A-10 Flight/Combat Guide Game: Lock On: Modern Air Combat Platform: PC Author: ProtoDude Version: 0.5 Updated 7/28/04 *Copyright and legal information is at the bottom of this guide* *********************************************************************** =- Table of Contents -= ----------------------- I. Introduction II. Version History III. A-10 Description IV. Flight Controls V. Cockpit VI. Taking Off VII. Visual Landing VIII. Landing/ILS approach IX. Available weapons X. Combat Info XI. Contact Information XII. Legal Information XIII. Credits *********************************************************************** I. Introduction *********************************************************************** Lock On: Modern Air Combat is easily the most complicated and intricate game I have ever played. Not intended for anyone without a great amount of patience or an appreciation for games that require much more knowledge, memory, and understanding than 95% of the games out there. I’ve never played Microsoft’s Combat Flight Simulator, but I have played a few of their regular Flight Simulators, and I can say that LO’s flying engine, flight mechanics, and difficulty are very similar to Flight Simulator. The catch with Lock on is that not only do you have to manage every aspect of flying, whether it be fuel management, course and heading understanding, pitch and yaw, etc., you also have to manage guns, missiles, bombs, radar, and a multitude of combat and targeting interfaces. You’ll play this game for hours and realize you still don’t have a clue as to what just happened. You’ll think you figured something out, only to face the disappointment of seeing that trying it again results in failure. So hopefully this guide can help you understand the game’s premier air support craft, the A-10, and how to use it successfully. But then again, I’m still learning the game myself, but I’ll be as accurate and helpful as I can. So let’s get started and we’ll see how things go. NOTE: This FAQ was made with the version 1.00-1.02 patch applied. Without this patch applied, some controls and features may be different. ***************************************************************************** II. Version History ***************************************************************************** =- Version 0.5 -= ----------------- Date: 7/28/04 Size: 15.8KB Details: All framework is complete. Basic controls are up, takeoff and the most useful gauges for the cockpit section are up. More to come soon. Next Update: Visual Landing and Available Weapons sections will be completed. ***************************************************************************** III. A-10 Description ***************************************************************************** The A-10A “Thunderbolt II”, as it is officially named, is better known as the “Warthog”, or even just “The Hog”, due to it’s unconventional appearance. It was developed during the Cold War in response to the Soviet’s widespread use of armored vehicles. Designated as a Close Air Support(CAS) craft, the A-10 is capable of carrying a massive payload of missiles, rockets, and bombs, in addition to its deadly 30mm cannon, capable of attaining a rate of fire of over 4,000 rounds per minute. While the A-10 is capable of carrying AIM-9 Sidewinder missiles for use against air threats, it’s outfitted for its chief purpose; taking down ground targets. The impressive payload offering of the Hog consists of numerous choices for eliminating ground targets, including guided Maverick missiles and unguided LAU Rockets. The mainstay threat of the A-10, however, is its feared 30mm cannon, deadly against both ground threats and airborne planes or helicopters. The A-10 is designed for low altitude missions that enable it to use terrain as cover and interference against Surface-to-Air Missiles(SAMs). This, however, puts it in range of Anti-Aircraft Artillery, which is why the lower part of the cockpit consists of a titanium “bathtub” to protect the pilot from artillery fire. While not designed for dogfighting, the A-10 is quite capable of self defense in the right hands, with its Sidewinders, 30mm cannon, and the incredible turn rate. Attempts have been made to retire the aircraft, but stellar performance in the Gulf War of 1991, and most recently in Operation Iraqi Freedom, has pushed those thoughts aside for the time being. A capable aircraft for sure, the A-10 is also one of the game’s simpler planes to fly, due to its relatively simple cockpit and the absence of a radar. ***************************************************************************** IV. Flight Controls ***************************************************************************** Ctrl+Pg Up Start Engine 2 Ctrl+Pg Dn Shut off engine 2 Shift+Pg up Start Engine 1 Shift+Pg Dn Shut off engine 2 F Flaps B Air Brakes H Toggle Altitude Stabilization Alt+L Cycle landing and taxi lights Ctrl+L Toggle navigation lights W Wheel Brakes P Release Drogue Chute(when wheels are down) T Toggle wingtip smoke Alt+R Jettison fuel tanks Ctrl+R Dump fuel(in air) or refuel(on ground) Down Arrow Nose Up Up Arrow Nose down Left Arrow Bank left Right Arrow Bank Right Z Rudder Left(yaw) X Rudder Right(yaw) Page Up Increase Throttle Page Down Decrease Throttle 1 Select Navigation Mode ~ Select Next Waypoint Ctrl+E Eject Ctrl+C Open/Close Canopy Toggle cannon C ***************************************************************************** V. Cockpit ***************************************************************************** The cockpit of the A-10 is relatively simple as compared to most of the other planes in the game, mainly due to the absence of a radar. Here’s a breakdown of what you’ll see, what they do, and how to control different gauges and switches in the cockpit. =- Attitude Director Indicator(ADI) -= -------------------------------------- Located in the center of the instrument panel, the ADI is used for maintaining a certain pitch or bank. Bank angles are graduated by 10 degrees per mark, and pitch angles by 5 degrees. The ADI is also your artificial horizon for maintaining horizontal flight in low-visibility situations. The ADI is also the location of the localizer and glidescope readings, which are used during Instrument Landing System(ILS) approaches to safely land the plane in a blind situation. The ILS will be discussed in detail in the “Landing/ILS Approach” section of this FAQ. =- Altimeter -= --------------- To the Right of the ADI is the Altimeter. This is used to determine your plane’s altitude above sea level. The Altimeter is a combination of a numeric display and a clock-like readout around the numbers. The numeric display shows the total altitude above sea level, while the clock-like display shows hundreds of feet in between thousands, with each number representing hundreds of feet, and each hash mark indicating 20 feet. =- Airspeed Indicator -= ------------------------ This obviously indicates your craft’s airspeed. It is located just left of the ADI. It displays Calibrated Airspeed from 50-500 knots(nautical miles per hour), given within 4 knots of the speed displayed on the HUD. The plain white needle displays your current speed, while the striped needle indicates maximum air speed in a given location, determined by altitude and atmospheric conditions. =- Radar Warning Receiver RWR -= -------------------------------- Just above the Airspeed Indicator on the instrument panel, the RWR control indicator shows where the RWR has picked up a radar being used. It shows horizontal position only, or direction, that the radar is being picked up. It listens for waves created by enemy radar being used and translates them into the direction and source the wave is being emitted from. More details on the RWR will be in the Combat Info section of this guide. =- Vertical Velocity Indicator(VVI) -= -------------------------------------- This is located just above the Altimeter on the instrument panel. It is a gauge with numbers 1-6 clockwise and counterclockwise and hash marks in between. The numbers indicate your plane’s rate of climb or descent in thousands of feet per minute based on your current pitch and speed. When climbing, the needle moves clockwise, when descending, it will move counterclockwise. =- TV Monitor -= ---------------- To the right of the Altimeter is the TV Monitor. It’s sole use is to display a visual using the seeker head of the AGM-65 Maverick missile. This screen will only function if you have AGM-65s in your payload, and only when your combat mode is in Air-to-Ground mode. Otherwise it will remain black. More details on the TV Monitor will be in the Combat Info section of this guide. =- Interstage Turbine Temperature(ITT) -= ----------------------------------------- The pair of gauges below the Altimeter are the ITT indicators. They show the temperature between the high and low-pressure turbine sections in degrees Celsius. You most likely will not deal with these in normal circumstances. =- Fan Speed Indicators -= -------------------------- Located to the right of the ITT gauges, these indicators show the current percentage of the maximum rotations per minute(RPMs) of both engine turbines. They are your primary indicators of how much thrust the engines are creating at any time. =- Fuel Flow Indicators -= -------------------------- Located below the Fan Speed Indicators, these two gauges display how many pounds of fuel per hour you are currently expending. =- Engine Core Speed -= ----------------------- Located to the left of the Fuel Flow gauges, these two indicators show the compressor core speeds as a percentage of maximum RPMs for both engines. ***************************************************************************** VI. Taking Off ***************************************************************************** =- Preparation -= ----------------- The first order of business in the starting the take off process is getting the engines running. To start engine #1, press Shift+Page Up. The needle for Engine #1 on your cockpit’s engine gauge will begin to move. Also take note of Engine #1’s exhaust gas temperature gauge to make sure you don’t overheat. Once you have Engine #1 running well, start Engine #2 by pressing Ctrl+Page Up. The same thing will happen with the Engine #2 needle in your engine gauge. Again, keep an eye on the exhaust temperature gauges to make sure you don’t have a hot start. After a little while, both engines will be running around 65%. The next step in the process is to extend your aircraft’s flaps. Press F to extend your flaps. The flaps help give added lift during takeoff to get your plane off the ground. You can also press Ctrl+L to put on your landing lights. =- Taxiing to a Runway -= ------------------------- Once your plane is functioning properly you’ll need to taxi to an available runway. Once you are ready, smoothly increase your throttle by pressing Page Up. When enough thrust has been generated to overcome the inertia of the stationary aircraft, you’ll start to move. Only increase the throttle just enough so you’re moving. If you’re running at 100% you won’t be able to control your plane on the ground, even using the wheel brakes. Once you’re moving, use the wheel brake(W) to remain under control, and use your rudder controls(Z and X) to steer onto an open runway. =- Getting Airborne -= ---------------------- Once you are straight on the runway, hold short with you wheel brakes until you are stationary. If you want you can press \, then F2, then F6 to ask for takeoff clearance. Once you are cleared smoothly increase throttle(Page Up) to 100% and let up on the wheel brake. You’ll start to move quickly forward. Look at your HUD and when you hit around 170 knots, pull back on the stick and hold your ascent at about a 20 degree angle and you’ll begin to leave the ground. =- Cleaning Up the Aircraft -= ------------------------------ Now that you’re airborne, you’ll need to prepare for flight. Start by pressing G to retract the landing gear. You’ll hear the motors working as you’re wheels are brought in. Next press F to retract the flaps, and you’re done. You have successfully taken off in the A-10. ***************************************************************************** VII. Visual Landing ***************************************************************************** Coming soon... ***************************************************************************** VIII. Landing/ILS Approach ***************************************************************************** Coming soon... ***************************************************************************** IX. Available Weapons ***************************************************************************** Coming soon... ***************************************************************************** X. Combat Info ***************************************************************************** Coming soon... ***************************************************************************** XI. Contact Information ***************************************************************************** You can contact me, ProtoDude, via e-mail at: Bubbeast115 [at] aol [dot] com Please feel free to e-mail me and comments, questions, or suggestions regarding this FAQ or Lock On in general, as long as you MAKE SURE IT'S NOT ALREADY IN THIS FAQ. If you find a mistake, let me know. Also if you find another site other than those listed below in the Legal Statement, please let me know immediately. Also, include the game's title and the version number of this FAQ in your e-mail somewhere so I know what you're talking about. ***************************************************************************** XII. Legal Statement ***************************************************************************** This document is Copyright (c)2004 ProtoDude. This document and all it's parts were written exclusively for use and viewing on the following site: www.gamefaqs.com Any and all other websites, publications, or individuals are prohibited to publish, reproduce, or sell this FAQ in any way, shape, or form. If you find this FAQ or any part of it on any other site or in any other publication than the ones listed above, please let me know immediately. ***************************************************************************** XIII. Credits ***************************************************************************** -God, I thank the good Lord for everything I am given and able to do -CJayC and his website, www.gamefaqs.com for hosting this FAQ -Me, ProtoDude, for writing this -You, for reading this FAQ