Detailed instructions for use are in the User's Guide.
[. . . ] 1. 26) talks about the Pilot Records, Mission Recorder, Reference and Web screens. Unless specified otherwise, "click" always refers to left-clicking the mouse.
There are two ways to begin playing Jane's USAF, once you've installed the game. (For installation instructions, please see your Jane's USAF Install Guide. ) Jump directly into flight. If you want to jump directly into a random, computer-generated air-to-air battle, you will want to choose the Fly Now option. [. . . ] (Once you've successfully completed the mission, however, it's fine to hit a few wayward targets on the way home. ) You should always try to select your weapons before you approach the target area -- sometimes, even a few seconds saved can afford you a great advantage. A weapon is automatically armed once you select it, and the correct HUD mode is activated. Weapons with built-in sensors are "fire-and-forget, " meaning you don't have to keep the target in view after firing. The name of the missile or bomb sensor appears in the weapon description box at the top of the screen. When you move the mouse cursor over a weapon, a general description of that weapon appears in this box. The following sections discuss factors to consider when you're maneuvering into position and describe how to release each weapon type. 4. 56.
Know Your Position
Before using guns, missiles, rockets or bombs, you need to position your aircraft so you can take the best shot possible. You'll find that during combat, you spend a great deal of time trying to get yourself into an advantageous firing position. When firing guns and missiles against an air target, you want to keep the aspect angle between you and your target small. In other words, you want to have a good, straight shot at a threat.
In an ideal situation, you should be right behind your target -- he can't fire on you when you're tailing him. If you're attacking a ground target, where you drop an air-to-ground missile or bomb depends on your speed, altitude, range and weapon type. Each master mode selects the correct radar type, weapon type and HUD mode.
Overview: Air-To-Air Weapons
Gun Designations: GAU-, GsH Missile Designations: AA-, AIMSensor Systems: IR, FLIR, SARH, Active Radar Guns used to be the only weapon available during an air battle, and dogfighting used to be a test of a pilot's visual acuity. In modern air combat, however, the majority of battles are fought without opponents ever coming within visual range of one another. While guns remain useful at extremely close ranges, air-to-air missiles extend air combat by miles. Long-range, air-intercept missiles can effectively target threats as far as 80 miles; short-range air-to-air missiles can be fired from near point-blank range or from up to 25 nautical miles away. With the exception of mounted guns, air-to-air weapons are guided by either the aircraft's sensors or an independent "seeker" head. But although these advancements make them effective weapons, striking targets with air-to-air missiles still demands good piloting skills and selective firing.
Overview: Air-To-Ground Weapons
Missile Designations: AGM-, HARM Bomb Designations: GBU-, MK-, CBURocket Designations: LAUSensor Systems: IR, FLIR, HARM, Laser, Active Radar Air-to-ground weapons include missiles, rockets, bombs and mounted guns. Unguided weapons (such as "iron" bombs) fall along a predictable trajectory. Guided weapons, such as Maverick missiles and laser-guided bombs, use the aircraft's seeker or a built-in seeker to steer toward a target after launch. Some air-to-ground missiles, such as the IR-homing AGM-65 Maverick or the active radar-guided AGM-88 HARM, are long-range, "standoff " weapons. Once fired, these weapons do not require guidance from the launching aircraft. As such, they are "fire-and forget" weapons -- you can launch them and immediately turn toward a new target. [. . . ] When installing the game, you'll be asked if you want to use voice commands. Please see the printed Install Guide for a list of voice commands.
Changing a Keyboard Assignment
1. · If this key is currently assigned to another command, a dialogue box appears, asking if you want to use the new key setting. · Click NO to lose the new key setting or click YES to confirm the new key setting. [. . . ]