Jet Notes
for CFS2 Korea
from The Fox Four Group |
COMBAT All aircraft have
been provided with KNEEBOARD CHECKLISTS for takeoff and landing. Use them.
( C or Shift + C depending on keyboard.) |
WINGMEN
CFS2 has some difficulty landing AI aircraft, again because of the differences in performance parameters between props and jets.
If you like to land your aircraft manually at the end of a mission like I do, and you slow to normal approach/touchdown speeds, you will experience most of your wingmen bailing out or crashing. The AIs dont have flaps or airbrakes and cannot decelerate as rapidly as you, so they land at too high a speed or slow too much and stall-out. The more wingmen in your flight, the more critical this problem becomes. With a single wingman there is seldom a problem, with seven you might lose half the flight. Do not confuse this with the occasional wingman who will bail out or crash because of previously sustained combat damage.
You can minimize this by making a very smooth and steady approach with no drastic deceleration or maneuvers. Or you can also race ahead of your wingmen on approach and land hot but safe using your airbrakes. But the best policy is to fly directly over your airfield at approach speed without landing, because your wingmen will land. Then you can do a normal pattern and land. Of course, if you chose to just press X to end the mission, you dont have to worry about all this. Please read our Getting More out of Missions gude to use your wingmen to your best advantage. |
NAVIGATION
All campaigns and missions are designed for you to use the WARP feature. You will find that it is enabled at all times when you are not in contact with the enemy, or within a defined Combat Zone or Target Area. You will miss nothing by warping, but take a few seconds to look around at WPs because there may be some interesting sights to see.
If you chose to fly your WPs manually, you might miss something because you will not know the correct altitudes, i.e. you might be too high to see something youre supposed to see.
All player aircraft have been equipped with a GPS panel pre-programmed for all of the Korean bases some 37 of them. It would be hard to get lost even navigating manually. The panel is, I believe, activated with SHIFT+5 in all aircraft, but check panel notes on the individual planes.
There is a nice map of Korea included with the basepacks, which I encourage you to view or printout in order to become familiar with Korea. Each base is there with its nav data. |
DROPTANKS
All droptanks on our aircraft are functional. When you jettison one that is empty, or when you go into combat, you will note that your fuel gauge goes back to full reading as you switch to internal tanks. |
CARRIER OPERATIONS
The carriers you will be operating from in naval campaigns will all be moving at their maximum speed of 30 knots to aid your takeoffs, as placing catapults in CFS2 is not practical nor is it necessary. Also, you will note that your aircraft has been moved to the extreme aft end of the carrier deck. Specific instructions for carrier takeoffs are in the notes for the individual campaigns in which they apply. Suffice it to say that carrier takeoffs are made easy. But you will also find simulated catapult launches, as well as airstarts, in our carrier campaigns.
Landing on a moving carrier in a jet is actually no more challenging than doing it in a prop plane, so I encourage you to try it. CFS2 has never been able to land wingmen on a carrier, so its easier to give them the SPLIT command before doing so. They are doomed anyway. And remember to ignore the LSOs instructions on approach, as he has never seen a jet and has no idea what he is doing. He is scheduled for jet training soon, but is currently just being quietly shunned.
The carriers are all moving on a fixed track throughout the mission, so where you are in relation to the carrier at your last WP depends on how long you were away. If you are not using WARP, arent using your TAC display or just want to find a carrier to land on, you can use your GPS to do so. For example, the track of the carriers is approximately 100 miles, or about 3 hours long. Your GPS has the beginning and ending positions of each carrier track programmed in (like Yankee 1 & 2). If youve been out two hours (see cockpit clock), fly to Yankee 2 using GPS, then retune GPS to Yankee 1 and fly down the track until you find the carrier. It will be about 30 miles downrange. |
ADVANCED INFORMATION
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KNOWN ISSUES The only potential conflict that we have found in beta-testing the campaigns has been with an addon customized HUD available on several of the download sites. This may not affect you but dont use it. It negates that nicely harmonized gunsight we gave you. All we can do is design
a package for a default CFS2 install, though we have loads of addons on
our machines and havent experienced a conflict. |
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Grumpy's Lair 2005
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