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MiG-29 Fulcrum - Manual

FOREWORD by JOHN FARLEY - Test Pilot
Ever since the MiG-29 was first displayed in public at the Farnborough'88
airshow I've wanted to test fly the plane to see for myself how it handled.
At Farnborough'90 I met Mikhail Waldenburg, chief designer for the Mikoyan
Bureau, and Valery Menitsky, chief test pilot, to discuss the plane's
aerodynamic achievements.  Valery then offered me the chance of a lifetime -
a flight in their two-seater to see how their plane flew.  I wasn't
disappointed, after years testing aircraft such as the Harrier for British
Aerospace, the MiG-29 proved one of the most exhilarating flights I've ever
had.

Now with Domark's MiG-29 Fulcrum flight simulation, you can experience the
nearest thing to actually flying the plane; this is no over-simplified game -
I was surprised at how accurate the model is.  Practise flying using the
combined 'angle of attack' and 'g' meter.  But remember, too much 'g' and
you'll lose your colour vision or, worse, black out - real features copied
from the MiG-29 for the simulation.

The Soviet plane has several important features which make it different from
British and American fighters.  For example, on the Russian display of
altitude, the little plane symbol banks in the instrumental panel as you turn
(whereas with western avionics, the plane symbol is fixed and only the
background banks).

I was pleased to see that the model reacted very realistically during
testing.  When flying, note how the high thrust and low drag of this
remarkable machine allows it to accelarate at low level during a 9g turn -
just like the real thing.

Try your hand at air-to-air and air-to-ground combat.  But recognise that
while you train and take risks, real MiG-29 pilots have only one life!

Good luck and good flying.
John Farley

P.S.: Do try the tailside - a feature unique to the MiG-29 air display
routine.  Start from level flight at 500kph, pull to the vertical and hold
it.  Close the throttles and wait until you slide back.  To recover, pull the
stick back until the nose starts to come down, at which point you should
apply full power, relax the stick and accelerate away.

INTRODUCTION

THE SOVIET AIRFORCE: AN OVERVIEW
When Hitler's forces rolled into the Soviet Union in 1941, the Soviet
defenses were literally overwhelmed by the suddeness of the attack.
Thousands of Soviet warplanes were destroyed - caught unprotected by the
swiftness of the Blitzkrieg.  But the Soviets worked day and night to replace
the lost aircraft, even during air-raids!  Much of the manufacturing was
moved eastwards away from the frontline, out of bomber reach.  Perhaps it is
this economy of design, born out of necessity as supplies of raw materials
became even more difficult, that still pervades the Soviet aircraft design
philosophy.

Traditionally, Soviet fighter designs are produced by the Design Bureaux
(OKB's) to fulfill a requirement published by the central bureau.  The most
famous of these in the West is the Mikoyan and Guryevich Design Bureau known
more commonly as MiG.  Sukhoi and Yakovlev (SU and TU) are also prominent if
a little less known counterparts.  The word MiG has become synonymous with
the Soviet airforce or WS as it is known, due to the exploits, in export
form, of its planes in the Korean and Vietnam conflicts.  Regardless of the
design studio, all Soviet aircraft share a common ideology - simplicity of
design, ease of maintainance, toughness and where possible the ability to
operate from rough unpaved airstrips of the shortest possible length.  The
MiG-29 for example, can take off from a strip of only 240 metres! (787 ft),
the American F16 by comparison typically needs twice this.

WS cadets who pass the rigorous weeding-out process typically begin their
jet-propelled flying career on an L29 jet trainer.  These are flight
instructor controlled flights (FIC), but gradually pupils will do more and
more of the flying until, after a year's intensive training, they graduate
from the Gugarin Higher Aviation Academy.  Pilots are then sent to
operational conversion units where they learn to fly supersonic planes such
as the MiG-21, a MACH 2 fighter whose role the MiG-29 was designed to
replace.  The MiG-21 is encountered in this simulation in its export form -
the Chinese built Shenyang F-7M.

Soviet training has traditionally concentrated on the basics of flying -
formation flying, low level navigation and rigid regime of tactical combat
flying.  Historically this has led to criticism of soviet Air Combat
Manoeuvres (ACM), as being too rigid and inflexible during actual combat -
'Show a soviet pilot initiative, and the next thing you know he's landing in
Japan' as the joke goes - a reference to the famous defection of MiG-25
pilot, Lt Belyenko to Japan in 1976.  This inflexibility has had more to do
with the aircrafts' relative inferiority at dogfighting than any lack of
ability on the part of the pilots.  Recent advances in Soviet Aerodynamics in
the shape of the MiG-29 and the SU-27 however, will probably lead to a new
style of flying being taught at soviet air academies, although whether this
will result in American - style 'Top Gun' schools remains to be seen.

The Soviet Airforce is known as the WS (Voyenno - Vosdushnye Sily) and is
itself divided into two main divisions, the FA (Frontovaya Aviatsiya, or
frontal aviation) which is the tactical wing and the DA (Dalnya Aviatsiya,
long-range aviation) which is the strategic air arm.

THE SIMULATION
In this simulation you will operate the MiG-29 initially as a pilot
undergoing conversion training, before achieving combat status.  In combat
you will fly the MiG in a variety of locations within the Soviet sphere of
influence.  Each scenario has its own challenge and therefor tests the pilot
in different areas of skill - air to air, air to ground, unguided missile
attack and of course cannon.
Don't forget to use your MiG's amazing manoeuvrability to dodge missiles,
deploy chaff to confuse radar guided missiles and flares for IR guided air to
air missiles.  Remember to study the performance characteristics of the
aircraft you encounter - A 'Mirage' is a much more formidable opponent than a
'Shenyang'!

NOTE
If you have 1MB of memory then you can select 32 colour display.  On 512K
machines select 16 colour display, on NTSC or 512K machines select 200 lines.

That's a lot of options so here they are fully listed:

512K machines:

PAL     200 line 16 Colour (fastest)
NTSC 200 line 16 Colour (fastest)

1MB machines:

PAL     200 line 16 Colour (fastest)
        256 line 16 Colour (bigger screen)
        256 line 32 colour (best display)

NTSC 200 line 16 Colour (fastest)
        200 line 32 Colour (better display)

QUICK START

MISSION SELECTION:
Selecting an option

You are placed in a briefing room with your options shown on a whiteboard.
You may select an option with the number keys (1 to 7) or using the cursor
keys (up/down).  To confirm a choice press Enter or Space.

Scenario Summary

1.      Basic Training.
        Some ground targets and a safe enemy aircraft to practise dogfights.

2.      Artic scenario.
        A submarine to photograph and some 'Harriers' as opposition.

3.      Chinese scenario.
        Dogfighting with 'Shenyang' fighters over Great Wall.

4.      Oil field Scenario.
        An island with storage silos, some oil rigs and ships with SAMs and
        anti-aircraft guns.

5.      Anti-terrorist ground attack scenario.
        Bridges, trucks, SAMs, train, buildings.

6.      Final scenario.
        Multi-role combat in the desert.  Destruction of nuclear power plant.

Pilots Log
You may enter yourself in the pilot's log.

Dying
In the training scenario dying puts you back on the runway.  In all the
remaining scenarios dying is terminal!  You are placed back in the briefing
room.

Debriefing
You may enter the briefing room during a mission (provided that you have
landed) for a debrief of the current state of play by pressing CTRL-D.  To
continue the mission press SPACE to re-enter the game from the briefing room.

CONTROLS

Head Up Display
H               -       Hud on/off

Flight Controls
E               -       Engine on/off
=               -       Throttle up
-               -       Throttle down
SHIFT + -       Full power
SHIFT - -       Idle power
L               -       Landing gear
W               -       Wheel brake
B               -       Air brakes
CTRL-E  -       Emergency Eject

Control Stick
CTRL-L  -       Selects analogue joystick
ALT-J   -       Selects switched joystick
CTRL-K  -       Selects keyboard
CTRL-L  -       Selects mouse
CTRL-Z  -       Calibrate analogue joystick (move stick to extremes, press
                        fire button to exit).

Keyboard Controls
LEFT ARROW   -  Roll left
RIGHT ARROW  -  Roll right
DOWN ARROW   -  Pitch up
UP ARROW     -  Pitch down
PAD 0        -  Centre
Z            -  Joystick centre
1, 2, 3,     -  Joystick control power
PAD +        -  Pitch trim up
PAD -        -  Pitch trim down
PAD *        -  Zero pitch trim
<, >         -  Rudder

Weapons System
Cannon always available
S-240 unguided rockets
AA-8 'Aphid' heat seeking air to air missile HUD marker turns red for good
lock.
AS-7 'Kerry' air to surface heat seeking missile.  The target for guided
weapons must be selected before launch.

DELETE       -       Fire Cannon
BACKSPACE    -       Select Weapon
RETURN       -       Select Target
SPACE        -       Fire Weapon
F            -       Drop Flares
C            -       Drop Chaff

Aircraft System

A             -      Autostab on/off
/         ...
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