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MegaDisc 08 (1988)(MegaDisc Digital Publishing)(AU)[WB].zip
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GAMES_REVIEWS
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F-18_School
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1988-05-28
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INTERCEPTOR FLYING SCHOOL
Those of you who are lucky enough to own 'Interceptor F18' will know
that not only is this simulation engrossing and technically accurate but
also that success in the realm of modern aerial warfare is difficult if
all your brains are in your trigger finger. This combat tutorial is
designed to acquaint the non-pilot with some of the finer aspects of
aircraft control essential to victory in this simulation and to do
justice to Bob Dinnerman's superb programming. Remember, your computer
controlled opponents are experts in tactics and weaponry, they think with
the single-mindedness of the automaton and are not subject to human
weaknesses such as fear, indecision or sweaty palms.
Rudder:- The Rudder induces "Yaw" or more simply sideways sliding in
level flight. The effects of Rudder alone are not dramatic because it is
designed to be used in conjuction with pitch and roll inputs. When a
pilot wants to turn he first rolls the aircraft to the desired bank
angle, centres the stick and pulls back to induce positive pitch or, "nose
up" which tightens and controls the "rate of turn". A 90 degree bank will
give the highest rate of turn without altitude loss although in the heat
of battle it is almost impossible to quickly roll to exactly 90 degrees.
This is where our old friend the rudder comes in, a touch of rudder
brings the nose level with the horizon and we are now doing a nice
"balanced" turn. Without rudder we would be unable to control our height
in the turn (like a cake of soap sliding around the end of the bath)
which is not good if 300 feet off the deck in a tight turn trying to
escape a hungry Mig.
Try it,attain level flight, roll to approx 90 degrees, then pull the
stick back. Before long the nose starts to wander off the horizon, have
your middle and index fingers of your left hand on the rudder keys, input
rudder and the nose comes into line and keeps you at the correct
altitude to come around on your enemy. If he is above or below you when
you try to turn on him, rudder can be used to change altitude while
turning tightly thus saving precious seconds. Dogfights are called
dogfights because the combatants are constantly trying to out-turn each
other and gain the advantage of position, Ivan in his Mig will be using
his rudder and if you don't you can't out-turn him let alone stay on his
tail.
Rudder is very handy when sighting the cannon, point the aircraft so
that the target is somewhere in the HUD now use the stick for pitch only
and control sideways movement with the rudder keys. See how easy it is to
keep the filthy commie in your sights? It does'nt matter if you are
inverted or in a 90 degree bank, everything will work the same.
Destroying these freedom-haters with 50mm bullets is much more satisfying
than lauching a missile and hoping for the best, and one day you will run
out of missiles.
A common scenario will be to see a bandit streaking overhead in the
opposite direction. React quickly and do a vertical half-loop, you will
arrive at the top of the loop inverted and on your enemy's tail, if he is
on the right of your radar screen roll to the left until upright, which
will bring him towards the centre, if he is to the left, vice-versa. Now
use rudder to line him up and wax his tail! Rudder is also useful for
making fine adjustments to your heading but make sure your wings are
level or the aircraft will roll slightly. More tips to save you from
becoming Mig-meat soon, until then Good Hunting!
Available most Amiga dealers.
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