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Чит-файл для Flying Nightmares

Flying Nightmares

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

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FAQ [ENG]

Информация актуальна для
Enemy  View-  If  you would like to see what the enemy sees just after
you  have  launched  a  weapon at them, simply press the J key on your
keyboard. This will give you the enemy's perspective on the situation.
To exit this view, press the J key again.

Missile  View-  If  you  would  like  to see what the missile you have
launched  sees as it flys towards the enemy, simply press the M key on
the  keyboard.  This  will  give you the missiles perspective. To exit
this view, press the M key again.

Fly  by  view-  If you would like to get a view of your harrier flying
by  a  fixed  point, simply press the O key on the keyboard. This will
show  your  harrier flying by a fixed point. The exit this view, press
the O key again.

If  you want to view your harrier from a 360' view on all angles press
the  V  key on your keyboard. You will be placed on a view outside the
rear  of  your harrier. To move around the harrier, use the F7,F8,F9 &
F10 keys. F7 and F8 move you left and right around the harrier. F9 and
F10 move you up and down around the harrier. Try these keys, they make
flying  much more enjoyable and exciting. To exit from this view press
ctrl V. This will put you back in the harrier.



Flying:

Crashing-  If,  while  flying,  you  feel that you are about to crash,
press  the  A  key. This will activate the Auto pilot and recover your
harrier.

Carrier  landings-  If  you  want to land back on your carrier, simply
press  the enter key until your navigation system reads 0 in the upper
right  corner  of  the gauge. Then press the A key. This will take you
back to your carrier and execute the landing automatically.

Flying  without crashing- You might notice while flying, a line across
your harrier's HUD display that looks something like this:

0________ _________

This  line is known as the horizon line. You might also notice a small
green  aircraft  in  the center of your HUD. This small green aircraft
represents  where  your  harrier  is  headed  in  flight. A basic rule
of  flying,  if you feel your are going to crash, keep the small green
aircraft  above  the horizon line. As long as the small green aircraft
is above the horizon, you will not crash.



Air Combat:

Shooting down other planes- There is really only one easy way to shoot
down  enemy  planes  and that is by using the AIM-9M. The AIM-9M is an
air to air combat missile used only to shoot down enemy aircraft ( All
planes  other than the C-130's. For C-130's the only way to shoot them
down  is  by  using  the cannon). To use this missile, first make sure
it  is loaded on your harrier. To load this missile, select the AIM-9M
icon  from the weapons screen and then click the mouse arrow on one of
the  pylons on your harrier (the missile may only be loaded on the two
outermost pylons).

Once  the  weapon  is  loaded, your are ready for air combat. Once you
have  taken  off  and are underway, select the AIM-9M from the weapons
menu  on the cockpit of your harrier (This is done by having the small
box around the AIM-9M icon). In the upper portion of the cockpit, just
below  the HUD display, you will notice a small screen that, from time
to time, displays numbers and letter that look something like this:

12 OC H

This  means:  12  O'clock High. Remember this when you are flying over
the  island. This will keep you constantly informed as to the location
of  the enemy aircraft. Note: If your display reads 12 OC H, the plane
you  are  going  to shoot down is directly in front of you. The AIM-9M
will  automatically  lock on to the enemy planes. You will notice this
when  a  small  circle  appears around the aircraft (the missiles will
only  lock on, and the circle appear, when the plane you want to shoot
down  is  within  your  harrier's  HUD display). Once the small circle
appears  in the HUD display( you might not see the enemy plane), press
the  fire  button.  A missile will be launched towards the enemy plane
(if  you  want  to  follow  your missiles path, press the M key on the
keyboard.  This  will  give you a missile view. To switch back, simply
press  the  M  key  again).  Now  for the down side. The AIM-9M is not
a  very  accurate weapon. You might have to shoot at the enemy several
times and you still might not score a hit.



Ground Combat:

Destroying  ground  targets-  The  best  way to destroy ground targets
(i.e.  tanks,  trucks,  missile  launchers,  etc.) is by selecting the
right weapon. For the before mentioned targets, the best weapon to use
is the AGM-65E



Missions:

If you want to step to the next mission:

-  If  you're  like  me  and  you don't want to go throughout the long
process  of  planning  your fleets missions, there is a simpler way of
getting  to  the  next  mission.  As you have by now noticed, there is
a  clock  in  the upper right corner of the map screen. To step to the
next  mission,  simply  click  the  mouse  arrow on the numbers in the
clock. A menu will display with one of its options reading, "step next
mission."  Simply  double  click  on  this option. The clock will move
ahead  to  the  next planned mission. Note: If the clock only forwards
one minute, it's because there is a mission planned during that minute
that  does  not  involve a harrier flight. You may need to forward the
clock,  by clicking "step next mission", several times. Remember: When
there  is  an  available  mission, a small red light will flash on the
white  phone  in  the  center of the command room screen. Double click
on this phone in order to see the available missions.



Planning your own missions:

-  If you get tired of the missions that are already planned in Saber,
the fleet mission Flying Nightmares begins with, you might want to try
planning  a mission(s) of your own. Note: Planning your own mission(s)
takes  some  time  to  learn  and  master. You can choose from several
different  types:  air assaults, ground assaults, helicopter assaults,
etc.. To plan your own mission(s):

a.  When  the game starts and you enter the map screen, a "Battle Plan
Selection"  menu will appear. In the window below the title, make sure
the   word   Saber   is  shown  for  active  missions.  If  "untitled"
is  displayed,  simply  click  on  the  icon  with the two arrows, one
pointing  up and the other pointing down. This will bring up the other
mission  options.  Saber  should  now  appear. Now select "Go" and the
program will activate Saber.

b.  You  will  notice  that  the  clock now reads 9:26 and a blue line
outlines  the  western  coast of the island. This blue line represents
your  fleets projected path past the island. Along this blue line path
are  several  diamonds  also  colored  blue.  Each  of  these diamonds
represents  a  point  along  the  path  were  the  fleet will stop and
missions  will take place. These blue diamonds are where you will plan
and  add  your  missions.  Note:  It is very important to keep a close
watch  on  the clock. Try to always remember what time or hour you are
in.  Timing  is  vital in planning you missions. If you plan a mission
too late, the fleet will have already passed and your mission will not
take place.

c.  Notice four icons in the upper left hand corner of the map screen.
The  one you want to be concerned with is the icon that looks like two
swords crossed. Double click on this icon. This will bring up a battle
plan  control  menu.  The menu should display "Waypoint 1." This means
that  "Waypoint  1"  is  the first diamond on the blue line path where
a  mission is planned (not necessarily the first diamond on the line).
In  the  future,  if you want to plan a mission at one of those points
and  you  are  in the Battle Plan Control menu, simple click on one of
those  diamonds.  It will highlight in green and list under the Battle
Plan  Control  menu  what  day  and time the fleet will be at that way
point in order for you to plan missions.

d.  The  next thing you need to do is click your mouse anywhere on the
Battle Plan Control menu. This will bring up another menu. Select from
this next menu "Review Change operations." This will bring up a Battle
Plan Operations menu. From this menu, you may oversee all the missions
planned  for  that  particular way point. To look through the missions
that are planned simply use the icon with the up and down arrows.

e.  Now  you  are  ready  to add or plan your mission. Click the mouse
anywhere  on  the  Battle  Plan Operations menu. This will again bring
up  another  menu. From this menu select "Add New Operation." Once you
have  selected  this  option  with your mouse, you will notice another
menu.  This  menu  will  give  the  option  of adding: ground assault,
helicopter, or Harrier. Choose the one you want to add.



Flying Missions:

1)  Throughout  a  campaign I save the game after each mission so that
if  I  fly  a  really  bad mission or series of missions and lose some
of  the  limited supply of precious Harriers I can quit without saving
and then reload to get back to where I was before the disaster.

2) The map of East Timor (the theatre of operations for this campaign)
has  very  little information about enemy positions and SAM sites when
the game starts because no recon flights have been flown. Although you
can  schedule  your  own reccon flight at any time its best to do this
at  the start of the campaign. Before launching any missions click the
Configuration  Icon  (top  left)  in the Plan Window and from the Time
Control submenu select Frezze Time. While the scenario is frozen click
the Plan icon (crossed swords) in the Map window to add a new mission.
Select  Add  Mission  from  the  sub-menu  in the Plan window and then
double click a series of waypoints all around the island. Schedule the
mission  for immediate start. As soon as you are finished use the Time
Control  submenue  to  re-start  time  and  let  the  computer fly the
mission.

If you fly your own recon flights you will get shot down by one of the
many  enemy  fighters  or  SAM  sites.  When  the  computer flies such
missions the Harrier survives and the intelligence product is large.

As  you watch the recon flight unfold on the map and the Harrier flies
around  the  Waypoints you designated, more and more information about
enemy positions appears on the map.

3)  You  can  speed the game/campaign up in various ways: If you click
the  Configure  Icon  in  the  map  window  you  get  the Time Control
sub-menu, double click this and you get a menu with a Fast Time option
on  it  -  click  this  and  the  game  speeds up while the Map window
is  open.  Here  is  a great tip - repeat the above procedure a second
time  and the game accelerates even more, the planes and troop convoys
really whiz around.
                                        
In  this  double  speeded  up  mode  you can watch a whole battle plan
unfold  very rapidly, this lets you get an overall picture of the Task
Force  troop  movements  and  the  likely  enemy  responses,  as  well
as  seeing  what  would  happen  if  you  did not intervene to fly the
Harrier missions.

Another  way  to  speed  up the game is to open the Plan Icon and then
click  on  the various naval waypoints controlling the movement of the
naval  task  force down the coast. Once you select a waypoint with the
plan  icon  open you can click the Plan window to get another sub-menu
with  an option called Change Departure Time. Selecting this means you
can  alter  the  departure times so the task force moves onto the next
waypoint  faster,  to reduce the time to departure hold down shift and
click  on  the displayed departure time. Be careful though - this will
speed  up  troop  landings  at the various beachheads and you must fly
Harrier  missions  to  clear  enemy  positions in front of your troops
before they deploy (see below).

4)  Keeping  your  troop  and  Harrier  losses  low  is all important.
If  ground  casualties  get  too large then the US President pulls the
plug  on  the operation and the game is over - you lose. Plus you only
have a limited supply of Harriers to start with.

To keep ground casualties low you must:

i)  destroy  enemy  troop  emplacements  before  your  advancing troop
columns encounter them.

ii)  aggressively  attack and destroy the enemy airforce/airbases (see
below) so they cannot be used to attack your troops

iii)  this  is  most  important. Even after you have cleared the enemy
troop  positions  and  destroyed  their positions they can regroup and
push  convoys  through  your lines inflicting heavy casualties on your
forces.  They  can  even  set  up  SAM  sites  behind your lines. Keep
checking the data screen on the right in the Commander's room for news
of  enemy convoys moving behind your lines. They won't show up on your
intelligence map until spotted by one of your plans. Keep flying recon
patrols  over  the  entire  theatre of operations. As soon as a convoy
is spotted fly a Harrier mission to take it out.

5)  Although  this game offers wide variety of weapons for the Harrier
I  only  use a small number. I usually leave a couple of anti-aircraft
AIM  Sidewinders  on  each wing tip in case I encounter enemy fighters
or  choppers.  If I am absolutely sure that I will not encounter enemy
fighters  then  I  take  a couple of Redeye fragmentation bombs on the
wing  tips.  The  best  all-round  ground  attack  weapon is the Hydra
air-to-ground  rockets. You can pack 84 of these babies on four of you
innermost  weapon  stations,  you  can  fire them in salvos of various
sizes  and  they take out any ground target. The other weapon I use is
the  HARM  anti-radar missile which is essential ordinance when flying
against  SAM  sites.  If  special  forces  have  been  deployed around
a  target  you  can use the laser guided weaponry such as the AGM 65's
or  the  various  laser  guided gravity bombs. When a laser designated
target  is  illuminated  in  your HUD you can drop a laser guided bomb
without  having  to exactly line up the CCIP indicator in the HUD, you
can  drop  the  bomb  and it will steer itself to the target (its cool
to watch it do this by pressing 'm' to get the weapons eye view).

6)  If  the  Map  window indicates that you are beginning to fly close
to  an  active  enemy airbase you must aggressively attack and destroy
it.  If  its  protected  by  SAM's  then  fly  your first mission with
a  couple  of  HARM's, one pod of Hydra's and as many AIM's as you can
carry on the other stations.

Fly  straight  at  the base at about 2000 ft with the HARM's selected,
as  you approach the SAMs will fire at you at about the same time that
the  SAM  site  is  acquired  and  illuminated  in your HUD. Watch the
approaching  SAMs  and  dodge  them  using Chaff and Flares to deflect
them, and fire your HARM's to take out the SAMs. As you are doing this
enemy  F16's are scrambling. If the bandits are not right on your tail
try  to  swoop  on  the base and take out the Hangar and control tower
with your Hydras, this stops any more bandits from scrambling. The key
building  is usually a red hangar from which successive waves of enemy
fighters  will taxi and launch against you unless it is destroyed. You
must  then take on the air borne enemy fighters. If you cannot takeout
the  hangars  and  control  tower  in  this attack then break off your
attack  head  for home trying to dodge the bandits. If things get very
hairy  then  hand  control  of  your  fighter  back  to  the  computer
by  returning  to  the  Commanders room, Harriers very rarely get shot
down when flown by the computer.

7)  If  you  want to try night flying you must alter the timing on the
movement  between  waypoints,  usually  the movement of the naval task
force  halts at night, you can override this by changing the departure
time.  At  any  point  during  the  night you can select Combat Patrol
in  the  Briefing  Room. Once in the cockpit use the 'i' key to select
the  infra  red  view  in  the  HUD. Night flying is difficult because
of  the  murky  graphics  and  its  easy  to get lost, attack friendly
positions or crash.

8)  The  instrumentation  in  the Harrier cockpit is almost completely
useless.  Consequently  I  usually fly in the head up (option +1) mode
to have the maximum external view. In this mode the only really useful
cockpit  instrument,  the  little  panel  that  feeds you intelligence
on  enemy  aircraft  positions  from  the  task  force  AWAC, is still
visible.

9)  The enemy will continue to land fresh troops and supplies from its
cargo  planes  at the various airbases. Even if you have destroyed all
the  ground  targets  at  these  bases  and  even  if your troops have
occupied  the  base the enemy cargo planes will continue to try to fly
in troops. When an approaching cargo plane is detected it is announced
in  the  plan  window and a Harrier is scrambled. It is important that
you  fly  these  missions  (assuming  that  any  threatening SAM sites
en  route  have been neutralised), if left to the computer the Harrier
flies  to  slowly and usually misses the cargo plane or fails to shoot
it  down.  The result is that enemy troop convoys are landed and start
to  manoeuvre,  as  they  move  through  your  troop  lines they cause
casualties  to  mount.  You  should  take  over  the  anti-cargo plane
missions right from the launch from the carrier. Take off and head for
Waypoint  1  (usually an enemy airfield), don't use auto pilot because
this is too slow, you must fly at top speed. At the enemy airfield you
switch  to  Waypoint  2  which  puts  you on a heading straight at the
approaching cargo plane which is coming in at about 1000 ft. I usually
shoot  it  down  with  cannon  fire.  I also usually take along Hydras
so  that  having  shot  down  the  cargo plane I can attack any ground
targets of opportunity in the vicinity.

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