User manual GAMES PC TIME AND MAGIK

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Manual abstract: user guide GAMES PC TIME AND MAGIK

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[. . . ] Find Wonju Supply Dump Information 27 5. Allocate More Aircraft 29 Chapter 5 Flying Basic Flying Preparation Straight and Level Gentle Turn Break Turn Spin Recovery 45 46 46 46 48 48 48 MiG15 vs F86 Sabre Background Variants Fighter Tactics Combat Specific Power Curves 49 49 50 50 52 54 Joining a game IPX Connection Internet Connection Modem Connection Serial Connection 83 83 83 83 84 Game Selection Screen Flight Line Screen Quit Fly 84 84 85 85 USAF Group Tactics Organization Welded Wingman MiG Alley Group Comms 58 58 59 59 MiG Tactics Defensive Split End Run Zoom & Sun Roundabout or Yo-Yo Waiting Game Pre-emptive Move Upper Cut Pincer and Envelopment 60 60 61 61 61 62 62 62 63 Frag Color text Visitors' Book Radio Paintshop Brief Prefs 85 86 86 86 86 86 87 In game options Ending the game Debrief 87 88 88 Combat Rules 63 Chapter 6 Cockpits Instruments and Lights 65 US Aircraft MiG 15 Gun Camera 66 73 76 Chapter 8 Campaign Histories North Korea Invades The Pusan Perimeter Breakout / To the Yalu Chinese Intervention The Spring Offensive 89 91 93 94 96 97 Chapter 7 Multi-player Overview Aircraft: 79 80 80 Selecting a service provider Creating a game Player name Session name Password Data Rate Game Type Select Side Scenario IPX Connection and Internet Connection Serial Connection 80 81 81 81 81 81 82 82 82 82 83 Contents Autopilot Skill: Reds Gun Sight Ranging 105 105 Views 107 107 107 107 107 107 107 108 108 108 108 Chapter 9 Preferences 3D Display Driver Resolutions Gamma Correction Lowest Frame-Rate Auto Frame-Rate Ground Shading Item Shading Reflections Weather Effects 99 100 100 100 100 100 100 100 100 101 101 Restricted Views Peripheral Vision Auto Padlock View Mode Select Padlock When Visible Camera Color Info Line Units Gun Camera Head Up Display Controls Top Middle Bottom 108 109 109 109 3DII Filtering Transparency Texture Quality Trees Etc Routes A/C Shadows Item Shadows Horizon Fade Horizon Distance Contour Detail 101 101 101 101 101 101 102 102 102 102 102 Others Music Volume 3D SFX Volume Control SFX Volume Ambient SFX Volume Radio Chatter Volume Engine Volume G Effects Injury Effects White Outs Auto Vectoring 110 110 110 110 110 110 111 111 111 111 111 Flight Flight Options Flame-Outs Auto Throttle Power Boost Wind Effects Wind Gusts Flight Model Airframe Stress External Stores Drag / Weight Torque / Slipstreaming Spool Up 102 102 102 103 103 103 103 103 103 103 103 104 Chapter 10 Bibliography 112 Chapter 11 Credits & Acknowledgements 114 Rowan Team Empire Interactive Team Acknowledgements 114 114 115 Game Weapons Vulnerable to Fire Ground Collisions Midair Collisions Complex A. I. Pilots Accel Off Target Size Autopilot Skill: UN 104 104 104 104 104 105 105 105 105 1 Chapter iew lley Overv - Mig A Overview MiG Alley is set during the Korean War, a conflict covering the period between June 1950 and July 1953. The reason why this period is so fascinating is that some pilots see it as the end of one era, and others as the start of another. [. . . ] They would choose the moment of engagement and then swoop down in a slashing attack and then zoom back to a safe altitude. MiG pilots could control the separation by use of the vertical, better climb and acceleration rates. Sabres preferred to engage in turning and diving fights. The lower the altitude, the less the performance advantage enjoyed by the MiG. However an aggressive and skilful MiG pilot could take on the Sabre. There are many reports of MiGs forcing the combat and ending with a duel at ground level. In MiG Alley, you will find that this type of engagement is the rule rather than the exception. 52 The MiG could out turn the F-86 at any altitude, but above 25, 000ft had an increased ability to do so. It would also out climb the F-86 (which was heavier) at any altitude but had more than double our rate of climb above 25, 000ft. We got more kills because we were better trained and more aggressive. Boots Blesse IDIOSYNCRATIC BEHAVIOR MiG and Sabre At high incidence, an uncommanded pitch up is observed due to stalling of the wing tips. If the pilot takes no action to compensate for this, it can cause the aircraft to pitch up into a stall or spin. Either the velocity will drop or the aircraft will have to lose altitude. THE CURVES Specific Power curves have been produced for the MiG15 and the F86E Sabre for altitudes of 20, 000ft and 30, 000ft. It is usual for the specific power curves to be bounded by the physical limitations imposed on the aircraft: · The left side is bounded by the lift limit line. The aircraft cannot generate sufficient lift to sustain a position on the left of this line. · The top boundary is set by the maximum g that the aircraft can tolerate. · The right boundary is set by the maximum speed that the aircraft can achieve. For the classic jets the airframe was rated at 7g. In fact there were reports of 10g being reached without serious consequences. This seems reasonable because a 50% tolerance is usually built into the figures. Inspection of the Specific Power curves show that the aircraft are very much under powered and so the g limit is largely irrelevant when considering performance. The Classic Jets were not capable of exceeding Mach one during level flight. There is then an invisible barrier to the right! [. . . ] If keyboard is chosen then the pointer is not displayed. Bottom The Force Feedback tick-box will be greyed out if the current controller is not capable of Force Feedback operation. The following Force Feedback options are available: Gun fire: Buffet: Aerodynamic: Airframe: Vibration transmitted by the guns. Vibration caused by the buffeting when in and around the stall condition and/or close to the speed of sound (Mach one). Vibrations transmitted through the airframe from the ground. 109 es Preferenc The size of the dead zones for the stick and rudder can be controlled independently. [. . . ]

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