Pilot's Notes - Ocean Fury

PLAYER NOTES

FOX FOUR OCEAN FURY KOREAN WAR CAMPAIGN FOR CFS2

These notes are not of a technical nature, but are more of an attempt to give the player some insight into the 'mind-set' of the campaign.

Ocean Fury is a 38-mission campaign set in the 1950-51 Korean War period. It casts the player as a Royal Navy FAA(Fleet Air Arm) pilot flying the Hawker Sea Fury FB-11 from the RN light fleet carrier HMS Ocean. Missions involve ground-attack and air-to-air combat. HMS Ocean will operate on three stations during the campaign(see further notes on this subject below).

Note that the install package has also placed the individual missions in the Missions folder so that you can fly them in Single Mission mode as well as Campaign Mode.

Ocean Fury is an intermediate to advanced campaign in which the player is often called upon to make decisions that will impact his flight's ability to complete the assigned mission goals. Because the campaign is composed of both simple and complex missions, it is unrealistic to expect to score 100% of all mission goals, or a campaign score of 100%....though that is quite possible.

Because of the campaign's length and the likelihood of a player being KIA or captured, the campaign file has been written to allow the player to re-enter the campaign at any point...instead of necessarily beginning anew from Mission 0.

For additional instructions on flying the SEA FURY, please refer to the checklist.
This can be accessed by the C or Shift + C key command (depending on keyboard layout) during flight.

Alternatively, you can view the text file "Sea Fury FB MK 11_check.txt" which is stored in the folder: Combat Flight Simulator 2/Aircraft/KWCFS2_SEA_Fury.

Pointers:

1. The Sea Fury is a wonderful flying machine with many features. Take advantage of these by reading the Aircraft/Panel Instructions included in the download package. (Also see below)

HINT: Fly the Sea Fury on EASY flight model.

2. Mission 0 is strictly an opportunity for the player to become accustomed to taking-off from and landing the Sea Fury on HMS Ocean...a challenge in itself.

HINT: Take advantage of the opportunity.

HINT: Takeoffs from the carrier should not be much of a challenge. Do not run-up the engine rpm before releasing brakes, or the aircraft will noseover. With flaps and full-power you should get off easily with all loads. (And don't forget that War Emergency Power is available, if you need it.) Get your gear up AS you leave the deck. Keep your nose level and begin retracting your flaps as your airspeed builds.

HINT: Landing IS somewhat of a challenge. Aside from the small deck, the whole platform is pitching and rolling substantially. Your aircraft must be trimmed to fly at landing speed with the flaps, gear and hook out to give you the control you must have to make those last minute adjustments needed to hit the numbers squarely. If you touchdown tail high, your hook will not engage the arrestor wires. Be ready to 'bolter' in case that occurs.

HINT: The LSO(Landing Signals Officer) is a new guy prone to being a bit too much 'by the book'. So use your judgement in taking his advice.

3. Read your mission briefings thoroughly, and look carefully at the Advanced Info and Recon Photo pages provided...paying particular attention to the specific mission goals.

HINT: You don't have to fight or attack everything you see to have a successful mission, but that's your choice.

HINT: You can check your goal status during missions by going to the INFO screen from the menu bar, or hitting the 'I' key.

4. You are leading a section or flight of from 2-8 aircraft. Learn to use your wingmen effectively by understanding the Target Lock, Split, Attack and Recall commands. You cannot accomplish your goals without the support of your wingmen....most of the time.

HINT: Being a one-man show and monopolizing all the action may get you some decorations...but it may also make you ineligible for promotion.

HINT: Losing 26 wingmen in the campaign will get you 'sent home' in disgrace.

HINT: Failure to accomplish at least 80% of mission goals three missions in a row can cause you to be relieved of duty.

HINT: Flying FLAK-suppression yourself, while assigning your wingmen to the mission targets, may reduce casualties and make AI wingmen bolder in their attacks.

HINT: Wingmen are methodical in carrying-out attacks on assigned targets, but they take their time setting-up the attack run. Be patient with them.

HINT: Wingmen are capable of making multiple attacks on a target with free-falling weps, rockets and cannon fire until their ammo is exhausted.

5. The sim is frequently unable to calculate a firing solution for AI aircraft weapons release in very mountainous terrain. So if you encounter wingmen who make passes without delivering weps, that is the probable cause. In these missions, your wingmen can distract AAA batteries and provide cover for your attack. We felt this was a better alternative than having all missions flown over the same flat, monotonous terrain.

Questions and comments can be directed to Fox Four from the Contact link below.:

Have fun!


USING THE PANEL

TO GET THE MOST ENJOYMENT OUT OF THE FEATURES IN THIS PANEL SET, PLEASE READ THE FOLLOWING PILOT'S NOTES

A. DESCRIPTION
B. CONTROLLING INDIVIDUAL PANEL ELEMENTS
C. PURPOSE OF INDIVIDUAL PANELS
D. REMOVING THE PANELS AND MAXIMISING VIEW
E. GENERAL

A. DESCRIPTION:

Panel Set for Sea Fury by Mike Eustace

This is a set of Panels for the Sea Fury aircraft based on illustrations in the Pilot's manual. It is designed to be used at 1024x768 resolution, and in CFS2 only.

B. CONTROLLING INDIVIDUAL PANEL ELEMENTS

The Cockpit is split into several separate panel elements in order to increase the colour palette, and to make use of a wider range of instruments and controls for different stages of flight. There are two main ways of accessing the panel elements:

1. ASSIGNED KEYS METHOD:

The Panel elements can be individually accessed, providing you have set up your keyboard assignments in the CFS2 SETTINGS/ CONTROLLER ASSIGNMENTS screen to control the appropriate commands.
I have completely configured my own keys, and my suggested settings are set out below, along with the default CFS2 and CFS1/FS assignments for comparison. YOU MAY ASSIGN WHATEVER KEYS YOU WISH.

COMMAND
RECOMMENDED
CFS2 Combat Layout
CFS1/FS Layout
DISPLAY/HIDE PANEL WINDOW 1
assign key 1
F7
SHIFT+1
DISPLAY/HIDE ECU
assign key 2
F5
SHIFT+2
DISPLAY/HIDE PANEL WINDOW 3
assign key 3
F9
none
DISPLAY/HIDE PANEL WINDOW 4
assign key 4
none
SHIFT+4

Note: Keys 1-4 (along the top of the keyboard, (NOT KEYPAD) normally control engine power settings, but who flies without a proper throttle these days?

2. MENU BAR METHOD:

The Individual Panel Elements can also be accessed by using the Menu bar:
1. Hit the ALT Key to bring up the Menu bar.
2. Mouse click on "Views", and select "Instrument Panel"
3. Click on an individual item from the Panel list to either Select ON (Tick) or select OFF (No Tick).

C. PURPOSE OF INDIVIDUAL PANELS

The Panel window descriptions and their initial status are as follows:

Panel 1: HUD OFF
Panel 2: Canopy ON
Panel 3: Top_Panel ON
Panel 4: Low_Panel OFF

Panel 1 is a HUD overlay, which will make it easier for Pilots to assimilate important flight information during combat without having to switch between the main and low instrument panels. Reading clockwise from left, it contains displays for airspeed, heading, altitude and radar altitude. The display is normally OFF, but can be switched ON with key 1 or your equivalent. If you feel it is too modern for you, then don't use it.

Panels 2 to 3 are permanently ON and create the main Cockpit view. The reason that two panels are used to do this, is in order to extend the range of the colour palette and improve the graphic effects.

Panel 4 is the lookdown instrument view which appears as a split-screen beneath the gunsight, allowing you to fly and read instruments at the same time. It is normally OFF, but can be switched on when needed with key 4,or your equivalent.

At the bottom centre of this panel is the AIRFIELD DIRECTION FINDER - ADF - based on Chuck Dome's GPS 100, and programmed by me to show Korean airfields and Carrier tracks only for the purposes of our Korean war Project.
The ADF is normally OFF, so to activate, click the ON switch at the lower left of the ADF panel. Then click on the scanning wheel adjacent to the + or - signs to cycle through the available airfields to obtain distance and direction.
With Carrier tracks, we have set a start and end co-ordinate. To find the Carrier, fly the needle to the nearest co-ordinate, then switch to the furthest co-ordinate. Now fly the needle towards this co-ordinate, and somewhere along the line you will find the Carrier.

There is no TAC RADAR SCOPE on the panel, but if you are using the TAC pop-up, may I recommend dragging and re-sizing it to fit the HUD glass. This way, you can keep a close eye on threats without taking your eyes off the gunsight.

D. REMOVING THE PANELS AND MAXIMISING VIEW

If you wish to remove the Cockpit Panels during Combat in order to maximise your view, it is recommended that you use the key combination Shift + [ (Instrument Panels On/Off).

Alternatively, you may wish to use the Panel cycle key "W" which removes the panels in favour of the M$ HUD

E. GENERAL

WARNING:

The Panel Set has been tested for use at 1024 x 768 resolution in CFS2 only. Because of the large colour palette created by multiple panels, it will not display correctly in CFS1.

I'd like to thank Freddy Bautista for generously allowing me to adapt his cockpit lamps for use in the Sea Fury

 


Mike Eustace

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