Allied force manual




















In the end, Operation Allied Force's most noteworthy distinction may lie in the fact that the bombing effort prevailed despite the myriad impediments it faced. In light of that, perhaps the most telling lesson to be drawn from Operation Allied Force is that however capable air forces may have become in principle compared to other force elements, they can never be more effective than the strategy they are intended to support. RAND research briefs present policy-oriented summaries of individual published, peer-reviewed documents or of a body of published work.

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Research Brief On March 24, , NATO forces initiated an air war against Serbia in an effort to put an end to the human rights abuses that were then being perpetrated against the ethnic Albanian population in Kosovo. Figure 1. The Operations Arena. Related Products. Lambeth, Benjamin S. The Falcon series is one of the longest running game series in PC history to have used the same code base. The history of Falcon spans over two decades due to derivatives like Falcon Allied Force, [23] the BMS derivative from , [3] and other variants.

Published: Filesize: MB. Download this file now! The ADI Attitude Director Indicator provides an artificial horizon and an aircraft symbol so you can tell the attitude or orientation of the aircraft relative to the earth.

The airspeed indicator shows the aircraft's airspeed in hundreds of knots. When the needle is on the 4 , you are going knots. The altimeter. The digital readout on the inside of the dial shows the altitude in feet.

The white needle on the dial displays the hundreds of feet of the current altitude. For example, when your aircraft is between 10, and 11, feet and the needle positioned on the 8 , you are at 10, feet altitude MSL.

The AOA indicator is a tape that shows the angle of attack of the aircraft. In order to generate lift, the jet needs to have a positive angle of attack or fly at a positive angle into the relative wind airflow.

Remember that the AOA is the angular difference between the gun cross and the flight path marker. Mission For now, all you need to know about the HSI is that it can be used to indicate aircraft heading.

When the aircraft turns, the dial moves to indicate the change in aircraft heading. The RPM gauge on the right upper console shows the revolutions per minute of the turbine blades at the core of the engine. RPM is shown as. RPM is directly tied to throttle position, which controls how much thrust the engine produces. This mission starts with the F in the air. Your goal on this mission is to get used to flying the jet and using the keyboard to control your various views.

While we are frozen, let's go through the different view options. Access the views by pressing the number keys at the top of the keyboard. Press 1 to. Press 2 to put you back in the default 2-D Cockpit view. This view is mouseable, which means. There are three kinds of mouse pointers that are used in the 2-D cockpit. The red diamond indicates that you cannot interact with a cockpit control or dial.

The green circle means that you can interact with a cockpit control or dial by flipping a switch, etc. The green arrow means that you can click to change your 2-D Cockpit view to look left, right, etc. Press 3 to enter the 3D or Virtual Cockpit. In Virtual Cockpit, use the hat switch on your joystick. Holding down right mouse button and moving the mouse pans the view smoothly as well. This view is very important because it is very useful in air combat and in maintaining your situational awareness SA.

Situational awareness is understanding where you are in relation to the world around you and, understanding where threats are in relation to you. Practice using the Virtual Cockpit while the simulation is in Freeze mode. If you hold down left or right arrows, notice that your view will stop near the ejection seat. Since you cannot see past the ejection seat in the real F, FalconAF has the same view limitation. You will hear a banging sound of your helmet hitting the headrest when you reach that limit.

If you want to rotate your head the view to the other side of the cockpit, press left or right on the numeric keypad again and you will move the view to the other side of the cockpit. To get a closer look at the world, press L. Press L again to return to normal view. You can also press 1 and 7 on the numeric keypad to zoom the view closer in or further out.

FalconAF has additional views, but they will not be needed in this mission. Bring up the 2-D Cockpit by pressing 2. Move your joystick left to start an easy left turn.

Figure shows how to move your. Notice that when the wings are banked, the jet will turn or change heading. Do this by gently pulling back on the joystick until you get the flight path marker where you want it. Practice making level turns to the right and left. When you are. Next, we will practice climbs and descents.

Notice that the aircraft starts to climb and that both the cockpit and HUD altimeters show increasing numbers and that your airspeed decreases if you're not climbing, add more power. In addition, the movement of your flight path marker lags slightly behind your control inputs.

After climbing 1, feet, level off for a few seconds by aligning your flight path marker with the level line. Practice a descent by pushing the joystick gently forward. Your altitude will now decrease and your airspeed will increase. You must always manage your energy when flying.

Climbs trade airspeed for altitude, whereas descents trade altitude for airspeed. After descending 1, feet, level off by placing the flight path marker on the HUD level line. After accomplishing level turns and some straight ahead climbs, start combining turns and climbs together. For example, make a level turn until you are flying due west, or on your. HUD heading tape. When you are heading west, start a climbing turn until you are flying due east or on the HUD heading tape.

Try to climb 2, feet precisely. Set up parameters of your own to practice maneuvering the jet precisely. Next, try doing level turns at low altitude, which is flying below 1, feet AGL. Switch between these modes by switching to the lower right console press 2 times 6 and 2 once in. The HUD control panel on this console next to the control stick is a 3-way toggle switch that selects the HUD altitude options.

Make sure you know which way your aircraft. It's easy to crash when you're close to the ground and not looking outside. Actually, it is a combination of high pitch nose relative to the horizon and airspeed. Figure shows the low speed warning horn chart used by the F You don't have to memorize the chart. Just be aware that if you get nose high and slow, the horn will come on.

Climb to 15, feet and level off. Since the flight path marker will lag the gun cross, use the gun cross initially to set your pitch. The flight path marker will catch up with the gun cross when the AOA is reduced. Figure shows the climb. The horn will come on at about knots. When you hear the horn, start a roll to inverted flight. Make sure you roll the aircraft slowly to avoid losing control.

Stop the roll when you are upside down. You can tell you are upside down by looking at the HUD pitch scales. When the vertical legs connected to the ends of the pitch bars are pointed up, then you are inverted. Once the jet is inverted, start a smooth pull back on the joystick to get your nose down below the horizon. Once the nose of the jet is below the.

Keep the jet inverted upside-down. Use the Orbit view number key 0 to watch how the aircraft performs at very low airspeeds. This first training mission will help you practice controlling the jet using basic cockpit and HUD symbology. When you have turns, climbs and the HART maneuvers down pat, move on to the next mission. In this training mission, you will learn to fly the jet off the ground.

Taking off in the F is simple, and you only have to follow a few procedures. First, be aware that in FalconAF you are part of a realistic runway environment that includes an active ground taxiway environment.

You must constantly be aware of air traffic control and other flights. All the runways in the Balkans and Korea are busy launching and recovering aircraft, so you must listen up for ATC Air Traffic Control radio calls directed at your flight. For this training mission however, it is just you and your flight wingman. When taking off, you are not required to ask the tower for permission to take off.

As you move down the taxiway, the tower will clear you for takeoff. When you take off, you are generally combat configured, with bombs or missiles beneath your wings. Combat configurations are heavy. Because of the weight, you should accomplish all of your takeoffs with maximum afterburner. Things happen fast when you are taking off in full afterburner--and that is both good and bad news.

The good news is that you don't have much time to get creative and mess up the procedures. The bad news is that if you don't use the correct takeoff procedures, bad things will start happening very fast. Load training mission "02 Takeoff" from the Training section and click the Commit button. Do so by clicking on the plane icon. Next, determine the callsign of your flight. Click the Briefing icon on the bottom of the screen. The third section, labeled "Package Elements," shows the name of your flight.

In this case, your flight is Cowboy 1. In the section labeled "Ordnance," your aircraft is highlighted in green. In this case, your aircraft is Cowboy 12 One-Two. Listen out for this call-sign, as ATC will be talking directly to you!

Close the Briefing window by clicking the "X" in the upper right-hand corner. Then click on the Fly icon in the lower right-hand corner. While you are waiting for the simulation to load, make sure that the throttle on your joystick is in the idle position. In this training mission, you can choose where to start.

If you just want to get on with the action, choose the TakeOff option. This will start the mission at the point where your aircraft is positioned on the runway, ready to take-off.

If you choose this option, jump forward to the Take-off section. Alternatively you could choose Taxi. This positions the aircraft just off the runway waiting for permission to move to the takeoff position. If you choose this option, jump forward to the Taxi part of this section.

If you want the full realism of climbing into a cold jet and bringing it to life yourself, choose a ramp start. This involves an extensive checklist of commands that need to be run through to bring this hunk of iron into life.

If this is your first run through, try starting with take-off and jump forward to the section marked take-off. The ramp start - picture this scene - you have just walked up to your F You've been around doing an external check. You've kicked the tires and chatted with the crew chief, who has now helped you climb into the cockpit and strapped you in. Its time to get this show on the road. Its a little more involved than just turning the key, and some of it depends on what your mission is for this hop.

It will probably take a good minutes to complete the full cold start procedure. Some of it will go quicker as you learn where the various switches are, but no matter how practiced you are, it takes a while. We will just go through the basics here that gets you started.

Watch out, because your lead will be starting his aircraft, too. You will probably hear that power up first, as he will likely be a bit quicker than you. To guide you in finding the switches, we will be referring to the following diagram to show you where to find the vital parts.

These will be given in brackets like this C. Set the parking brake - we don't want the jet to roll off once the engine is running! C The parking brake means you don't have to keep your feet on the toe-breaks, and can concentrate on the rest of the procedure. This takes two clicks to achieve. The first gets you to battery power, and the second to main power, although as yet you have no main generator running. You will be running on batteries until the engine is up to speed, so while you have plenty of time, equally don't take too long.

This is all perfectly normal, these lights should extinguish themselves as the relevant systems come on line. This lets those around you know that the aircraft is becoming activated. There are few. Next, we are going to need some fuel. You may be needing the EPU if things go bad in the air, as this is your backup for electrics and hydraulics. G This helps get fuel moved around the aircraft.

Now we are ready to attempt to start the engine. The engine is a big old thing, and it has to be spinning quite fast before it will actually light off. To get it up to a speed where fuel can be introduced and lit, it will need some help. This engine is easily started by hydraulic pressure, and once running can be used to bootstrap the main engine.

First, we don't want any suprises, so ensure your throttle is at idle. It clicks over and should drop back on its own eventually. This causes stored hydraulic pressure to start spinning the JFS, which in turn starts to spin up the main engine. The RPM needle begins to move D as the main engine starts to spin up. Next toggle the idle detent switch on the throttle C or Shift-I. The engine RPM will start to increase. If not - switch it off manually. Verify the lights are off. Now you should have a functioning engine, and you can start with the other parts of bringing the aircraft to life starting with the avionics power.

The gyroscopes will begin to spin up. The INS will be fully aligned after about 8 minutes. We will describe the INS in detail in a later lesson. To play the sim in a window rather than full screen, change your Windows colour depth to 16 bit. In the properties of the shortcut for F4:AF add "-window" ie:. The Lead Pursuit official downloads site has several downloads including a Ramp Start guide for doing a complete startup of the jet. Personal tools



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