                        Falcon Extensive Documentation          
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                                 KEYBOARD  COMMANDS


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1. End = Front View (Numeric Keypad)    
2. PgDn = Read View (Numeric Keypad)    
3. Home = Left View (Numeric Keypad)    
4. PgUp = Right View (Numeric Keypad)    
5. 8 = Nose Down (Numeric Keypad)    
6. 2 = Nose Up (Numeric Keypad)    
7. 4 = Bank Left (Numeric Keypad)    
8. 6 = Bank Right (Numeric Keypad)    
9. + = Throttle Increase    
10. - = Throttle Decrease    
11. <Back Space> = Air to Ground Weapons Select    
12. <Return> = Air to Air Weapons Select    
13. <Space> = Trigger and Move Highlight in options screens   
14. / = Military - Afterburner Toggle    
15. <Ins> = Flares  (to defeat heat-guided missles)    
16. <Del> = Chaff   (to defeat radar-guided missles)    
17. P = Pause    
18. R = Radar On/Off Toggle    
19. O = LCOS Toggle (LCOS is the HUD mode that appears if an enemy is around)   

20. B = Air Brakes    
21. W = Wheel Brakes    
22. G = Landing Gear    
23. V = View Weapons    
24. F = Flaps    
25. C = Radar/Map Display Toggle    
26. R = Radar On/Off Toggle    
27. T = Air Target Select    
28. E = Emit ECM Radar Jamming Signals (only if ALQ pod is installed)    
29. <Esc> = Menu Select    
30. <Tab> = Landscape On/Off Toggle    
31. A = Autopilot, tracks you to MiGs.    
32. S = Sound On/Off Toggle    
33. X = Clear Locked On Position    
34. CTRL-B = Black Box    
35. CTRL-C = Jettison Centerline Stores    
36. CTRL-D = Demo    
37. CTRL-E = Eject    
38. CTRL-K = Jettison All Stores    
39. CTRL-S = Joystick Control Style    
40. <Shift> = Yawn/Pitch Control    
41. <Scroll-Lck> = Trim Control    
42. <F9> = Center Yawn/Pitch Control    
43. <F10> = Flight Path Ladder On/Off Toggle    
44. <F7> = ILS Landing Mode    
45. <F8> = Center/Level Plane    
46. <F3> = Decreases Sensitivity    
47. <F4> = Increases Sensitivity    
48. <F1> = Change Speed to Adjust to Computer CPU Speed PRESS ONCE TO SLOW,   
AGAIN TO RESTORE.   
    
    
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                              Weapons Descriptions    
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                USE THE SPACE BAR TO HIGHLIGHT MISSIONS OPTIONS   
   
    
1. M61-A1 Vulcan Internal Gun - Also called a cannon, we call the M61 a gun   
because of the information displayed on the HUDs where its status will   
appear. Since the M61 is an internal weapon, your F-16 Falcon already starts   
with 5000 rounds of ammo. The gun is an all purpose weapon (Air-to-Air or   
Air-to-Ground).    
    
2. AIM-9J Sidewinder - The AIM-9J is a heat-seeking missle used in Air-to-Air   
combat, with an averageuseful range of 5 miles. It needs a strong heat source   
to track, and should be aimed directly at the Mig's rear quarters for it to   
be effective.    
    
3. AIM-9L All Aspect Sidewinder - The AIM-9L is similar to the AIM-9J in that   
it is a heat-seeking missle. However it's called an "all aspect" missle   
because it contains filters that block out other heat sources (such as   
flares). The effective range is 5 miles.    
    
4. AGM-65B Maverick Missle - The Maverick is an optically guided missle used   
for Air-to-Ground bombing. It must be fired from below 20,000 feet.    
It has a TV camera in the nose, when it is selected and your radar is on, you   
can view the ground/targets in your Radar CRT (center bottom of cockpit).   
    
5. Mk 84 2000lb Low Drag Bomb - The Mark 84 is a general purpose bomb. It is   
used for any Air-to-Ground bombing when you want to make maximum impact.    
    
6. Durandal Anti-Runway Bomb - This bomb is especially made to destroy   
runways. It propels its self underneath the runway, and then blows. This   
causes more repair time, and more damage.    
    
7. ALQ-131 ECM Pod - The ALQ-131 pod is an radar scrambler for Air-to-Ground   
Missions. However, do not use it unless your going to be flying low, the   
ALQ-131 pod tells every Mig in the world that your coming.    
    
    
    
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                                  Missions    
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Milk Run - Destroy the practice buildings east of your runway. Effective   
Weapons: Maverick, and Mark 84    
    
Black Bandit - Destroy one MiG. Effective Weapins: AIM-9J AIM-9L Vulcan   
internal gun. Mig loiters north of your base.    
    
Rattlesnake Roundup - Destroy three SAM sights (you will find these when in   
enemy territory, they look like a mountain with two missle launchers coming   
out of it). Effective weapons: Mark 84 Maverick Vulcan internal gun    
    
Double Trouble - Destroy two MiG's. Same effective weapons as Black Bandit.    
    
Dragon's Tail - Destroy the bridge in the middle left quadrent. Same   
effective weapons as Milk Run.    
    
Dragin's Jaw - Destroy the bridge in the upper left quadrent. Note: the only   
effective weapon is the Mark 84    
    
Hornet's Nest - Destroy the central airport in the upper left quadrent. Note:   
the only effective weapon is the Durandel Anti-runway bomb.    
    
Bear's Den - Destroy the Communication Center north of Dragon's Jaw. Same   
effective weapons as Milk Run.    
    
Venus Flytrap - Destroy all the SAM sights in the lower left quadrent. Hint   
there are only two. Effective weapons, same as Rattlesnake Round-up.    
    
Strike Palace - Destroy the enemies headquarters in the left hand center   
quadrent. Destroy both buildings! Same effective weapons as Milk Run.    
    
Double Dragon - Complete both Dragon's Tail and Dragon's Jaw in the same   
mission! Use the effective weapons described in those missions.    
    
Grand Slam - Destroy four MiG's. Same effective weapons as Black Bandit.   
   
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                                     RANK   
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1st Lietenant   |    Captain      |      Major   |   Lt. Col   |    Col   
   
Lowest-------------------DIFICULTY---------------------------Highest   
EASY---------------------EASE OF FLYING----------------------HARDEST   
Easy to hit Mig---------GUN ACCURACY-------------------------HARD   
SUPER ENGINE                      |          NORMAL ENGINE   
NO ENGINE STALL                   |          STALL POSSIBLE   
Unlimited Arms  |Limited arms but no weight      |  Full weight + Drag   
                or drag   
   
Unlimited fuel  | Limited fuel Must monitor it or else   
   
No collisions   |  Collisions possible with ground structures    
   
No ground crash |Crash>60 deg.    | Normal ground crash   
   
Ejecting pilot lives and returns  |POW possible| POW or Fatal Always   
   
UNLIMITED FLARES                               | LIMITED FLARES (30)   
   
Unrestricted    | Must raise and  | Full landing Gear and nose wheel system   
Landing+ Takeoff| Lower gear      | Requirements   
   
No pilot blackout and Redout      | Redout and blackout possible   
   
No Mig missiles |No Mig missiles  |Migs fair |Guns very  | All enemy Weps.   
or guns         |Gun poor         |accuracy  |accurate   |accurate   
No Mig flares                     |Poor effect|effective |Totally effective   
   
No SAMs         |Won't hit you    |SA-2 only | SA-2 + 7  |SA-6 and SA-7   
******************************************************************************* 

  
                                  FLYING AND   
                              USING YOUR WEAPONS   
******************************************************************************* 

  
TAKE OFF PROCEDURE:   
   
START ENGINES                 +  (JFS Light goes on)   
RELEASE WHEEL BRAKES          W   
INCREASE POWER TO 100%        +   
GENTLY PULL BACK ON STICK AT 150 KNOTS (AIRSPEED INDICATOR IS ON THE LEFT OF   
YOUR HUD) (The NWS light will switch to  DISC when airborne)  
RETRACT GEAR                  G    
   
You can change the cockpit views with keys 3 4 5 6 8.   
3 front   
4 left   
5 rear   
6 right   
8 Auto ( switches to view MiG, keep it on Auto when your Radar is off, you can  

be traced to your radar emissions!, then turn it off in combat by selecting one 

  
of the other view angles)   
   
Note :  At higher ranks (normal engine) when taking off with heavy loads of   
bombs and fuel, use the after burner for more speed (/).   
   
LANDING PROCEDURE:   
   
Runway 9 is equiped for ILS (instrument landing system) USE it whenever   
possible.  It's the horizontal runway at your base, approach it from the west.  

   
Turn on your ILS (F7), at a 90 degree heading towards runway 9.  You will then  

see "radio" messages from the tower, as well as the Glide slope deviation scale 

  
on your HUD.  When the lines intersect to form a perfet cross, you are on the   
right approach.  Use your Angle of Attack indicator and indexer.   
The indexer is the 3 lights on the left side of your HUD, a down arrow head, a  

circle and an up arrow head.  When the circle is light you are on a perfect   
descent angle.  The up arrow means too high and slow, down too low and fast.   
The indicator is the scale on the right of your CRT radar, at upper ranks it is 

  
imperative that the  indicator read between 8 and 13  for a safe landing.   
(Dropping airspeed increases your AOA)   
   
Use your airbreaks (B) and Flaps (F) to slow your plane, throttle should be at  

about 68%.   
  
Lower gear at approx. 4,000 feet.  NWS RDY (ready) Light goes on.  
   
As soon as you touch down, apply Airbrakes , Flaps and Wheel brakes and reduce  

throttle to 60%.  At this point you can press ESC and select "Mission Completed"

 
  
from the option screen.   
   
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                               USING THE WEAPONS   
   
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At Captain rank and higher you select your own weapons.  Use the cursor keys to 
move from the items, + and - keys to equip or de-equip that item.  You can't 
always get what you want though, the Sarge'll tell ya'. 
 
 
 
  
THE GUN:  
  
The target designator is a square that wraps around the target when it's on  
screen.  Through the square, you will see a line, this is the LCOS, there is an 

indicator on the Stores control panel showing when it's active.    
The Black line is the computers guess of the enemy's heading, the white line  
is his contrail or engine vapor.  ALWAYS aim your weapons and plane at the black

 
line, AHEAD of the target.  
    The large circle is the Aiming reticle, this shows where your rounds will  
land, when you fire the gun.  To hit the enemy wait for the IN RNG (in range)  
indicator on your HUD (within two miles), keep an eye on the Target distance  
scale on the left bottom of the HUD, as it moves lower on the scale the closer  
you are to the target.  
    When you are within 2 miles, line the Aiming reticle on the LCOS line  
directly in front of the target.  Squeeze the trigger (space bar or joystick  
button) a few times and "Splash" that bogey!  
   
Practice at 1st Lieutenant until you get the hang of it.  You can hit the P key 

to pause and refer to your docs at any time.  Hitting the Pause/Break key may  
lock your computer, so don't get confused.  
  
AIR TO GROUND STRAFING:  
  
Tap Backspace to select the M61 A1 gun, confirm that it's in A to G mode by  
looking at the Stores Control Panel, the top line should read SRF 999 GUN,  
the 999 is a rounds count, if you have less you've already done a little  
shooting.    
  
Set your Airspeed to 30 to 40 and your altitude should be about 2,000 feet.  
Line up the target with the designator (large circle) and 'pickle' the trigger. 

In other words, tap it once to lock the designator on target, if you lock on to 

the wrong place tap the X key to clear the lock and re-center the target and  
pickle again.  
  
Once locked on you don't have to continue a dive!  The Falcon is a remarkable  
plane and can adjust it's Yaw and Pitch so that the nose is pointed up or down  
or left and right and it will continue to fly straight, up or down!  
To do this hold down the shift key and push forward on the stick, the nose will 

go down, but the plane will fly straight.  The Velocity Vector ( a small circle 

with a vertical line on it's top) will indicate your true heading, even though  
the center point on the HUD will point at the target, your V vector will  
indicate level flight.  To re-align the plane so that it points in the same  
direction it's flying, tap the <F9> key.  
  
OK, so you're lined up and locked on to target. Your HUD Target Discrete  
(left bottom of HUD) switches from an ARM indication to LCK it's locked, so  
squeeze the trigger, an X will mark where your bullets hit.  
  
If you want to ignore the  Lock on ranging system, pump your trigger in short  
bursts instead of holding it down in one long burst.  
  
The AIM9 SIDEWINDERS:  
  
Use the procedure for tracking and closing on your target as with the cannon.  
   
Select the sidewinders, with the ENTER key, if you have a combination of AIM9Js 

and AIM9Ls, switch to the ones you want with ENTER (note: Joystick button B can 

switch between weapons, but to switch between A to A or A to G you must use  
BACKSPACE and ENTER keys).  
  
Watch your HUD target discrete, as you close, the IN RNG will light up on the  
right bottom of the HUD, just under the Target Distance indicators.  Keep an eye

 
on the right bottom of the HUD, the weapons Discrete.  When it switches from ARM

 
to LOCK, a flashing diamond also appears in the target designator, fire the  
missile.  
  
When fighting multiple bogeys it becomes necessary to switch the Designator  
between targets.  Use the T key to switch between bogeys and watch your ass,  
they like to play carrot and stick.  
  
THE MAVERICK MISSILE:  
  
Use the same procedure for locking on as with the strafing run.  It's a bit  
easier to lock with the maverick since it has a TV camera in the nose.  
  
Switch the COMED to radar mode, select the Maverick and activate Radar.  
You will now be able the see the ground in the COMED screen.  
  
Fly straight and level to the target and line it up in the COMED, right between 

the two lines.  "Pickle" the trigger when in range.  You will then get a lock  
indication.  Fire away!  You don't have to fly directly at the target anymore  
just in it's general direction, as long as you see it so does the Maverick,  
watch your COMED and see the target crumble, if you aimed right, that is!  
 
 
NOTE:  WHEN CARRYING BOMBS, FUEL AND PODS AT UPPER RANKS, YOU CANNOT FLY UPSIDE 
DOWN UNLESS YOU JETTISON CENTER STORES FIRST.  THIS IS KNOWN AS A CAT-3 
CONFIGURATION.   
 
  
MK 84 AND DURANDAL BOMBS:  Practice on the Practice buildings!  
  
DIVE BOMBING:  
  
Select the MK84 bombs.  Fly at the target at an airspeed of of 45 and an  
altitude of 19.5.  Keep the aiming reticle right on top of the target.  
As you close the bombsight will begin to move into view from the bottom of the  
HUD, once you see it, "pickle" the trigger(tap it once).  Adjust the angle of  
attack to keep the target designator on top of the building, in other words,  
DIVE, but do it gently.  When the Bomb site is at the base of the building, tap 

your trigger to release a pair of Mk84s.  This will NOT MAKE a sound, the only  
indication you have of a release is the word REL will replace ARM on your HUD's 

weapon Discrete (lower left).  Pull back on the stick and get the hell out of  
there if this is a combat mission at higher rank.  Select a rear view to see if 

you were successful, an X marks the spot of impact.  In combat never go back to 

see if you were successful, let intelligence find out for you when you land  
safely.  
NOTE: Use Mavericks against SAMs and buildings whenever possible, but you must  
use MK84s against the Cantelever bridge in Dragon's Jaw.  
When bombing runways follow this procedure with the Durandal, or use  
  
THE FLING BOMBING TECHNIQUE:  
AKA "POP-UP BOMBING"  
  
MK84 OR DURANDAL  
  
ALTITUDE SHOULD BE BETWEEN 2,000 AND 10,000 FEET.  
  
Maneuver so that the aiming reticle is directly CENTERED on the target.  This  
usually requires a shallow dive.  
  
Pickle the trigger, the target designator (small black square)will appear in  
the reticle.  The LOCK discrete will appear in the designator.  
  
Make sure that the designator is perfectly aligned with the target, if not clear

 
with the X key and re-lock.  
  
If properly locked on, fly straight and level to the target.  
  
The release Que and dispalayed impact line will appear when in range. The Queu  
is a X at the top of the screen, the impact line flows from it to the bottom of 

the HUD to the bombsight.  
To stay on course, you must keep the Displayed impact line intersecting the the 

center point of the HUD and the reticle (circle).  
  
As you approach the target, the Queu will move downward, towards the reticle.  
Once the target disappears below the HUD pull back on the stick and start a  
shallow climb of about 110 degrees (flight path ladder between 1 and 2).  
When the release Queu passes through the reticle (circle) hit the trigger to  
release the bombs.  Apply power and go into a 40 degree climb, until you have  
cleared the impact area.  
  
******************************************************************************* 
 
 
 
 
                                  THE BLACK BOX 
 
You need at least 384K w/DOS 3.X to have the use of the Black box flight 
recorder. 
 
At any time inside the plane or during the awards screen you can invoke the  
Box by pressing Control-B. 
 
The top left grid is "top looking down". 
Top right is "Ground level facing north". 
Bottom left is "Ground level facing east". 
 
Your Flight path is Cyan, enemies are white. 
 
All controls are invoked using the cursor keys and the enter key. 
 
The box records for up to 10 minutes, use it to evaluate your performance. 
 
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                                    GLOSSARY 
 
A-A                               AIR TO AIR 
AB                                AFTERBURNER 
ACM                               AIR COMBAT MANEUVER 
ADI                               ATTITUDE DIRECTOR INDICATOR 
AFTERBURNER                       SPRAYS FUEL OUT OF ENGINE, MORE POWER 
A-G                               AIR TO GROUND 
AGM                               AIR TO GROUND MISSILE 
AIM                               AIR TO AIR MISSILE 
ALQ-131                           JAMMING POD 
AOA                               ANGLE OF ATTACK 
BANDIT                            ENEMY MIG 
BINGO                             LOW FUEL, 2 MINUTES UNTIL YOU MUST RETURN 
BUSTED                            COURT-MARTIALED 
CAT                               CATEGORY 3, CENTER STORES ON PLANE 
COMED                             MAP/ELECTRONIC DISPLAY 
CONES OF VULNERABILITY            AIMING CIRCLES IN HUD 
DIRECTIONAL INDICATOR             ALWAYS REPRESENTS WHERE NOSE IS POINTING
GSD                               GLIDE SLOPE DEVIATION 
JOKER                             LOW FUEL, 5 MINUTES UNTIL YOU MUST RETURN 
LD                                LOCALIZER DEVIATION 
NWS                               NOSE WHEEL STEERING SYSTEM 
VELOCITY VECTOR                   REPRESENTS DEGREE OF YAW AND PITCH, ANGLE
                                  AND DIRECTION OF FLIGHT
 
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