Joke Collection Website - Mood Talk - F-22 lightning enemy aircraft
F-22 lightning enemy aircraft
FIGHT KEYS flight control keys
5-% POWER to turn off the engine
6,7,8,9, -6-1% throttle size 6% to 1%
-afterburner afterburner flight
F-FLAPS ON/OFF
G-GEAR UP/ DOWN wheel carrier
B-AIR BRAKE speed brake
DELETE-YAW LEFT Left Rudder
PGDN-YAW RIGHT Rudder
A-TOGGLE AUTO PILOT Automatic Navigation
N-NEXT AUTO PILOT Next Navigation Point
L-Toggle A. UTO LEVELING automatic level adjustment
H-FLY HOME automatic return (the best point for landing).
WEAPONS AND TARGETING KEY control keys
1-SELECT AMRAAM for 32Km long-range air-to-air missile
2-SELECT SIDEWINDER for 19Km short-range air-to-air missile (rattlesnake).
3-SELECT CANNON for 6Km six-tube cannon
4-SELECT JDAM for surface-to-surface missile
W-SWITCH WEAPON SELECTION for next weapon
SPACEBAR-FIRE CURRENT WEAPON shooting
C-release Co. UNTERMEASURES releases interferers (1 times)
ENTER-CREATE SHOOTLIST to establish target list
[, ]-NEXT/PREVIOUS TARGET/previous target
CAMERA MODE KEYS picture mode switch key
f1-visual cockpit rear cabin angle
F2-HUD WITH OR W/ O COCKPIT view
F3-EXTERNAL CAMERA VIEW to observe the local flight (dynamic view)
F4-FLYBY VIEW to observe the local flight (fixed view)
F5-PADLOCK VIEW to observe the enemy (distant view/close view).
F6-WINGMAN EXTERNAL observation wingman (long range/close range)
F7-MISSILE VIEW observation missile (long range/close range)
F8-TARGET VIEW observation target (long range/close range)
CTRL+ARROW KEYS-PAN CAMERA panoramic view in a certain direction
S, X-ZOOM IN/OUT radar range amplification/ Reduce
KEYPAD KEYS-AVIONICS SCREENS: observe the electronic system screen
2-STORES DISPLAY weapon quantity
4-DEFENSE DISPLAY azimuth radar
5-NAVIGATION DISPLAY navigation chart
6-ATT. ACK DISPLAY range radar
7-HUD REPEATER communication record book
8-radar table/ Level
9-ARTIFICIAL HORIZON level
WINGMAN ORDERS wingman orders command
CTRL+P-FOLLOW PATROL ROUTE back to your airport to patrol
CTRL+F-FORM ON MY WING to form a formation
Ctrl+e-engage n. EAREST ENEMY attacks nearby enemy planes freely
CTRL+M-ATTACK MY TARGET attacks my locked target
Ctrl+C-Cover Riley covers me
Miscellaneous
R-Radr Mode on/off radar on/ Turn off
M-VIEW MISSION GOALS and watch the mission
P-PAUSE GAME
CTRL+J-EJECT skydiving
In addition:
< ,> -increase or decrease the brightness of the HUD
tab-radar id target radar locks on the target
F9-1 X TIME COM normal time
F1-2 X timer double
F11-4 X quadruple timer
F12-6 X timer
main menu
1.QUICK. MISSION quickly selects a task
2.NEW CAMPAIGN to start a new record
3.CONTINUE CAMPAIGN to continue the history
4.MULTI PLAYER online
5.OPTIONS to modify the settings
6.CREDITS designer list
7.EXIT GAME. End
produced by NOVA LOGIC, USA:
The F-22 [Lightning]-Ⅱ II fighter was developed and designed by Lockheed Martin (the main contractor of the F-22 fighter), and the patented 3D engine technology of Voxel Space-II was adopted, making it the most realistic simulated flight PC software in 3D environment landscape and color visual effect at present.
Flying Wolf/Kamanche Russian KA-5 helicopter gunship and American COMANCHE helicopter gunship flight and confrontation attack simulation software. Because this software has low requirements for basic computer configuration (above PC-386), and its operating system is very complete and easy to use, it can be said that it is a good introductory product to be familiar with simulated flight.
instruction manual:
F22 Lightning 3
operation manual
1 cancel the selected weapon
2 cannon
3 air-to-air missile (switchable)
4 air-to-surface missile (switchable)
5 bomb (switchable)
6- engine thrust (6 is Increase thrust
W wingman command
R switch the radar
E to terminate the mission
O mission data
A autopilot
F retract the wing
G retract the landing gear
L keep flying horizontally
Z gun firing
S,X zoom in,zoom out (zoom the map in the cockpit view. Used to zoom the observation object from the external viewpoint)
D, C jamming bomb, chaff
B brake
N Switch navigation point
M map
, change HUD color
/ common key list
[,] Switch target
SPACE weapon release
DELETE, and the PAGEDOWN rudder is left. Right
F1~F12 various viewpoints (F1: cockpit viewpoint, F2: HUD viewpoint, F3: aircraft external viewpoint (switchable), F4: dive viewpoint
F5: tracking current target, F6: wingman viewpoint (two kinds of switching), F7: missile viewpoint (two kinds of switching), F8: current target viewpoint (two kinds of switching) F11: Switch Tactical Map F12: Time Compression)
The number keys on the keypad, the viewpoint in the cockpit
Hold down CTRL and then use the direction keys to shake the camera
PAUSE
Introduction of offensive BFM
The ultimate goal of offensive BFM is to kill enemy planes in the shortest time. In order to achieve this goal, fighter pilots must understand basic offensive maneuvers. Think of offensive BFM as a series of smooth rolls, turns and accelerations, which will help you understand. Some maneuvers in offensive BFM are named, but modern fighter pilots believe that defensive maneuvers against enemy planes should be based on the offensive plan of driving fighters into control positions, rather than on performing a series of named "moves". The continuous maneuverability of modern fighters makes the discussion of "move-confrontation-move" of offensive BFM obsolete. This study guide will reflect the current offensive BFM thought.
even so, the main reason why you still need offensive BFM technology is to counter the turn of enemy planes. When you are behind an enemy plane flying in a straight line, it is easy to control your speed with the throttle and follow it. However, when the enemy plane turns, the situation will change obviously.
attack geometry
attack geometry describes the flight path between the attacking aircraft and the target. When you start attacking an enemy plane, there are three distinct paths or pursuit routes. The pursuit routes include "lagging pursuit", "pure pursuit" and "leading pursuit" If you point to the back of the goal, then you are in a state of "lagging behind"; If your nose is pointing at the target, you are in a state of "pure pursuit"; Similarly, if your nose points in front of the enemy plane, then you are in a "leading pursuit" state.
lagging pursuit
lagging pursuit is mainly used to approach the target. Lag chasing can also be used when the enemy plane pulls up from different planes, that is, the attacked enemy plane pulls up from the same plane as you fly or maneuvers to another plane. After a period of lagging pursuit, you must be able to turn completely to the enemy plane. Why? In order to aim your nose at the enemy plane to fire or launch missiles, you must turn to the target completely. If the target turns faster than you, then he can keep you in a lagging chase and prevent you from shooting.
pure pursuit
pure pursuit is used to attack enemy planes with missiles. Is to point the nose directly at the target and fly straight at him. Purely chasing the enemy plane from beginning to end will lead to overtaking. Therefore, only when you want to shoot, point the nose at the target.
lead chase
lead chase is used to approach the target when using machine guns. Because you are cutting the radius of the flight path of the enemy plane, leading pursuit is the fastest path to the target. The problem is: unless you have a better turning rate than the enemy plane, it is very easy to overtake the enemy plane when you are close to it. When fighting an aircraft with similar performance (such as MIG-29), you can't keep the lead chase for a long time under normal circumstances, otherwise you will eventually be forced to overtake the enemy plane, similar to the situation in the above picture. It is very important to enter the lead chase at the right time in the battle, because this is the only way for you to get the shooting parameters of the machine gun.
Determine the pursuit route:
If the attacker and the defender are in the same plane, the speed vector on the HUD can determine the pursuit route of the attacker. The velocity vector is the direction in which your plane will fly. In the cockpit, it is depicted by the flight path marker (FPM).
what if the attacker and the defender are not on the same maneuver plane? How to determine the pursuit route of "different plane" maneuver? When the attacker and the defender are not on the same maneuver plane, the pursuit route is determined by the attacker's lift vector. The lift vector is a vector pointing to the top and perpendicular to the wing on an airplane. When moving at high g, the plane moves along its lift vector. You have to roll your plane so that the lift vector is in the direction you want, so that the nose of the plane can move towards the lift vector.
when the attacker pulls up to perform a maneuver on a different plane, his pursuit route is determined by his lift vector, so technically he will enter a lagging pursuit state, and when he pulls back to the enemy plane, he may enter a leading pursuit state, a pure pursuit state or a lagging pursuit state, depending on his actions. . )
Weapon envelope:
Weapon envelope is the effective attack area of missiles or machine guns surrounding enemy planes. Weapon envelope is determined by included angle, distance and azimuth. The type of weapon you mount determines the dimension and location of this area.
if you mount an omni-directional missile AIM-9M or AIM-12, the shape of the weapon envelope area around the enemy plane is a bit like a doughnut; The outer ring is the maximum effective range Rmax of the weapon and the inner ring is the minimum effective range Rmin of the weapon.
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