User manual GAMES PC MIG-29-FULCRUM

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[. . . ] "There is no differences for the airplane who you are, `a general' or `a lieutenant' . Learn how to fly. " - Yuri Prikhodko, MiG-29 test pilot MiG-29 Fulcrum TM User Manual Table of Contents Credits Introduction Chapter 1 Installing MiG-29 Game Installation Calibrating the Joystick Starting the Game Chapter 2 Quick Start 10 easy steps to getting up in the air 10 easy steps to getting back on the ground Chapter 3 Menus Quick Mission Campaign Multiplayer (refer to Chapter 9) Options Overview Credits Exit Chapter 4 Controls The Joystick Rudder Controls Throttle Controls Keyboard Controls Mouse Controls Chapter 5 Displays Cockpit Head-Up Display Chapter 6 Flying MiG-29 Tutorials Basic Flight Maneuvers Advanced Flight Maneuvers Landing the Aircraft 03 06 07 07 09 09 10 10 11 13 13 18 20 20 26 26 26 27 27 28 29 29 38 39 39 42 45 45 47 55 56 Contents 01 Chapter 7 Air Combat Radar Air-to-Air Weapons Air-to-Surface Weapons Chapter 8 Strategies and Tactics Pushing the Limits Altitude Speed Emissions Control Wingman Tactics Missile Avoidance Chapter 9 Multiplayer Connection Types Multiplayer Game Types Hosting a game Integrated Battle SpaceTM Glossary Legals Tech Support Index 60 60 60 62 65 65 65 66 67 67 68 70 71 72 73 75 76 88 90 91 02 Contents Credits Programmed by Eric Milota Pat Griffith Menu Programming David King Tools Programming Scott Ray Multi-player System Randy Casey Graphics Programming Mark Davis Additional Programming Kyle Freeman Jim Ratcliff NovaWorldTM Programming John Bojorquez System Designed by Randy Casey Eric Milota Executive Producer John Garcia Producer Wes Eckhart Project Management David Seeholzer Technical Management John Butrovich Randy Casey Associate Producer Ken Hullett Mission Design Manager Alicia Taylor Senior Mission Designer Mat Jennings Mission Design Fred Beers Jay Boone Keith Butler Dan Chang Steve McNally Dave Merrick Todd Owens Kevin White Art Director Keith Rust Art Troy Adams Jhoneil Centeno Lou Garcia Tim Higgins Craig Marschke Mike Maza Rod Parong Chris Tamburrino Jon Tando Darren Thorne Jason Tull Additional Art Lawrence Kevin Sean Kinnear Animation Dean Fowler Digital Video Processing Daryl Kimoto Audio Director Tom Hays Credits 03 Sound Editing Richard Adrian Tom Hays Dialog Editing Rich Adrian Joe Shands/Industrial City Productions Jamie Kahn/Function 8 Monte Vallier David Freel Dialog Recorded at N. S. I. Burbank, CA Music Composed by Rik Schaffer Voices Valerie Michelle Arem Sgt. Jim Blekherman John "Roket 01" Fergione Lt. [. . . ] You should be headed in the same direction you were when you started the roll, and you should not have lost very much speed or altitude. If you did lose a lot of speed or height, that probably means you were performing the roll too slowly. 49 · Practice rolls. Always try to make your motions smooth and definite, with a precise objective in mind. Practice rolling until you can perform the maneuver without causing too much change in the direction your aircraft is headed. Half-Roll The full roll is not really a very useful maneuver. After all, you wind up right back where you started. The Half-Roll, on the other hand, is quite handy. It is an important component of several of the more complex flight maneuvers, like the Immelmann and the Split-S. · Get yourself plenty of altitude and airspeed, then check your compass heading for reference. Push the stick right or left, and hold it in that position until you are flying inverted. Use the HUD Pitch Ladder to determine when you have achieved inverted flight. Stop the roll when your wings are level and you are flying upside down. Properly done, a half-roll should be quick and precise, without overshooting the roll and having to correct. There should be little change in the compass heading of the aircraft. · Half-roll again to regain normal flight. Try to make them definite and rapid, with no wasted motion. Note the loss of airspeed and altitude associated with this maneuver, so you will know when it is safe to perform. · Check your fuel supply before continuing. 50 Flying Loop The Roll was a motion without any forward or backward pressure on the stick. The Loop is a maneuver that requires no right or left pressure. Properly done, a loop will deliver your aircraft back to where it began, with nearly the same heading, altitude, and airspeed that you had when you initiated the loop. MiG pilots find the loop on a 45 degree axis to be a very effective combat maneuver. · Check airspeed, altitude, and heading for reference. You won't be able to tell if you have performed the loop properly unless you know where you started the maneuver. · Get up a little airspeed by going into a shallow dive. Pull back on the stick and hold it back while the airplane goes through a complete circle, then push the airplane back to level when you approach normal flight attitude again. [. . . ] You may use one copy of the product on a single terminal connected to one particular computer. You may not reverse engineer, disassemble, or translate the product. For technical support, call 818/878-0325, or visit our website: http://www. novalogic. com ©1998 NovaLogic, Inc. NovaLogic and the NovaLogic logo are registered trademarks and NovaWorld, the NovaWorld logo, Integrated Battle Space, F-22, Raptor and Fulcrum are trademarks of NovaLogic, Inc. [. . . ]

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