Israel is a country with a free press, universal health care, a vibrant supreme court that actively enforces the rule of law and often sides with minority rights - and enshrined concepts of equality, tolerance of homosexuality, religious minority rights. The slanderous claim that Israel is an "apartheid" state - runs contrary to the fact that Israeli Arabs - muslim and christian - have equal rights and equal opportunity in Israel.
There are Arab members of Parliament in the Israeli Knesset. Muslim and Christian religious sites are protected by the State and are accessible. All citizens, Jewish, Arab, Christian or other - have access to the same high level of health care, have the opportunity to attend universities - such as Hebrew University of Jerusalem or Haifa University - at State supported rates -.
Over the course of its history, Israel has had many left wing governments that have favoured labour unions and universal social programs. The current government includes a number of more right leaning parties - but that does not negate the various "left wing" aspects of the State that are described above.
Not kidding. Read it. Michael is correct. Israel wasn't even a nation yet when it was attacked by Arabs, and the bottom line of the Palestinian complaints is "We keep picking fights and getting our butts beat. Israel fights, and she fights hard, but without a peaceful alternative open to her. The right-wing has become even stronger, thanks- G-d. A Smith survey carried out for Voice of Israel government radio on Friday shows that if elections were held today, the Likud, headed by Prime Minister Binyamin Netanyahu, would win one more seat and have 28 representatives in the Knesset.
The Likud would have a clear lead to a coalition of 67 Knesset Members in the next government, which ends no later than next October. Labor, led by Shelly Yechimovich, would be the second most popular party, with 19 mandates, six more than it won under the leadership of Defense Minister Ehud Barak.
He quit the part earlier last year to from his own Independent party, which would win three mandates, one above the required minimum. Barak theoretically could be thrown into the Opposition if the other probable coalition partners line up against his policies, which have been against a large Jewish presence in Judea and Samaria, if at all. He has been viewed as the major obstacle to allowing more building for Jews in Judea and Samaria, and has refused permission to allow Jews to move in some buildings they own, such as in Hevron.
Yisrael Beytenu would retain its 15 seats, Shas would win 10 seats, a loss of one, and the Yehadut HaTorah hareidi religious party would gain one Knesset Member and hold seat seats in the Knesset. Is the current PM left wing or right wing? What are some left wing and right wing parties in Israel? For decades Israeli parties including Likud were clearly left-wing. The events that followed the Oslo accord that clearly demonstrated the weakness of the left- wing policy of appeasement and cost Israelis 1, lives and 9, rockets launched on Israel by Hamas produced a shift of the majority of Israelis to the right, which pushed the political leaders from the Left to the Center, but by no means can Likud today be called a Right-wing party unfortunately.
Likud shifted more to the right, but it still has a very long road to go to be really called a Right-wing party. The Left parties, like Avoda, Kadima, Meretz have lost a support of the Israelis which led to the creation of the strange things like "Yesh Atid" "There is a Future" of Yair Lapid, over which the Israelis joke that the only person for whom this party provides a Future is its founder himself.
It seems that many American Jews , Noam. I condsider myself pretty left but I'm pro-Israel. You don't have to always fit in a nice little box when it comes to political views. Most of my friends, family, and aquaintances are the same as me so you don't have to be right wing to support Israel.
He's actually moderate. I'm more left than him but whatever. So it became a trend for some people And Sherry who like to call people Ashkenazi which in their lexicon it means ; Liar, Racist, not really a Jew, Arab-hater. The display shows top-down view displaying radar contacts' azimuth and range relative to the radar, and target symbol may have a vector to show its movement direction. Additional info may be displayed depending on the current air-to-air weapon type selected.
If Avionics Option is set to Hard, it takes the radar 3 hits before it can gather enough information needed to show target vector and friendly info on non-designated target. STT mode displays the all the same information as the TWS about a single target, but does not display any other targets.
Radar can be used to guide radar-guided missiles AIM-7 Sparrow from this mode. Shows top-down view displaying radar contacts' azimuth and range relative to the radar, and target symbol has a vector to show its direction.
Radar in Auto Acquisition mode only displays basic radar operation info, and does not display any target info.
The radar scans straight ahead and vertically from 0 to 55 deg above the boresight line. It automatically locks on to the first target it encounters in its search arc, and switches to STT mode. This section covers the basic knowledge guiding air combat, a necessity for any successful pilot. There are a few basic rules of thumb that all fighter pilots live by in combat, especially when in gun range.
Learn them well, as they may just save your virtual life! The first is "Lose sight, lose the fight. The moment you lose sight of a bandit you can no longer tell how it is maneuvering or if it is threatening your aircraft. Make it your first priority to re-establish sight of it! Similarly, a high flying aircraft can dive to pick up speed and for this reason "Altitude is life! This trade-off between altitude and speed is known as "energy.
Needless to say, energy management and keeping your options open is critical in a dogfight. A third basic tip is not to fly straight and level in combat.
Keeping a constant course makes you easy prey and is very predictable. Also, learn to think in three dimensions: not only do aircraft move about on a horizontal plane, but they can also use the vertical one very effectively. By using vertical maneuvers, a pilot can easily turn the tables on an opponent that insists on making only flat turns.
As explained in the Flight Basics section, the lift vector is the direction in which lift is applied on an airframe. Lift as a force is not only used to counter gravity, but it can also be used in maneuvers. Since lift is effectively "pushing" your aircraft in a known and constant direction, you can use that force to your advantage.
Rolling an aircraft so that your lift vector points towards your target will force you to accelerate towards it; subsequently increasing pitch by pulling back on the stick will then increase your turn rate toward it subject to certain limits, see below.
When following an enemy aircraft, keeping your lift vector on the same plane of motion as that of your foe can help you turn inside of it and set up a kill. G force is the measurement of inertial loads, with 1G being the normal force of gravity. The higher an aircraft's velocity, the easier it is to increase G loading during maneuvers. G forces act on both pilots and aircraft, sometimes with negative consequences.
Sustained high positive Gs send blood rushing out of a pilot's head, and can lead to increasingly grayed vision and eventually unconsciousness, known as "black out. In order to recover from either black out or red out, G loads must be reduced to allow more normal blood flow to the brain and eyes. Aircraft can also be damaged if Gs are allowed to climb too high, even if only for a moment.
As airspeed decreases the ability to initiate and hold G forces is reduced. Turn Radius is the size of a circle flown by an aircraft as measured from the center and decreases as velocity is reduced. While this is an important figure, the fighter that can turn the tightest isn't always at an advantage in a dogfight. Turn Rate - the speed with which the nose changes heading, measured in degrees per second - is even more significant. Since firing air to air weapons is generally done from the forward aspect of a fighter, the rate at which the nose can be brought to bear onto a target is critical.
Thus, even though an aircraft may be creating a wider circle than its opponent, if it can travel around that circle more quickly, it is at an advantage. At any given velocity and G load, an aircraft has a specific turn radius and turn rate. At high speeds turn rate is limited by the amount of G forces that can be sustained.
As speed lowers and maximum Gs are maintained, turn rate increases. This seems ideal but, as mentioned above, as airspeed is reduced, so is the ability to hold Gs. The slowest speed at which maximum Gs can be applied is known as Corner Velocity and is the point at which an aircraft has the maximum instantaneous turn rate. Corner Velocity will vary between aircraft and is important to learn, as this is where a fighter will perform at its best.
Unfortunately, most aircraft don't have enough thrust to maintain this velocity under maximum G loads and will find that their turn rate decays as their speed and hence Gs decrease. The maximum constant velocity that can be held with the highest steady G load is known as Sustained Corner Velocity and results in a steady rate of turn.
One of the reasons energy management is critical is so that pilots can temporarily achieve corner velocities above the sustained rate and as close as possible to the instantaneous turn rate. Named after Max Immelman, a German pilot during the dawn of aerial combat, WWI, this move involves pulling back on the stick and climbing through the vertical as part of a half loop.
At the top of the loop, when the aircraft is inverted, the pilot rolls through degrees to be right side up and facing the opposite direction from where the maneuver was started. The aircraft finishes at a higher altitude than it began, with a resultant loss in velocity.
Useful for changing direction quickly, it can be dangerous when pursued closely since an opponent can easily achieve a firing solution when the plane is slow towards the top of the loop. Insufficient speed before entering an Immelman will result in a stall. The Split-S can be considered the counterpart to the Immelman, since it is also a half loop.
However, in this case the pilot rolls inverted before pulling back on the stick and then performs the half loop while descending. The end result is a degree change in direction, a loss of altitude and a gain in airspeed.
It is critical that it be performed with sufficient height to avoid flying into the ground. Mainly a defensive move, it can also be used if an opponent flies beneath you in the opposite direction. The half roll is executed before the loop since a pilot can withstand many more positive Gs than negative ones. A break turn is used to quickly defeat a guns solution by a hostile aircraft that is rapidly closing from the rear aspect.
It is executed by banking either right or left and pulling back on the stick rapidly so as to carve a tight turn and force an overshoot. It is imperative to turn into the attacker and not away from him, as the latter would give him an even easier shot. A break turn is best performed level with the horizon or lower to avoid a pop-up in altitude and loss of speed, thus unwittingly becoming an even easier target. Break turns are most effective when the pursuer has a significant speed advantage and therefore cannot pull as tight a turn.
A Yo-Yo, whether high or low, is a very effective offensive tactic against an opponent that insists on making flat turns. Its principle advantage is that by using the vertical plane an aggressor can create an offset path of pursuit and thus gain an angle on the enemy. The Yo-Yo is performed by rolling outside of the horizontal plane during a turn and pitching up or down, followed by an opposite roll back into the original turn. The end result is that you will have effectively "cut the corner" of the flat circle and will find yourself more squarely on your opponent's rear.
The High Yo-Yo should be used when you have energy to spare and are above Corner Velocity, while the Low Yo-Yo should be used when you need to gain speed to reach your instantaneous turn rate. In CAGE mode the gunsight reticle is fixed along the radar boresight line of the aircraft. By these means the sight effectively predicts where cannon fire will go, given your current G load and range to a selected target. Place the predictor sight onto the target and fire guns to hit it.
If no air target is selected, the sight defaults to a range of 1, feet. The range bar moves from roughly the 1 o'clock position delineating maximum range to the 6 o'clock showing minimum range and reflects different distances according to the weapon selected.
Aerial combat during the Korean War and even into the early s was still very much a visual affair. While bogeys could be plotted on airborne radar at quite a distance, fire control technologies that existed were quite primitive by today's standards and downright unreliable.
Heat-seeking missiles had to be fired within very specific parameters, and cannon still proved very effective for in-close fighting. This lesson is evident by the case of the F-4 Phantom II, which began life without any onboard cannon and was overly reliant on missiles; it later had gun pods fitted, and finally had a 20mm Vulcan cannon installed in the nose by On board fire control radars of the s could only lock onto one enemy at a time, and radar-homing missiles had to "ride the beam" to their targets, not having their own independent guidance systems.
Missile technology evolved quickly, though, and Air-to-Air capabilities steadily increased throughout the decade. Many aircraft can only be equipped with heat-seeking missiles and don't have the capability to fire radar-guided ones.
Infrared IR missiles track the heat signature produced by a jet's exhaust. To be used successfully, they have to be fired from the rear aspect of the target; otherwise, they will not pick up a heat source properly. Early versions were sometimes fooled by other objects that radiate heat against the sky like the sun or clouds. Even the most modern heat-seeking missiles can still be fooled by flares. When AIM-9 missiles are selected, you will hear a constant medium pitched tone known as a "growl.
The sensor of a heat-seeking missile has a limited field of view, so in order to "get a tone," the target has to be roughly within your gunsight it will have automatically switched to CAGE mode and within range of the seeker head. Early Sidewinder missiles could not be fired when pulling too many Gs. Likewise, a missile also has maneuverability limits, and if it is fired from too close a range or too high an aspect angle, it may not be able to turn sharply enough to engage the target.
The best way to ensure your missile hits is to have a constant tone and to be following the target in pure pursuit without a high G load. Radar-homing missiles RHM rely on information from a radar signature to find their way to a target. They operate at a much greater range than heat-seeking missiles and can be fired from any aspect, meaning you do not have to maneuver to the rear of a bandit. While in flight, they require radar information constantly provided by the aircraft from which they were launched.
Unlike a heat-seeking missile which is "fire and forget", their guidance depends on a radar lock being kept by your radar and the target being illuminated. At longer ranges this can be defeated by enemy radar jamming, and only one target can be illuminated at a time. Hostile aircraft can also employ chaff defensively to defeat radar locks. For information on how to achieve a radar lock using your radar scope, view the Using the Radar section of this manual.
Anti-radiation seeker head homes in on the emitted signal from enemy ground radar installation and is completely self-guided. To use these missiles, simply point the aircraft toward a known enemy radar, and fire. If the enemy radar is within the range, it'll automatically lock on and guide itself to the target. EO weapons are guided using small TV camera located on the nose of the weapon. Once EO-guided weapon is selected, the radarscope will display the image seen by the EO seeker of the selected weapon.
To use EO-guided weapon, simply select the visual target by hitting Select Ground Target key , and if the target is in seeker range and in seeker field-of-view, the weapon will automatically lock-on to the selected target. The radar display will show the weapon seeker tracking the target, and the Heads-Up-Display will display a symbol indicating where the target is located. Once fired, EO-guided weapons are "fire-and-forget", and the attacking aircraft may immediately switch target for next weapon without losing guidance.
It has a reputation for being inaccurate and unreliable, yet is used on almost all US Navy fighter and attack aircraft, including the A-4 Skyhawk.
It was designed in the late s and entered service starting in It is simple, easy to use, and reliable; it is employed by a wide variety of Western fixed wing combat aircraft and helicopters. The performance of the AIM-9B, the first production version entering service in , was unsatisfactory. Its launch load factor is limited to 2G, and its seeker head can be easily be fooled and locks onto false heat signatures. It has a range limit of 2. To score hits, the launching aircraft has to be properly positioned with great attention paid to closure rate and range.
It has a new seeker head and new motor for vastly improved range and performance. First introduced in , it has a more sensitive seeker head and much greater maneuvering capability, making it much more effective in aerial combat.
AIM-9L Sidewinder The AIM-9L, introduced in after being developed jointly by the US Air Force and the Navy, represents a major advance in the Sidewinder development - it is the first "all-aspect" Sidewinder missile, with ability to attack target from all angles, even from head-on. The pilots no longer have to maneuver behind the target for a missile shot, resulting in dramatic improvement in the effectiveness over the earlier models. Shafrir-2 The Shafrir is an IR seeking air-to-air missile developed domestically by then budding Israeli defense industry.
Entering service just after the Six-Day War when Israel was under arms embargo from France, their main weapons supplier at that time, Shafrir-2 had similar capability as AIM-9D version of the Sidewinder. Python-3 Python-3 is the next generation of air-to-air weapon developed by Israel. Rushed into service in just in time for the Lebanon War, it had all-aspect capability like the AIM-9L version of the Sidewinder, but with superior speed, turning radius, and range.
It uses a new propulsion system, giving it better range and performance. The Dogfight Sparrow entered service in AIM-7F Sparrow Improved version of Sparrow introduced in , the AIM-7F has dual-stage rocket motor for longer range, solid-state electronics for improved reliability, and a larger warhead for increased lethality.
Its anti-radiation seeker head homes in on the emitted signal from a ground radar installation and is completely self-guided. Its maximum range is roughly 10 miles. The AIMB began entering service in Its seeker head has a much greater overall field of view, and it has the capability to track many different frequencies of radar. It also has a basic memory circuit allowing it to continue to target even after the radar source stops emitting. Its maximum range is roughly 56 miles.
It provides stand-off capability against a wide variety of tactical targets, including tanks, air defenses, and other vehicles. The Mk. The bomb has no propulsion unit, and the maximum range varies depending on the release altitude. It also features an improved TV guidance unit, giving it an increased lock-on range of about 4.
The pods are usually mounted in tandem on under-wing pylons. The pods are also usually mounted in tandem. M Bomb The M bomb is a conventional general purpose bomb weighting lb. Used in low-altitude level bombing, this allows the launching aircraft time to be clear of the bomb's blast radius.
Individual bomblet has shape charged warhead that are set to explode on impact. The Rockeye is effective against both hard targets like armor and soft skinned targets.
Tumbling end over end when released, as it strikes a target or the ground the container will rupture, spreading highly flammable napalm that sticks to most structures. Upon impact, fuses rapidly ignite the fuel gel. Napalm is effective against personnel, light structures and vehicles. The game has a default set of key commands. You can alter them by opening the Options Screen. Click the green aircraft icon in the upper left corner of the screen, then select Control.
The default control list is loaded by default, but you can click Customize to change the key mappings. INI file will be saved in the Controls subdirectory under the main game folder.
Note: In all interior views, you can move the mouse to pan the view up, down, left and right. You can control your aircraft by using a joystick or the keyboard. Note that the aircraft takes a few seconds to respond to your flight commands. Be careful not to over steer, or you may quickly get into trouble. A Activates autopilot and flies toward next waypoint. Insert Lock on to the currently selected target and go to Target Tracking mode.
Spacebar or Joystick button 1 Fire primary gun or cannon. Instant Action Jump immediately into flight in a randomly generated mission. Single Mission Load a historical mission, or configure a new mission and fly it. Campaign Load the currently active pilot and campaign, or start a new campaign with a different pilot. Pilot Record View vital statistics for all of your saved pilots, or create a new pilot to man your aircraft Options Set options for gameplay, graphics, sound, controls, network and other miscellaneous options.
Exit Closes the game. Displays a small menu that allows you to view other screens, see the credits, and quit the game. The small green aircraft icon in the upper left corner appears on every base screen and has quick links to the Main Screen , Pilot Record Screen and Options Screen. You can also select Quit to close the game.
New Mission Configure a new mission. Load Mission Load a custom mission or a previously saved mission. Mission Date Select a specific year for this mission. Mission Map Select a specific map and terrain type — Israel is the game's primary map. This sets the number of airborne enemies you'll likely encounter during the mission.
New Campaign Starts a new campaign. Load Campaign Enables you to load a saved campaign. Pilot Name Displays a list of pilots you've created. Campaign Name Displays a list of available campaigns. Service Displays the available service branches by nationality. Unit Name Displays a list of available squadrons. Campaign Difficulty At the Easy level, your success has less effect on the success of other units involved in the campaign war. If you perform poorly, other battle areas can still achieve overall success.
The opposite is true for Hard campaigns - your performance guides the overall performance for your side. Normal falls somewhere in between. Limited resupply means that you're much more likely to run out of weapons before the next convoy arrives. Normal gives you slightly more weapons, and Unlimited means that you never need to worry about running out of supplies.
Loadout Lets you proceed to the Loadout Screen and adjust weapon and fuel settings for up to four aircraft in your wing. You can also customize your aircraft's appearance in the Loadout area and, in some mission types, select the type of aircraft you want to fly.
You can also see all friendly and some enemy positions in this area, along with basic aircraft and base information. Pilot Roster Shows the pilot assignments for this mission. Puts you into the cockpit and starts the mission. Callsign Displays a list of each individual member of your flight.
Aircraft For Single Missions, this drop-down list lets you assign an aircraft type to the currently selected callsign. For Campaign missions, the aircraft type is fixed, but you can adjust loadouts as needed. Also note that in Campaign missions you start with a limited number of weapon stores and aircraft. Periodically, your base is resupplied with new munitions and aircraft.
The best way to ensure that this happens in a timely manner is to successfully complete all escort missions for incoming supply vehicles. Number Displays a drop-down list of individual serial numbers for each aircraft of the selected type. This unique number identifies each individual aircraft on the base. Paint Scheme For Single Missions, sets the chosen aircraft's paint job. Markings For Single Missions, displays a drop-down list of national military air force emblems for your aircraft.
Squadron For Single Missions, enables you to select squadron markings, which will appear on the exterior of your aircraft. Chalkboard Displays basic information about the mission, target area and base. Blue icons represent friendly air and ground units, and red icons denote enemy units.
The type of unit appears as an image on top of the icon. When you move the cursor over a friendly or enemy unit icon, known information about that unit appears on the chalkboard, including the unit type, number of units and home base. As you win more Campaign missions and gather more intelligence, you'll be able to spot more targets and view more information about them in this screen.
The small yellow triangles indicate waypoints for your flight. All aircraft flying with you follow these waypoints. Although the set waypoints are optimal for the mission, you can click-and-drag these waypoints to different locations. Be aware that extending the mission path requires additional fuel. Whenever you move the mouse pointer over a waypoint triangle, details about that navigation point appear on the chalkboard. Battle line The red, jagged line on the terrain indicates the front line of battle.
Target area The black circle surrounds the area containing the main mission target. Pilot Shows the pilot's first name, last name and current military rank.
Combat Missions Displays the total number of combat missions flown by the pilot. Status States whether the pilot is available for duty or not. Morale Describes the current morale level for the pilot. Condition Describes the current physical condition of the pilot - Fatigued, Normal, Rested and Refreshed.
Refreshed is the highest level available Aircraft Assigned Lists the callsign for the pilot's current aircraft assignment. Log Here, every event that occurs during the mission is logged and time-stamped. Pilot Name Displays a drop-down list of all saved pilots. Select a pilot to display his or her information on the right side of the screen. Photo Displays a drop-down list of available pilot photos. Callsign Lets you type in a callsign or "handle" for your pilot.
Rank Shows the current military rank. As you earn points with this pilot, you earn medals and advance in rank Score Shows the cumulative score. You receive points for each mission based on success in achieving the objectives. Rating Overall rating of the pilot. Total Kills Shows the kill tally number of enemies destroyed Aircraft Breaks out the number of aircraft kills. Vehicle Breaks out the number of vehicle and ground unit kills.
Buildings Breaks out the number of building destroyed.. Friendly Fire Shows the number of friendly objects destroyed hopefully accidentally! Kill Ratio Ratio of kill tally divided by number of times shot down. Flight Hours Shows the total hours flown by this pilot. Last Flown Type Shows the last type of aircraft flown by this pilot. Missions Displays the total number of missions flown, the number of missions that was successful, and percentage of missions success.
Campaigns Shows the total number of campaigns flown, the number of campaigns won, and the percentage of campaigns won. This determines whether you begin the game in the air or not, and how close you are to the target objective.
An external view positions you so that you see the outside of your aircraft; a cockpit view seats you behind the controls. See Key Commands for details on how to change camera views. Metric uses standard units of meters and kilometers. English uses feet, nautical miles and knots. Default selects the unit based on the aircraft type -US and British aircraft use English unit, while most other aircraft use Metric. Easy: Enemies aren't all that accurate - they'll fire less often and miss more often.
Also, their flying skills are below average. Medium: Opponents are a slightly better shot at range and are better at executing combat maneuvers. Hard: Opponents are seasoned veterans who pick their shots carefully and are fairly accurate. Dogfighting these enemies won't be an easy task, offensively or defensively. Click Customize to display additional drop-down menus and options listed below. The default setting is Normal.
Options under Customize Easy: Arcade-type flight model. You have a lot of flight control due to limited external aerodynamic forces and the aircraft flies where the nose is pointing. Normal: More accurate flight model.
No true stalls or spins exist, but you must deal with some external aerodynamic forces. Hard: Most complex flight model. External forces can cause you to stall out or enter an unrecoverable spin. Realistic flight control limits make the diagonal motion of the joystick less useful for rolling during high angle-of-attack AoA maneuvers.
Easy: Guns and weapons are very effective. Even the simple nose cannon can penetrate armor. All weapons have a wide blast radius and will not malfunction, so you need less accuracy when aiming at your target. Normal: Cannon rounds will still puncture armor, but otherwise guns and weapons do normal damage. Missile launch parameters exist, and missiles may malfunction if fired outside of those parameters. Hard: Gun and cannon rounds observe armor resistances, so attacking the front of a tank with a gun is a moot point.
Strict missile parameters exist. Some missiles have a built-in, realistic firing delay of up to two seconds. Easy: The radar automatically marks targets as friendly or enemy. Additionally, you have a degree view of the area - no blind spots exist. Normal: The radar has a limited forward front view and uses realistic ground clutter and return signals.
Targets remain on the radar screen as long as they remain in the cone of view. The radar automatically tracks targets as soon as they move into radar range. Hard: The radar realistically displays targets as momentary blips. It can take 6 seconds or longer to enter tracking mode, depending on the strength of the radar signal and the proximity of the target.
Easy: You can target anything, even things you cannot see, and all targets are marked as friendly or enemy. Normal: You can only target objects that are within visual range and not obstructed by mountains, clouds or other objects. All targets are marked as friendly or enemy. Hard: Target identification does not automatically occur, and you must fly close enough to an object to determine whether it is friendly or enemy.
You can only target objects currently in your viewing range. Easy: All available information displays on the HUD, including flight information, target information and waypoints. The targeting square shows the target's type, alignment and range. Normal: You can only view target flight information when you have the target within proper radar range.
The targeting square doesn't show the target's type, alignment or range. Hard: Your flight information and waypoint information are the only elements that display on the HUD. Target information does not appear.
Easy: If you lower the gear, you land successfully. Speed and angle are not factors. Normal: If you lower the gear and don't come down too steeply or too fast, you land successfully. If the descent rate is too high, however, you may crash.
Hard: You must descend at the correct angle and speed to make a successful landing. Violating landing parameters may result in gear damage or collapse, or even worse, a crash. Easy: You cannot collide with another aircraft in the air. Also, crashing into the ground doesn't do any damage. Normal: You cannot collide with friendly aircraft, but you can hit an enemy. Damage from collisions is reduced, and you won't usually die as a result.
Hard: You can collide with both friendly and enemy aircraft. If you crash into the ground, you will probably die. Easy: Blackout and redout never occur. You can push or pull as many negative or positive Gs as you like. Normal: You may experience redout and blackout during excessive G-forces. However, the effects are short-lived. Hard: Blackouts and redouts occur under realistic circumstances, and the side effects remain active longer.
Easy: You have an unlimited supply of gun ammunition, cannon rounds and missiles. Normal: You can run out of ammunition and armament, but you start out with twice as much. Hard: You carry a realistic amount of ammunition, and you can only use your guns for a few short bursts. Easy: Your fuel supply is infinite, even when you use afterburners. Normal: Fuel is consumed at half of the normal rate during regular flight, and slightly less than the normal rate when you're using afterburners. Hard: Fuel consumption is realistic, and you can't use afterburners very much without risking a fuel shortage later in the mission.
Display Device Specifies which video card the game should use. Normally only one video card will be listed here. If multiple cards appear, choose the option that corresponds to your 3D video card. Display Resolution Sets the resolutions for your monitor during gameplay. The list that appear here are different, depending on which video card you have installed. If you're having performance problems, you can reduce the game's resolution setting. Display Aspect Ratio Sets the aspect ratio for your monitor, , , , or Standard CRT monitors typically have or ratio, while newer LCD monitors typically have or aspect ratio.
Lens Flare Sets whether or not you see a blinding "lens flare" effect multiple halos when you are flying in the direction of the sun. Choosing the second option means that you won't see any lens flares while viewing action from inside the cockpit. These settings greatly affect frame rate. Low: Fewer polygons exist for each object. Some visual effects such as reflections and decals are turned off.
Medium: Objects have more art polygons and appear more detailed at close range. High: Objects appear highly detailed both at range and up close. All visual effects and decals are turned on. Low: Object textures are limited to x detail. Medium: Object textures are limited to x High: Object textures are limited to x Unlimited: Object textures have unlimited detail.
When active, this option significantly slows down your frame rate, as each scene must be rendered twice. Low: No shadows are cast. Medium: Aircraft cast shadow only in external view and only at close range. High: Aircraft and some ground objects cast shadow. Unlimited: All objects cast shadow at furthest distance. Low: Visual effects are short-lived and don't have much particulate detail.
Medium: Particle effects are denser, and visual effects last longer. High: All effects are shown at full detail, and the effects remain onscreen for longer. Low: Terrain is represented as a simple mesh. Medium: Terrain shows more hills and valleys. High: Terrain is at highest detail.
Low: terrain textures are limited to x detail. Medium: terrain textures are limited to x High: terrain textures limited to x Unlimited: terrain textures have unlimited detail, and have additional noise detail added with proper Shader support. Note that this only affects terrain. Enemy object and aircraft visibility distances are not affected. Low: Only important ground targets and buildings are displayed. Medium: Some trees and non-mission critical buildings also appear. High: All trees and buildings appear on the ground.
Low: Water texture is rendered just as normal terrain texture. Medium: Water texture has specular highlights and appears shinier. High: Water texture is animated with proper Shader support. Sound Volume Adjusts the main master sound level for the game. Speech Volume Changes the volume of in-flight radio conversations.
Music Volume Changes the volume of the in-game music. The higher the setting, the richer the sound. Switch the setting to reverse the left and right speakers in the game. Speech Subtitles Toggles subtitles on and off for all radio speech. Joystick Sensitivity Changes how responsive your joystick is to movement. Slide the bar left to reduce sensitivity, or right to increase sensitivity.
Joystick Deadzone Adjusts the non-responsive area of the joystick around the center position. Slide the bar left to reduce the amount of "dead" space, or right to increase it. A low deadzone value means that a slight joystick movement has a greater effect on your movement than the same movement with a high deadzone value.
Change key mappings in this screen. You can then select the control list you want by clicking the drop-down list and choosing a key mapping option. Position of Gap Rate of Closure Position of Gap Rate of Closure deg kts, opening deg kts, closing deg kts, opening deg kts, closing deg 0kts deg kts, closing deg kts, closing deg kts, closing deg kts, closing deg kts, closing deg kts, closing deg kts, closing.
You can still perform many functions while the game is paused. You can use this option only when no enemy targets are present. When pressed, this key takes you to the next action area and eliminates all travel time including waypoints.
Tab Display the radio communication menu. You can then press the number keys 1 through 9 at the top of the keyboard to select a specific menu or message. See In-Flight Communication for specific messages and their effects. Once in chat mode, all keyboard functions cease to operate, and all keys are sent to the chat window.
Your joystick and mouse, however, work normally. Esc Aborts message and exits chat mode. Enter Sends the chat message to all team members and exits chat mode. In Autopilot mode, your aircraft flies toward the next waypoint. Note that moving the joystick or mouse will cancel autopilot. Autopilot also does not pause for enemy encounters. When activated, this feature restores level flight and keeps the aircraft moving in a straight line.
If you move the joystick or mouse while this function is active, the game will drop out of wing-leveling mode. W Select next waypoint.
It basically shows your current position and the position of known mission-critical objects. PrtScrn Take a screen shot. The current scene will be saved as a bitmap image in the ScreenShots folder. F1 Display the interior, front cockpit view. F2 Display the interior, front cockpit wide view. F3 Display the interior, front cockpit narrow gunsight view.
F4 Toggle the padlock view, keeping the selected target in your view as long as it's in range. This option attempts to keep your current foe centered in your view. Pressing this key a second time switches the view back to front cockpit view F1. Numpad keys Temporarily pan the view in a given direction. The view returns to its previous position when you release the key. Numpad Del.
Numpad 0 Display a forward view of the dashboard, looking down at the instruments. Numpad 8 Display the forward view.
Numpad 5 Add 45 degrees of vertical angle to any other view. Press this key in conjunction with the other Numpad view keys. F5 Display an external, over-the-shoulder "chase plane" view. Use this view to "Check Six" look behind you. F6 Cycle through external views of various aircraft in the mission. Pressing this key multiple times in succession switches to the next aircraft. Pressing this key multiple times switches to the previous aircraft.
F7 Display an external view of the next ground object. Pressing this key multiple times switches to the next ground object. Pressing this key multiple times switches to the previous ground object. F8 Display an enlarged view of your current visual target. This perspective puts your current target in the center of the screen and lines it up with an external view of your aircraft in the foreground.
Your aircraft appears in the middle of the screen, and the target appears in the foreground. F9 Switch to the weapon camera view. You view everything from the weapon's perspective, corresponding to the last weapon you fired. This perspective puts your weapon in the center of the screen and lines it up with an external view of your aircraft in the foreground. Your aircraft appears in the center of the screen, and your weapon appears in the foreground.
F10 Display an external, fly-by view. You see your aircraft make an approach, fly past, and then exit your view. F11 Display the view from the nearest tower to your aircraft.
You can also use the wheel on your mouse if it's equipped with one. You can also move the mouse in any direction to pan. This can be very useful for examining your aircraft from an external camera view, or for reading dashboard instruments. Alternatively, you can also use a rudder pedal.
Note that you can also use an external throttle to control speed. F Extend flaps down by one notch. Most aircraft flaps have three settings. Flaps are automatically raised after you reach a certain speed in order to prevent damage. Use your airbrakes in the air to quickly bleed off speed. Use this command when landing to reduce speed, but make sure you wait until you've touched down.
Spacebar Fire primary gun or cannon. You can also use joystick button 1 to fire. You can also use joystick button 2. You can do this to gain maneuverability, as long as you have enough fuel to return to base. Whenever you select a new weapon, the proper gunsight mode auto-activates. For bombs, this key determines the ripple setting, or how many bombs are released at once when you press Enter.
The number of weapons per launch varies by aircraft. This determines the time between each bomb release when more than one bombs are rippled. Some aircraft have multiple gun groups or gun pods. Pressing this key activates a different set of guns. When you press Spacebar, only the selected guns will fire rounds. For aircraft equipped with an ECM, this can jam the enemy radar. However, it gives away your location to the enemy.
X Drop Flare. For aircraft equipped with an decoy dispenser, flares can be deployed to spoof incoming heat-seeking missiles.
C Drop Chaff. For aircraft equipped with an decoy dispenser, chaff can be deployed to spoof incoming radar-guided missiles and break enemy radar lock-ons. If the radar is off, pressing PgUp will turn it on. Note that not all modes are available on all aircraft. Additionally, the Gameplay option settings can affect what you see on the radar.
When the radar is in Acquisition or Tracking mode, this key instead causes the radar to revert back to its pre-acquisition setting either Search or Boresight mode. PgDn Cycle to next radar range setting. Note that different aircraft have different radar ranges. Home Select the next radar target on the radar display. Depending on your Gameplay option settings, the radar target may only appear as a momentary blip during each sweep.
A target must be visible in order for the radar to enter Acquisition mode. Insert Acquire and lock on the currently selected target.
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