Product: | F/A-18F Super Hornet by The Omega Concern |
Modeler, Scripter, etc: | April Heaney |
Support Address: | This email address is being protected from spambots. You need JavaScript enabled to view it. |
Product Revision Date: | 2014-10-09 |
Manual Revision Date: | 2014-10-09 |
Thank you and congratulations on your purchase of The Omega Concern's F/A-18F Super Hornet. Truly, you want to read this manual and become familiar with some serious concepts of flight before you embarrass and frustrate yourself with this groundbreaking machine.
The Omega Concern is dedicated to producing quality work at affordable prices, and we support everything we sell. All of our products are designed with the balance of impact on sim performance and ease of use in mind. If you find one of our products to have a bug, causing lag, behaving in unexpected ways, or otherwise being a pest, please let us know. If nobody tells us, we can't correct it.
You are eligible for all upgrades on this version, being version 1. Also, your feedback is valued! Your input directly influences the course of development and future features of Omega Concern products.
There is a technical support pass phrase in this manual, which you are strongly advised to use when first contacting support about this product. We do this because other people (not you!) don't bother reading the manual which contains the answers to their questions, thus taking our time and attention away from thoughtful questions not answered in the manual, such as yours. As always, emailing the support address above is preferable to offline IMs and notecards, both of which too easily get lost in the shuffle. |
About the F/A-18F Super Hornet
The Omega Concern's F/A-18F is based on the real-world F/A-18F as developed by McDonnell Douglas and Boeing Defense, Space & Security. As of this writing, The Omega Concern's F/A-18F, along side The Omega Concern's A-10C, stand as the most advanced combat flight simulations available in Second Life, hands down. It has been conceived, designed and brought to fruition with the goal of creating as realistic an experience as can currently be done. With this in mind, it is not an aircraft designed for the casual user, but is designed to appeal to those users who wish to be challenged by a high fidelity simulation and want an aircraft they can fly with pride, knowing that they have earned the skills to rightfully call themselves a pilot. |
The Omega Concern is not affiliated with, nor endorsed by McDonnell Douglas, Boeing Defense, Space & Security, Northrop Grumman, Honeywell, Raytheon, or any other company involved in the design and production of the F/A-18F or its component systems. All trademarks and copyrights are and remain the property of their respective owners.
Table of Contents
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Aircraft and Cockpit Controls
- Control Inputs
The aircraft is controlled through a combination of the standard movement keys (W, A, S, D, E, and C), gestures, and HUD controls. The gesture keys are merely suggested key bindings, so feel free to reassign them to whatever works best for you. If you are not using a viewer that allows you to bind gestures to the keys these are, editing the existing gestures will not allow you to save with the current alphanumeric key bindings.
Please note, you may have other gestures using the same keys as the ones included. To locate and correct these conflicts, press control - G in your viewer and click on the"Key" column header to sort by key assignment.
While the arrow keys, page up and page down keys work precisely the same as the WASDEC keys, for the sake of brevity, this manual will use the WASDEC keys for the examples provided.
- Default Keybindings
- WASD
These keys provide control over the pitch and roll of the aircraft. Discrete yaw control is provided with the Z and X hotkeys.
Mouselook Pitch/Yaw Control (Default gesture Shift-M) allows for fine mouse-look control over the pitch and yaw axis, and can be very useful for precise flight path adjustments.
- Throttle
The throttle controls how much power the turbofans are providing to give you forward flight. The throttle setting is shown by the wedge slider to the left of the airspeed on the HUD.
- E - Increases throttle
- C - Decreases throttle
- Full/Cut Throttle
To quickly set the throttle to 100%, while holding the C key, also press the E key, then release the C key first. To cut the throttle, do the opposite: While holding the E key, press the C key, then release the E key first. - Shift-E - Engage afterburners. Any throttle input once afterburners are activated will deactivate them.
- Pitch Trim
Pitch trim is how one goes about keeping your aircraft from nosing up or down while in level flight.
- Shift-W - Trim Nose Down
- Shift-S - Trim Nose Up
- Q - Reset Trim
- Targeting and Weapons
- T - Designate Target
- Shift-T - Target Clear
- Space - Weapon Action
- Other Hotkeys
- G - Landing Gear
- Shift-F - Flaps
- B - Brakes
- R - Flare/Chaff
- Shift-R - Eject
- P - Autopilot (Heading, Altitude, Heading & Altitude)
- \ - MFD Toggle
- L - Loadout Menu
- Shift-M - Mouselook Pitch/Yaw Control. Allows for fine mouse-look control over the pitch and yaw axis. This is intended for more precise control for bomb/gun runs, landings, etc.
- Shift-Z - ReCall
- Options Menu
- Livery
You may choose from four distinct and authentic paint/camouflage schemes: Naval grey, blue-grey camouflage, shard, and desert.
- Custom Insignia
To set a custom insignia, type /5 insignia followed by a space, then the texture UUID, for example:
/5 insignia 400126a1-95fd-0b79-50dc-4a8edafa9de6
A downloadable template for creating your own insignia is included in the package with the aircraft
- Wrap Mode
Wrap mode is a method to alleviate one of the big drawbacks to flying in a region, that due to the need to avoid reaching the region "walls" and having the aircraft behave anything even remotely approaching realism, it's like flying indoors. Initially, "wrapping" may be somewhat confusing, but no more so than being forced to fly in tiny circles or figure eights.
Wrap mode allows one to have the aircraft, upon reaching a region border, to "wrap" around back to the other side to continue flight normally. Those of you familiar with side-scrolling video games will find this concept familiar. Wrap mode has three settings:
- Contiguous
This is the default mode. This mode allows the aircraft to fly between contiguous regions, but if it reaches the edge of a region without a region on the far side, it will wrap around to the opposite side of the region it is currently in.
- Single region
This mode prevents the aircraft from flying over any region borders, regardless of the existence of a region on the other side.
- Off
This disables wrap mode completely. Do keep in mind that reaching a dead end border or corner will likely result in loss of speed and lift, or such an abrupt change in velocity that the aircraft is likely to be unrecoverable.
- Contiguous
- AutoDel
Auto-Delete (anti-littering) toggle. Normally, if you leave the vehicle on land you do not own and leave the region, the vehicle will self-delete. When Auto self-delete is disabled, the vehicle will not do this. This option is intended for those who wish to display the vehicle on land they lease or group owned land, where they are not the technical landowners.
- Speed
The aircraft has four speed modes, being "Slow", "Normal", "Fast" and "Very Fast" that prepare the plane for effective use in areas as small as a single region, or in larger areas made up of interconnected sims. The aircraft's aerodynamics are scaled with these modes, which determine the plane's speed and handling characteristics. This must be set before the turbofans are powered up.
- Livery
- Default Keybindings
- Head Up Display (HUD)
- Situational Information
- Flight Path Ladder/Reduced Horizon
When in mouselook, the flight path ladder consists of four or five ladder lines to indicate the aircraft pitch angle over a range of ±90º and aircraft roll angles of 0º - 360º. The ladder lines are labeled in 5º increments and have tabs at each end pointing toward the horizon line. Dashed lines indicate negative pitch angles, and solid lines indicate positive pitch angles.
When out of mouselook, this is changed to the Reduced Horizon display, which simply indicates the relative position of the horizon from the camera position.
- G-Meter
The Digital G-Meter provides an indication of aircraft load factor. The G value is displayed to the nearest tenth of a G, clamped to +9.9 to -9.9 G’s.
- Throttle Bar
The throttle bar is a visual indication of the amount of throttle currently in use. It is notched at 25% increments, with a dashed line visible when below 100% for purposes of scale reference. When brakes are applied, it will appear red, and when afterburners are engaged, it will appear yellow.
When wheel or air brakes are engaged, the throttle bar will turn red when in day mode, and cyan when in night mode.
- Airspeed
Airspeed is shown as a three-digit numeric, scaled to approximate the real F/A-18F's flight performance when using the "Normal" speed option.
- Mach Number
Displays the airspeed in terms of relative Mach.
- Altitude
This is the altitude, in feet, above any terrain, objects or water below, up to 1640 feet. This is indicated by an "R" for radar altitude. Beyond this range, altitude is displayed in feet above water level, followed by a "B" for barometric altitude.
- Pitch Trim Indicator
Displays relative pitch trim, with the centerline indicating a positive (nose up) or negative (nose down) trim.
- Flight Path Angle
Displays the flight path angle, in degrees positive or negative. This is not a vertical speed indicator.
- Compass
Displays both digital and tape indicators for the current aircraft bearing.
- Boresight/Waterline
The current forward axis of the aircraft.
- Flight Path Vector/Total Velocity Vector
Shows the current flight path of the aircraft.
- Acceleration Indicator
Beside the FPV, the acceleration indicator is shown as a visual cue to the aircraft's current energy state, be it increasing (upward chevron) or decreasing (downward chevron).
- Trigger Mode
This displays the current CCIP mode (MAN REL or PRED, and DESIG when a target is designated) and in the case of pre-designated release modes, will change color from green to red to indicate that it is armed and will release when the aircraft is flown to a suitable targeting solution for the selected weapon.
- Ordnance
The name of the currently armed weapon.
- Arming
Displays the armed or safe status of the weapon systems.
- Total Armed/Pylons Armed
This shows the total number of the selected ordnance available for use, followed by a forward slash (/) and then a single digit to represent the pylons these stores are on. Pylons 10 through 12 are represented by the numbers 0 through 2, respectively.
- Abbreviated Target Name
When a target is designated, its name will appear here. As character space on the HUD is limited to eight characters, this will abbreviate target names by omitting any vowel not in the first or last position, spaces, and will reduce double consonants to a single. For example, "Omega Concern" would be shown on the HUD as "OMGCNCRN".
- Situational Information
- HUD Weapon Symbology
- Reticles
There are essentially two types of weapon reticles you will use on the F/A-18F. The first is the Continuously Computed Impact Point (CCIP) reticle, used for the M61A2 cannon, Mk 24 Zuni rockets, and all unguided and guided bombs. The other is the Maverick reticle, used for the AGM-65G and AGM-65H air to ground missiles.
- Continuously Computed Impact Point (CCIP) Reticle
The CCIP reticle gives you several important pieces of information about your weapon and target.
- Analog Range Bar
Displays the distance from either your aircraft to the calculated impact point, or in the case of a designated target, will display the distance from the impact point to the target. This can be read as a clock face, in hundreds of feet. i.e. the 5 o'clock position is 500 feet, the 8 o'clock position is 800 feet and so on.
- Minimum Range Caret
Displays the minimum range at which a target could be engaged, due to either danger of damage to your own aircraft, or the necessary time for a munition to arm before reaching the target. Like the Analog Range Bar,it can be read as a clock face, in hundreds of feet.
- Numeric Range
Shows the same information as the Analog Range Bar, but in numeric format, in hundreds of feet, rounded to the first decimal place.
- Moving Target Index
This is a visual reference for the M61A2 cannon, for engagement of ground targets which may be moving, and will rotate to remain parallel with the horizon. The inner marks represent the distance a target moving at 5 m/s (for example, running infantry) perpendicular to the flight path will travel in the time it takes the M61A2 rounds to land. The outer marks represent a target moving at 10 m/s, such as wheeled or tracked vehicles.
- Analog Range Bar
- Bombs
When you have selected bombs for delivery, the CCIP reticle is augmented with the Projected Bomb Impact Line (PBIL). The PBIL is a prediction of where the CCIP will track across the ground, based upon the assumption that the aircraft will maintain present airspeed and attitude. If the aircraft is maneuvered to track the target down the PBIL, the reticle can be guided directly to the target even at high bank angles.
For a ripple release, the bomb stick will fall along the PBIL and the displayed CCIP solution is for the center of the total quantity selected multiplied by the release interval.
Erratic roll and yaw changes can cause the PBIL move from side to side on the HUD in a "windshield wiper effect".
- Desired Release Cue (DRC)
The DRC is a small line on the PBIL that serves as a guide in setting up proper weapon delivery and will move down the PBIL as the CCIP solution approaches the target position. The DRC will appear coincident with the target inside the CCIP reticle, indicating a release will deliver the weapon to the target.
- Minimum Range Staple (MRS)
Similar to the Minimum Range Carat, the MRS displays the minimum range at which a target could be engaged, due to either danger of damage to your own aircraft, or the necessary time for a munition to arm before reaching the target.
- Desired Release Cue (DRC)
- Reticles
- Indicators and Input
- Buttons
- MFD
Toggles the visibility of the Multi-Function Display
- TURB
Starts and stops the turbofans. Requires two clicks for shut down.
- CM
Toggles countermeasures mode between automatic and manual.
- AP
Cycles the autopilot modes between heading hold only, heading and altitude hold and altitude hold only.
- OCS
When orange, indicates OCS mode is active. Pressing this will pop up the options menu.
- F, C, L
Toggles the formation, anti-collision and landing lights respectively.
- CNPY
Opens and closes the canopy. Canopy can not be opened in flight, and will auto-close if taxi speed is too high.
- EGRS
Egress from the aircraft. Only works when stopped and shut down. Will automatically open the canopy and extend the ladder if necessary.
- FLAP
Extends and retracts the flaps.
- GEAR
Extends and retracts the landing gear.
- Master Caution
Lights up to indicate something requires your attention. Pressing it will make it go away and will also stop any looping alert sounds.
- MFD
- Fuel Level
The fuel level is indicated by a small green and red bar just above the turbofan button. This reflects maximum possible fuel load, so if you elect to fly with less than maximum fuel, this will indicate lower than full from the beginning of your flight. Fuel burn is only calculated when in OCS mode.
Refuelling is accomplished simply by landing the aircraft and shutting down the engines.
- Fuel Warning
At 20% fuel remaining, which is approximately 18 minutes at full throttle, you will receive an audio warning and this indicator will display and begin to flash.
- Aircraft HP
The aircraft hit points are indicated by a small green and red bar above the AP and OCS buttons. When in OCS mode, exhausting the aircraft HP by means of taking weapon fire or crashing into terrain or other objects will result in the complete loss of control and loss of the aircraft.
- Radar Warning Receiver
The Radar Warning Receiver will display anti-aircraft threats and is explained in detail below.
- Ground Collision Avoidance System (GCAS)
The Ground Collision Avoidance System (GCAS) is a system designed to warn you of imminent collision with the surface or other obstacles. It delivers a visual warning by means of a red "X" reading "GCAS BREAK X" in the center of your view, and audibly through the Voice Message Unit, colloquially and affectionately known as "Bitching Betty." Betty has three messages she will deliver relating to the GCAS:
- "Altitude" - Aircraft collision with the ground (or other flat surface) will occur in less than three seconds.
- "Pull Up" - Aircraft collision with the ground (or other flat surface) will occur in less than one second.
- "Obstacle" - Aircraft collision with a non-flat surface (such as the side of a building or very steep terrain) will occur in less than three seconds.
- Radar Warning Receiver (RWR)
The Radar Warning Receiver (RWR) displays anti-aircraft threats in a graphical format relative to your aircraft, representing the immediate area. Missiles will appear as a letter "M" in a circle, and will be yellow for those simply in flight, and red for those which appear to be tracking and intercepting. The position of the "M" will represent the azimuth and relative distance of the missile from your aircraft.
- Flight Fundamentals
To be successful in air combat is not an easy task. Real-world fighter pilots are the best pilots available, and still practice for years to achieve the necessary skills to master their aircraft. Though it is impossible to model every aspect of flight and pilot training, The Omega Concern's F/A-18F was designed to be as realistic as possible, while still allowing the novice pilot a reasonable learning curve to proficiency.
None the less, it is important to understand some principles of aviation and how to handle the aircraft in combat engagements. This not only applies to the F/A-18F, but all combat aircraft.
- Aerodynamics
The fundamental forces of flight are thrust, lift, drag, and gravity.
- Thrust
In the F/A-18F, thrust is generated by two TF-34 turbofan engines. The two engines generate forward thrust by exhausting air at high speed toward the rear. The amount of thrust generated can be calculated as the mass of the airstream multiplied by the velocity of the airstream. The thrust generated is controlled by the amount of fuel being supplied as set by the throttle. The higher the throttle, the more fuel is being supplied and the greater the thrust.
- Lift
Lift is generated by the wings moving through the airstream which results in the airstream being faster over the top of the wing than the bottom of the wing. This is known as Bernoulli‘s Principle. This results in a low pressure region over the top of the wing that is proportional to airspeed. Thus, the faster you go, the greater the lifting force.
- Drag
Also known as air resistance, drag is the force that an aircraft in motion experiences which counteracts thrust. Drag can and is used on aircraft in order to change flight characteristics, typically with control surfaces or other components such as speed brakes, landing gear, and flaps.
- Gravity
Gravity is a force of acceleration. Here on Earth, the Earth's gravity exerts an acceleration of 9.8 meters per second, squared, on all objects. Being a constant force, gravity can and will only let you down. In order for an aircraft to take off, enough lift must be created by airspeed to overcome the force of gravity pushing down on the aircraft.
- Thrust
- Total Velocity Vector
The total velocity vector indicator (also called the Flight Path Marker) is a common feature to HUDs. The marker indicates the actual flight direction of the aircraft, which may be very different from where the nose of the aircraft is pointed. If you fly to position and hold the velocity vector on a point on the ground, the aircraft will fly directly into that point.
This indicator is a very important tool for pilots. It can be used for all stages of flight including take offs, navigation, combat and landing. Aircraft like the F/A-18F can fly at high angle of attack - that is to say when the aircraft is flying in one direction but pointed in another.
- Angle of Attack (AoA)
The angle between the total velocity vector and the direction the aircraft's nose is pointing is called the angle of attack (AoA). When the pilot pulls the control stick back, it generally increases the aircraft angle-of-attack. If during a straight and level flight the engine thrust is reduced, the aircraft will start to lose altitude. To continue level flight, one needs to increase pitch and thereby increase AoA.
An aircraft’s lift characteristics are primarily resultant from AoA and airspeed. When aircraft AoA is increased up to its critical AoA, aerodynamic lifting force also increases. Increasing airspeed at a constant AoA will also contribute lift.
One has to be mindful that induced airframe drag also increases with AoA and airspeed, and caution employed or the aircraft could depart controlled flight.
- Stalls
When aircraft AoA is increased up to the critical angle, the airflow becomes disrupted over the wing and the wing ceases to generate lift. This situation is known as an aerodynamic stall.
Stalls in fixed-wing flight are generally experienced as a sudden reduction in lift and control effectiveness as the angle of attack exceeds its critical limit, which may be due to an aggressive maneuver or slowing down below stall speed in level flight.
A stall does not mean that the engines have stopped working, or that the aircraft has stopped moving. The effect is the same even in unpowered gliders.
In TOC's F/A-18F, a pilot in a pre-stall condition will be presented with an audible, staccato warning tone. When the aircraft enters a full stall, this changes to a constant warning tone. If you are entering or have entered a stall condition, your options for a return to controlled flight are to push the nose down, and/or increase engine thrust to reduce AoA and increase lift through greater airspeed. Continuing to attempt to pull the nose higher can result in a deep stall, an inability to return to controlled flight, and "riding in" the stalled aircraft all the way to the ground, most likely resulting in destruction of the aircraft.
- Energy Management
The pilot must control the aircraft’s energy state. The total energy of an aircraft can be considered the sum of potential energy and kinetic energy. Potential energy is determined by the aircraft’s altitude, and kinetic energy is determined by its speed.
An instantaneous turn is characterized by high turn rates and airspeed loss during maneuvering. A sustained turn is one in which drag and gravity are balanced by engine thrust. The sustained turn rate is lower than the instantaneous turn rate, but causes no loss of airspeed. Theoretically, an aircraft can perform a steady turn until it runs out of fuel or the pilot finds something more interesting to do.
The airspeed loss in an instantaneous turn is due to the greatly increased drag while under high G loads and AoA. AoA and G loading can reach their maximum allowable values in a maximum performance instantaneous turn. While it will slow the aircraft down, it is the fastest way to get the nose on a target.
Thrust is limited, so flying at a high AoA will cancel out the thrust and the aircraft will lose energy. To prevent this during engagements, one should fly to maneuver at the aircraft’s maximum sustained turn rate while also minimizing turn radius.
Let's consider energy as "money" used to "buy" maneuvers. While the engines are running and the aircraft is flying, this "money" is being replenished, up to a certain maximum. Control requires rational "money" expenditure for necessary maneuver purchases. Performing high-G turns and climbs causes the aircraft to lose speed and consequently the energy supply ("money" balance) lowers. In this case you can say that the price for a high turn rate was too high. You're almost broke and are an easy purchase (i.e. target) for an enemy with a fist full of cash. Or, in other cases, you simply can't afford to stay in controlled flight.
Without a critical need, you should avoid high-G maneuvers that result in a loss of airspeed, and maintain a high altitude without losing it for no good reason (this is money in your energy bank). Try to fly the aircraft at speeds that maximize your sustained turn rate while minimizing your turn radius in combat. If your airspeed reduces significantly, you have to reduce AoA by pushing the nose down and "unloading" the aircraft. This will allow you to gain speed quickly, but you need time to do this unloading carefully or you can give an enemy an easy kill.
- Aerodynamics
- Startup
- Flight Preparation
The Omega Concern's F/A-18F delivers an immersive, authentic experience with a high degree of versatility, and offers several configurable options that must be set before the aircraft is fully combat-ready. The following subheadings will cover basic steps to fully prepare your aircraft for your flight.
- Martin-Baker Mk10 Ejection Seat
When you first seat yourself in the F/A-18F, you will be presented with a dialog menu requesting attachment permissions for the Martin-Baker Mk10 Ejection Seat. Select 'Yes' on the menu. This seat will greatly improve your chances of survival in the event that a safe landing is no longer possible, or airframe destruction is imminent. When triggered using the included gesture, the canopy of your aircraft will be blown clear, and rockets underneath the seat will briefly fire, boosting you clear. A drogue chute will deploy to stabilize the seat, and the parachute will automatically open at 40 meters above ground level. The seat will work at any altitude and orientation, though reasonable precautions must be taken if ejecting when in inverted flight.
- Flight Speed
TOC's F/A-18F offers four speed modes, being "Slow", "Normal", "Fast" and "Very Fast" that prepare the plane for effective use in areas as small as a single region, or in larger areas made up of interconnected sims. The aircraft's aerodynamics are scaled with these modes, which determine the plane's speed and handling characteristics. This must be set before the turbines are powered up.
- Loadout: Stores, Fuel, and Aircraft Weight
Covered below under Loadout Selection Menu.
- Martin-Baker Mk10 Ejection Seat
- Startup and Taxi
When on the ground and at low speed, the A and D (Or left and right arrow) keys, which will be used to bank your aircraft in the air, will instead steer the F/A-18F's nose wheel.
Once your aircraft has been prepared for takeoff, Close your canopy by pressing the CNPY button, and press the TURB button on your HUD to start its turbines.
When the engines are fully spun up (i.e. the TURB button changes from yellow to green), carefully tap the "E" key or "PgUp" a few times to raise the throttle until you are at an appropriate speed (~30 knots indicated) to taxi to the start of your runway.
- Radar Intercept Officer (RIO)
A second person can join the pilot, and will be placed in the rear seat. The RIO has a limited set of commands available to assist the pilot, which may be triggered via gesture:
T - Designate Target
Shift-T - Target Clear
Shift-R - Eject (Will eject both RIO and pilot)
Additionally, the RIO has the following chat commands available:
/5 flare - dispense one cycle of flares
/5 cm - toggles countermeasures mode, manual/automatic
/5 ac - toggles anti-collision lights
/5 form - toggles formation lights
/5 land - toggles landing lights
/5 egress - moves RIO out of the cockpit (aircraft must be stopped and turbofans shut down)
- Flight Preparation
- Takeoff
TOC's F/A-18F is designed to be flown using a prim surface as a runway. While takeoffs from bare land are possible, the additional friction and bumpiness can cause issues with all ground-based movement such as taxiing and takeoff.
Once you have taxied your aircraft to the start of the runway, ensure that the boresight indicator on the HUD is pointed directly down the center line - It will not be easy or safe to adjust the angle of your nose when you are nearing take-off speed, and centering the boresight will lower the chances that you will slide off the runway. If you need to make minor corrections while accelerating, use the included gestures to manipulate your rudder controls.
Check that your canopy is closed and lower your flaps using the 'FLAP' button on your HUD or default "Shift-F" gesture. These will aid your takeoff by increasing the lift generated by your wings.
When you are ready to take off, raise the throttle to full and accelerate. Except when carrying a very heavy loadout, you should not need to raise your aircraft's nose manually - it should lift automatically when you have gained sufficient speed, typically over 150 knots indicated. A runway length of at least 96 meters is recommended, with 192 being ideal for heavy loadouts.
Once you are off the ground, raise your landing gear with the 'GEAR' button or default "G" gesture.
Do not attempt to bank while still climbing, as your aircraft is not yet at a stable cruising speed, and banking is likely to result in a stall. Raise your nose to five degrees, then to ten, and hold, using the pitch ladder in mouselook as a guide.
Raise your flaps and be prepared for your nose to dip - Correct this and hold the aircraft steady. Depending on your speed preset, you will likely need to wrap around the sim several times (Or fly through several sims) before you are at a safe altitude and a stable cruising speed, at which point you can more safely maneuver.
- Basic Maneuvers
When flying The Omega Concern's F/A-18F, you need to understand the basics of flying the aircraft point to point. This is summarized by four basic aspects of flying the aircraft.
- Changing Airspeed
To increase and decrease your airspeed, you have several methods to achieve this:- Increasing thrust.
- Pitch angle and pitch rate. When pointing the nose up and gaining altitude, the aircraft will lose speed. When pointing the nose down and losing altitude, the aircraft will gain speed. Rapid pitch changes can also affect speed, and the more rapid and greater the pitch change the greater the G-loading on the aircraft and the greater the negative effect on your speed.
- Flaps. Flaps greatly increase drag while also increasing lift.
- Speedbrakes. Deploying the speedbrakes increases drag and slows the aircraft down.
- Landing Gear. Extended landing gear increases drag on the aircraft.
Changes in airspeed are shown by the Acceleration Indicator to the left of the Total Velocity Vector on the HUD.
- Changing Altitude
Generally, to increase or decrease altitude, you will do so via changes to the pitch of the aircraft.- To increase altitude, raise the nose of the aircraft. Remember, as you increase pitch, you will start to lose airspeed. If the aircraft begins to stall, you will need to lower the nose or increase the throttle.
- To decrease altitude, lower the nose of the aircraft below the horizon. As you pitch down, you will increase airspeed. To maintain current airspeed, you can lower the throttle and/or open the speedbrakes.
You can monitor altitude trends by the location of the TVV (above horizon means climbing, below descending) and numeric flight path angle (positive numbers are climbing, negative are descending).
- Changing Heading
To turn in the horizontal plane to a new heading, roll the aircraft right or left and apply nose-up pitch as needed to keep the nose from dropping. When you are close to the desired heading, roll the aircraft back and level the wings. This takes some practice, as the aircraft's rotational inertia will continue the turn briefly before resuming straight-ahead flight.- The greater the roll angle, the you will have to "pull up" to keep from losing altitude.
- "Banking and yanking" to make a turn will generate higher G loads on the aircraft and slow you down. If you lose too much speed, the aircraft may depart controlled flight.
- To prevent altitude changes during a turn, adjust pitch and roll to keep the TVV on the Horizon Line.
- Trimming
The F/A-18F relies on manual trimming, using the default "Shift-S" for nose-up and "Shift-W" for nose-down gestures. The trim is used to counter the pitch tendency of the aircraft under various conditions. If the nose wants to raise, you can trim down and counteract this, which relieves you of having to manually push the nose down to maintain level flight. If the nose wants to drop, you can trim up.
When out of trim, you will notice the aircraft wanting to pitch, usually when changing airspeeds. As the aircraft speed increases, the nose will want to raise, and vice-versa. Loadout weight will also affect pitch tendency.
You will be trimming during different flight phases such as takeoff, cruise, and landing and for changing loadout weights.
- Changing Airspeed
- Landing
The first step to landing is locating an appropriate place to land. Depending on your skill and accessibility of an approach, you will want a runway at least 96 meters in length, with 192 being ideal.
- Preparation
It is advisable to turn on your landing lights and anti-collision lights prior to landing to assist your visibility to other traffic in the area. You will need to reduce your airspeed by throttling back the engines to approximately 50%, and by deploying the flaps and landing gear. Airbrakes can be deployed if additional speed needs to be bled off.
- Runway Alignment
You will need to fly to a position where you can turn in toward the runway to fly parallel with it. If using a Wrap Mode, this is greatly simplified as you can keep flying in a forward direction to align your aircraft.
Mouselook Pitch/Yaw Control (Default gesture Shift-M) allows for fine mouse-look control over the pitch and yaw axis, and can be very useful in landings.
- Approach
Throttle back the engines until your flight path angle ranges from -10 to -15, and using the Total Velocity Vector (TVV) symbol on the HUD, raise or lower the throttle to place your touchdown position at the runway threshold. Maintain a very slight nose-up pitch. Do not try to flare the nose up while on approach, nor try to use pitch changes to affect touchdown position.
- Descent
Guide the aircraft down through the descent, using the throttle to maintain a proper touchdown position, and the yaw controls to affect lateral (left to right) position changes. These maneuvers must be done gently, or you will likely find yourself out of alignment with the runway.
- Touch Down
Shortly before touchdown, gently pull the nose up to flare the aircraft and allow the main gear wheels to touch down first. Once the main gear has touched down, cut the throttles to idle and allow the nose wheel to drop down gently. You will then be under nose wheel steering, so be careful of making any sudden turns. Use the wheel brakes to bring the aircraft to a stop, then release the brakes and taxi off the runway if necessary.
- Preparation
- Combat Employment
- Loadout Selection Menu
The Loadout Selection Menu is where you choose what you want to take for weapons and how much fuel you want to carry for your flight. You will be presented with a menu with which to choose a pylon station, and then what you wish to store on that station, choosing from Mk82, Mk84, CBU-87, GBU-10 Paveway II, GBU-12 Paveway II, GBU-38 JDAM, AGM-65G/H Mavericks, to AIM-9X Sidewinders. Do note that not all ordnance can be carried from all stations.
Press the MFD button on your HUD to bring up the Stores MFD page. This page will display your currently loaded weapons, allow you to configure their release mode, and can be used to select a loadout before the aircraft's engines are started.
Press the LOAD button on your stores MFD page to open the loadout selection dialog menu. Note the percentage value and weight in kilograms listed.
You will see several buttons displaying pairs of numbers: 1/11, 2/10, 3/9, etc. These numbers correspond with the hardpoints or pylons on the F/A-18F's undercarriage, with the count starting from the first pylon on the aircraft's port (left) wing. Therefore, 1/11 refers to the outermost hardpoint on the left wing and the outermost hardpoint on the right, and so on in symmetry. Clicking on the buttons will allow you to choose from a variety of weapons that can be loaded on that pair of hardpoints. Weapons have different weight values - A pair of agile Sidewinder missiles, for example, will be far lighter than, say, a 1000lb guided bomb.
Takeoff weight is an important consideration when selecting your F/A-18F's loadout.
A percentage value showing your current portion of your plane's maximum takeoff weight will be displayed in the loadout selection dialog menu, to help you manage your stores. While the plane can technically lift with a load close to one hundred percent, it will be a difficult and dangerous takeoff, the plane will stall more easily in the air, and it will maneuver more slowly - Hardly ideal for a combat scenario where survival depends on agility and maneuverability. The amount of fuel the aircraft carries should be carefully considered, as less fuel will mean a shorter time on station, but will allow a heavier load of ordnance to be carried.
When you are done with your loadout and fuel selection, select "Done" from the loadout menu.
- Multi-Function Display (MFD) and Digital Stores Management System (DSMS)
- Pylon Select
Selects the stores on that pylon, and will also select the matching pylon stores on the opposite side. Pressing the same pylon again will de-select the stores. You can select all pylons containing the same stores, and selecting a pylon that contains a different store (or the M61A2) will de-select the first pylon.
- M61A2 Select
Selects and arms the M61A2 cannon, and displays the CCIP reticle with moving target index.
- Loadout Menu
Presents you with the drop-down Loadout Menu, explained above. May also be called with the default "L" gesture.
- CCIP Mode
Toggles between manual and pre-designated target delivery modes for the Mk82, Mk84, GBU-10, GBU-12, CBU-87, and GBU-38 bombs.
- Release Mode
There are four release modes for bomb or rocket delivery. For rockets, only the Singles/Pairs setting applies, and determines if rockets will be launched one at a time or in pairs. For bombs, the settings function as follows:
- SGL (Singles). Each trigger action (left mouse button in mouselook, or default spacebar gesture) will release one bomb.
- PRS (Pairs). Each trigger action will release two bombs from opposing pylons.
- RIP SGL (Ripple Singles). Each trigger action will release the set number of bombs set from the QTY (Ripple Quantity) setting.
- RIP PRS (Ripple Pairs). Each trigger action will release the number of bombs specified in the QTY (Ripple Quantity) setting, two at a time from opposing pylons.
- Release Quantity
The number of bombs to release when using RIP SGL or RIP PRS modes. This will change automatically when you change release modes to reflect the actual bomb count to be released. For example, having a quantity of 2 selected in RIP SGL mode, changing to RIP PRS will change the quantity displayed to 4.
Do note: When releasing a ripple of bombs, they will land centered around the target aimpoint.
- Release Interval
Sets the distance between bomb releases in RIP SGL or RIP PRS modes, in feet.
- Bright Adjust
Adjusts the brightness of the HUD. The upper half of this area will increase the brightness, the lower half will reduce it.
- Day/Night Toggle
Toggles the HUD display between day and night modes to assist with visibility.
- Pylon Select
- M61A2
The M61A2 is a rapid rate of fire Gatling cannon that fires 20mm explosive shells designed for use against air and light armor targets.
The M61A2 on The Omega Concern's F/A-18F can be selected on the DSMS MFD page, or by using the gesture included with the aircraft (Default 6 on the keyboard). The CCIP or Continuously Calculated Impact Point reticle will be shown on the HUD, indicating the point of impact of the cannon's shells at the range between the aircraft and target. This reticle constantly updates to compensate for the aircraft's movement and the ballistic trajectory of the cannon shells.
- Unguided Bombs
- Mk82
The Mk82 is an unguided, low-drag general-purpose bomb with a 500lb explosive charge. Up to three can be mounted on a single hardpoint on the F/A-18F, and can be dropped accurately using CCIP. Designated targets with the will be marked with a vertical line relative to the horizon to assist pilots in lining up their aircraft to make an accurate drop. The Mk82 bomb can be used in conjunction with the TGP in pre-designate release mode, which times the bomb's release exactly to the point at which its trajectory will carry it to the target. To engage this mode, press the CCIP button on the DSMS MFD page, and use the weapon action gesture (Default space or left click while in mouselook) a few seconds before the CCIP reticle passes over the designated target. Keep in mind that it is possible for pre-designate release mode to deploy a bomb inaccurately if the aircraft is in a turn, jinking, or changing its yaw at the moment the bomb is released.
- Mk84
The Mk84, like the Mk82, is an unguided, low drag bomb which carries a 2000lb explosive charge with exceptionally powerful destructive capability against any ground-based target. One can be carried on each hardpoint on the F/A-18F, but because of its weight must be mounted close to the aircraft's center of mass. Similarly to the Mk82, the weapon can be used with CCIP mode, and can be deployed in pre-designate release mode.
- Mk82
- Guided Bombs
All GBUs may be used as unguided bombs if no target is designated. Using the included target designation gesture (Default T on the keyboard), it can track moving vehicles, and can also lock on to stationary structures and points on terrain for accurate engagement.
- GBU-10 Paveway II
This GBU weighs 2,562 lbs and is basically a laser-guided version of the Mk84 unguided general purpose bomb.
- GBU-12 Paveway II
This GBU is the laser-guided version of the Mk82 general purpose bomb. The GBU-12 functions the same as the GBU-10, the only difference being the size of the warhead and therefore the number that can be carried.
- GBU-38 JDAM
The GBU-38 is a standard Mk82 general purpose bomb fitted with a GPS guidance kit. This kit, referred to as the Joint Directed Attack Munition (JDAM) kit, turns an ordinary Mk82 into a precision guided munition with a stand-off glide range that exceeds the Paveway II.
- GBU-10 Paveway II
- Cluster Bombs
- CBU-87 Combined Effects Munition
The CBU-87 is a 1,000-pound unguided bomb used for area attack against soft targets and dismounted infantry with detonating bomblets. It will open approximately one second before impact, propelling bomblets tangentally to its path to cover a wide area.
- CBU-87 Combined Effects Munition
- Missiles
- AGM-65G/H Maverick
The AGM-65 Maverick is a guided Air-to-Ground Missile, commonly used on a wide variety of fighter and ground support aircraft.
The Omega Concern's F/A-18F features two variants of this missile - The AGM-65G and the AGM-65H.
The AGM-65H is a powerful anti-armor missile carrying a 125 pound shaped charge warhead. Three of these can be mounted on a single F/A-18F hardpoint, and is a versatile precision munition to eliminate heavily armored targets while minimizing collateral damage.
The 'G' variant of the Maverick carries a heavier, 300lb penetrating warhead. Only one of these can be carried on a single hardpoint on the F/A-18F, but packs a much more powerful punch than its lighter variant, making it an excellent anti-structure and anti-armor weapon.
Using the included target designation gesture (Default T on the keyboard), it can track moving vehicles, and can also lock on to stationary structures and points on terrain for accurate engagement. Targets can be engaged up to 45 degrees off the nose of the aircraft, and if it is or becomes outside of this range, the Maverick reticle will display an "X" through the middle to indicate that it is out of axis range.
- AIM-9X
The AIM-9X Sidewinder is an anti-aircraft missile which can be fired "blind" in a given direction to automatically seek out a target, or locked to a selected target before launch. Your aiming point or target needs to be within 90 degrees of the forward axis, a.k.a. boresight.Non-locked: In mouselook, aim in the direction you want the missile to fly and seek, and press the left mouse button to fire. The missile will come off the rail and turn into the direction you are aiming, seeking out a target within a relatively narrow forward arc. (Targets must be physical (i.e. normally moving) objects, and/or OCS enabled vehicles that are considered heat sources.)
Locked: The AIM-9X can be locked on a target by going into mouselook and aiming at your intended target. You'll hear a brief tone when it picks up on a suitable target, and keeping the target in sight, in about one second, you will hear the lock tone and receive a message saying you have a lock. Left click to fire the missile. Coming out of mouselook will drop a locked-on target.
The AIM-9X will self-destruct if it turns more than 90 degrees from its initial launch orientation, i.e. the direction the aircraft was facing when launched.
The missile is more likely to lose a target lock and miss if the target is very close to the ground or other surfaces, and while it is tenacious, flares and other countermeasures can also lead it astray.
- AGM-65G/H Maverick
- Loadout Selection Menu
- Emergency Ejection
When you first seat yourself in the F/A-18F, you will be presented with a dialog menu requesting attachment permissions for the ACES-II ejection seat. Select 'Yes' on the menu. This seat will greatly improve your chances of survival in the event that a safe landing is no longer possible, or airframe destruction is imminent.
When triggered using the included gesture, the canopy of your aircraft will be blown clear, and rockets underneath the seat will briefly fire, boosting you clear. A drogue chute will deploy to stabilize the seat, and the parachute will automatically open at 40 meters above ground level - relatively low to minimize your exposure to hostile fire.
As of version 1.0.2, you may manually deploy the parachute by pressing the "C" or "Page Down" key at any time after the ejection seat has detached.
The seat will work at any altitude and orientation, though reasonable precautions must be taken if ejecting when in inverted flight.
- ReCall Crash Recovery
Yes, the F/A-18F has a fairly steep learning curve. To help you with the frustration of crashes that end up leaving you grounded and having to to back to the airfield, rez a new plane, go through startup and takeoff again, we have ReCall.
Every 10 seconds ReCall stores 'snapshots' of your position, speed, attitude, and angular momentum and lets you instantly "rewind" to these saved points. It stores two of these, so you can go back as far as 20 seconds in your flight.
To engage ReCall, use the included gesture (Shift-Z) or the chat command /5 recall. The plane will immediately go to the last stored snapshot. If this isn't suitable, issue the command again via chat or gesture.
Caveats: Once you recall a position, it is deleted. So if you go back two steps, you've cleared ReCall and will need 10 seconds before it has a snapshot again. Also, snapshots are wiped when you cross a region border - this is to prevent all kinds of evil. ReCall will not reset the state of landing gear, flaps, ordnance, etc. And ReCall will not function in OCS mode.
- Troubleshooting
The F/A-18F has been extensively tested and is free of any known scripting bugs. If you believe you have discovered a bug, please contact This email address is being protected from spambots. You need JavaScript enabled to view it. and provide, with as much detail as you can, step-by-step instructions for reproducing it. Things don't get fixed if we don't know what needs fixing. :)
- Anti-littering Feature: Normally, if you leave the vehicle on land you do not own and leave the region, the vehicle will self-delete. You can turn this off by selecting "AutoDel" from the options menu. (OCS button) When Auto self-delete is disabled, the vehicle will not do this. This option is intended for those who wish to display the vehicle on land they lease or group owned land, where they are not the technical landowners.
- To rez the F/A-18F, the parcel in which you are doing this needs to have at least 173 prims/prim equivalent free.
- If things aren't rezzing for you, such as the gun rounds check your group tag and the group tag of the aircraft to make sure it is harmonious with the area you are in. Some viewers give the option of always creating objects under the group to which the land is set, which may cause you issues if you aren't expecting it and travel to another parcel that requires a different group.
- If you seem to be doing no damage in OCS, first make sure you are wearing an OCS HUD. The OCS logo near the bottom of the F/A-18F HUD will appear orange when OCS is engaged and working.
- You may have other gestures using the same keys as the ones included in this package. To locate and correct these conflicts, press control - G in your viewer and click on the"Key" column header to sort by key assignment. The keys are merely suggested key bindings, feel free to reassign them to whatever works best for you. If you are not using a viewer that allows you to bind gestures to the keys these are, editing the existing gestures will not allow you to save with the current letter and number key bindings.
- Sounds, and not being able to hear them: If you're using a Viewer 2 or 3 based viewer, the default sound settings cause sounds to carry a few meters at most, then be unable to be heard. If not already showing, press Control-Alt-Shift-D and make the Advanced Menu appear. From that menu, select "Show Debug Settings." In the box, enter or locate "AudioLevelRolloff" and try setting it between 0.040 and 0.200 for better hearing.
- Asset corruption happens. Rarely, a copy of something will become corrupt and behave in very strange ways. The first thing to try is to unpack a fresh copy of the item from the box in which it came. If that doesn't solve the issue, you can have another box of the same item sent to you via the service kiosk at The Omega Concern's main store. Failing that, contact the support address and request a new box be sent to you and you will receive it as soon as possible.
Your support passphrase is "Can't Play in the Backyard."
The End
First, a heartfelt thank you to all The Omega Concern's customers over the years. You guys gave me the sweetest gig in the world, and I love you all for it. I do this all for you. (Yes, even you.)
Big thank yous to Eddison Campbell, Eric Sheppard, Caete Chevalier and Ropemasterdom Skellerjup for hard-core beta-testing, constructive criticism, useful insights, and helpful feedback.
As it always has been, and always will be: Fun is the whole point. Do go have some. :)
~AH - Anti-littering Feature: Normally, if you leave the vehicle on land you do not own and leave the region, the vehicle will self-delete. You can turn this off by selecting "AutoDel" from the options menu. (OCS button) When Auto self-delete is disabled, the vehicle will not do this. This option is intended for those who wish to display the vehicle on land they lease or group owned land, where they are not the technical landowners.