other than
his own. He can then start without waiting for the slave(s). All
the slaves have to do is to place their own flight onto an empty
map and then join the master. Any other flights / SAMs etc that
the slaves add will not be added to the mission. If flying
cooperative missions with formation takeoffs, the master may roll
a few feet forward on the runway and then signal the slave to
join via mIRC chat or whatever.
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Just scroll down the list of available planes - at the bottom
you will start to see Su27 N2, N3 etc.
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The basic unshaded polygon-only sim only runs at 640x480x256 mode.
If you are running at higher resolutions make sure that you have
ticked
File -> Program Setup -> Preferences -> Other -> Autoswitch
For some display cards this will only work if you are running
in 256 colors, for others it works from any color depths. If it
doesn't work for you, you will have to switch resolution yourself
before starting Flanker. This can be made pretty painless by downloading
the QuickRes add-in, to be found in the Win95 Powertoys on www.microsoft.com
If you have managed to get Su27 running full screen but it doesn't
seem centred, you need to adjust the vertical and horizontal controls
on your monitor. Your video card may have software that can do
this for you.
New!
From v1.5, autoswitch never changes the color depth. The
sim does run faster in 256 colors - use Quickres to change to
e.g. 800x600x256 before starting Flanker.
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This is because the smooth shading option needs a 64k colour screen
mode. It is unavailable if you are running in a 256 colour screen
mode. Use Quickres, as in the previous question. Expect a slight
framerate hit even in the cockpit.
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Can't be done. (well ....)
However, when networking using Win95, you don't need a copy of
the CD in both computers. Just share the CDROM drive that contains
the game across the network, and connect that drive to the other
machine on which you wish to run Su27.
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Go to the joystick calibration screen in Su27. Close your throttle
to minimum. Push it to full maximum. Now notch it forward a bit,
so that the blue ribbon is visible below the min RPM line. Now
push the min RPM button. Push to a bit short of maximum and push
to max RPM button. Repeat as necessary. You should now be able
to throttle down to true ground idle. Note that by 'idle' I mean
a setting of approximately 64%, not zero! Zero is 'off' not 'idle'.
Those max and min RPM buttons apparently come into their own if
you have a Thrustmaster throttle with palpable detents to mark
afterburner settings.
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Don't ask me! I use Suncom.
However, try the following. If you know better, tell me.
Thrustmaster FLCS
- Calibrate the joystick from Win95 control panel. DON'T choose
Thrustmaster, select 3-axis, 2 or 4-button stick instead. (4-axis
if you also have pedals.) Then select Thrustmaster from Su27 Preferences.
- If you have ACM gamecard and Soundblaster there may be a conflict
in game ports. Uninstall both, then reinstall first ACM then the
Soundblaster.
- Pick up your .M50 and .B50 files from http://www.su27-flanker.com/Missions/tm.html
Thrustmaster FCS, no throttle
- Calibrate it under Windows 95's control panel as a TM Flight
Control System.
- In Flanker(win95 version) calibrate it as a 'FlightStick PRO'
without throttle.(because the 'hat uses that 'channel').
This gets all four buttons to work.
- Download a program called 'Pov2k.exe', written by Charles
Plamondon from the Unofficial Su27-Flanker site: http://www.su27-flanker.com/Missions/misc/POV2K.ZIP.
It's a program written for su27 and Logitech Wingman. This program
produces key-commands (for radar/EOS scan movement) from the 'hats
movements. Run it before Flanker, then minimize it.
- The 'hat trick' works only in the win95 version, but you can
get all four buttons working in DOS too by choosing FlightStick
PRO as joystick type.
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There are two options available.
- Set it to emulate CH Pro mode. Calibrate first using Control
Panel joystick - choose CH Flightstick Pro, then from Flanker.
The buttons won't work this way. If you tick rudders you will
be able to use the stick twist for rudder control.
- Set it to MS Sidewinder mode. In this case the coolie hat
doesn't work unless you first load up the utility POV2K.EXE which
can be found via the Unofficial Flanker Site: http://www.su27-flanker.com/Missions/misc/POV2K.ZIP.
MS Game Profiler
- This is a free utility from Microsoft which allows you to
map the buttons on the stick to any function you like.
- If you want use MS Game Profiler for buttons programming in
Su27, you should specify FSIM.LBB and not SU27.EXE as the
executable program in MS Game Profiler options. (SU27.EXE is the
map editor, FSIM.LBB is the flight-sim module.) You can't choose
this file name from the list. Type it manually from the keyboard
while staying in the Su27 directory.
- Sometimes MS Game Profiler stops working. In this case you
need to unload it from memory (right mouse button click on the
icon in the tray), and restart it.
C:\Program Files\Microsoft Hardware\Gaming Devices\daemon32.exe.
You need not restart the game or Windows95.
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Jason Shannon created a little patch that will enable the sound
in SU27 Flanker on NT 4. It's available from:
http://www.larch.demon.co.uk/su27nt4sndpatch.htm
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You have to be in NAV mode NOC or BO3B. Then look at the runway
and push * as usual.
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The L key dumps fuel whilst you are in the air, and refuels
you whilst you are on the ground. But it is realistic - it does
so in real-time, i.e. slowly. It takes about five minutes to refuel
to 90% from empty. Ctrl-A will accelerate this process.
If you have made a deadstick landing having run out of fuel, you
may have worried that you cannot restart your engines. Do not
worry - refill up to 3 to 4 tons and they will restart themselves.
Having your throttle at idle at this point will help prevent any
nasty surprises.
EXPOSED AS SCUMMY CAPITALIST DISINFORMATION AND LIES: "There
is a third way to refuel - fly really close behind one of the
heavy iron (AWACS, Tu-95, IL-76) for 40 seconds and your fuel
level will jump up again."
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You are going too fast. Try flying level at 450km/h, then push
K. See? A prize for anyone successfully using this in combat,
as in "I'll pop the brakes and he'll fly right by".
(Hint: you are in the wrong sim. Probably the wrong universe.
Please close the door as you leave.)
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International keyboards vary. They key you need is at the top
left, next to the 1 key. Or maybe not. Hunt around!
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If he sees you making anything less than a picture perfect take-off
he aborts. It's too dangerous up there to follow a flight leader
who doesn't know his stuff! Also, he doesn't want to slam into
your tail. Pull back steadily on the stick, don't hesitate, don't
let the nose drop. Don't pull too high an AoA before take-off
velocity. Finally, if you are heavy with 100% fuel on board, you
will need to light those burners.
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It was broken. Although the alt and az of the radar can be changed,
the radar never detected a target which was more than 6000m
vertical separation from your Su27. To find bogies at higher or
lower altitudes you had to fly the plane to a new altitude.
Fixed in v1.5
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There are a few idiosyncrasies in how the radar works, that I
believe to be reasonably realistic.
Firstly, in scan mode or when receiving downlinked data from AWACS
or EWR, the position of the bogies is only updated every few seconds.
This is surely how the real thing works.
In track mode (locked up target) the position and velocity of
the target is continuously updated.
When a target achieves a radar lock on you, the "emitter"
symbol on the radar display may not correspond with the position
of the bogie. I think this is also realistic, the display is showing
but not combining data from two separate pieces of equipment,
the radar and the radar warning receiver. The RWR can only determine
bearing and strength of signal - the distance is only estimated
according to signal strength and so the emitter may be calculated
to be somewhere other than the radar return. It would not always
be correct to assume that you are being painted by the same bogie
that you are painting!
You may sometimes lose lock on bogies, especially after firing
a missile. This happens for two reasons - firstly the bogie may
maneuver and put himself into your Doppler notch. The Doppler
notch is a blind spot that your radar has for targets traveling
perpendicular to your direction of flight, plus or minus a few
tens of kph. The notch exists because your radar is designed to
filter out returns from objects which have zero groundspeed relative
to your direction of flight, it is done by looking at the Doppler
shift of the returned signal. The purpose of it is to get rid
of vast amounts of ground clutter (this is why hills, buildings,
vehicles etc do not show up on your A2A radar) but it does give
the bogie somewhere to hide. You can use the notch defensively
yourself to defeat human opponents in H2H, but sadly the AI seems
able to see you even if you are in their notch.
The second reason you may lose lock is when the bogie releases
chaff - indeed you may see false returns on your radar and even
lock onto the chaff for a few seconds.
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The EDSU (elektro-distancionnaya sistema upravlenia or electronic
remote control system), also referred to as the ACS (automatic
control system) or fly-by-wire bit, includes alpha and G-limiters
that prevent the average pilot from bending both themselves and
the airframe. Now this can be made to fail by choosing Options
-> Failures -> ACS in the Mission Planner, but did you know
that you can also disable and re-enable it in-flight? Just use
the A (autopilot) key in any mode other than NAV. The autopilot
light comes on but what actually happens is that the ACS/EDSU
is disabled. The Flanker will turn much faster, but also bleed
speed accordingly, and is much more challenging to fly.
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I get disorientated in padlock mode.
That little mini-HUD that you see in padlock mode is always orientated
so that it is at the side of the screen closest to the nose of
your plane. Basically, you need to roll so that it is at the bottom
of the screen and then pull up on your joystick.
Many of us think that the padlock implementation is one of Su27's
best features - but probably none more strongly than Papa Doc.
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Mostly thanks to Al Bergen:
- Ins (toggle loose/tight formation) works anytime wingie
is joined up on you. Wingie responds either roger or negative.
- Home (join up) requests wingie to re-join on your aircraft.
They will only roger this if they are not engaged in another task.
If you tell your wingie to attack a target, he will reply negative
to your calls to have him re-join on you until he kills the target,
or until his task is complete. Wingie responds either roger or
negative.
- End (dispatch wingman on mission) wingman will follow
all waypoints in sequence. This can be a turning point or a bombing
waypoint etc. If the next waypoint is a weapons release waypoint
ie bombing, then the wingie will proceed to drop/launch weapons
at that waypoint, he will then continue following the waypoints
until he reaches the last waypoint and/or lands. Wingie responds
either Bugout or negative. **NOTE Wingman will incorrectly respond
"Bugout" for some strange reason... (Bugout actually
means that he is disengaging and heading for home) however he
is really not bugging out.
- Del (dispatch wingman on mission then join up) This
is almost identical to the above "dispatch wingman on mission"
command, except that the wingie will rejoin formation rather than
proceed home after launching weapons. The wingman will follow
all waypoints in sequence. This can be a turning point or a bombing
waypoint etc. Upon reaching a weapons release waypoint the wingie
will proceed to drop/launch weapons, and then will announce "rejoining"
and will re-join your formation. Wingie responds either roger
or negative.
- [ (attack my target) works on air targets only.
- At long range, you must locate airborne targets on your radar,
go to BVR mode, then select the target you want your wingie to
attack by placing the target designator box around the desired
target (with the tilde ~ key). **IMPORTANT DO NOT lock onto the
desired target.
- At short range (<10km) just lock up the target in any radar
mode and issue the command. Wingie responds either roger or negative.
- ] (cover my six) works on air targets only. **DOES
NOT mean clear my six, which would imply that the wingie is actively
scanning your six to ensure you are clear of bad guys. It actually
means that if your wingmen visually detect a threat aircraft closing
to within 15 km of your six o'clock, then the wingie will attempt
to eliminate the threat. The wingies are apparently visually picking
up any threat aircraft which close to within 15 km of your tail.
- This command will not work if the threat aircraft is ahead
of your 3/9 line, unless you have your radar or EOS turned on
and have selected BVR mode. If your radar is on and you have selected
BVR mode then your wingmen will roger your command as soon as
the target gets to within radar range.
- For example; if you are making a head-on pass on a bandit,
with your radar/EOS off, your wingies will respond negative to
your "cover my six" command until the bandit passes
your 3/9 line, once he passes your 3/9 line they will be more
than happy to help you out. If you make a head-on pass on a bandit,
with your radar/EOS turned on, and BVR mode selected, your wingies
will roger your "cover my six" command and they will
be more than happy to help you out. Wingie responds either roger
or negative.
Some more notes:
The position of the wingmen responses on the top of the screen
indicate which wingman is responding. if the response is in the
left side of the screen it is coming from your #2 man, center
from #3 man, left from #4 man (assuming you've got a flight of
4). When they break from formation this still applies.
When you give a command to the wingies it goes first to the farthest
wingman (#4, if he has already been given a task or is unable
to comply the command is received by the next wingie in line the
#3 man, then #2 etc. (The human player is the #1 man or lead)
If your wingman or any aircraft reach their last waypoint and
if that waypoint is not a landing waypoint, the aircraft will
disappear.
Even more notes, thanks to Mark "Stinger"
Shepheard
Here's what I have found in regards to wingman control:
If you are following the waypoints on your Nav display, and say,
you are inbound waypoint 3 but find a target on radar, switch
to BVR mode, and then go after them. After you kill the bandit,
you notice you have passed waypoint three and four, so you just
continue on to waypoint 5. Now, If you "dispatch wingman
on mission" he will fly BACK to head for waypoint 3 because
that was the highlighted waypoint on your Nav. So, what you have
to do before you send them, is go back to your Nav display and
update your inbound waypoint. What I usually do is highlight the
target/intercept waypoint and then dispatch them. This is a must
for getting wingmen to hit ground targets. - If you have your
wingman sent to attack a ground target, and you get the "missile
away" message from him followed by a "rejoining"
message, and there are still targets left to destroy. Toggle,
"send wingman on mission and rejoin" again, and continue
this process untill your wingman has either fired all his air
to ground missiles, or all targets are destroyed. Works very well,
but you have to KEEP resending him after you get the "rejoining"
message, and again, make sure the target waypoint is highlighted.
I have had my wingmen kill airborne targets, ground/naval targets,
and a number of times get a bandit off my six while I was heading
home in a crippled ship. Just be very repetitive with wingman
commands. Oh ya, one other note, if you are crippled, say, with
only one engine, and a wingman is on your wing, make sure that
before you land, send him away. I have had him crash into me on
short final cause I was trying to get a wounded bird down in a
strong crosswind.
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Guns kill hints, by Sankar.
Okay, here are a few things that might help someone to master
the art of guns kill in Flanker: (You may already be aware of
a few things listed below, but I'm just gonna state them anyway)
- Know thy aircraft.
- It is vital to know the performance envelope of the Flanker.
Some of the things to watch out for include the corner speed,
which is around 750 kph IAS, the A0A limit, which is pegged at
28 degrees soft-limit, the usage of flaps at speeds less than
500kph to reduce the stall speed, the usage of rudders at speeds
less then 400kph (you will be surprised that you may have to fly
even slower than this airspeed, sometimes.)
- Know thy enemy.
- This is order of difficulty that most of us have come to agree
upon: 1. Su-27 2. MiG-29 3. F-16 4. F-15
- If you make a mistake when flying against an Su-27, you have
very little chance of survival. It is easier to shake the American
a/c than it is to shake the Russian a/c. Better not let them on
your six if possible.
- The AI is primarily an energy fighter. I've yet to catch one
doing a turn/burn manoeuver. This also makes it a tad bit easier
to shake the AI, provided you execute a drasitic out-of-plane
maneuver just as you hear the lock tone. The AI tends to use the
radar even for a guns kill, so it makes ones life a li'l bit easier.
- The AI seems to have an advantage in the vertical. You'll
see an F-16 maintain its speed while climbing at a steep angle
and you'll have a tough time trying to play catch-up. Well, don't
try to catch up. What goes up should come down. Keep tracking
the AI while maintaining your energy to match its energy level,
and catch him up when he gets down to meet you. If he doesn't
have good angles on you when he gets down, he'll try to climb
back up and repeat the routine. If you dictate the terms of engagement,
you'll soon get the upper hand.
- The AI at the merge is dumb. You will not find the AI performing
a lead-turn at the first merge. Some folks take this to their
advantage and lead-turn at the merge to get behind the AI. You
can use this initially, to hone your guns kill, and then eventually
proceed to conform to the ROE of not lead-turning at the merge.
- Padlock view is your saviour
- You can forget barking with the big dogs (real humans in h2h)
if you don't want to master the padlock view. Tho it is a bit
disorientating at the beginning, "Flanker" has an absolutely
awesome padlock view. The time spent in mastering this is a very
good investment. Even when you choose to use the funnel, the padlock
view will help you get a better aim.
- Use EOS to lock the target
- EOS is by far the most effective tracking system for locking
a target to score a guns kill. This is preferred over the radar
because it doesn't alert the enemy of your lock, and is preferred
over the funnel because it helps you get an accurate aim. If you
remember to stick to a lead pursuit before firing the guns, you
will soon forget the advantage of the funnel, which offers you
the information on your shell trajectory.
- BFM comes to the rescue.
- Get Shaw's Fighter Combat book, or Pete
Bonanni's AOTK book, or if possible both of them. Just about everything
they state about BFM is true in Flanker.
- .trks help one learn from others
- I wish there were a lot of .trks on BFM. But, I do have a
couple of them, one going against a lone F-15 on just mil. power,
and one going against three Su-27 Flankers set at excellent skill
level, with no lead-turn maneuver at the merge. I'm sure there
are others out there with better BFM and ACM techniques.
- There is more than what is stated in this message
- heh..of course, just that I don't know much more than what
I've stated :-)
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So you've been flying this high tech fighter all this time H2H
without missiles, eh? Wimp! It's time to stop that foolishness,
no one in their right mind would take a real Flanker into a war
zone without missiles so why in the most realistic flight sim
for H2H are you not carrying missiles? Because you're scared,
because it's hard, because it's not fun. Get over being scared,
you're right it is hard but if we wanted easy we would be flying
something else not Flanker, and no it's a lot of fun but you have
to know how - or someone like Wags, Talon or myself will come
along and ventilate your plane from afar. Repeat after me...BVR
is fun BVR is fun....practice practice practice....BVR is fun
<VBG>.
What follows are some general guidelines, that will be subject
for revision as we get better at flying them. In essence when
fighting the same type of aircraft i.e. Su27 vs. Su27 armed with
the same loadout--as would be standard in H2H Match play, the
person who gets to the launch parameters quickest at the highest
speed then stops his ingress into the range of the bandits missile
envelope the quickest will win. This article discusses the use
of the R-27re, R-27r, R-27t,(R-27te, and) R-73. Keep in mind that
you must keep lock on the bandit, you are playing a game of chicken
and the first one who blinks is at a distinct disadvantage. In
the first launch of SARH missiles the lock must be held through
the flight till impact.
The following are the steps involved in a typical BVR fight. The
setup is 2000m alt, 55km separation head on aspect.
- Upon entering the cockpit full afterburner and a dive to gain
speed as quickly as possible. Gaining altitude is not a viable
alternative for a couple of reasons.
- Apparently the missiles do not model less range due to having
to climb to height (I would love to be corrected on this point).
- It is imperative that you gain more speed and get into firing
parameters before your opponent. Be careful of your dive angle.
If you dive too steeply you will bottom out too soon and will
be forced to fly level and thus lose speed. Rather, if you fly
at ~15 degrees down, you can build up more speed than someone
who dives at ~45 degrees who has to level out.
- On your way down go to BVR mode engage IR and Radar and lock
up the bandit. This will give you some indication of what's what's
going to happen. If the bandit is gaining speed more slowly than
you, your missile will be launched first and if you fly correctly
arrive first. The missile will be able to travel farther with
a higher aircraft launch speed - and to quote a Civil War General
to win battles you need to get there "first'st with the mostest"
<G>. To gain even a little more speed, remember to unload
(zero G) your aircraft as it is descending.
- When you get the launch signal NP, launch! A moment wasted
here is going to get you killed. I generally launch two missiles
here but this may be incorrect because of the next part is so
essential.
- After launching your missiles YOU MUST HALT your ingress into
the range of the bandit's missiles without losing lock. This is
imperative. This is usually done by deploying the airbrake, and
turning in the horizontal hard, put some G's on the airframe,
but don't forget to keep lock as all will be for naught if you
lose lock. Deploy flaps and maintain around a 20 degree nose high
AoA. This will slow you down even more. I generally won't clean
up the aircraft until around 600 kph. You don't want to get too
slow or you'll be unable to maneuver quickly enough if you need
to crank into the notch.
- Now the playing Chicken part comes into play. You were paying
attention to your bandit's speeds weren't you? If his speed was
significantly lower than yours at your launch time then you may
(only may) assume that yours will arrive sooner. Because the next
step requires you to either honour the threat of the missile warning
and evade the missile or ignore it and keep lock. It helps a great
deal to watch the skies as the missiles are visible, at first
as smoke from launch then as a black dot, then it will sparkle
white- this is when you missile warning will go off. If you evade
by turning hard to put the missile on your 3/9 at this point you
can usually avoid significant damage, but you will lose lock.
I have forced people to lose lock at the last second and the missile
R-27re will explode harmlessly and I have waited too long and
gotten a R-27 in the face - it carries a significant punch and
will kill or disable. Your decision will be based on your observation
of the bandit's speeds at launch. You can get a good idea of what
the other guy is doing by monitoring his vector on the BVR HUD
mode. His flight vector is represented by the arrow connected
to the bottom portion of your missile engagement envelope on the
HUD. This gives you a constant update of his nose angle on you
and is much more accurate/timely than the information given on
the MFD. By monitoring the vector on the HUD, you can tell when
he has broken defensive and thus that your safe from this incoming
AAMs. Watching the MFD is somewhat useful at this point as you
can see in a delayed fashion your opponent's reactions and whether
is blinking first or not. Keep in mind that it may be possible
to force him to lose lock and keep lock yourself by observing
his aspect angle and taking advantage of it. For instance if he
is moving to his right his radar coverage may be less than what
you may be capable of and so he may lose lock and lose the fight.
One should be using the MFD for two things at this point.
- If you are forced to go defensive, use the enemy emitter reference
on your MFD to place it at exactly 90 or 270 degrees from your
line of bearing. While keeping the bandit at your 3 or 9 o'clock,
dispense chaff and flare as fast as possible and either be nose
up or nose down - don't fly level. By doing this, you have a good
chance of avoiding his AAM. Once his missiles have sailed by,
crank back into the bandit and engage.
- The key to successful engagement is keeping the bandit at
the absolute gimbal limit of your radar. This is generally 50
degrees right or left. By keeping your nose as far as possible
off the bandit while maintaining lock, you are increasing the
flight distance his missiles must fly to reach you. The tricky
part is finding that gimbal limit without going too far and losing
lock. Once you lose lock you are screwed and must reacquire.)
- If the first volley misses the process starts anew.....
Some things to practice.
- How far can you turn while keeping lock.
- Missile evasion is required - you will have to be able to
beam missiles. Turning away completely will allow the bandit to
close on you and I guarantee that a human will take advantage
of that - you will have a nice spread of missiles coming your
way when you decide to bring your nose back into the fight. Keep
in mind though that if you have brain overload go completely defensive
and release chaff and flare - better to stay alive for five more
seconds than to just take a missile in the face. Then vow to practice
some more so that next time you make him have brain overload,
and stick him with the missile. More fun trust me...<VBG>
Once you have a guy on the defensive, it is best to have at least
one missile in the air at all times to keep him on the defensive
and thus not be able to put his nose on you to take a shot.
- Another possible way to fight this fight is stealth, force
the bandit to lose lock and to lose you by going low, below 25p,
and behind obstructions.
- Practice using all the missiles against AI targets, learn
how they work. For instance the R-27t must be locked then unlocked
and relocked for it to be launched.
- Another tactic - you can notch the guys radar until he closes
within heater range and thus eliminating a SARH F-pole fight.
- It's completely crazy to fly straight into the battle waiting
for a shorter range shot - the R-27r will hit the target from
maximum range if lock is maintained, and besides you want the
other guy worrying about something. If you don't put a missile
in the air he will be playing solitaire on his way to killing
you.
- Practice practice practice. To me BVR fights with a worthy
opponent may be more fun and intense than gun fights, and I never
would have thought that. Indeed I thought BVR fights would be
boring. THEY ARE NOT. What they are is a great test of your ability
to keep several balls in the air at once. And its not a bad game
of chicken either <VBG>.
Return to Contents
[words by PAPA, punctuation amended by Redshift - but, hey,
look at the raw material I had to work with!]
I will try and be brief. But keep in mind that much of this is
gonna be a bunch of bull....WHY..? Well because situations in
H2H are fluid....you shouldn't EVER be predictable.....What was
brilliant last time may not be so brilliant the next time in seemingly
the same circumstances...this is CRUCIAL DO NOT FORGET IT.....I
cannot tell you the amount of flights I've won because the other
pilot was going the same way each and every time....WHA..?????
That's right he died the last time and instead of modifying his
tactics....he COMES at me the SAME way....WHA...????
Then also consider that if you won the last match doing a particular
maneuver that if you're flying someone competent he may counter
that particular move this flight.....DON'T BE PREDICTABLE...which
kinda makes advice useless. But hey you need to start somewhere.
So here are a couple of examples and my thoughts on why they are
useful.
To the more technically inclined I apologize, I don't use the
LINGO...because the people who know the lingo don't need to read
my advice...the people who are asking don't know the lingo..so
I tend to put all my advice in hopefully simple terms.
Coming into a merge (when you pass each other nose to nose) it's
wise to know the bad guy's speed - this will tell you a lot of
where to go. To those who ask about what to do after the first
merge and you are approaching nose to nose the second time...treat
it like the first merge except that if the ROE [Rules of Engagement]
called for a clean pass first merge you can now shoot, or lead
turn (more on that later). Also make sure to be flying with Mirrors.
Two major styles of fighting
Your speed is gonna be dependent on your style of fighting the
Flanker...there are two major styles of fighting ...
One is called the energy fighter. He keeps his speed very high,
around 1200km/h into the merge and tries to force his opponent
to bleed his speed by taking a slow angles fighter vertical. An
impatient angles fighter will be continually trying to pull his
nose into lead (pointing his nose ahead of the energy fighter's
flight path) to get a shot and the energy fighter is always just
a nick ahead of the bullets....then all of a sudden the angles
fighter will notice that he is no longer flying a sleek killing
machine, but instead he is flying a large paperweight and he no
longer has control. Then the angles fighter discovers that he
has deftly placed the energy fighter into his deep six (behind
him).
The other is the angles fighter....this is the predominant type
on the net because it's the most natural. Most people want to
pull hard on the stick. And this is the main reason that anyone
flying Flanker should for the first month or so fly with the ACS
off....that will force sane treatment of the Angle of Attack as
pulling hard on the stick is an extremely bad habit that causes
death and destruction. The angles fighter is trying to use his
reduced speed to turn inside of you and get a shot.
The angles fighter comes into the merge anywhere between 750 to
950. If he is at 950 watch his airbrake at the merge and act accordingly,
in other words if you are flying a known angles fighter and he
comes into the merge hot, WATCH his airbrake to see if he is a
cat that has changed his spots or if he is actually trying to
sucker you into a bad move.
Things to do at the merge
It helps to develop a knowledge of who fights like what.....because
as much as we all try to be unpredictable we all still pretty
much stick to a style.....nonetheless avoid being pinned down
if possible.
Ok here are some very rough ideas on things to try at the merge.
- Coming into the merge his speed is more than 150km/h faster....and
he turns into you.....in the horizontal...and you don't see a
brake. Then you put the brake out and turn away in the horizontal
plane (same plane of motion as him)...when you regain tally you
reverse your turn putting you inside of his circle. Imagine him
flying a large circle and you flying a S pattern within the circle.
Don't let your speed bleed too much in this maneuver cause if
you miss....big problems will ensue....stay above 600. This is
a wonderful way of messing with a person's head. Cause usually
he is thinking everything is peaches and cream as he is at corner
speed (around 900km/h) and your not...(your at 750 or so into
the merge)...I've had people repeatedly come at me, not believing
that I was gonna turn inside them....bang bang your dead each
and every time.
A word about missing with guns...missing is bad. Don't miss. Practice
with your guns in both modes until you can hit the knat off of
a pin at a thousand yards....why both...??? Because you might
accidentally get shot and lose your radar gun sight. So learn
the funnel....also shoot from padlock.
Speaking of padlock....its gonna be really painful to fly H2H
if you don't understand padlock inside out. So make sure you do.
Outside views are for pussies. Besides most old timers will disable
them if they master and then where are you if you depend on them.
- Coming into the merge he is at 1200 and your at 850....its
gonna be a long day. So settle down and be patient. Rushing a
shot will bleed way too much speed and you will die. Now he goes
past and probably goes up....now all that practice you have had
against the AI is gonna come in handy.
side note...its a very good idea to practice against the AI by
going 1vs many...but its even a better idea to load yourself up
with fuel. NOW you're gonna learn something. Pulling hard is a
very bad thing....hehehe. My observations about the AI is that
while they have a slight advantage (I mean very slight) in the
vertical, its easily taken away. I continually and with reckless
abandon kill AI in the vertical.
Anyway back to the merge....as he zooms past (give him the finger)
dip your nose slightly to gain a bit of energy...no need to immediately
pull into a turn...at the speed of heat he is going his radius
is gonna be REAL big...and you need energy like a man in the desert
needs water. Ok now one of the ideas I have for this situation
is to pull up gently so that you match his radius while keeping
your speed somewhere in the rational zone. If you waited a bit
before going up...he will have almost started to pull over the
top on his immelman....and you will be about half way up. What
you're gonna do is LEAD turn his ass...what's a lead turn? It's
when you are coming into a nose to nose merge and you start your
turn into him before reaching him....(you probably see that much
of this is speculative) since relative to him your speed is low
you can turn with a much tighter radius, but to not lose too much
in the turn make sure to not go up when turning anymore than is
required to bring your nose around....a bit of lateral separation
here is not a bad thing... to help picture this put your hands
up in the air (hehe and sing after me) the left at 11:00 heading
down to your 4:00 and the right heading up from your 4:00...as
you bring them together the right hand will begin turning before
you reach your left....as you can see if you move your right a
bit off the flight path towards your chest and then turn away
from your chest your turn will have more room to come around his
six....(all assuming much predictability on his part). A little
guns in the face while passing him is a great wake up call for
the overconfident energy pilot. Even if it's just tracers passing
his general vicinity...but your practice should have made you
able to at least connect with a few.
When lead turning in these situations to make things simple always
pull towards the bad guy...when your first starting out its easy
to get too cute with lag and lead pursuits and usually just getting
your nose on the person is the biggest challenge.
Ok so now you have lead turned the bad guy and you find yourself
behind him...and y'all are going around a big loop. BUT he is
pulling away from you. NOW comes the patient part....BE PATIENT....what
your gonna do now is what I do against the AI....DON'T try and
pull into lead immediately for a shot...your probably too far
away and will burn too much energy. What your gonna do is keep
him somewhere in the top of your HUD or out the top of your canopy
and gather him up slowly. This takes lots and lots of gentle practice...when
you start getting close you will every now and again take a long
distance shot to keep him honest and try and disrupt him. (The
truth of the matter is that if he is good and doesn't get flustered
he has an advantage) this is where all that gun practice will
come in handy. Remember to pull in the flaps when going up.....and
to push out the flaps when going down and pulling for a shot...then
pull them back in.
Now sometimes its also possible in this situation to not go up
with the energy fighter and to instead just Slice (nose low 10degrees
turn, put your nose 10 degree's below the horizon and pull) and
meet him on the other side of his loop....this has worked well
for me with some and not so well with other and because GOOD energy
fighters are so rare I haven't been able to do it enough to find
out why it works sometimes and not others.
The Basics
Ok this is enough of this speculative stuff. The basics are...........
- When your first starting out try and not be CUTE....(I've
seen a lot of cute) PULL TOWARDS THE ENEMY....put your nose on
him and shoot.
- Corollary of the above DON'T PULL TOO HARD...hehe..confused..?
What I mean is be aggressive always be going after the bandit.
I see some doing aerobatics to get a shot somewhere in the future...NOT
GOOD.
- Be very very very good at shooting your guns. All the most
wonderful flying in the world means diddle squat if you can't
hit the bad guy with guns. What's the secret? PRACTICE PRACTICE
PRACTICE PRACTICE PRACTICE....and then more PRACTICE.
- Padlock is my friend...outside views are for pussies.
- I Promise PAPA that I will fly with ctrl j selected all the
time so that I can see me screwing up...when I'm pulling too hard.
- I will continue to check my instruments to be sure that I'm
not flying around with my brakes out...(I lost a match doing that,
stupid shit that I am).
- I promise PAPA that I will try and not be predictable.
- Use the radar gun sight...but know how to use the funnel.
- Be wonderful at recovering from spins...actually be miraculous...(yea
I know I need a spell checker) [you think that will fix it?]
- In tight turning fights FLAPS are REQUIRED....you will die
without them.
- When out of guns range don't be so anxious to pull into lead
for a guns shot....DUH..!
- Pulling too hard is for when I'm alone in the bathroom...not
for when I'm flying my JET. [??]
- Reversing turns is for the brave, the skilled and the dullards...try
not to be in the last category. hint: There aren't too many legitimate
opportunities to reverse your turns against a good opponent.
- When all else fails, keep trying....stay alive for a second
more...you never know when the other guy will have a brain fart....be
ready to punish him.
- AS ALWAYS A BANDIT ON YOUR SIX IS BETTER THAN NO BANDIT AT
ALL. [But not as good as a Papa in your gun camera]
- Aerobatics tend to allow the badguy to slip out of your view...its
very difficult to shoot something you can't see. Stay on him.
- Match his nose.
- Match his wings.
- The ground is hard...attempt to avoid the ground unless taxing.
- The guy with the least amount of weight has the advantage....unless
he is light because he is out of stuff to shoot....then he is
a target. Running out of bullets in a H2H match is unforgivable.
Brought to you by the one and only
PAPA DOC Infamous Flanker Pilot.
The one your mother warned you about.
Flying the Pink Flamingo... Damage, Inc.
Return to Contents
Wag's BVR tips Part I
Still getting smoked in Beyond Visual Range (BVR) combat? Well,
sit back and I'll fill you in on some of the BVR knowledge I've
acquired through many hours of BVR Flanker play and my professional
experiences.
First off, remember that the type of missiles being used will
dictate how the battle is fought. To illustrate this, I'll take
each category of missile (based on seeker type) and investigate
the do's and don'ts. I'll intersperse other tid-bits regarding
missile avoidance, baiting, and warning indicators. I don't pretend
to be the know-it-all of BVR, and I welcome comments and further
discussion. I sincerely hope that the following will be of help
and interest to those of you still struggling with intricacies
of BVR combat.
SEMI-ACTIVE RADAR HOMING (SARH) MISSILES
The SARH missiles (a missile that requires you to illuminate the
target aircraft the entire time of missile flight) for your use
in Flanker include the R-27R (AA-10A ALAMO) and R-27RE (AA-10C
ALAMO). The only difference between the two is that the RE has
a larger motor, thus giving it a longer reach (i.e. provides you
with a larger F-pole if used properly, we'll get to this shortly).
Except for the R-33 (AA-9 AMOS), the R-27RE and the R-27TE have
the longest reach in Flanker. It is this long reach that can be
exploiting for deadly affect if used properly.
The primary drawback to the R-27R/RE is that, like all SARH missiles,
they require you to keep your target locked the entire time of
missile flight. So how do you go about taking advantage of the
"long stick" R-27RE? The best way to illustrate this
is to diagram a target engagement. During the course of this diagram,
I will also be illustrating the use of off-angle targeting and
speed differentials to increase your F-pole--the distance between
your aircraft and the target aircraft at missile time-out. Contrary
to was what written in Aunt Mary's, there is NO advantage to coming
into the engagement at a higher speed than your adversary.
Regardless of your air speed versus your opponents, both aircraft
will reach RMAX (the maximum distance at which the selected missile
can be fired and reach the target given the targets current heading
and speed) at the same moment. So what's the advantage into going
into the fight faster than your adversary? None. That being said,
it's best to go into the fight at a speed with sufficient closure
to ensure a large RMAX (the higher the closure rate, the larger
your RMAX) yet not significantly faster than your opponent because
it will give him an advantage in getting slower faster (I'll elaborate
on that in a bit).
As a rule of thumb, I generally come into the fight at approximately
800 KPH. Going slower may not be a wise option if you choose to
go into a bait maneuver (to be discussed later).
Upon reaching RMAX with R-27R/RE, it's best to fox (generic term
for an AAM shot) twice due to one AAM not necessarily killing
the bandit every time. Also, if the bandit defeats the first missile
he may assume there is not a second in trail and will attempt
to crank (a high G turn) back into you to go sensor nose on (bringing
the aircraft sensors - radar, IRST, missile seekers - to an azimuth
capable to detecting/tracking target.) Sorry for all the work
jargon. After foxing, your primary goal is to maximize your F-pole.
We do this by two means: off-angle closure and speed kill. Once
done foxing, put the brake out, put the flaps down and cut throttle
to idle. At the same time crank hard into a nose-high (20 degree
works well) bank. During the course of the crank it is imperative
to retain lock of the target.
Remember, that if you lose lock, any missile you have in the air
will go dumb and explode harmlessly. Keep an eye on your MFD and
bring the locked bandit to approximately 60 degrees right/left
of center and then roll level, yet nose high. Now that we have
the bandit still locked up at the gimbal limit of our radar, we
are nose high with brake and flaps out, and we will be bleeding
speed like a stuck pig. The reason to keep the bandit at your
gimbal limit is to increase the distance any AAMs your adversary
fired will have to fly. By flying with the bandit locked at gimbal
limit, you are forcing the enemy AAM to fly a curved flight path,
and as we all know: the shortest path from A to B is a straight
line, not a curved line. By concurrently cutting our speed, we
are decreasing the closure rate between our aircraft and the incoming
missile. What this all amounts to is that assuming the bandit
continues to fly a pursuit/high speed intercept, our missiles
will arrive on him before his can reach us. (Note: There are two
ways to tell if you killed the bandit, 1-fast decrease in alt,
2-sometimes you will be given an audio impact sound.) What this
forces the bandit to do is either take the hits, and likely die,
or go defensive to avoid your missiles and thus lose lock and
have his missiles "go dumb". Again, we are assuming
the bandit fired the same missile as us - either an R-27R or R-27RE.
MISSILE AVOIDANCE
So lets say you enter a BVR fight in which both you and your adversary
are equipped with R-27R/RE, and despite your best attempts to
win the F-pole fight you hear that dreaded missile proximity warning
klaxon. How do you avoid that incoming missile? (Note: Just because
you hear the proximity warning indicator, does not necessarily
mean that the missile coming towards you is in fact guiding on
you. There have been many instances where I have destroyed the
bandit after he fired an SARH missile, but I still get the warning
despite the AAM not guiding on me.)
The first thing to do is put the enemy aircraft that launched
the missile on your three or nine o'clock line. This is termed
flying the notch. Pulse Doppler (PD) radars rely on a velocity
change difference between background and the target in the main-beam
lobe to detect the target. By flying perpendicular to the PD emission
vector, you provide no discernible velocity change from the background
to be locked by a radar in a high PRF mode. Depending upon the
sophistication of the PD radar, it will vary in the size of its
"gate" (the positive or negative rate-change velocity
if not flying truly perpendicular) in regards to background by
as much as 200 KPH.
Once you are flying perpendicular to the enemy's radar emissions,
you will want dispense chaff/flare at maximum interval-rate and
assume a 15 degree nose high aspect. Then, slew your view toward
the direction of the incoming missile and attempt to attain a
visual tally of the incoming AAM. Initially, the missile will
be visible from its motor smoke (if within visual range). The
missile itself will start out as a small dot, then grow to a small
"plus, + " sign, then turn into a rapidly closing white
sparkle. At the moment you see the missile turn from the small
plus sign to a white sparkle, initiate nose high 4 G bank into
the missile. I have yet to have a missile achieve even a proximity
hit on me with this method. I'm sure there are other methods,
perhaps better, but this one works well for me. Additionally,
as long you continue to fly the notch, or put the bandit at your
six o'clock, he will be unable to attain radar lock in H2H. This
is a means of achieving closure without fear of an incoming AAM.
However, this puts one in a defensive role and this is not advisable
against a skilled BVR player.
MISSILE WARNING INDICATORS
There are three primary warning indicators to let the player know
of incoming AAMs. As mentioned above, the smoke of motor burn
is a sure give-away of an AAM coming your way, if your within
visual range. The second warning indicator is your Radar Warning
Receiver (RWR) gear. The primary aspect of the RWR gear we're
interesting in regarding BVR is the lock on tone. When this tone
is active, we must assume an AAM is inbound if we believe the
bandit is within its Weapon Employment Zone (WEZ). The third is
the Infrared Launch Detector (ILD). How the ILD works in Flanker
is more as a missile proximity warning indicator, not realistic.
When this indicator sounds, a missile will impact on your aircraft
within 1 to 8 seconds--depending on range at which the missile
was fired. If you still in a BVR situation, begin evasion maneuvers
as stated above.
BAITING
Rather than enter into an F-pole fight, one can attempt to lure
one's opponent into wasting his AAMs on low PK shots. In turn,
once your adversary has depleted a certain category of AAM, the
player can then turn the tables and use such AAMs without worry
of the bandit replying with equivalent AAMs. One example of a
bait would be as follows:
Upon reaching RMAX in a situation where both players are equipped
with R-27RE, R-27T, and R-73, it would be presumable that the
opponent will fire off one or two R-27RE. Rather than respond
in kind and enter an F-pole fight, you could immediately enter
the notch after RMAX. By entering the notch, we will break the
adversaries lock and thus his incoming R-27REs will go dumb and
detonate. With this accomplished, one can crank back into sensor
nose on and fox R-27RE knowing that he will not be able to respond
in kind until reaching RMAX for R-27T. Another option would be
to put the bandit on your six o'clock. There is a bug in Flanker
that prevents AAMs from successfully engaging targets using chaff/flare
from their six. Not until one is VERY close is it possible for
a six o'clock AAM shot. With this in mind, it is possible to keep
the bandit at bay on your six and have them deplete their AAM
load on unsuccessful shots. Once the bandit is depleted of AAMs,
the player is free to engage the bandit with a distinct advantage.
A final form of baiting is the use of E-pole. E-pole is defined
as the distance one can turn away from a bandit while still staying
out of its WEZ. Such a scenario would involve flying into the
outer WEZ of the bandit, assume he has foxed, and then turn tail
180 degrees and extend. The fired AAM by the bandit will then
be unable to cover the "new" distance given to it and
detonate harmlessly when it runs out of steam.
ACTIVE-RADAR HOMING MISSILES (ARH)
The one ARH missile (an AAM which carries on board its own radar
illuminator) for our use in Flanker is the R-77 (AA-12 ADDER).
Like the AIM-120 and active radar MICA, the R-77 gives us the
option break radar lock with the target before missile time-out.
The key here is to retain radar lock until the missile's seeker
has gone active. One may want to maximize the distance between
one's aircraft and the target aircraft when R-77 goes active by
using an F-pole maneuver as illustrated above. The distance between
one's aircraft and the target when the an ARH goes active is termed
A-pole. The time this takes to happen will obviously depend upon
the distance between our aircraft and the target and time of missile
launch, the shorter the distance the shorter the time to go active.
If launched at RMAX, we can use as a general rule of thumb that
an ARH will go active approximately at one half the time of indicated
missile time of flight indicated on the HUD. At fox, divide this
number by two, and count to this number. At that point, one can
generally assume that the missile has gone active, and it is safe
to break lock if need be. The R-77 can be particularly effective
in a situation where one needs to fire at long range (the R-77
has the third longest range next to R-27RE and TE), but also may
need to go into the notch to defeat an incoming AAM once the R-77
has gone active.
INFRARED HOMING MISSILES (HEATERS)
The BVR heaters we have at our disposal in Flanker include the
R-27T (AA-10B ALAMO) and R-27TE (AA-10D ALAMO). Unlike SARH and
ARH AAMs, heaters only rely upon the infrared energy dissipated
from the target aircraft once the missile has been fired. The
great advantage of heaters is that they are truly fire-and-forget
weapons. Unlike the R-77 where one must retain radar lock for
at least a portion of missile flight - if fired from BVR ranges
- the R-27T/TE allow one to cease illuminating the target as soon
as the missile leaves the rail. The combination of this fire-and-forget
capability and its long range (equal to the R-27RE) makes the
R-27TE the most lethal BVR missile available to us. Two advantages
the R-27T/TE gives us is the ability to hit the notch without
concern of continuing missile guidance and the ability to engage
multiple targets at once. By locking, firing, unlocking and then
repeating on follow-on targets, the R-27T/TE gives us true multi-target
engagement capability.
PUTTING IT ALL TOGETHER
Now that we have an understanding of the strengths and weaknesses
of these various AAMs, it's time to put all the pieces together.
Lets say we have a loadout made up of R-27RE, R-77, R-27T, and
R-73 and we are facing a equally armed bandit at 60km nose-on-nose.
First off, do we decide to fire our big stick (i.e. R-27RE) at
RMAX and pull an F-pole maximization maneuver? Or do we assume
the other guy will do just that and thus we attempt a bait maneuver?
Once we have fired off our R-27Res, be it after an F-pole maneuver
or after a bait, we likely would have closed the range and have
the option for either R-77 or R-27T shot. Do we choose to use
the active radar homing capabilities of the R-77, or if we're
in range, do we cook off a couple of R-27Ts? What happens if we're
faced with a proximity warning before reaching RMAX for our next
biggest "big stick"? Do we take the chance with a proximity
hit and continue lock for a shot, or do we hit the notch? What
I'm getting at here is that there is no proven successful pattern
with any particular weapons loadout. It's a dynamic series of
decisions based upon an understanding of weapon capabilities,
good situational awareness, sound understand of the "poles",
and a little dumb luck.
In Part 1 we delved into the strengths and weaknesses of of our
BVR missile selection, F-pole tactics when using SARH AAMs, AAM
avoidance, and "baiting" tactics. In this part I would
like to concentrate on BVR combat in relation to successful head-to-head
play in 1.5.
For starters, the R-77 (AA-12 ADDER) is king. This is for several
reasons:
- Second longest range next to R-27RE
- Active seeker capability once within 15 km of target
- Very lethal warhead
- Very tough to spoof as compared to the SARH missiles in Flanker
(in H2H play)
R-77 VERSUS R-27RE
My loadout of choice in BVR combat is the 6 R-77 and 4 R-73 option
under "CAP". With such a loadout though, one will be
at a Rmax1 disadvantage against an opponent with R-27REs under
the wings--in other words, he'll have first shot. To nullify this
first shot disadvantage one must deny your opponent the shot or
defeat his R-27RE shot well before it reaches its end-game. This
can be accomplished in two ways:
- Place the bandit on your 3 or 9 line. This will prevent him/her
from acquiring a good lock and thus will prevent him/her from
employing a SARH AAM. Once you judge you are within the WEZ of
the R-77 (the range between you and bandit should decrease as
he/she flies towards you), crank back into the target for the
shot. The bandit will likely get the first shot off once you come
off the beam, but considering that we're dealing with the R-77
and not a SARH AAM this shouldn't be of much concern--as long
as you don't wait too long to acquire and launch. When coming
out of the beam, use your radar warning receiver (RWR) spike to
line your radar up on the appropriate azimuth. Once the bandit
is locked, fox one or two times.
- Rather than keeping the bandit on your beam during the merge
until Rmax1 for the R-77 is reached, lock up the bandit and pay
close attention to your WEZ range cue for your R-77s. Once your
just shy of reaching Rmax1 for the R-77 initiate a hard crank
to put the bandit on your beam. Once on the beam dump chaff/flare
with altitude changes--this should quickly defeat his lock and
thus cause the R-27RE he likely had in the air go dumb. Once you've
shaken the spike, crank back into the target for an R-77 shot
which should now be within range requirements.
- Alternately, you could initiate a 90 degrees straight up or
straight down attitude and defeat the missile that way too. Finally,
you could put the AAM on your six an expend chaff/flare. This
final method is the least desirable because it requires you change
course 180 degrees after defeating the shot to require the bandit.
In the mean time, the bandit could already have follow-on shots
in the air or be doing other nasty, sneaky things (I'll elaborate
later).
The above examples should put you on equal footing with an R-27RE
armed opponent. Once your within the the WEZ of the R-77 (and
you'll have more of them) you should be able to dictate the fight.
DEFEATING THE R-77
If you believe you might have an R-77 inbound, you have a tougher
customer to deal with. Bear in mind that in head-to-head play,
the R-77 is MUCH more difficult to spoof than against the AI (One
can spoof the R-77 as one spoofs a SARH AAM when playing against
the AI). Also bear in mind that the R-77 will not fall for the
same defensive tactics that work against SARH shots as I described
above. Three methods of spoofing the R-77--to varying degrees
of effectiveness--are as follows:
- Once your MLWS goes off, put the incoming R-77 on your 3/9
line. Next, pan your view over to the side you expect the AAM
to be coming from. Once you attain a visual tally of the missile,
initiate a 20 degree nose high climb. When you see the missile
grow from a gray dot to a white sparkle, begin a hard climb into
the direction of the incoming AAM (orthogonal pull). The key here
is good timing and getting the tally on the AAM. With practice,
this method can be very effective.
- Put the bandit exactly in front of you, maintain speed of
700 kph, and roll inverted. Once the MLWS goes off, put the engine
setting at idle (don't ask why, but it works), and pull a hard
spit-S that will put the incoming AAM exactly on your six. It's
a good idea to have the radar in CAC mode once you lose lock on
the target. This way, you have more range in the rear hemisphere
displayed on your MFD for RWR spikes. Use this to place the bandit
exactly dead astern. Rather level out once you've changed course
180 degrees, continuing pulling into a nose high climb, while
still in idle throttle (speed should be down to around 400 kph).
From the beginning of the split-S, one should also be spitting
out expendables as fast as possible. If this is all done correctly,
you should see all R-77 shots pass harmlessly overhead.
- Keep the bandit locked at your gimbal limit, ~50 degrees and
be at 800 kph. Once the MLWS goes off, initiate a nose low (30
degrees), high-G slice in full AB while dumping chaff/flares.
Continue this slice until the bandit is at your six--use CAC mode
for broader rear hemisphere RWR coverage on MFD. Bring the bandit
just past your six line then crank back the other way. If done
properly, you should shake the RWR spike, the MLWS should go mute,
and any R-77s will go sailing harmlessly by.
OFFENSIVE USE OF THE R-77
As I alluded to earlier, two of the great strengths of the R-77
are its long range and its active seeker. The key to successful
use of the R-77 is to pay close attention to the 15 km rule. Once
the missile is within 15 km of target the active seeker takes
over and there is no need for continued radar illumination of
the target by the launch aircraft. Thus, if the target is within
15 km of you, the R-77 is a 100% fire-and-forget missile. If the
range to target is over 15 at time of fox, one must estimate the
time needed for the missile to reach the point at which its active
seeker takes over--termed A-pole. That being said, if one launches
when the target is at a range of 17 km at time of fox, one must
only wait a few seconds until lock can be broken. However, if
the target is at longer ranges, say 23 km, take that distance,
divide by two, and count to that number. By the time you reach
that count, A-pole should have been achieved.
Once the seeker has gone active, one can initiate defensive maneuvers
to defeat incoming AAM shots (see above).
SNEAKY STUFF
One of the bugs fixed in the 1.5 expansion CD was the dreaded
6 k bug. This bug prevented the radar from acquiring targets with
more than a 6 k altitude difference. Because this has been fixed
we have a new trick we can use.
When in a BVR fight and the bandit is forced to go defensive--and
break his radar SA--one has an opening to not be where the enemy
expects you to be when he cranks back in after defeating your
shot. To achieve this, one must simply initiate a radical altitude
change while the enemy has no radar SA. If your at low altitude,
grab sky quick and conversely, if your at high altitude hit the
deck. If at medium...well you can probably figure that out. Because
you are aware of relative altitude positions prior to altitude
change, you know where to slew your elevation scan to acquire
the bandit. Because he'll be coming back in "blind",
he'll be unaware you've changed altitude bands and thus will be
searching in vane for you--until he catches on and starts changing
his elevation scan patter, which can take awhile. If done correctly,
you can have your opponent stumbling around and completely on
the defensive.
Also, if in closer ranges (0 to 10 km) one may want to disable
the radar and search by EOS. EOS seems to have a much better scan
capability in regards to elevation than the radar. There have
been countless times when I've been in a fight where I knew the
bandit was in my forward quarter, within 15 km, but I couldn't
find him on radar. By shutting down the radar and only using EOS,
I've frequently found the target. Another advantage to EOS is
that it will not trip the other guy's RWR. Considering that the
R-77 works quite will in conjunction with EOS, it is a wise choice
to shut off the radar when range constraints permit.
On a final note, one must be wise with their use of AAMs and expendables
against a skilled opponent capable of consistently defeating your
AAM shots. If you double, or even triple fox, you may quickly
run out of missiles. Against a good opponent, one may quite realistically
expect the fight to move into the within visual range (WVR) arena.
Once in WVR, AAMs are much more deadly due the time restrictions
placed upon you to set up an appropriate defensive maneuver. Thus,
be careful not to expend all your AAMs to early and get stuck
short gunned later in the fight. Also, if your trading multiple
BVR shots with an opponent, be conscious of your chaff/flare count.
Granted it is quite possible to defeat AAM shoots without chaff/flares,
but considering the decreased Pk when chaff/flares are present,
I would highly recommend to be stingy when playing a capable opponent.
If there are additional areas of BVR combat in relation to the
Su-27 Flanker please email me at mwagner@bellatlantic.net,
and I'll try to address them in Part III.
Return to Contents
The Merge
The merge can be the most important moment of any dogfight.
A well planned and executed merge has a habit of deciding victories
- in the two merge examples, as you can see, they decide it rather
quickly. At the merge, there are basically 3 ways to break: right,
left or vertical. From here on, however, we will not refer to
breaking right or left, but will instead refer to break turns
in relation to the break direction of your opponent (which is
how you should think of them.) These are referred to as one-circle
and two-circle merges. The vertical merge will always turn out
to be either a one or a two-circle merge, but with a slightly
modified (egg shaped) turn caused by the effect of gravity on
turn performance.
Do you want to read more? See the ten accompanying TRK files?
Discover about one- and two-circle fights, angles fighting, lead
and lag pursuit, the corner and the elbow, the high and low yo-yos,
reversals, extensions and scissors?
Auger has put this all together into one fantastic package. Just
download http://www.stncroft.demon.co.uk/primer.zip
(size about 640k) and away you go.
Return to Contents
OK, time for my two cents here. I'll just list a few things that
have helped make me able to take down 5 Su-27 excellent AI (I
loove pointless bragging:^)):
- Read the manual, read the F.A.Q. and fly often.
- Try flying with your ACS disabled. This will teach you to
respect your energy and not just turn and turn and turn like in
Falcon 3. This setting allows a very good pilot to perform even
better, and will teach a new pilot to have a steady hand. It also
teaches you to be very smooth when you pull the trigger.
Any jerk is magnified into missing the target, you must get used
to hosing the enemy cleanly with a quick, accurate burst. I still
fly this way occasionally to keep in shape. Another good method
of learning efficient flying technique is to start with a greater
fuel load. A heavier planes means that you have to be even less
wasteful of energy, which means better flying.
- Don't bother with low-probability shots. While these scare
humans and can damage their planes, neither of those factors work
on the AI. Get good and close. I usually get the OTB cue just
before or just after I start shooting, and I overshoot the target
a couple of seconds after I kill it (unless I am low on energy,
but I still am very close). I am certainly within 0.2km of the
target.
- Learn to use your energy. I haven't gotten into the ladder,
but I am told that energy fighters have a distinct advantage there.
After I make a kill on one of the AI, I almost always pull 0G's
and gain speed to create separation while gaining altitude (at
least 3,000M) in order to have lots of energy to fight the AI.
Virtually all my kills come from a tight, hard, energy-depleting
turn to follow the AI down into the vertical after extending.
Thus, I get on his tail quickly, and can recover via my superior
altitude (note that this doesn't work unless he goes down
- never follow him up with inferior energy, you're dogmeat for
the other planes!). The AI also rarely makes medium dives. It's
either a quick, shallow dive, or he's going for the deck and is
just such easy prey. You may have heard that the AI appears to
have a slight advantage in the vertical, but even if this is so,
they don't sustain the use of afterburners and so can easily be
tracked even if you have double the fuel load!
- Resist the temptation to try and hose the AI while he is spiraling
on the way down from #3. It's tricky to do so, and much easier
to simply pop the brake and flaps, stay behind him, and then go
clean and full burner in order to catch up when he pulls up out
of the vertical. Again, I get 90%+ of my kills in this situation
(excluding the first and last kills).
- On the lead merge, break right in the horizontal and go for
the first bandit you padlocked (the one closest breaks away while
the others stay in formation). If you perform this right, you
come out on his tail at around 650kph and he heads hard for the
vertical (bleeding speed) giving you lots of time to build up
speed in order to overtake him. Piece of cake. If you don't turn
hard enough, he may turn back into you. In this case, try and
go for any of the other planes which are pulling into the vertical,
or chase him down (that's a bad situation). Remember that you
can't ease up too much or the first AI Su-27 who broke alone will
hose you.
- Aim at the cockpit. I don't think that it makes a difference
where you hit the plane, but in order to hit it at all you have
to lead the plane. sometimes aim in front of the plane entirely,
especially during high-g turns (as an aside, it's better in that
situation to wait if you are confident that you can get a better
shot in the future).
- Get creative. Every once in a while try something entirely
new, but only on one section of your flying. See if it's an improvement
or not. And try fighting the other types of planes every once
in a while. The F-15s are great in the vertical, a good energy
lesson, while the F-16's are tiny and hard to hit (same with the
Mig-23's) and make you work on your accuracy.
- Be confident. Maybe I am a natural wonder, but it certainly
seems to me that anyone should be able to take the AI with practice.
But you need to practice! After not playing for a week (hey, I'm
busy at times!- thankfully rarely that busy!) I can't fly nearly
as well as I could before the pause. It takes regular, constant
practice to be good at this game, and to stay good. 10-Until you
can do this instinctively, you must practice like you do in so
many other tasks. Keep talking to yourself in your head. Make
note of your speed and altitude, his speed and altitude. After
each kill, remember to "clean" your aircraft of flaps
and brakes (I've come close to and been killed because of forgetting
about one of those). When you see another bandit flying when you
are on another bandit, try to project his flightpath and where
he will be as well as his energy state. When your are closing
in for the kill, you should have some mirrors in view-check them
for bandits on your tail. All this and more should be second nature,
and will be second nature only if you remember to practice it.
- When you see tracers flying by you, break immediately unless
you can kill the bandit in the next two seconds, or few seconds
if you are maneuvering. When you do break, make sure you break
in a single direction (and never break up unless you have tons
of speed!) since that is the most efficient break. Also make sure
that if your energy is low, you don't pull too hard or you will
end up a sitting duck (true, this could cause a very close opponent
to overshoot into your gunsights, but if not, you will
be dead)-and don't forget rudders! After the tracers have stopped,
keep pulling for 2-4 seconds, and then unload to 0G's which will
allow you maximum acceleration in order to gain separation. Keep
evading and unloading until you have gained enough separation
to be out of the bandit's gun range. Then climb to 3000M and regain
the offensive.
- This is the most important. Listen to AC/DC as you kill. They
have plenty of great songs to shoot by! Actually, while I do love
them, it is rather distracting for me in a serious fight. On a
good day, I barely have to look at the screen to kill 4 or 5 AI.
On a bad day, I have to concentrate entirely in order to get the
buggers. So stay sharp, keep your focus on the task at hand and
practice, practice, practice! So there you have a few specific
tips that should help you along. If anyone wants to chat about
it anymore, I'd be happy to over email or preferably, at the o-club
sometime. Just keep practicing, and remember that only sissies
fly pink jets (that was so flagrant I couldn't resist!:^)). Also
remember that while the specific tips in here are useful for defeating
the AI, the general tips are equally applicable to human opponents.
Have a good one
Tony "If you want blood, you got it!" Volk
avolk@chat.carleton.ca
Return to Contents
Well, if you really want to know, visit the Ironhand WWW
site. A superb guide to SAM avoidance.
http://www.turbont.net/richards/ironhand/intro.html
Brief introduction
[Thanks to yoss@aracnet.com for this one]
Okay, here's a crash course on some of the SAM/AAA batteries in
the sim, and the effective way to neutralize the threat. Whatever
I explain below applies to a 1:1 type engagement (You against
one S2A threat.) You figure out the rest :-)
Long-Range:
S-300. Absolutely lethal. Best tactic is to avoid being
detected. Requires at least two Kh-31p ARMs fired back-to-back
to neutralize the radar site. You should be prepared well in advance
for the shot, since you have a very small window to fire and run
away. Align yourself for the kill, while being masked from the
radar, hold _down_ on both the lock key (TAB) and the trigger,
pop up, wait for the radar lock, and watch the ARMs scream towards
the site. Most probably, there's already a missile on its way
to greet you, so turn around, dive to the deck, and run like hell,
while pumping C&F generously.
Medium-Range:
Kub/Buk/Tor. Lethal, if you don't know what you are doing.
But, a lot easier to evade, than the S-300. Has no minimum range
that I know of. But, has a ceiling limit of 6000m. Fly higher,
and you won't be harmed.
Requires one Kh-31p to take the radar. Use the same tactics as
in S-300 for the kill. But, the missile can be evaded just by
beaming the radar site, and diving to the deck.
Short-Range:
Shilka/Tunguska. Shilka is a deadly AAA battery. If you
find yourself being shot at, reach for the ejection handle, 'cuz
you can't do much. Best way to avoid is to fly above 2000m.
Cannot be killed using Kh-31p. Best way to achieve a kill is by
using the Kh-29 TV-guided missile. You could also use rockets.
NOTES:
- Kh-31p requires a radar lock from the SAM site, before it
can be fired. So, there's probably a missile headed your way.
Act fast, do your job, and get out.
- Kh-31p only destroys the track-radar. If there are multiple
track-radars at a given site, you will have to kill every one
of them.
- The max. range of Kh-31p is shorter than the max. range of
S-300. Make sure you are within the Kh-31p's effective range before
you go challenging the S-300.
- Make use of the TWS. Find out what type of radar is painting
you, and act accordingly.
- There are equivalent Ship-borne SAM batteries, but the tactics
described above can be used on them as well, with some tweaks.
- This is order in which you will be notified of a SAM presence:
- Detection warning tone. You are within the detection area
of the SAM search radar.
- Lock warning tone. Quite distinct from the detection warning
tone. You are pretty much locked up by the SAM track-radar. Expect
a missile on its way. This is the stage when you can actually
fire your Kh-31p missile.
- Missile Launch tone. A missile has been launched and its headed
your way. This is when you do a 180 and run like hell.
General missile avoidance technique
Put the missile into your rear hemisphere and pump some chaff.
This rarely fails. The missile seeker logic locks on the the closest
target - so chaff and flares work for missiles coming from behind
but not from in front.
Return to Contents
Join the flanker e-mail list.
Get the Bible: Fighter Combat by Robert L. Shaw
Naval Institute Press
ISBN 0-87021-059-9, from http://www.books.com.
A serious book for a serious sim.
Return to Contents
- Play on a LAN using the built-in IPX networking.
- Over a modem. For this you need the Win95 version and the
Win95 Plus Pack's dial-up server. Use this to network together
your 2 computers using IPX protocols, and then effectively you
have a LAN-over-a-phone-line. This works very well.
- Don't bother trying Internet link-ups with TCP/IP - unless
you've got v1.5, in which case that might be
the preferred option!
- If you want to fly over the Internet with v1.1 or v1.2, use IPX and Kahn or Kali.
If you are trying to connect a Win 95 and DOS machine H2H the
Win 95 machine must always be master.
Return to Contents
Configuring Dial-up Connections
The following is taken directly from the O-Club page at the
Unofficial Flanker WWW Site:
Setting Up as the Host Machine
In order to install the Dial-up Server software, you must have
the Plus Pack. If you do not install the Dial-Up Server software,
you will still be able to play via dialup IPX but you must be
the caller and your oponent must have the dial up server software
running.
Dial Up Server from the Plus Pack
- Install the Plus Pack
- Make sure you checked the dial up adapter option on the plus
pack when you installed it
Configuring the Server
- After installation, goto My Computer
- Click on Dial Up Networking
- Click on "Connections" on the menu bar
- You should now see the following list of items on the Connections
pull down menu
- connections
- make new connections
- settings
- dial up server
- Click Dial up server
- Click the "allow caller access" button
- You can leave the "server type" to default and leave
all buttons as is
- You can change password or leave it blank
- To add a first time password..just enter the new password
and re-confirm it..DONT enter an OLD password..leave that line
blank. Seems like most everyone is using "flanker' for a
password :-)
- If you decide to not use a password...just let everyone know
who wants to connect to you that they wont need a password
Setting Up IPX/SPX Compatible Protocol
- Now you must bind IPX to your dial up adapter
- From control panel click "network"
- Click Add
- Click Protocol
- Click Add
- Click Microsoft on the left list
- Select IPX/SPX Compatible protocol
- Click OK and Reboot
- Thats that!
- To receive the incoming phone call, leave the Dial Up Server
window open. When the phone rings, the "monitoring"
field will show the status
- After the connection is made, run Flanker. Select a H2H mission
and click Network play. One must select Master and the other Slave.
Select the agreed upon IPX channel number and then click RUN
Setting Up as the Client Machine
If you do not have the Windows 95 CD Rom of the Plus Pack, you
will not be able to install the Dial Up Server software. To play
Flanker via direct modem, you must setup a new dial up connection
and use it to call someone who is running the Dial Up Server.
You must also install the IPX/SPX protocol. The following steps
will guide you through the entire process.
Creating a New Dial Up Connection
- Click My Computer
- Click "Dial Up Networking"
- Click "Make New Connection"
- Enter a name for the new connection (i.e. Flanker Dial Up)
- Click "Next"
- Enter the phone number of the pe