All content, (including in-game graphics), except where otherwise noted are copyright by
Ubisoft and Digital Aspirin Ltd and cannot be reproduced without expressed written consent. All screenshot images, except where otherwise noted, are copyright Digital Aspirin and
are used under license. Certain images are Public Domain, such as the aircraft recognition
section. Please email info@lomac-manual.com if you believe the manual contains copyrighted material and we will remove and/or label the images accordingly.
Index
Introduction by Carl C. Normani
Reference Manual1
Training Guide134
Recognition Guide209
Key Reference269
Acronyms276
Brevity Code278
SAM/AAA Reference Sheets282
Mission Planning Sheets284
Introduction i
Introduction
It is indeed a pleasure to have been asked to write this introduction for what will hopefully
become a trend for flight simulation games.
Our Unique Hobby
Combat Flight Simulation games for have been in existence since the first personal
computers. At one time flight sims were one of the primary entertainment applications for
the personal computer. Those of us that enjoy these products share a love of several
genres, be it the military, flying, speed, or the fine details and procedure of aviation
brought to our screens. Whatever the reason, we all share a common interest in
something that requires patience and skill as well as an understanding of the principals of
flight and aerial combat. We are a unique group of enthusiasts. Instead of wanting a game
that is easy to figure out and simple to operate, we demand and marvel at the complexity
and fidelity of air combat. We are the “Armchair Fighter Pilots” who want to sample a bit of
the thrill of strapping ourselves to a jet that is going to go into harm’s way.
Our Hobby Abandoned
Being unique has a real disadvantage. We are a niche market in an overall population that
craves instant gratification and reward. Alas, our niche community has been abandoned
by the traditional market for video games. The big money can now be found in first-person
shoot ‘em ups, “Pop Culture” licensed titles, and “simulations” that model our
interpersonal relationships. The video game industry has “gone Hollywood” and there is
little room in this financial juggernaut for the detail and high-fidelity that we desire. Video
games are now played on your television with a console box that is easy to use and simple
to configure. While I have nothing against the world of console video games, their
popularity has pushed our hobby off the shelves. Combat fight simulations are not dead,
but they are no longer a genre that is supported by the software industry. Fortunately
publishers like Ubi Soft have supported products like
flight simulation developed by our friends at 1C: Maddox Games who are also located in
Moscow
)
and, of course,
Lock On
IL-2 Sturmovik
(an excellent WWII
The Community
The combat flight simulation community is a strange bunch. Some of the most loyal and
dedicated users of any product can be found in our midst. Many of these people
participate online in the various community forums and product websites. It is an
international crowd with users from all over the globe sharing their passion and
experiences. The majority of these people are friendly and will go out of their way to help
out a fellow flight sim enthusiast. I’m pleased to have made friends all over the world
through my participation online in the flight simulation community.
Unfortunately, we have our dark side as well. While the majority of users are helpful and
willing to assist anyone showing an interest in our hobby, there are also those that show
incredible amounts of intolerance and snobbery. These types are easy to spot in the online
community. Like most human endeavours, there are always a few bad apples. They are to
be avoided if possible. You’ll recognize them immediately should you encounter them
online.
Introduction ii
But fear not brave user! The community remains active and vibrant. You can always count
on the majority of online users to give you the answers to your questions and provide you
with the latest information about our hobby. There is also an enormous amount of
creativity online in the form of humor, third-party enhancements, and new missions. It is
well worth your time to spend some time online with this bunch. A good place to start is
the General Forum at www.lo-mac.com.
History of Lock On
Back in 1994 an entertainment software company called Strategic Simulations, Inc. (SSI),
well known for its line of wargames and fantasy role-playing games, was purchased by
Mindscape, Inc. A gentleman named Jim Mackonochie, who was a Vice President for
Mindscape, was able to enter into an agreement with a gentleman named Nick Grey. Nick
is one of the managing directors of The Fighter Collection (TFC), which operates with a
software development studio named Eagle Dynamics. Eagle is based in Moscow and at
the time had a prototype simulation depicting the Su-27 Flanker jet fighter. This product
became
Su-27 Flanker
and was published in 1995.
Lock On
u-27 Flanker
S
the flight sim community to combat aircraft flown by Russia. The staff at Eagle Dynamics
is a very talented and dedicated group of professionals.
I was fortunate enough to have been a newly hired Producer at SSI when the
product was started. The opportunity to work on this project was something I jumped on
immediately. I was working with the fine folks at Eagle Dynamics and my counter-parts at
the Mindscape UK office. Following the release of this first
created an add on product for
product upgrade to Version 1.5.
The sequel
product, we went on to create a major upgrade to
This upgrade would be sold online and would add the MiG-29 as a user flyable aircraft. We
also upgraded and enhanced the overall simulation by fixing some problems and adding
new features.
Lock On
Su-25 Frogfoot attack jet. Our original plan was to dovetail the development effort for the
Flanker 2.5 upgrade into the process to create the
planning for this next Flanker product Mindscape and SSI went through a corporate
acquisition by The Learning Company. This was to be the first of several additional
corporate buyouts and mergers. At the time I was an Executive Producer with SSI in
charge of Combat Simulations.
is the third product in a generation of combat flight simulations that started with
and was followed by
Flanker 2.0. T
he
Flanker
series of products introduced
Su-27 Flanker
Su-27 Flanker
Flanker 2.0
began as a proposed add on product to
was released in 1999 by SSI. As with the original
which included new missions and a major
Flanker
Flanker 2.0
Flanker 2.0
that we called
that would feature the Russian
Su-25 Frogfoot
product we soon
Su-27 Flanker
Flanker 2.5
product. During the early
.
We saw an opportunity to expand our original plans for a new
Western attack jet, the A-10 Thunderbolt II affectionately known as the “Warthog”. At the
time another large publisher of combat flight simulations had cancelled their plans to
feature the Warthog in a product. I must admit at this point that my personal interest in the
Warthog was a major factor in my going the distance to get this aircraft included in the
product. I have always had an interest for the A-10 and wanted it in our simulation very
much. We obtained approval to proceed with including this unique and very popular
combat aircraft into our plans.
Flanker
product by adding a
Introduction iii
The decision was made to create a sequel product instead of a mere add on. This new
product would feature the Frogfoot and Warthog and would be called
course there would be a few more corporate adventures and The Learning Company was
soon purchased by Mattel and we became a new publishing and development organization
known as Mattel Interactive. The scope of the product increased at this time by the
inclusion of a Western counter-part to the Su-27. Thus, the F-15C Eagle joined the ranks as
another flyable aircraft in the product.
Flanker: Attack
. Of
At the very end of our development efforts on the
group was again questionable as Mattel was selling off the assets of Mattel Interactive. We
were up for sale with no idea what would happen to our future products. This state of
being would become a familiar one as we were soon sold to a holding company which
helped maintain our existence but had plans to parcel off the assets of the former Mattel
Interactive/Learning Company.
Once
release the 2.5 upgrade for free over the Internet to ensure that the upgrade reached the
users who had purchased
following the release of the
former Mattel Interactive/Learning Company was sold to Ubi Soft Entertainment.
Each one of these corporate acquisitions and changes in ownership resulted in a process of
evaluation to determine which products would continue and which ones would be
cancelled. This resulted in major delays to the products we were working on at the time to
include all the combat simulations. Some products were cancelled; others were cancelled
and then resurrected. Fortunately,
Lock On
more accessible to new users without taking away the more realistic aspects that veteran
users desired. Of course all of this only resulted in further delays.
Flanker 2.5
was finished we were still in a state of limbo. We came to decision to
Flanker 2.0
Flanker 2.5
in case we were forced to shut down. Several weeks
upgrade the entertainment product group of the
Flanker: Attack
. We added some new features to include the ability to scale the product to make it
Flanker 2.5
survived but it now had a new name –
upgrade the future of our
In late 2002 I left Ubi Soft and began working directly with The Fighter Collection and Eagle
Dynamics. I was pleased to be able to concentrate my efforts on the genre and product
line that I loved. Our product had suffered many delays and yet all of knew that it had
great potential. We also knew that there was little competition for this type of product as
modern air combat simulations were not being supported by the industry. We believed
then and we still believe now that we have a product that would be popular.
This Manual
My association with Mr. Nic Cole began in the late Summer of 2003 when he inquired on
the official Lock On forums about the possibility of producing a hard copy manual for Lock
On. I contacted him and lent my support for such an effort. I had been suggesting that a
hard copy manual for Lock On be made available for separate purchase by the publisher so
I was very pleased to see an effort from the community take form.
The trend in the entertainment software industry has been to eliminate hard copy manuals
and move to smaller standard packaging for software products. The documentation for
most products being sold now consists of a small “get started” pamphlet and a more
extensive manual in “electronic format” on the game disk. This arrangement works fairly
well for 99% of the games being published. It does not work well for a detailed and
complex product like a combat flight simulation. I have always been an advocate of rich
and detailed documentation for the products I’ve worked on, but the costs and resources
for this type of manual were no longer something that the publishing arm was interested in
devoting to a niche line of products.
Introduction iv
Through his persistence and some backing by a few of us that really believed in the
concept of a third-party manual effort, Nic Cole was able to convince Ubi Soft that this
manual was a viable option. An agreement was soon reached. Nic began to gather
content and enlist the help of several of us in the Lock On community to assist him in
getting the manual together. We at Eagle Dynamics were delighted at the prospect of a
more detailed hard copy manual. That you are now reading this is proof that a grass
roots effort by dedicated and talented members of the flight sim community can achieve
great things.
The Future
As I write this introduction we are in the final days of development for Lock On. We are
testing a Release Candidate as I type. It’s been a long process to get it finished and we are
very proud of our work. What about the future?
We see great potential for follow on products in the form of new aircraft to fly and new
missions. We have several proposals for such products and we hope that they are
forthcoming. There are also new combat simulation products on our drawing board that
we hope to bring to you in the future. The future of all these products depends on the
success of Lock On. The potential for these types of third-party produced manuals
depends on you, the members of community. Please help promote this manual to your
peers. Let them know about it and urge them to support Nic and his efforts. This will
ensure that we have this type of documentation for future products.
Much Appreciation
Those of us at TFC/Eagle Dynamics would like to thank several people who really made a
difference. Mark “Shepski” Shepheard and Andrew “Swing Kid” Pavacic were
instrumental in their assistance. We owe our dedicated external Beta Testing crew our
thanks for the many hours of dedicated support. They and many others too numerous to
mention here are listed in the credits and several of them have been with us since our first
product. “Gentleman Jim” Mackonochie continues to be an invaluable ally and friend and
we are grateful for his constant support.
T
hanks also to our friend and colleague Matt Wagner at Ubi Soft for his hard work and
dedicated efforts. Special thanks to Nic Cole for making this manual possible. We wish
him much success in this venture and hope that it is the start of something that continues
for our community and his success.
I would also like to express my deep personal appreciation for my associates Igor Tishin,
Jim Mackonochie, and Nick Grey. I have always been blessed to have been working with
people whom I can call friend. I am also proud to have worked with the talented staff of
Eagle Dynamics. Their hard work and skill is appreciated by all of us.
Kind Regards,
Carl C. Norman
Executive Producer
The Fighter Collection / Eagle Dynamics
Manual Credits
Nic Cole – Editor
Mark Shepheard – Training Section Editor
Lynn Gosley – Binder Design and Build Consultant
Quality Assurance & Clearance
Matt Wagner – Ubisoft
Charlie Barrett – Ubisoft
Carl Norman – Eagle Dynamics / The Fighter Collection
Special Thanks Go To:
Introduction v
The entire www.lo-mac.com forum moderators and members for their
welcome input and encouragement.
Chris Bergeron
Christopher Halpin
Terry Reinhart at Virtual Flight Productions
Carl Norman (again)
For their proof reading skills and mastery of the English language
Sarah Berridge at Ubisoft for putting up with our requests for graphics and
text at such short notice.
Nic Cole
Digital Aspirin
Sheffield
November 2003
Introduction vi
Lock On Credits
Eagle Dynamics
M A N A G E M E N T
Nick Grey
Project Director,
Director of The Fighter Collection
Igor Tishin
Project Development Manager,
Director of Eagle Dynamics, Russia
Andrey Chizh
Assistant Development & QA Manager
Carl Norman
Executive Producer & Consultant
D E S I G N E R S
Vladimir Trifonov
Terrain
Vladimir Titov
Terrain
Marina Kurdjukova
Terrain
Vladislav Kuprin
Cockpits, GUI
Alexander Drannikov
Planes
Timur Cygankov
Ships, ground vehicles
Introduction vii
Yury Shubin
Planes
Alexander Porozov
Planes
Vyacheslav Bogdanov
Graphics effects
Denis Poznyakov
Graphics effects
P R O G R A M M E R S
Valery Blazhnov
Lead Programmer
Vyacheslav Patutinsky
AI Planes
Igor Krylov
SAMs, Ships, Ground Vehicles
Evgeny Dovgopoly
Mission Editor
Igor Loginov
GUI, Mission Editor
Alexey Kravetsky
GUI, Mission Editor
Alexey Vakhov
Mission Editor
Alexander Alexeev
GUI
Anton Trutce
Avionics, weapon systems
Vladimir Feofanov
Flight dynamics
Maxim Zelensky
AI Planes, Flight Dynamics
Alexander Matveev
Input, Sound
Sergey Chistov
Track IR, Sound
Grigory Yakushev
Graphics
Timur Ivanov
Graphics
Yury Uralsky
Graphics
Dmitry Sultanov
Graphics
Dmitry Zhukov
Graphics
Maxim Porshnev
Objects Animation
Dmitry Robustov
Terrain
Dmitry Baikov
Internet game, Installer, GUI
Sergey Gurchev
LAN game, Track Recording
Dmitry Illarionov
MAP
T E C H N I C A L S U P P O R T
German Lutchak
Internet & Network maintenance
Andrey Solomykin
Flight dynamics research
Dmitry Moskalenko
Aerodynamics calculations
Denis Panchuk
Aerodynamics calculations
Alexander Komarov
Lead Tester
Vitaly Nikityanin
Optimisation
Introduction viii
U B I S O F T
CEO:
Yves Guillemot
International Production Director:
Christine Burgess-Quemard
International Content Director:
Serge Hascoet
L O C A L I Z A T I O N
Worldwide Localization Manager:
Coralie Martin
Localization Project Manager:
Loic Jacolin
P R O D U C T I O N
Florence Alibert
EMEA Group Manager:
Gabrielle Zagoury
EMEA Brand Manager:
Yannick Spagna
International Marketing Team:
Sylvaine Gomez
Andreas Balfanz
Doug Mc Conckey
Christian Born
Javier Montoro
Pim Hofmeester
Nick Wong
Soren Lass
Yannick Theler
Bertrand Chaverot
Vanessa Leclercq
Zhou Hui Bo
VP of product development:
Bret Berry
Executive Producer:
Tony Van
Producer:
Matt Wagner
Associate Producer:
Marc Fish
Data Management International Service:
Guenaele Mendroux
David Picco
Benoit Maury-Bouet
M A R K E T I N G
US Marketing Director:
Tony Kee
US Group Manager:
Karen Conroe
US Brand Managers:
Tena Lawry
Sarah Berridge
EMEA Marketing Director:
P U B L I C R E L A T I O N S
US PR Manager:
Clint Hayashi
T E S T
QA Manager:
Eric Tremblay
Assistant Manager:
Eric Audette
Lead Tester:
Emmanuel-Yvan Ofoe
Testers:
Alain Chenier
Allen Tremblay
Antoine Drouin
Antoine Thisdale
Eric St-Jean
Frederic Laporte
Louis-Phillipe Brissette
Marc Brouillette
Marc-Andre Proulx
Martin Shank
Martin Tavernier
Mathieu Larin
Mathieu Laurin
Introduction ix
Pascal Gauthier
Patrice Cote
Pierre Boyer
Compatibility Test:
David Levesque
Jason Alleyne
External Beta Testers:
Oscar Garcia Minguillan
Jose Benito
Francisco de Ascanio
Carlos Garcia Pineiro
Jim Campisi
Jeff Streeter
Gene Buckle
Leonardo Rogic
Goran Ivaz
Robert Borjesson
Juan Andres Hermoso Franco
Guillaume Leleve
Manuel Silveira
Dan Crenshaw
James Rhodes
Moodie Coretti
Chad Matthew Griffin
Michael Scampini
Lou Mayers
Pascual Malonda
Ivan San Primitivo
Alejandro Lorenzo Gallego
Francesc Basullas
Domingo Silanes
Jose Luis Barrero
Jose Ma Catena
Santiago Cerezo
Fernando Fernandez de Benito
Luis Rivas
Roberto Seoane
Ian Boys
Andrew Peter Pavacic
James Hallows
Chris Picco
Aaron Watson
Igor Harlukov
Anton Stepanov
Arkady Lalayants
Denis Chumachenko
Alexander Saigushkin
Alexey Egorov
Danila Pyatkin
Kirill Dzyuba
Vladimir Vorobiev
Alexander Tulin
Alexey Larin
Vagan Grigoryan
Sergey Vertelev
Alexey Prokopchuk
Igor Anisimov
Andrey Serov
Mikhail Sapronov
Alexander Gorbachenko
Ruslan Ilyin
G A M E M A N U A L
Reference Manual:
Tom Basham
S O U N D
Music:
Marshall Crutcher - Perfect Score
Voice recordings:
Charles DeVries Multimedia
S P E C I A L T H A N K S
Thomas Desaveines
for aircraft textures
David Moratilla
for aircraft textures
Eric Johnson
for aircraft textures
Frederic Bourges
for aircraft textures
Troy A. Fortmann
for F-15C consultation
Steve Davies
for F-15C consultation
Edward Burke
for A-10A consultation
Christopher Andreychik
for A-10A consultation
Andy Bush
for A-10A consultation
Joe Hodges
Introduction x
for A-10A consultation
Glenn Davis
for military aircraft consultaion
Sergey Trukhan
for Su-25 and Su-27 consultation
Alexander Degtyaryov
for MiG-29 and Su-27 consultation
Daniil Tuseev
for MiG-29 and Su-27 consultation
Nikolay Isaev
for military consultation
Andrew Peter Pavacic
for single missions
and Pilot Log Book consultation
Jan Slegers
for Pilot Log Book consultation
Michael Larsen
for Pilot Log Book consultation
Manuel Fossa
for Pilot Log Book consultation
George Gachaleishvili
for Pilot Log Book consultation
Roy van Versendaal
for Pilot Log Book consultation
Francisco de Ascanio de la Vega
for Pilot Log Book consultation
Ertugrul Ozmen
for Pilot Log Book consultation
Dominik Merk
for Pilot Log Book consultation
Chris Janssens
for Pilot Log Book consultation
Yuri Yashnev
for Pilot Log Book consultation
Mark Shepheard
for training and single missions
Jean-Francis Tetreault, Martin Asnong
for CD protection
Halstead York - NaturalPoint
for TrackIR support
Justin Cooney - ATI
for Development Support
The Forum Moderators and Community
Members at the Official Lock On Forums
Jim Mackonochie
for constant support and Business
Development
Introduction xi
Printed Manual Errata
Page 5. Starting the game. A “Show Replay” (SHOW)” button has been added to the
Navigation Bar on the Main Menu. Once selected, you can use the browser menu to select
Track Files. Once selected, press the Start button to begin playing the Demo track.
Page 5. Starting the game. A “Network Play (NTW)” button has been added to the
Navigation Bar on the Main Menu. This allows you to directly access the Network play
menus from the Main Menu.
Page 6. Starting the game. The Back/Fwd Button has been removed from the Main Menu.
Page 9. Graphics. We suggest setting VISIB RNG and SCENES to High and WATER to Very
High if you have top-end computer.
Page 9. Graphics. An option to toggle civilian road and rail traffic on and off had been
added to the Graphics settings. From the CIV TRAFF button, you can select Yes or No.
Page 9. Graphics. An option to toggle the advanced haze effect as been added to the
Graphics settings. From the HAZE button, you can choose Basic or Advanced.
Page 9. Graphics. As option to choose water detail level has been added to the Graphics
settings. From the WATER button, you can choose Low, Medium, High, or Very High.
Page 9. Graphics. An option to disable engine heat blur has been added to the Graphics
settings. From the HEAT BLR button, you can select On or Off. Note that game
smoothness can at times be negatively impacted if Heat Blur and FSAA are used
simultaneously.
Page 9. Graphics. The FREQ selection has been removed.
Page 10. Audio. If you feel the engine and other cockpit sounds are too quiet, you can use
the COCKPIT slider to increase the volume. You can also increase the ENGINES level to
make the engine sound louder in the cockpit.
Page 10. Audio. “Betty in Russian” has been changed to “Russian Voices.” This is
because you can now hear all radio communications in Russian when flying a Russian
aircraft. If you select the German MiG-29A, the Betty voice will be in German.
Page 11 and 45. Difficulty. Two additional buttons have been added to the My Plane box.
The G-EFFECTS button allows you to disable black-outs and red-outs when under extreme
G. The PADLOCK button allows you to enable or disable the use of the padlock option.
Page 11 and 46. Difficulty. The AWACS view has been renamed the MAP view.
Page 11. Difficulty. Within the Simplification box is a button entitled SET GLOBAL. When
this button is ON, the player’s difficulty settings and the Scene setting for Graphics will be
used for all missions. If however the button is not on, the difficulty and scene settings will
be used when the mission was created.
Page 11. Difficulty. When simplification is changed between imperial and metric, this only
applies to measurements used in the Mission Editor. It does not apply to the flight portion
of the game.
Introduction xii
Page 12. Cockpit. The G-Effects setting has been moved to the Difficulty page.
Page 18. Multiplayer. After pressing the NTW button, a window that allows you choose
either a LAN or Internet game will be displayed now. You must make this decision before
preceded to Host or Join a multiplayer game.
Page 19. Multiplayer. Protocol section has been removed from LAN network connection
options.
Page 19. Multiplayer. The Ubi.com button only applies to an Internet game. This button
has been removed from the LAN screen.
Page 18. Multiplayer. The multiplayer description in only accurate for when LAN play is
selected. Internet play uses an entirely new system of connection. When you enter an
Internet game, there will be a two-position dial near the top of the screen. One setting is
labeled Player and the other Connect.
When set to Player, you can enter your name in the NAME field. Press the enter key once
you have typed in your name.
When set to Connect, you can enter your Host or Client connection properties. If Network
Settings button is set to SERVER, then you are acting as the Host and you can determine
PORT number, connection speed, and password. You can also set global setting such as
session title, maximum number of players, and game mode in the Game Settings screen.
If set to Client, you can enter the SERVER IP number and the required password if needed.
Once the SERVER and CLIENTS have entered the required data, they can press the START
key to proceed.
After the SERVER presses the START key, they will be brought to the OPEN mission screen.
After selecting the desired mission, press the MAP key to return to the Internet interface.
Once all players have reached the Join Game screen, they can select their coalition. If no
planes are available in a coalition, the JOIN box will be greyed out. Upon selecting a valid
coalition, press the SELECT button in the top / left portion of the screen to select an aircraft.
Simply click on the aircraft you wish in the Select Plane list. If you wish to change
coalitions, you can click the Coalitions button on the top menu bar.
Once players have selected their aircraft, the FLY button can be pressed to start the
mission. Note that each player must press the FLY button in order to enter the mission.
Page 22. Multiplayer. It is not possible for clients to in-flight refuel during multiplayer
games.
Page 22. Multiplayer. Only a single player can be assigned to take off from the Kuznetsov
aircraft carrier. Adding more than one aircraft will cause over-lapping.
Page 22. Multiplayer. When flying an Internet game, each player must be assigned an
individual Group when creating the mission. You cannot assigned players to separate
Flights within a Group.
Page 22. Training. Advanced Training has been renamed Top Gun.
Introduction xiii
Page 22. Training. Select the EXIT button in the lower / left portion of the screen to exit
the Training screen.
Page 22. Training. In order to avoid problems with the training missions, please mind the
following:
- Resolution to 1024x768
-Cockpit view angle set to 60(default)
-Mouseview off
-Mirrors off
-Russian HUD setting
-Do not press any key but "S" to pause and un-pause while viewing
Page 25. Log Book. The pull down menu to view general statistics has been removed.
Page 26. Log Book. To exit the Log Book, press the Exit button in the lower / left portion of
the screen.
Page 29. Easy Radar. When setting the display mode to ALL, all ground, surface, and
naval units will be displayed on the screen.
Page 30. Mission Editor. From the File selection on the Menu Bar, Merge is also available.
This allows two separate missions to be combined into a single mission.
Page 30. Mission Editor. From the View selection on the Menu Bar, Crimean View has
been changed to Actual Size view. Additionally, Object View and Region View have been
removed.
Page 30. Mission Editor. From the File selection on the Menu Bar, Record AVI has been
added. After selecting a track file, this option can be enabled and allow the player to
convert a track file into an AVI video. To create an AVI file, please follow these steps:
1-From the Mission Editor, select the desired Track file you wish to convert to an
AVI file.
2-Once selected, select RECORD AVI from the File pull down.
3-A new dialog screen will be presented in which you can select Start and End time
of recording, the compression Codec and quality level, the name you wish to save
the AVI as, and the frame rate you wish the AVI to play back as.
Once you have made your selections, press the Start button. Lock On will then replay the
Track file frame by frame until completion. Note that this can be a long process of the
recording length or frame rates have been set high.
After the video had been recorded, the sound pass will automatically be recorded. This will
play back in real time, but you will only hear the mission being played out. For proper AVI
sound recording, ensure you have WAV as your Windows sound recording device.
Page 30. Mission Editor. From the File selection on the Menu Bar, Loop track can be
selected to continually loop the selected track file.
Page 44. Mission Editor. Regarding cloud cover, when the Density is set to 5 or higher, the
precipitation drop down becomes active. Selections include None, Rain, and
Thunderstorm. If however the Season is set to Winter, the precipitation options will be
None, Snow, and Snow-storm
.
Introduction xiv
Page 45. Mission Editor. Creating a Campaign. Creating a user-created campaign is a
simple process that uses the fundamentals of creating a single mission within the Mission
Editor. To get started, enter the Mission Editor and press the CAMP button on the left
portion of the screen.
You will now be presented with the Campaign creator / editor. To create a new campaign,
follow these steps:
1-Select the countries that will take part in the two coalitions. From the Coalitions
button at the top of the screen, place at least one country in the Red and Blue
coalitions. Press OK when complete.
2-In the top Title box, enter the title of the campaign you are about to create.
3-Each mission is composed of a generated stage that you create. In the Stage box,
enter the name of the first stage in the Title box. In the Description box, enter the
text briefing that the player will read.
4-Create the stage as you would a normal single mission. However, all the static
objects you place in the first stage will automatically be carried over to later
missions.
5-When you are ready to create the next stage in the campaign, forward the stage
number to 2 and create you next mission. You can keep adding stages this way
until you have all the stages you wish in the mission.
6-To enter the text that the player will read when he or she has finished the
campaign; select the Results button and enter the campaign debriefing text.
TROUBLESHOOTING & TIPS
Increasing frame rate and performance
It’s always a good idea to defragment your drive for better performance. Use the Windows
Disk Defragmenter in Accessories/System Tools to defragment your drive.
Ensure that you have the very latest drivers for you video card. You can usually obtain
updated drivers on the support website of your card’s manufacturer. The manufactures of
the more popular video cards often update their drive sets.
Ensure that you have DirectX 8.1 or higher installed on your system. DirectX 9 is included
as part of the Lock On installation routine. The setup for DirectX 9 is located on the Lock
On CD. Many of the “MX” type of cards are older video chips that are use more memory
and are then marketed as newer cards, but many of them do not support 8.1 or higher.
Older video cards MAY run Lock On but without all the effects and the performance will be
questionable. Your video card MUST support DirectX 8.1 or higher. NOTE: Having the
correct version of DirectX installed on your system alone is NOT the answer. Your card
MUST also be compliant with 8.1 or higher. Older cards will most likely NOT meet this
requirement.
Shut down programs running in the background (Virus Scanners, Firewalls, etc.) Zone
Alarm is known to cause problems when trying to use the Options menu as reported by
several Lock On Demo users. If you choose to run other applications in the background
you WILL have a lower performance with Lock On. There are several utility programs such
as Enditall and others you can obtain on the Internet that can assist you in shutting down
other applications.
Introduction xv
Lock On will run slower if you have all the graphics and effects settings on their highest
settings. This is particularly noticeable with minimum spec computers and hardware.
Your “mileage” may vary, but to get all the effects and have good performance you will
need top of the line equipment. Lock On can be run at lower settings and still be a very
enjoyable simulation experience, but the high end and the future of hardware were primary
considerations when we designed this product and its graphics effects.
Performance will also be affected by the size and content of missions. Large missions with
many vehicles, missiles, aircraft, and radars will have a noticeable affect on performance
and frame rates. Try adjusting the settings in the Options – Graphics screen to optimize for
your best performance for your hardware.
There are quite a few different options for graphics and cockpit settings in Lock On the
more of them you use and the higher the quality you select then the lower your
performance will be when running the program. While we would like to provide you with
an optimum settings profile, it is impossible to give a profile that will be optimum for all
the many different hardware configurations that users possess. You are going to have to
experiment with your individual settings to see what works best for you and what options
you feel are worth the hit in performance. As each of us have our own personal
preferences for graphics and effects, these aspects only add to the difficulty in our
providing a standard profile. Again, your preferences and personal tastes will have to be
factored into how you set up the features in Lock On.
The settings for WATER, VISABLE RANGE, and COLOR have a big impact on frame rate.
The WATER effects are a big frame killer even if you are not flying over water and have the
setting on high, your performance will be lower. Set WATER to Low if you do not have a
high performance system and/or video card.
VISABLE RANGE will also take a lot of your system’s performance. Unless you are using a
high resolution, there really is no big difference between the Medium and High settings for
this option. Medium appears to be optimum. Your results may differ depending upon
your hardware.
The HEAT BLUR effect is NOT compatible with your video card anti-aliasing features turned
on and will create a conflict that will greatly affect performance and frame rate. If you want
HEAT BLUR effects you need to turn off your anti-aliasing settings. Note: The HEAT BLUR
effects do not appear for all aircraft (A-10 for example) and will not appear for aircraft if
they are travelling at high speeds.
The COLOR setting should really be set to 16 bit as the advantages of 32 bit are only for the
very top end video cards. The advantage of 32 bit will most likely be noticeable with video
cards that will be hitting the market in the near future. For now it is recommended that you
stick with 16 bit. If you do use 32 bit, ensure that your Windows Desktop is also set for 32
bit.
Cockpit Mirrors are nice to have, but they can rob you of performance. They are not
essential, particularly for air-to-ground. Turn them off unless you really feel that you need
them. You can also lower their resolution to save on performance.
Introduction xvi
Joysticks, Throttles, Rudders, and other devices
You may need to manually adjust your joystick, throttle, and rudders using the Options –
Input menu.
The default settings for Lock On may not match your particular input devices. Go to the
Options section and set the select knob to INPUT in the upper right hand corner of the
Options screen.
In the upper left hand corner there is a toggle switch showing BUTTONS or AXIS, click on
this so that AXIS is selected and then select the pull-down box window so that your
particular joystick is selected instead of KEYBOARD or MOUSE.
In the BUTTONS MAP text box below on the left will be a list of input areas and their
corresponding inputs (PITCH, ROLL, RUDDER, THRUST, etc.) and their respective axis or
rotator. To ensure your equipment is configured properly select each one and then hit the
CHANGE button to upper right. A CAUTION dialog box will appear with a blank entry for
an Axis input. When this box appears move the appropriate device you want to set. The
proper axis or rotator will appear in the text box. Hit OK and you have set the device
properly in Lock On.
NOTE: This section also provides you the ability to configure dual or split throttles to
control two-engine aircraft if you have such an input device.
In the RESPONSES section of the INPUT screen there is a graph showing the response
profile for each device. It is recommended that you select your RUDDER in BUTTONS MAP
and then flip the switch in RESPONSES from SLIDER to AXIS. This will display the
response curve for your RUDDER.
Often the rudder input devices continue to “pull” to one side. This will cause your aircraft
to roll or yaw to one side. Configuring your rudders with a bit of a “dead space” will
prevent your aircraft from rolling or pulling to one side. Do this by selecting the RUDDER
in the BUTTONS MAP area and then moving the D-ZONE slider a small amount to the left.
You will notice a flat line appear in the middle of the response curve. This will create a
dead space at the centre of your rudder that will prevent rudder inputs while your rudder is
in the center position.
It is also recommended that you increase the curve by placing the SHIFT slider in the
middle position of the slider giving the rudders a smooth response curve on both sides.
There is also a selection on this screen that will allow you reverse (invert) the directions of
your input devices.
Trim and Control
Several of the aircraft, the MiG-29 in particular MUST be constantly trimmed or your
control inputs will not be as effective. Read the section on trim and consult the appropriate
Tutorial Mission to learn how to trim the aircraft. ALT-T will neutralize your trim settings.
NOTE: Airspeed changes also affect trim settings. Be sure to adjust trim after coming out
of Autopilot.
Introduction xvii
Audio Adjustments
If you are having choppy or distorted sound, turn Hardware Acceleration OFF in your
DirectX Sound Settings. To do this, run the DirectX Diagnostics Tool
(C:\WINDOWS\system32\dxdiag.exe), select the SOUND tab, and turn off Hardware
Acceleration with the slider. Even if you do not have distorted sounds, many users of the
Demo have reported better performance with Hardware Acceleration turned off.
If you want more ambient sounds in the cockpit you will need to adjust your audio volume
settings in the Options – Sound screen. Adjust the sliders for the various sound effects to
the levels you prefer. If you like to hear the engines and gun fire from the cockpit then you
should increase the ENGINES and COCKPIT sliders to higher. 100% for COCKPIT will give
you both engines and gun sounds.
As with the graphics settings, the volume of the various sounds in Lock On is an individual
taste. You need to experiment with the settings to obtain the sound levels you desire.
Engaging Targets with Weapons
Familiarize yourself with the proper way to configure your aircraft for combat modes. The
weapons will not fire unless you configure your aircraft to the proper combat mode. The
default mode is Navigation when you first start a mission. The weapons will not fire in Nav
mode.
Taking Screenshots and Recording Videos
Screenshots can be made by hitting the PrtScn (Print Screen) button. Each time you hit
this button a screenshot will be created and saved to the Lock On Screenshots subdirectory
with a sequential naming convention. If you wish to remove the information bar for
exterior views hit the “Y” key twice to turn off the bar. Hitting “Y” again will toggle the bar
back on.
Key Input Changes
1-Cockpit camera discrete steps have been implemented with Ctrl - Keypad 1-9 or Ctrl Joystick hat. Alt-Z toggles between snap modes (to return or not to return camera tacitly).
The discrete steps are configurable in the Config/View/View.cfg file.
2- Ctrl-Keypad 5 action has been changed to Alt-Keypad 5 for F11 view.
3- Shift-F11 trains/cars toggle has been added for Ctrl-F12 view.
The old adage, “Use the right tool for the job,” applies to air combat as much as
carpentry. Aircraft missions, such as air superiority, close air support, deep strike,
etc., generally have conflicting requirements. Heavy armor that protects a pilot
while engaging an enemy AAA site is a serious disadvantage in a dogfight.
Success in the air requires a thorough understanding of each aircraft’s strengths
and weaknesses. The following section identifies each aircraft flyable by the player
and summarizes its combat role.
1.1 F-15C “Eagle”
The F-15C “Eagle” has often been labeled the greatest fighter aircraft in the world.
Designed to counter the exaggerated capabilities of the Soviet MiG-25 “Foxbat,”
the F-15 has been the backbone of U.S. air defense for three decades. The F-15C,
equipped with improved avionics and weapons over the original F-15A, has scored
over 100 air-to-air victories in the service of Israel, Saudi Arabia, and the U.S.
without suffering any losses.
The F-15C rules the Beyond Visual Range arena (BVR). No slouch in a dogfight, the
F-15C excels at finding targets, positively identifying them as hostile, and engaging
them with AIM-120 AMRAAM and AIM-7M missiles before the enemy can
respond.
The Eagle is somewhat restricted in the close-in dogfight. The AIM-9 Sidewinder, a
reliable weapon that has soldiered on since the 1960’s, does not have the high offboresight capability of recent Russian heat-seeking missiles. Eagle drivers should
generally favor the higher-speed “energy fight” in favor of the low-speed turning
duel, especially against nimble adversaries.
Very few address this aircraft by its given name of “Thunderbolt II.” Instead, its
unusual appearance earned it the moniker “Warthog,” and often simply “the Hog.”
Designed as a Close Air Support (CAS) platform to counter the massive quantities
of Soviet armor during the Cold War, the Hog is heavily armored and carries an
impressive weapon load, including a deadly 30mm anti-armor cannon. Efforts to
retire the A-10 from active duty began gaining momentum, but fell by the wayside
after the aircraft’s stellar performance during the 1991 Gulf War and the 2003
Operation Iraqi Freedom.
The A-10 was intended to fly low, using the terrain to mask its presence from
enemy Surface-to-Air Missiles (SAMs). Low flying, however, places the aircraft in
the heart of the Anti-Aircraft Artillery (AAA) engagement zone. Therefore, the
aircraft is heavily armored, including a “titanium bathtub” which surrounds the
pilot. When the threat of SAMs has been reduced, the A-10 generally flies
Aircraft Introduction 3
missions at medium altitudes, placing it safely out of the reach of AAA guns.
The sub-sonic A-10 can carry AIM-9 Sidewinders for self-defense, but should avoid
dogfighting. It carries an impressive air-to-ground weapon load, but lacks the
power for a sustained fight against a dedicated air-to-air platform. When
confronted by an enemy fighter, the Hog pilot should use the A-10’s impressive
turn rate capability to point the nose (and the dreaded 30mm cannon) at the
attacker. When the attacker overshoots, unload and extend until the attacker
makes another pass, and then use another maximum-rate turn to point the nose
back at the adversary.
The Su-25 Frogfoot bears little resemblance to the U.S. A-10, but was designed for
a very similar Close Air Support (CAS) ground-attack mission. The Su-25 was built
to operate near the battlefront from rough, “unimproved” airstrips, and can carry a
kit with tools, spare parts, auxiliary power supply, a pump for manual refueling,
and other “self-deployment” supplies. It carries a wide variety of weapons for
missions, including anti-radar, runway denial, and tank killing.
The fortified cockpit and armored canopy helps protect the pilot from AAA and
small-arms fire while engaging targets at low altitude. Flying low, the Su-25 hunts
down mobile targets, pops up, delivers its weapons, and dives back behind the
terrain. The Frogfoot may arguably be the most powerful ground-attack aircraft in
Eastern inventories.
The Su-25 is not intended for dogfighting, though. Its primary defense against
patrolling flights is simple avoidance. When engaged, the Su-25 should operate at
extremely low altitude, which hampers enemy fighters’ ability to dive toward it.
Using available terrain, the pilot should turn to face oncoming threats.
The Su-27 Flanker and its descendants are some of the most impressive and
capable fighter aircraft in the world, designed to beat the vaunted F-15. Born in the
waning years of the Cold War, the Flanker did not have an easy life. The initial design
suffered serious problems. Then, the breakup of the Soviet Union hindered its
deployment, denying it the opportunity to prove itself as the world’s greatest aircraft.
4 Aircraft Introduction
The Su-27 is tailored for air-to-air combat, not air-to-ground. Armed with the R-27
(AA-10) Alamo missiles, the Flanker has an impressive BVR capability. Meanwhile,
the helmet-mounted sight and the high off-boresight R-73 (AA-11) Archer heatseeking missile, coupled with the Su-27’s high thrust and sustained turn capability
give the aircraft a powerful edge in a knife fight. High-AOA maneuvering helps the
pilot point his weapons at the enemy. Finally, its large fuel capacity keeps it in the
fight well after most Western aircraft are running on fumes. It carries as many as
ten air-to-air missiles, giving it an impressive “punch.”
Detractors criticize the Su-27’s avionics and cockpit layout, citing limited ability to
track/engage multiple targets, high reliance on GCI control, and high pilot
workload, but its passive Electro-Optical System (EOS) lets it find and engage
targets without any radar signals (which can warn the target). Debate continues
on whether high-AOA maneuvers (such as tail slides and the famed “Cobra”) are
useful combat tactics or merely impressive air-show routines.
Originally named the Su-27K, this descendant of the Su-27 was specifically
designed to operate from Soviet versions of super aircraft carriers. Equipped with
canards for improved takeoff and landing performance, the first Su-27K made its
maiden flight in 1985. The tail cone was shortened to reduce the risk of tail strike
during high-AOA carrier landings, but also reduced the space available for
defensive countermeasures (including chaff and flare dispensers). Whereas the
Su-27 was tailored as an air-to-air interceptor, the Su-33 is a multi-role aircraft (a
necessity of carrier-based aviation operating far from home bases). The Su-33
retains, to a large extent, the avionics and cockpit of the basic Su-27.
Western observers often conclude, inaccurately, that the Su-27 and MiG-29 were
born of a single design program, which copied the U.S. Navy’s F/A-18, no less.
Indeed, the Su-27 and MiG-29 look quite similar, and some observers cannot
readily tell the two aircraft apart, despite the MiG-29 being substantially shorter
than the Su-27. Both the Su-27 and MiG-29 design teams reportedly worked with
common research data and drew common design conclusions. The MiG-29 was
much more widely exported than the Su-27, serving in many Warsaw Pact air
Aircraft Introduction 5
forces, several of which have since joined NATO (bringing their Soviet-made MiG29s with them).
The MiG-29 originally shared most of its avionics suite with the Su-27 (including
the radar, the Electro-Optical System (EOS), and the helmet-mounted sight), but
was designed as a short-range fighter, not an interceptor. The EOS lets the
Fulcrum search for, track, and engage targets without emitting tell-tale radar
signals. Being smaller, it doesn’t carry as many missiles as the Su-27, but its highAOA maneuverability, coupled with the R-73 (AA-11) Archer high off-boresight,
heat-seeking missile, and helmet-mounted sight makes the MiG-29 a deadly
dogfighter. The slow-speed turning fight is the MiG-29’s preferred arena where it
can use its high-AOA capability to point its weapons at a floundering target. The
newer MiG-29C includes the medium-range R-77 (AA-12) Adder missile and an
internal radar jamming system.
As with the Su-27, critics cited weak avionics and poor cockpit design as
weaknesses of the MiG-29A. The later MiG-29S (Fulcrum C), though, incorporated
numerous improvements, including better defensive countermeasures and
increased fuel capacity. The MiG-29 reportedly requires a significant amount of
maintenance, especially the engines. German MiG-29As (inherited from the East
when Germany was re-unified) have had their engine performance “tuned down”
somewhat to preserve engine lifespan. Obtaining spare parts continues to be a
concern for former Warsaw Pact nations.
Russian forces in LOMAC employ the MiG-29A and MiG-29S, while German
forces in NATO operate only the MiG-29A.
Each aircraft’s cockpit is tailored for the role it performs. Although all cockpits
share certain instruments, such as an airspeed indicator, an attitude indicator,
engine indicators, etc., cockpit design philosophies have changed dramatically over
the years. Furthermore, Eastern and Western aircraft designers often take different
approaches to solving common problems. As a result, cockpit layout varies greatly
from aircraft to aircraft.
In this chapter, we’ll examine each aircraft’s cockpit and instrumentation.
You’ll need to familiarize yourself with the cockpit layout for each aircraft type
you intend to fly.
2.1. F-15C Eagle Cockpit
Although the F-15C Eagle retains a nominal air-to-ground capability, it is strictly an
air-to-air superiority fighter today. Consequently, its cockpit is tailored around the
radar display and threat warning display, which are situated just below the HUD.
The lower section of the instrument panel focuses on aircraft attitude, engines,
and storage management.
The F-15C Cockpit
2.101 Vertical Situation Display (VSD)
The Vertical Situation Display (VSD), otherwise known as the
“radar display,” dominates the instrument panel’s upper-left
corner. The VSD shows a top-down view of the airspace ahead
of the aircraft, highlighting target aircraft detected by the radar.
Full details of radar operation and VSD symbology appear in the
“Sensors” chapter.
The VSD
2.102 Tactical Electronic Warfare System
(TEWS)
The Tactical Electronic Warfare System (TEWS), located in the
upper right of the instrument panel, detects radar emissions
(from other aircraft, surface-to-air missile launchers, etc.). It
The TEWS
Aircraft Cockpits 7
categorizes the information it detects and displays clues about the direction and
type of emitter. Full usage and symbology details appear in the “Radar Warning
Receivers” chapter.
2.103 Programmable Armament Control System (PACS)
The Programmable Armament Control System (PACS), located in the lower left of
the instrument panel, is a multipurpose display that provides storage (fuel,
weapons, chaff, and flares) management.
The top edge of the PACS display shows the number of loaded external fuel
tanks. The positions L, C, and R indicate the status of the left, center, and
right pylons, respectively. When a fuel tank is loaded, the word “FUEL”
appears beneath the pylon indicator. When a tank is not loaded, the word
“PYLON” appears.
Fuel Tank Indicators
The left side of the PACS display shows two indicators. The uppermost button
shows the current firing rate of the 20 mm cannon. HIGH indicates 6,000 rounds
per minute; LOW indicates 4,000 rounds per minute. The number directly below
the rate of fire indicates the quantity of 20 mm rounds remaining. When fired, the
counter decrements in units of 10.
The SCAN indicator in the bottom-left corner will be highlighted with a box when
an AIM-9 missile is selected and operating in SCAN mode. See the “Weapon
Usage” chapter for full details on using SCAN mode.
The right side of the PACS display indicates the defensive stores (chaff and flares)
remaining, along with weapons status. The CHF and FLR displays in the upper
right indicate the number of chaff and flares, respectively. The F-15C can carry up
to 120 chaff rounds and up to 60 flares.
The COOL indicator along the right edge of the PACS display indicates the overall
weapons status. With the Master Arm switch in the ARM position, a box appears
around the word “COOL,” indicating weapons are ready. The box disappears when
the Master Arm switch is in the SAFE position.
The center of the PACS display shows the loaded weapons and their status. There
are eight weapon stations, four on the fuselage and two on each wing. Air-to-air
8 Aircraft Cockpits
missiles appear in two categories: AIM-9 variants are classified as “Short-Range
Missiles” (SRM), while AIM-7 and AIM-120 variants are classified as “MediumRange Missiles” (MRM). The status for each station shows two lines based on
the selected weapon type:
• When an MRM is selected: RDY appears above the selected weapon. STBY
appears above all other medium-range missiles. SRM appears above all shortrange missiles.
• When an SRM is selected: RDY appears above the selected weapon. STBY
appears above all medium-range missiles. SRM appears above all other shortrange missiles.
The following table illustrates the abbreviations used for each missile type:
AbbreviationMissileRange
7MAIM-7MMRM
120CAIM-120MRM
9MAIM-9MSRM
2.104 Airspeed/Mach Indicator
Located next to the PACS, the airspeed/Mach indicator shows the Calibrated
Airspeed (CAS) and Mach number. The fixed airspeed
scale, graduated from 50 to 1000 knots, and a rotating
Mach number scale (synchronized so their correct
relationship is shown at all altitudes) allow a single
pointer to indicate both readings. The Mach number
shows above 200 knots.
Airspeed / Mach Indicator
2.105 AOA Indicator
Located below the airspeed/Mach indicator, the AOA
indicator displays the current Angle Of Attack in units from
0 to 45. The units are calibrated against the F-15C’s normal
flight envelope – a single unit does not equate to a single
degree of pitch. An index mark is set at the approximate
optimum landing approach AOA (20 to 22 units).
AOA Indicator
2.106 Accelerometer
The accelerometer displays instantaneous positive and
negative acceleration G-loads. Markers highlight the
maximum positive and negative G-loads achieved. The
instrument is independent of, and less accurate than,
the G-load displayed on the HUD.
Accelerometer
Loading...
+ 278 hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.