CONFIGURING SUPER HORNET ------------------------ The Configuration Editor application, which you can run from your desktop independently of Super Hornet, or call up in-game via the Preferences option, contains several pages of categorised options that give you full control over the sim. Some options presented by the Editor are only available when the application is run outside of Super Hornet. The pages within the Configuration Editor are as follows: GENERAL This page holds miscellaneous options that do not fit into the other named categories. Options tend to relate to broad-ranging game elements rather than specific areas. In-game Full Motion Video playback mode Super Hornet contains a number of rendered animation sequences to enhance your enjoyment of the product. This option allows you to select between "full screen" (stretched to your screen size), "window" (normal 1:1 playback, 352 by 288 pixels) or "Disabled" (animations switched off). If the animations appear jerky when scaled to play at the size of your screen then we recommend that you select the "window" option. Select the "Disabled" option if you do not wish to play the animations. In-game options Mission planner: When checked, this checkbox allows the Mission Planner window in the Briefing Room (see Manual chapter 4) to be opened. If you prefer not to edit missions at all, disable this option. G-Force effects: With this checkbox enabled, you will be vulnerable to the effects of gravity when you manoeuvre your aircraft (see Manual chapter 6). Disable the option to remove black-outs and red-outs. Difficulty level Selectable from 1 to 12. Drag the slider left and right to decrease and increase the game's difficulty level. As the difficulty level increases, the awareness, aggressiveness and accuracy of the enemy increases. Enemy aircraft also shed some of the g-force limitations normally holding them back. AVIONICS This page lists various features that dictate whether certain avionics systems in the F-18 work in either a realistic mode, or a simplified mode. Disabling all the checkboxes gives a much more realistic representation of the F/A-18E avionics systems, whereas enabling the checkboxes makes the aircraft, and therefore the sim, much more accessible to the trainee. Enable any of the checkboxes to put the corresponding system into its simplified mode. The text alongside each checkbox explains the effect of enabling it. The manual discusses the avionics as they function in their realistic modes, so here in the following list are the avionics systems that work differently in "simple" mode, what the checkbox changes, and the chapter where you can find full information on these systems: Avionics option:Auto enable Master Arm switch on weapon selection Enabled effect: If the Master Arm switch is in the 'Safe' position, it will automatically be switched to 'Armed' when you select a weapon. Without this option checked, you must perform this essential confirmation yourself. Full details: Chapters 9 & 10 Avionics option:Auto radar activation when weight is off wheels Enabled effect: The radar transmitter will be automatically turned on when your aircraft leaves the ground, saving you the workload of turning it on yourself. Full details: Chapter 7 Avionics option:Auto NCTR & IFF check upon air target acquisition Enabled effect: When you acquire a target via the air radar modes, an IFF (Identification Friend or Foe) interrogation and NCTR (target recognition) scan will be automatically performed, always returning precise details of what the acquired target is, and whether it is on your side. Usually, these systems must be operated manually, and may not report accurate information depending on the circumstances in which you use them. Full details: Chapter 9 Avionics option:Auto flap & landing gear adjustment on takeoff Enabled effect: The aircraft flaps and landing gear will be automatically controlled at all times. Without this option checked, flaps only adjust automatically when set to AUTO mode within the standard flight envelope. Full details: Chapter 6 Avionics option:Enable automatic 'Fence Check' Enabled effect: It is standard operating procedure to turn the Electronic Warfare system on and off when you leave and enter carrier airspace. With this option set, this will be done for you. Full details: Chapter 8 Avionics option:Engage/Disengage auto-throttle with autopilot Enabled effect: The autopilot and auto-throttle controller are two discrete systems within Super Hornet, but with this option set, throttle-control will be activated automatically when the autopilot is switched on. Full details: Chapter 6 Avionics option:Enable assisted landings Enabled effect: With this option enabled, everything you need to do in order to land is done for you, short of pushing the nose of the aircraft up, down, left and right! Your airspeed, gear, flaps, hook, avionics options and displays are all handled automatically. Full details: Chapters 6 & 8 Avionics option:Enable extended talk-down for carrier landings Enabled effect: The Landing Signal Officer stationed on the carrier provides landing guidance to pilots flying the final three-quarters of a mile approach to the carrier. With this option set, the LSO will assist you from a much greater distance. Full details: Chapter 8 Avionics option:Display waypoint information on HUD Enabled effect: If the HUD display is not cluttered enough for your liking, set this option to have the current waypoint's altitude and speed (shown on the UFCD data display and the MPCD data page) repeated on the HUD, below the altitude and airspeed displays respectively. Full details: Chapters 6 & 7 Avionics option:Display enemies only on radar Enabled effect: Particular radar modes usually show all the objects they are capable of detecting. However, set this option to restrict the radar to displaying only enemy target returns on the radar DDI display. Full details: Chapters 9 & 10 VIRTUAL COCKPIT The page lets you set up the virtual cockpit view mode to your liking. The virtual cockpit is a fully three-dimensional environment with dynamically updating texture-mapping, however, converting the various cockpit displays into 3D textures then mapping them to the relevant 3D displays puts quite a high workload on the CPU and graphics system. Use the list of checkboxes to select the named cockpit features. Those that are unchecked will not be dynamically updated when you switch the virtual cockpit view. The final option on this page concerns mouse control within the virtual cockpit view mode. Set or clear the checkbox depending how you want the virtual cockpit view to respond when you move the mouse up and down to look around it. VISUAL DETAIL This page lets you customise the level of 'eye candy' (special visual effects) your machine can support. Afterburner effect This option determines whether you see the afterburner 'flames' when you turn up the afterburners. Clouds Depending upon your hardware, displaying the cloud layer in the sky may result in your view from the cockpit being somewhat jerky. If this is the case, disabling this checkbox will give a smoother display. Explosion effect Enable this option to see an enhanced explosion effect. High-res FLIR/MAV/SLAM image These three options control the default appearance of the in-cockpit infrared video feeds provided by the FLIR, and the AGM-65F Maverick and AGM-84E SLAM weapons. With the options disabled, the video signals are displayed in 'rough' low-resolution to help framerate. If you have power to spare, however, enable the options for smoother, high-resolution displays. The "RES" option on the cockpit DDI display can be used to toggle this effect in-game. Lens flare The lens flare effect simulates light from a bright object bouncing around inside a camera lens. You'll see this when the sun or moon is on-screen (or just off the edge of it), and when similarly bright objects are visible. Missile trails This checkbox allows smoke trails from missiles to be displayed. It is independent of the 'smoke & steam effects' checkbox below. So, if you wish, you can still see missiles a little more clearly even if you've turned off the other smoke effects for performance. Nightvision blindness Your nightvision goggles can 'white-out' if they are overloaded by bright ambient light. Disable this option if you don't want this to happen. Shadows Check this box to add shadows to all of Super Hornet's fixed and moving objects. Shadows add greatly to the feeling of depth and 'solidity' that buildings and vehicles project, but can have a performance impact on slower machines. Smoke & steam effects This effect extends to graphical details such as catapult steam on the carrier deck, and smoke & soot from chimneys. Missile smoke is handled by its own checkbox. Specular highlights This graphical technique simulates light sparkling off reflective surfaces such as metal and glass. You might want to turn this feature off if performance on your machine is poor. Vapour trails This effect refers to the trails of condensation left behind high-altitude jet aircraft and the vortices or 'contrails' that stream from the tips of aircraft control surfaces when high angles of attack cause large disturbances in the surrounding air. Water splash effect Objects and debris that fall into water cause splashes and surface perturbation in Super Hornet, just as in real life. You can disable this visual effect to reclaim a little texture memory and processing overhead. Weather effects Leave this option enabled to see weather effects such as lightning, and reduced visibility caused by rain and snow. DISPLAY Use this page to choose the specifics of Super Hornet's display. Note that some options on this page cannot be changed from within Super Hornet. Options affected will be greyed out. Display adapter This selection box lists all the available, suitable display adapters (graphics cards) installed inside your machine. Most machines will only list one (the primary display adapter), but if you have added extra cards for better graphics performance, you should be able to select them here. You should always choose the most powerful and full-featured of your available display adapters; the choice also affects the screen resolutions available in the next option. Super Hornet can use all display adapters that support Direct3D, and that provide at least the following basic functions: 256x256 pixel textures SETCOLORKEY DirectX function Z-buffer Display resolution This selection box lists various screen resolutions in which you can choose to run Super Hornet. The number of resolutions offered, and their exact dimensions, will vary depending upon the selected display adapter. Technical notes on display resolutions can be found in Performance Tips, below. Visual range Selectable from 3 to 22 nautical miles. Move the slider to specify how far you can see into the distance and when ground features become visible. Super Hornet uses a 'distance haze' effect to obscure the division of ground and sky, so the lower your visual range is set, the closer this haze will be to you. The setting plays a large part in determining how smoothly Super Hornet runs on your computer. The faster your PC, the further you will be able to set the visual range. If you have a relatively slow PC then we recommend setting a low figure before experimenting with higher ones. Micro-texture detail Super Hornet uses 'micro-textures', textures within textures, to allow the graphics engine to layer in more detail as you move closer to particular surfaces. Use this slider to specify how detailed the texturing should get, and thus how much of your machine's time is spent calculating and drawing that detail. Gamma level Due to the different 'colour temperature' settings used by monitor manufacturers, you may find that Super Hornet's graphics may appear too bright or too dark. Use this slider to set a more desirable brightness level. Draw borders around feature polygons Owners of some graphics cards may find that they see 'breaks' in large landscape features such as lakes, roads, etc. If you see this phenomenon, put a tick in this checkbox. MODEL DETAIL On this page are a number of sliders that let you tune the level of detail you wish to have for Super Hornet's drones, or game objects. The F-18E Super Hornet and the USS Ronald Reagan aircraft carrier are both examples of game objects. The first slider affects the detail of your own aircraft. Whilst the carrier is the largest and most 'polygon-consuming' object in Super Hornet, your F-18 is the most intricately modelled, detailed and textured. This results in a beautiful aircraft model, but a quite processor-intensive one, so you can use this slider to determine how detailed you want your aircraft to be. Of course, this only controls the visual appearance of the 3D model itself, and is unrelated to the complexities of the flight model, avionics, etc. If you don't plan to spend much time viewing your aircraft from the outside, or want to get a little bit of extra speed if you do, turn this slider down. The other sliders control the distances at which the level of detail (LOD) of certain objects changes. When you're close to objects, you usually want to see all their details, however, as they recede into the distance it is pointless to keep this detail, and a reduced-detail model can be used to help keep the framerate up. This is what the LOD distance controls. You can set the LOD distance for the USS Ronald Reagan, the F-18 wingmen, and for all other game drones. SOUND The distinct groups of sound effects in Super Hornet each have a volume slider that you can adjust here. Drag the slider to the volume level you require; when positioned fully left, that sound group will be disabled. The three selectable groups are: Music Background music on the front-end menu screens. Audio FX Refers to the various in-flight sound effects, including those generated by aircraft and other vehicles, weapons, and also all in-flight speech. Also included on this page is a checkbox that allows you to enable support for Hardware 3D Sound. Super Hornet usually calculates 3D sound effects (directional sound, Doppler effects, 4-speaker Surround, etc) by itself, but enable this option if you have a soundcard capable of processing these effects using its own hardware. Doing so will help the performance of the sim. Make sure that your 3D soundcard supports at least 16 buffers before selecting the Hardware 3D Sound option. If it does not, check to see if a newer driver for the card is available. CONTROLLERS The options on this page allow you to use your currently configured controllers with Super Hornet, or to force the game to ignore them if you wish. Here, you can enable or ignore your main joystick, your throttle or dual/split throttle controller and your rudder pedals. You cannot adjust these options when using the Config Editor from within Super Hornet. ABOUT Finally, the About page provides the F/A-18E Super Hornet credits roll. PERFORMANCE TIPS AND TECHNICAL INFORMATION ------------------------------------------ It was easy in 'the old days'. Not so long ago, if you computer had a fast processor, then you got fast games, it was that simple. Now, though, there's more to it. True, a fast processor will always help, but you're just as likely to need a good, fast graphics card, or lots of quick RAM, or a good motherboard, or - more likely - a compatible combination of all three to get the best out of your machine. A good, fast CPU is particularly important for Super Hornet. Even if you have a blisteringly fast 3D accelerator, the CPU must still calculate the positions of all the graphics, as well as conduct a full-scale war! Super Hornet does not use the "3Dnow!" CPU instructions developed by chip-manufacturer AMD, so the sim will generally exhibit better performance on a machine with an Intel CPU than on a machine equipped with an AMD processor. Also beneficial is texture memory. This is memory on your graphics card, not the stuff plugged into the motherboard, so the more memory your graphics card boasts, the more data it can hold ready for use. Super Hornet uses the recent DirectX advancements in dynamic texture-swapping when it runs out of texture memory, but this means that performance can be hit as textures are shuffled backwards and forwards within your machine. DISPLAY RESOLUTIONS Many of today's high-performance graphics cards are optimised to work better in high-resolution screen modes. Despite the fact that 'more work is being done' in a large screen mode (there are far more pixels to draw, after all), these optimisations can still make the cards operate far faster (or, at worst, no slower) at a resolution of, say, 1024 x 768 pixels, than at the default 640 x 480 pixels. Experiment with screen resolution and see what works best for your system, you may be surprised to find that you can use a bigger screen resolution than you thought. One further note about screen resolutions is that Super Hornet uses a 'Z-buffer', to aid in the depth-sorting of objects on screen. The Z-buffer consumes a certain amount of memory from your display adapter, therefore if the card does not have a great deal of on-board memory, certain high-resolution screen modes will not be available for selection in the Display Resolution box, even though your card is usually capable of working in these modes. EFFECTIVE GRAPHICS-PERFORMANCE TRADE-OFFS If you find that Super Hornet is unable to perform satisfactorily on your system, then you need to start turning off some of the sim's more 'processor-intensive' graphical features. Here are some suggestions of features to disable, listed in order of the best performance boost for the least graphical loss: Visual range As explained earlier, the visual range distance governs how much terrain and sky is shown before the distance haze swallows it up. However, because your field of view is basically an ever-expanding cone, much more terrain must be calculated and drawn at long distances in order to fill the large expanse of your field of view. Ironically, although masses more work is being done to draw the extra terrain, it is so far away, and often viewed at such a flat angle that you can hardly see any details anyway! If you turn down the visual range, maybe five or ten miles from the maximum, you will gain a lot of performance for perhaps the same number of screen-pixels-worth of terrain graphics. The higher framerate usually offsets the effect of the artificially enclosed environment. Specular highlights This is a visual effect used to produce realistic 'shininess' from materials like metal and glass. The direction of light rays from the local light source (the sun, for example) are calculated and the angle at which they strike a particular surface is determined. This information, together with the colour of the light source and the position of the observer, are used to calculate a modification to the colour of the individual pixels of the surface being illuminated. As you can imagine, all of this takes some time to work out, but in Super Hornet provides nice highlights along the metalwork of aircraft fuselages and other vehicle bodywork, glints from cockpit glass, and other similar highlights. Turn these off to regain some processing time and, unless you enjoy sightseeing, you may not notice very much difference. The MPCD map display This feature is turned on and off by a pushbutton in the cockpit (described fully in chapter 7 of the manual). The map is a scaled and rotated rendering based on the data that generates the warzone maps that you see in the Briefing Room. This map can be quite intensive to process, especially when zoomed out to show a large area, so leaving it turned off could be a preferable option. All MPCD symbology is displayed regardless of the status of the map. The ground radar MAP mode terrain display The radar mapping capability of the MAP mode can be switched on or off using an additional pushbutton control ("TER") on the radar DDI. Since this display is genuinely built up dynamically from the terrain that the radar can see, it is somewhat more processor-intensive than other, less accurate 'radar maps'. Un-boxing the "TER" option via the DDI pushbutton will prevent the map being processed and displayed, but you will still see fixed targets on the ground. Object levels of detail The sliders provided on the Model Detail page let you bring closer the range at which objects are drawn at their fullest level of detail. The more complex an object is, the more time must be devoted to calculating its shape and drawing it on screen, so if you can make do without seeing every handle, flange and protuberance until you're very close to its owner, then your overworked CPU will thank you for it. There are many other individually selectable options within Super Hornet, most of which affect the performance of the sim in very small ways or, in some cases, negligibly. It is always worth experimenting, however, to see what effects you are willing to sacrifice to gain some extra framerate. It is unfortunately true that some hardware combinations will perform some tasks better than others, or worse, and that some combinations of visual effects will impact upon certain hardware, and not on others. Experiment with the options to find a balance that is right for you and your hardware. TROUBLESHOOTING --------------- Upon takeoff, the aircraft's Bitchin' Betty reports "Flight controls; flight controls", and control of the F-18 is lost. Most likely, you have encountered what is colloquially known among pilots as "the funky chicken". As the reference manual suggests during the carrier launch drill, you do not need to touch the flight controls during the launch sequence. All the flight surfaces are under computer control during this time, and if you do try to operate them, you will almost invariably overload the delicate system and damage the flight controls - hence the rather rapid descent into the sea... The Super Hornet Configuration Editor only lists a "Primary Display Driver" as the available graphics hardware. If you only have one graphics card in your computer (be it a Voodoo3, TNT2 or whatever) then it will appear in the Config Editor's list as the "Primary Display Driver". Only additional cards will be named and listed individually after the primary driver. Super Hornet crashes to the desktop during loading, or produces a "D3D" or "DDRAW" error message such as: "FATAL ** D3D Error Create Device [...]" "FATAL ** DDRAW ERROR: DDERR_NOEXCLUSIVEMODE [...]" "FATAL ** DDRAW ERROR: DDERR_NOCOOPERATIVELEVELSET [...]" DDRAW errors are generated by Direct3D (DirectX) in response to Super Hornet's request for a suitable graphics device. If you receive one of these messages, then the logical assumption is that your graphics card does not support enough 3D accelerative features for Super Hornet to work properly. Of course, in many cases, this is not true. A breakdown in communications between Super Hornet, DirectDraw and your graphics card's drivers is stopping the correct information about the card's available features being returned to the game. Sometimes this will happen if you have an old set of drivers installed for your graphics card. Basically, a function that Super Hornet wishes to use has not been implemented in the version of the driver that you currently use. If you upgrade your drivers from the card manufacturer, the problem will go away. Unfortunately, the problem can sometimes be a little trickier to put right. Here are some tips that we hope will help: * Make doubly sure that the current drivers are installed correctly, and are up to date with your card manufacturer (new versions are produced rapidly) * Check that the current driver set match the version of DirectX currently installed * Advanced users, ensure that there are no 'legacy' drivers left over from previous un-installations or earlier hardware * If you have the DX-Info tool, check that the drivers are certified with DirectX and support DirectDraw and Direct3D * Consider obtaining the latest version of DirectX (www.microsoft.com/directx), if you do not already have it, and then obtain the matching DirectX drivers for your graphics card Note that there have been various reports in online gaming forums that installing Microsoft's DirectX 7 can lead to new incompatabilities with software that previously ran fine. Microsoft do not provide a means to revert to a previous version of DirectX, but third-party DX7 removal utilitys are available for download from the Internet. * Advanced users, consider using the reference drivers provided by the manufacturer of the card's chipset (eg, 3Dfx, nVidia, etc) on their websites rather than those from the card manufacturer (eg, Creative, Diamond, etc) Finally on this topic, some customers may have seen the following error report: "FATAL ** Give me a break with the textures ok? [...]" Super Hornet makes a number of 'fallback requests' for card features when its initial enquiries fail. This error appears when so little information is returned that the game thinks the card supports basically no 3D texturing features whatsoever! Providing the card does in fact support a range of 3D functions, following the advice above should alleviate this problem. NEW FEATURES ------------ Detailing additions to F/A-18E SUPER HORNET occuring after the Reference Manual went to print Chapter 7 - Navigation & Radar Operations ----------------------------------------- FLIR display and controls Extra functionality has been added to the FLIR in the shape of two additional pushbutton controls: R1 - Image resolution ("RES") Use this pushbutton to toggle the FLIR display between low (coarse) and high (fine) resolution. Low-resolution display will perform slightly better on slower machines. R2 - Camera range ("RNG") Use this option to cycle the visual range of the FLIR camera. Larger ranges will show objects at a greater distance from your aircraft, but performance may suffer on slower machines. Chapter 9 - Air-to-Air Operations --------------------------------- Radar modes in detail - Track While Scan Two additional pushbutton controls have been added to this radar mode: R3 - Scan centre ("AUTO") With AUTO selected, the radar will centre the scanning area on the rectangle formed by the current set of filed targets. Otherwise, the scanning area will be centred along the F-18 boresight. R4 - Reset ("RSET") Press to undesignate an automatically selected target. Chapter 10 - Air-to-Ground Operations ------------------------------------- Radar modes in detail - Real Beam Ground Map An additional pushbutton control has been added to this radar mode: R3 - Terrain display ("TER") Use this button to toggle on and off the radar terrain mapping facility of this radar mode. Turning the facility off will help performance on slower machines. ERRATA ------------ Detailing late changes to F/A-18E SUPER HORNET occuring after the Reference Manual went to print, or errors within the information therein. Chapter 6 - Flight Training --------------------------- pg.44 - Communications - - - - - - - - - - - - Incorrect: Use buttons CH1 and CH2 on left of the UFCD to switch channels on/off (off when button IN) Correct: [...] (on when button IN). pg.65 - Activating the Autopilot - - - - - - - - - - - - - - - - - There are ambiguities in the 'autopilot modes simultaneous use' chart. * "Heading Hold" mode CAN be combined with both "BAlt" and "RAlt" modes. * "CPL-ACL" mode CANNOT be combined with "BAlt" mode. Chapter 7 - Navigation & Radar Operations ----------------------------------------- pg.94 - Display mode selection - - - - - - - - - - - - - - - - Incorrect: D-CTR: your aircraft is "de-centred" to the lower edge of the display to give you double the "look ahead" distance. The map and compass rose are rotated according to aircraft heading. Correct: [...] The map is rotated according to aircraft heading. pg.94 - Map scale selection - - - - - - - - - - - - - - The 40-mile MPCD map scale has been removed from the game due to unacceptable performance, therefore a number of references to this map scale are now obsolete: Incorrect: Selectable scales are 40, 20, 10, 5 and 1nm. Subsequent depressions on the pushbutton zoom in to the highest magnification level (10nm scale) before switching back to the 40nm scale. Correct: Selectable scales are 20, 10, 5 and 1nm. Subsequent depressions on the pushbutton zoom in to the highest magnification level (1nm scale) before switching back to the 20nm scale. pg.103 - FLIR display and controls (o) Viewing angle controls - - - - - - - - - - - - - - - - - - Incorrect: The FLIR viewing angle aperture can be widened and narrowed to allow zooming. Apertures of 1° (the narrowest), 2°, 8°, 16° and 32° (the widest) can be selected. Correct: [...] Apertures of 1° (the narrowest), 2°, 4°, 8°, 16° and 32° (the widest) can be selected. pg.105 - MPCD primary pushbutton controls · T3 - Map scale selection (SCL/x) - - - - - - - - - - - - - - - - - - - - - - No 40-mile map scale, as explained above. Incorrect: Cycles map scale through 40, 20, 10, 5 and 1 nautical mile. [...] Correct: Cycles map scale through 20, 10, 5 and 1 nautical mile. [...] Chapter 8 - Carrier Operations ------------------------------ pg.126 - Manual landing; Approach preparations - - - - - - - - - - - - - - - - - - - - - - - - The following paragraph refers to a game element that was dropped: Use your radar display in conjunction with the TACAN command indicator at the top of the HUD to align your course with the location of the carrier. Please ignore it. pg.128 - Manual landing; The Fresnel Lens Optical Landing System - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The following sentence refers to a game element that was dropped: When you reach acquisition range [...] a small window will appear featuring a close-up of the FLOLS display [...] Please ignore it. Chapter 9 - Air-to-Air Operations --------------------------------- pg.139 - Air-to-Air Master mode - - - - - - - - - - - - - - - - The game does not automatically initialise the DDI screens and Master Arm switch upon entry to the air-to-air Master mode, therefore a number of paragraphs are rendered incorrect: Incorrect: [...] Entering Air-to-Air Master mode will cause the left DDI screen to switch to the Stores Management System display. [...] Also on the same page: Incorrect: The right DDI screen will switch to show the radar display, [...] pg.141 - Air-to-Air Master mode (common radar symbology) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Incorrect: i) Airspeed [...] If the radar range scale has been set to 5 nautical miles, then airspeed is also reproduced inside the radar display area, [...] This feature was removed from the game, therefore the above text no longer applies. pg.141 - Air-to-Air Master mode - - - - - - - - - - - - - - - - In the final paragraph prior to the "Range While Search" topic, the manual again discusses DDI modes that will change automatically upon entering Air-to-Air Master mode. As mentioned above, this does not happen. pg.152 - Radar modes in detail; Track While Scan - - - - - - - - - - - - - - - - - - - - - - - - - Results of designation listed incorrectly. Incorrect: Designating a filed target from the radar display marks it as the L&S target; the radar remains in TWS mode. [...] Correct: Designating a filed target from the radar display marks it as the L&S target and switches the radar to STT mode on that target. [...] Incorrect: [...] Finally, designation of the L&S target again focuses the radar antenna on the target and commands the radar to the Single Target Track mode. Correct: [...] Finally, designation of the L&S target serves no purpose. No further action is needed to launch weapons at this target. pg.160 - The Stores Management System - - - - - - - - - - - - - - - - - - - The third paragraph of this topic again discusses DDI modes that should change automatically upon entering Air-to-Air Master mode. As mentioned above, this does not happen. pg.161 - The Stores Management System; key features - - - - - - - - - - - - - - - - - - - - - - - - - - The SMS diagram labels two pushbuttons (B1 and B2); these pushbuttons are not used in the game. The associated description for pushbutton B1 on pg.162 is therefore not applicable. In addition, pushbutton L5 (labelled "M LCK") is not described. A description follows: L5 - Mode lock ("M LCK") Use this pushbutton to control the manner in which on-board weapons are cycled. With this option selected (boxed), only weapons that are available in the current avionics Master mode can be cycled through. With the option deselected, all weapons may be selected and the avionics Master mode will be set automatically, according to the particular weapon selected. Chapter 10 - Air-to-Ground Operations ------------------------------------- pg.184 - Real Beam Ground Map - - - - - - - - - - - - - - - The 80-mile range scale of this mode had to be dropped for performance reasons. This has caused a number of inaccuracies to be introduced in the manual's descriptions. Incorrect: Scanning options available are varied, allowing the pilot to select from large images produced from scans of up to 80 miles ahead of the aircraft, to high definition representations produced from only a 5 mile scan range. Correct: [...] from large images produced from scans of up to 40 miles ahead of the aircraft, to [...] pg.185 - Air-to-Ground Master Mode; typical ground radar display d) Target symbols - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - An omission from this paragraph is that 'pre-briefed' targets (those given to you in your mission briefing) will appear as red symbols. pg.189 - Real Beam Ground Map - - - - - - - - - - - - - - - As explained above, the 80-mile range scale no longer exists. Incorrect: The radar's scanning range can also be varied, from 5 nautical miles, though 10, 20 and 40, up to 80 nautical miles out. Correct: [...] from 5 nautical miles, though 10, 20, and 40 nautical miles out. Incorrect: R1 - Range increment This button increases the range of the radar, each press increases range through values of 5, 10, 20, 40 and 80 nautical miles. [...] Correct: [...] each press increases range through values of 5, 10, 20 and 40 nautical miles. [...] pg.191 - Sea Surface Search - - - - - - - - - - - - - - More occurances of the 80-mile radar range, this time in the description of SEA mode. Also in the first paragraph of this page, the manual incorrectly states that SEA mode features a smaller group of azimuth width settings. Incorrect: Azimuth scanning width, however, has a smaller range of settings, and can be set to 20°, 45° or 90°. Correct: Azimuth scanning width can be set, as in MAP mode, to 20°, 45°, 90° or 120°. pg.200 - The Stores Management System - - - - - - - - - - - - - - - - - - - The third paragraph of this topic discusses a DDI mode that should change automatically upon entering the Master mode. As mentioned above, this does not happen. pg.201 - The SMS; A refresher course - - - - - - - - - - - - - - - - - - - In the list of weapons and corresponding stores codes, a code is incorrectly listed: Incorrect: LAU-61A Rocket Pod with M247 rockets M257 Correct: LAU-61A Rocket Pod with M247 rockets M247 pg.201 - Weapon Packages - - - - - - - - - - - - - Some changes have been made to the method of setting up ballistic weapons programs. Incorrect: [...] Five programs can be specified for each weapon carried, if required, using both the SMS and UFCD to specify parameters. [...] Correct: [...] Five programs can be specified, using both the SMS and UFCD to specify parameters, which control the delivery of the currently selected ballistic weapon. [...] Incorrect: Setting up a program is a simple matter of specifying up to four parameters: Correct: Setting up a program is a simple matter of specifying up to three parameters: pg.202 - Weapon Packages; Delivery mode - - - - - - - - - - - - - - - - - - - - Continuing the above topic, "Delivery mode" is not a programmable part of the program; rather, it is a global switch that determines the delivery mode each program will use. pg.220 - Chapter Reference; Real Beam Ground Map - - - - - - - - - - - - - - - - - - - - - - - - - A final occurance of the now-dropped 80-mile radar range in the feature checklist of MAP mode. pg.221 - Chapter Reference; Sea Surface Search - - - - - - - - - - - - - - - - - - - - - - - - A final occurance of the now-dropped 80-mile radar range in the feature checklist of SEA mode.