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NovaLogic F-16 Multirole Fighter for Windows

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1. NOVALOGIC F 16 Multirole Fighter MISSION EDITOR MANUAL GAMETAP EXPAND YOUR PLAYGROUND Gametap is pleased to offer an online library of original game manuals We have made these manuals available to create a more complete gaming experience and because some of them are pretty entertaining Be aware that the representations warranties and guarantees including replacement options made in these manuals are no longer valid and that GameTap and the original publisher are not responsible for honoring them Control information for a PC title will in most cases accurately reflect the games controls within GameTap Please note that game controller instructions for console games won t be correct Feel free to ignore any installation instructions GameTap handles all the complex stuff for you Finally please do not call the phone numbers that occasionally appear in the manuals We re not sure anyone will pick up If you do have questions about games within the GameTap service please contact Customer Support at gametap com d Fixed Wing Mission Editor For use with MiG 29 Fulcrum and F 16 Multirole Fighter by NovaLogic About the Mission Editor Tool This Mission Editor tool is a slightly modified version of the actual tool used by NovaLogic Mission Designers Although some of the campaign programming has been disabled you will find this tool extremely flexible when it comes to designing single player Quick Missi
2. assign aircraft that start on the ground to a Taxigroup Waygroup Number assign aircraft in the air and moving ground objects to a way group You should reserve Waygroup 0 for the player only Formation aircraft that are flying as part of a group should also have a Formation 9 d See Appendix A tor what formation each number represents Assignment Assignment everything under the Assignment section of the A l Options Window tells the object how to respond to different enemy and friendly aircraft and ground objects Attack The plane will attack any enemies of that type it encounters Ignore the plane will ignore any enemies of that type it encounters Evade the plane will actively evade any enemies of that type it encounters Protect the plane will attack other planes that are targeting friendly of that type Conditions Start in Air must be selected if your object is starting mid air Other Info AWACS Radar Plane tells the game to treat this object as an AWACS Having an AWACS in any mission will allow the player to have 360 degree radar coverage even if the planes radar is turned off Object ignored by Al this object will be untouched by enemy and friendly Al Short Ranged Missiles Air objects will have short range missiles such as Sidewinders Long Ranged Missiles Air objects will have long range missiles such as AMRAAMS Bombs Air objects will have bombs such as JDAMS Isolate Cha
3. File menu The ORF file contains all of the necessary data in one file which you can play or share with friends Remember what folder you placed it into The program will let you know if you have any errors that would prevent your mission from being playable To view these errors please refer to Section 8 Error Messages At the very least this Is a checklist of things that must be present in your mission m 1 Player correctly configured m 3 Waypoints for the player with the last 2 being Initial and Final Waypoint m Primary Mission Goal selected To play your mission start the game itself Select User Created on the Quick Mission screen When prompted select your ORF file 12 V MW MW 4 4 A SS S A 7 Hints and Tips 1 When editing any ground object such as SAM sites or other ground forces make sure that precise height is check marked in the edit object window 2 When laying down the player s waypoints make sure that the final two waypoints are Initial approach and final approach respectively 3 The flight leader of any flight group must have a group player ID of O This includes the player as well You must have one and only one flight leader for each one of your flight groups The flight leader in the game acts as the target selector 4 When laying down SAM units make sure to include a SAM radar and the SAM sites under the same group name The SAMs wont fire unless they have their own radar Moreover
4. past 2 hours laying down dont freak out Go to the Object menu and check the Display on This will cure your Insanity 13 p 8 Error Messages When you attempt to save a project you may be warned of errors within your mission All prob lematic objects will change to a dark blue color for ease of locating The errors will also be written to the Error log file which can be opened by any text word browser warning warning written to error log ORF file still be generated error error written to error log ORF file is NOT generated problem must be fixed Severity Problem mission data structure error file not referenced in project mission loadout triggers and messages error no Primary Mission Objective go to Edit Mission Goals warning no messages for Mission Briefing go to Edit Mission Text warning no weapons selected go to Edit Mission warning invalid weapon ex MiG 29 weapons in F 16 Tool models error number of models used exceeds max number of models error no models objects error leader does not have an ID of O error Al way group assigned to player error no players error more than max number of players error more than one leader per group error flight group doesnt have a leader error player assigned to improper flight group error flight group must have consecutive ID s error active flight group cannot have move than nine planes error player cannot have more than one wingman way points error no wayg
5. the map be careful how low you set air objects or they may be underground Displayed on Map check this box if you want the object to appear on the Mission Briefing Map Icon If Display on Map is checked select the Icon that you would like the object to appear as on the Mission Briefing Map Ground Object Targeting Pre programmed allows certain air to ground ordnance such as JDAMs KAB 500 Mavericks Keglers and Kedge T to lock on to this object as a pre programmed ground target Externally Laser Designated check if you want semi active laser guided ordnance such as the Kedge L the Karen or the GBU Laser Guided Bombs to target this as a ground object Ground Moving Target for air to surface thermal imaging guidance systems such as the Maverick Target is Out to Sea designating ships as out to sea will increase the range for the Harpoon anti ship missile 8 p Click on A l gt gt to go to the next page of Object Al Options A l Options x r Properties Assignment Conditions Object Type Players S Er Hane air v Attack M Start in air Al Type Fighters SE N EF2000 Attack v i Skill Bombers i Expert x Attack r z Cargo Planes Other inta GAMMA r Attack x E Rank Ground Threats T AWACS Radar Plane Essd fan EP Object ignored by Al Taxigroup Humber Ground Targers Taxigroup 0 v Attack Short Range Missiles W augra
6. Instead each Taxipoint is defaulted to Goto Next Point You will have to manually open any tax ipoints that you wish to change the properties of Taxi Point Edit Taxi Group 0 Point O E Delete Action Cancel Goto Mest Point v Heading r mas Taxi Group number is used to assign taxigroups to aircraft in their Al Options Point the sequential order of the waypoints in this group Action actions that the object will do once it reaches this taxipolnt Goto Next Point aircraft will head to the next seguential taxipoint Takeoff tells aircraft to begin takeoff procedure Next Start same as Goto Next Point but also informs the next aircraft in formation to begin moving Heading determines the compass heading of the aircraft p 4 Placing Objects After you have established some waygroups you can begin placing objects Objects represent every thing your players aircraft can encounter from enemy planes ground target buildings to scenery such as trees and water towers Make certain that you set all of the appropriate vari ables for every object Note that for ease of placing multiple objects in the same group the next object you place will have all of the same attributes except the Group player ID Add Object x Target Ret 0 Perm ID NA Ok Group player ID Heading 0 359 ho bo o Cancel Object Lamp Street Format Static Base Marker Typ
7. Player Precise Height checked Step 5 Click on A l gt gt and alter only the following settings Object Type Air Al Type F16 or MIG29 Group VIPER or 300 Rank Leader Step 6 Hit OK and OK again You have just made the player Feel free to move the player around by right clicking the mouse on it Step 7 Now you need to place some Waypoints for your players navigational computer autopi lot Before you can begin you must create a Waygroup by selecting New Group under the WayPoint Menu Step 8 Select Player Waypgroup You are now ready to start laying down waypoints for your player Step 9 In Waypoint Mode Ctrl W place your first Waypoint by left clicking the mouse Somewhere on the map Step 10 Place a couple more down They will automatically connect to the previous one On the second to last one change the Command Type to Initial Approach Change the last one to Final Approach These should lead back to the runway You are now ready to begin placing enemies selecting mission loadouts and deciding on mission goals Dont forget to save your work often Mission Designers will typically keep several back ups of their files just In case they make mistakes or corrupt their current file 3 3 Forming Waygroups 8 Taxigroups It is usually a good idea to set up some waygroups and taxigroups before you begin placing objects Aircraft and moving ground objects follow Waypoints that you define Aircraft pre
8. UD Initial Approach displayed on your HUD Second to last waypoint must be Initial Approach Place 4 6 grid tiles from the landing strip with height of around 2000 feet 4 Final Approach displayed on your HUD Last waypoint must be Final Approach Place 1 2 grid tiles from the landing strip with a height of around 1000 feet Be certain it comes from the proper approach direction Protect Friendlies displayed on your HUD Attack Specific target does not apply to the player Attack Flight Group displayed on your HUD If you select this it will ask you for a parameter Choose the name of the flight group that you want to come after attack flight group that is displayed on your HUD For example if you select Bravo as your parameter then the following will appear on your HUD Attack Flight Group Bravo Attack Ground Group the same logic applies here The only difference here is that youre using ground group names p The following command types are for Al controlled planes or moving ground objects Goto Next Waypoint tells the object to continue to the next waypoint Goto Specific Waypoint tells the object to redirect to the waypoint you assign in parameters Telling the object to redirect to Waypoint 0 Is a great way to have the object move in a looping patrol route or CAP The last Al Waypoint must be Goto Specific Waypoint Obsolete do not use this value it is not intended for single player quick m
9. e Scenery I Precise Height Render Mar Displayed on Map Height feet ooo Ground Object Targeting Pre programmed Location E Externally Laser Designated s EJ 44527 l Ground Moving Target 1 27 50444 Target is Out to Sea Target Ref the tool will assign a unique reference number to every object Perm ID this ID is not relevant for single player quick missions Group player ID You must consecutively number objects that are part of a group The Leader must always be zero all additional Support should be in sequential order thereafter Heading 36U degrees compass heading of the object Zero is true north 7 p Object select the art appropriate for the object you are representing This option will be grayed out when you are creating the player Format Aircraft vehicles SAM sites should have Active Radar Objects with no radar awareness such as buildings should be set to static Base Marker check this box to have the object appear as an X on the Tactical Map The Tactical Map appears when the player presses F11 Type this will determine how other objects will react to this one based on their own Al configurations Precise Height always check this box for ground objects Do not check it for objects that start in the air Height only objects that start in the air should have this value set above zero Because topography varies across
10. ge Down This key scrolls one full screen down Home This key scrolls one full screen left End This key scrolls one full screen right Plus This key will zoom in to double the current zoom ratio Minus This key will zoom out to half the current zoom ratio JB Zoom Extends changes the zoom ratio to fit the entire map on your screen JE Zoom to Window after clicking this button draw a box with the move and you will zoom to the contents of the box ii or Ctrl S Select Mode use this mode to select and move groups of items or Ctrl O Object Mode use this mode to place edit or move objects or Ctrl W Waypoint Mode use this mode to place edit or move waypoints a or Ctrl T Taxipoint Mode use this mode to place edit or move taxipoints The Information Bar At the bottom of the tool the info bar displays useful numbers including the current X Y coordi nates of the mouse and the current zoom factor Z of the screen 2 yr MAM AM AM AM AM AM AM MM MA MM MA MW XV NA SV E EREE EHEM 2 Greating a New Mission Step 1 Select New Project trom the File menu Step 2 Select one of the map templates Step 3 In Object Mode Ctrl O place the cursor where you want your player to start and left click The best place to takeoff from is a runway marked as green dots Step 4 When the Edit Object window pops up change only the following settings Group player ID 0 Format Active Type
11. issions Attack Specific Target tells the object to attack whatever target you assign in the parameter Use the Target Ref of the specific object Attack Flight Group tells the object to attack whatever flight group name you assign In the parameter Change Formation changes the flight formation to the one you designate in parameter Helicopter Land tells any helicopter that reaches this waypoint to stop and land vertically Escort Flight Group tells the flight group to escort another flight group Once a flight group reaches this waypoint it will escort the flight group designated in the parameter Parameters certain commands will require extra information Patrol for hostiles set this flag if you want the aircraft to actively target enemy aircraft while en route 5 Short Range Only at this waypoint the object will use only short range weapons Long Range Only at this waypoint the object will use only long range weapons Any Range at this waypoint the object will use all weapons as reguired Taxigroups If you wish to create a new Taxigroup select New Group under the Taxigroup menu Before you select another New Taxigroup place a taxipoint on the map This will establish the current taxigroup You can always move it or add to it at a later time Taxigroups are used for all Air Objects except helicopters and Harriers Unlike Waypoints the editor screen does not automatically open when you lay down a point
12. nge restricts any changes you have made to that object trom affecting the other objects within the same group You may want to use this button when you place down the first object of a new air or ground group If you dont any changes you make to this new group might effect your previous groups 10 y MAM MAM MAM OAD MAM AM AM COA MV MAM A d 5 Editing Mission Details Edit Mission Select the Time of Day when you want the mission to take place Use the Mission Loadout to select the default loadout available to the player To add a weapon scroll through the list in Weapon Type and type the number of them you want on the aircraft then press Add to Mission Loadout lo remove a weapon click on the weapon name under Mission Loadout and press Delete Weapon Edit Mission Text Fill in the text that the player will see while on the Mission Briefing Screen Edit Mission Goals In order to save the scenario you must have a primary mission goal Secondary Goals Bonus Goals and Failure Conditions are all optional With this tool you can only select one goal of each type 11 p 6 Saving amp Exporting Missions Select Save All under the File menu to save your work in progress It will prompt you to save out an Object file OBJ a Resource File RC and a Project file PRJ For easy retrieval use the same name for all three In order to play the mission you will need to export it in to an ORF file using Export under the
13. ons This manual will only cover the basic requirements for successfully creating a mission Because mission design has so many complex components this tool is intended for the advanced user Use at your own risk Table of Contents Section 1 Navigating the Tool 2 Section 2 Creating a New Mission 3 Section 3 Forming Waygroups 6 Taxigroups 4 Section 4 Placing Objects 7 Section 5 Editing Mission Details 11 Section 6 Saving amp Exporting Missions 12 Section 7 Hints and Tips 13 Section 8 Error Messages 14 Appendix A Formations 15 To further assist you a Sample mission has been included to use as reference material With the Mission Editor you can open and alter the sample prj file or you can play it as a user cre ated mission in the Quick Mission screen of the game l PPP AM P AM AV AN AN AO AM AM 1 Navigating the Tool There are a number of keyboard controls and toolbar buttons that will help to create missions more efficiently Use the mouse to select items on the map Placing the mouse over any item You created will change its icon to a box with a dot in the middle You can either Edit Left Click or Move Right Click and hold the current selection If the selection box does not appear try zooming in closer to the item Alt G Press ALT and the G key at the same time to toggle the grid on and off Arrow Keys Use the keyboard arrow keys to scroll the map 1 8 of a screen Page Up This key scrolls one full screen up Pa
14. par ing to takeoff from the ground follow Taxipoints Objects will only follow the path that they are assigned to Waygroups To create a new Waygroup select New Group under the Waypoint menu Select Player Waygroup only to create waypoints for the player In all other cases select Al Waygroup Before you select another New Waygroup place a waypoint on the map This will establish the cur rent waygroup You can always move it or add to it at a later time Waypoint Group number is used to assign waygroups to aircraft and moving ground objects in their Al Options Waypoint the sequential order of the waypoints in this group Height in feet sets the height that the players autopilot or the Al controlled plane will fly at when it gets to this particu lar waypoint Select from the list or type on your own number Ground objects will ignore this value Command Types actions that the object will do once it reaches this waypoint Different commands exist for Player Waypoints and Al Waypoints The following commands are for the Player Waypoint Editor Player xj Waypoint Group 0 Waypoint 0 Cancel Height in feet 10000 v Command Type Follow Route Parameter While in route I Patrol for hostiles Attack Range C Short Range Only f Long Range Only fe Any Range Follow Route Follow route will be displayed on your HUD next to the waypoint Escort Route displayed on your H
15. roups exist error player waygroup does not have at least three points error last player way point not Final Approach error next to last player way point not Initial Approach error last A l waypoint must be Goto Specific Waypoint 14 MW MW MW NV A SV S S SP S A Appendix A Formations When you assign a plane group to a formation the Group player ID number will determine its location Zero represents the group leader The examples below are based on a Heading of zero North FORMATION 0 FORMATION 1 o gt gt 15 y AM MA A P AN P AP AM AM AM MAM FORMATION 2 FORMATION 3 FORMATION 4 d FORMATION 5 ari i i kr K dli i ins r ka K 1 i E Li FORMATION 6 i i n i FORMATION 7 7 17 GAMcTAP EXPAND YOUR PLAYGROUND For customer support visit Www GAMETAP COM
16. the SAM radar should always have a radar ID of O and the sites should have IDs of 1 2 3 etc 5 Enemy planes stationed on the ground will not take off unless you give them their own set of taxipoints Make sure to designate these points in the planes Al 6 Iry not to mix and match planes of different group names into the same flight formation Unpredictable things might happen 7 If you want the enemy flight group to return to its first waypoint after reaching its final waypoint thereby flying in a loop under command type select 50 to specific Waypoint The parameter should automatically be set as waypoint O 8 lt is important to note that any object you put in the game can be assigned any flight performance For example you could make an AN225 cargo plane fly and shoot just like an F 16 The Al type tells the game what type of flight performance to give to any particular object The F16 performance type for example would be faster and more maneuverable than the bomber or cargo plane type The difference between the helicopter and harrier type is In performance and takeoff Selecting the harrier type will result in an object capable of taking off like a helicopter but then assuming the speed and maneuverability of a jet The cargo heli type is similar to the helicopter type but slower and will not fire 9 Runways cannot be changed 10 If you load up your mission in the editor and you dont see the objects that you just spent the
17. up Humber ET z Waygraup HU z rInfo Long Range Missiles Formation Assignment only applies to planes If campain var I used the object will idi Formation 1 appear only if the var is set nat set aes ET v Cancel Properties Object Type tells the game what type of object this is Air tells the game to treat this object as an aircraft and tells it to follow assigned taxi points if it starts on the ground Use this for all aircraft including helicopters Ground Target Ground targets will not fire Use this for all bombing targets Ground Threat Ground threats will fire Use this for SAMs AAA etc Al Type depending on object type this will determine certain Al characteristics such as how the object will fly or how much damage a ground target can withstand Skill represents difference between the levels of Al in the frequency in which air objects use flare chaff and evasive maneuvering It may also effect their detection and engagement range This value is ignored for ground threats and targets Group use this group designation for assigning mission goals formations and way groups Remember members of a group must have a sequential ID number with the Leader as zero Also note that the player should always be set to VIPER F 16 or 300 MiG 29 Rank each group has one Leader which must have its player ID set to zero All other members of a group should be set to support Taxigroup Number

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