User manual GAMES PC MIG-29-FULCRUM

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Manual abstract: user guide GAMES PC MIG-29-FULCRUM

Detailed instructions for use are in the User's Guide.

[. . . ] "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. Sean "Rax" Rackley Arthur Stein Michael Tuknov Michael Tuknov Jr Manual Kevin R. [. . . ] Hold your aircraft in this flight attitude until your compass heading is 120 degrees left of your original direction, then use the joystick to bring the aircraft back to straight and level on the new course. Use the L key if you have to. 47 · Check to see if you have lost any speed or altitude in the turn. Anytime you maneuver in the air you potentially lose energy, so always keep an eye on your speed and altitude. The farther you push the stick to the right or left during a turn, and the farther back you pull on it, the faster the turn will be. Strive to make your turns crisp and precise, so that you come out of the turn facing the direction you want to be going. · When you have spent some time practicing turns, and you are ready to go on, check your fuel supply to be certain you have enough jet fuel to continue. You'll need it for this next session. The Break Turn The Break Turn is an emergency combat maneuver. It is very expensive in terms of energy (you risk losing lots of speed and altitude). A break turn can let you cut inside the turning radius of an oncoming missile, or throw off an opponent who is moving in for a gun kill. Break turns are most effective when performed suddenly and unexpectedly. · To start practice, get straight and level, then note your speed, heading, and altitude. Quickly push the stick all the way to the right, and pull it back all the way. Roll your aircraft to the right until its wings are perpendicular to the ground and at the same time pull back on the stick sharply to cause a very rapid turn. Watch the Pitch Ladder on your HUD to determine when you have rolled the aircraft sufficiently far to the right to make the turn crisp. · Try to maintain the turn through at least 90 degrees of heading. Never hold a break turn for so long that you are unable to maneuver (have little speed or altitude) when you come out of it. 48 Flying · Break turns place extreme G-forces on the plane and pilot, and can lead to Blackouts from sustained high G force. The MiG-29's flight control computers do not limit the amount of G the aircraft will pull (generally between -3. 0 G to + 9. 0 G), but if you hold a break turn too long and the screen begins to go dark, relax the joystick to reduce the tightness of the turn, or use the B key to activate your Air Brakes to reduce the aircraft's speed through the turn. Don't forget to deactivate the air brakes when you no longer need them. You can choose whether you wish to have MiG-29 simulate blackouts from high-G turns and Redouts from negative-G situations. As with any aircraft control movement, strive to make your breaks crisp and precise, with a definite purpose in mind. When you are good at break turns, you will be able to come out of one heading in precisely the direction you want to go. Watch your speed and altitude whenever you are performing break turns. Roll A Full Roll consists of a complete rotation of the aircraft around its longitudinal axis, from level flight to inverted, and back to level. Ideally, a roll should not include any forward or backward pressure on the joystick, and you should come out of the roll headed in exactly the same direction you were headed when you started it. Flying · Make sure you have plenty of altitude and airspeed, then get into level flight and check your airspeed, heading, and altitude for reference. [. . . ] SHOULD THE PRODUCT PROVE DEFECTIVE, YOU (AND NOT NOVALOGIC) ASSUME THE ENTIRE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU. 88 NO CONSEQUENTIAL DAMAGES: NOVALOGIC SHALL NOT BE LIABLE FOR SPECIAL, INCIDENTAL, CONSEQUENTIAL OR OTHER DAMAGES, EVEN IF NOVALOGIC IS ADVISED OF OR AWARE OF THE POSSIBILITY OF SUCH DAMAGES. THIS MEANS THAT NOVALOGIC SHALL NOT BE RESPONSIBLE OR LIABLE FOR LOST PROFITS OR REVENUES, OR FOR DAMAGES OR COSTS INCURRED AS A RESULT OF LOSS OF TIME, DATA OR USE OF THE SOFTWARE, OR FROM ANY OTHER CAUSE EXCEPT THE ACTUAL COST OF THE PRODUCT. IN NO EVENT SHALL NOVALOGIC'S LIABILITY EXCEED THE PURCHASE PRICE OF THIS PRODUCT. [. . . ]

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