BLACK KNIGHT: Marine Strike Fighter SE ====================================== (C)1995 SE Software & FormGen Inc. A WORD ABOUT SHAREWARE "Shareware" is a term used to describe a system for distribution of software. Under the shareware concept, software may be freely copied and passed along to others, or distributed through bulletin board systems, etc. As a recipient of a shareware program, you may use the software for a short trial period to determine if it meets your needs. If it does, you pay the registration fee. By paying the fee, you are granted the right to retain the software for your use. If the software is not suitable then you may discard it. The shareware system provides substantial benefits the computing community (of which YOU are a member): 1) You get to try out the software BEFORE you buy it so you know exactly what you're buying. 2) Shareware is substantially less expensive than most commercial programs. You don't pay for costly marketing programs and fancy packaging. 3) You get access to a MUCH broader base of available programs. Thousands of excellent programs have been written by expert programmers who would never consider marketing commercially. Through the concept of shareware, these people their programs available to the community. Usually, all they ask in return is a small fee to reward them for the time and effort they've put into the program. The system is based entirely on the honor system, and generally works quite well. (Most people are honest and wouldn't violate the trust placed in them by the author of the software). Shareware is NOT free software - the author counts on your integrity. Please register using the form at the end of this manual. You are encouraged to copy this software and pass it along to others who may be interested in using it. page 1 BLACK KNIGHT: Marine Strike Fighter SE FormGen is a member of the Association of Shareware Professionals (ASP). ASP wants to make sure that the shareware principle works for you. If you are unable to resolve a shareware-related problem with an ASP member by contacting the member directly, ASP may be able to help. The ASP Ombudsman can help you resolve a dispute or problem with an ASP member, but does not provide technical support for members' products. Please write to the ASP Ombudsman at 545 Grover Road, Muskegon, MI, USA, 49442-9427, FAX 616-788-2765 or send a CompuServe message via CompuServe Mail to ASP Ombudsman 70007,3536. --------- ------|-- | (R) --| | |------------------ | -----|--- | Association of | | |-- Shareware ---| O | Professionals ------| | |--------------------- --------- MEMBER page 2 BLACK KNIGHT: Marine Strike Fighter SE Black Knight: Marine Strike Fighter SE -------------------------------------- 1. Installation The purpose of this chapter is to explain how to successfully install and run Black Knight. This manual assumes that you have a basic understanding of how to use the DOS command line syntax. If you are having trouble, please refer to your DOS manual. 1.1 Requirements In order for Black Knight to function properly, your computer must meet or exceed the following requirements: * PC-compatible 386/486/Pentium system * 8 MB of RAM * Hard Disk With 11 MB Free * VGA or Better * MS-DOS Version 5.0 or Higher Optional and Recommended: * Joystick or ThrustMaster FCS/WCS/RCS * Sound Card and/or MIDI Device * Mouse * 486/DX-66 or Better 1.3 Sound And Music Driver Setup Once Black Knight is installed, you must set up the sound and music drivers according to the hardware on your system. The SETUP program will run automatically after you have installed Black Knight and can be run at any other time by typing "SETUP" at the DOS command line from your Black Knight directory. The SETUP program is divided into 3 parts. Part 1 is the Sound Driver Setup program which will allow you to select the appropriate driver for digital sound effects. Part 2 is the same as part 1 but is used for selecting an appropriate driver for music playback. Part 3 is the Delete Driver Utility which will allow you to save space on your hard disk, once the appropriate drivers have been selected. If you can't find your particular device, then it is not supported and you should select the "No Sound Card" sound driver and/or the "No Music Card" music driver. It is possible that you can only have music but not digital sound effects and this depends on the type of sound device[s] you are using. 1.4 Starting Black Knight Once installed, Black Knight will start automatically. However, you can start Black Knight at any other time by changing to the directory containing Black Knight and typing, "BK" [o]. 1.5 Quick Start (registered version only) page 3 BLACK KNIGHT: Marine Strike Fighter SE If you can't wait to get into the cockpit and shoot down a bandit, this may help. 1.5.1 Creating A Quick Mission When you have started Black Knight, there will be an introduction consisting of a title screen and opening animation. To break out of the cycle, press any key or mouse button and the MAIN MENU will be displayed. Next, select the "CREATE MISSION" item with the mouse or press the [R] key. Once you have done this, the CREATE MISSION menu will appear and will present you with the options you wish to set for your mission. For our purposes, we will create a simple mission, so select "ONE" bandit and give the tactical advantage to "FRIENDLY". To do this, you can position the mouse over each one of these items and press a mouse button, or you can use the highlighted keys. When you are finished, select "OK". 1.5.2 Flying Your Mission As the mission starts, you will find yourself in the cockpit. If this is your first time flying, then Beginner Mode is active. Beginner Mode displays help at the top of the screen, and this will help you through your mission. There are several options for beginner help, including one line of text, a pop-up dialog box, or the voice of the "Flight Instructor." Please refer to the chapter on Flight Controls for more information on Beginner Mode. This quick start introduction is very basic and because Beginner Mode is active, the bandit will not make any offensive or defensive maneuvers. In order to fully understand your options in an engagement, you should study the chapter on Air Combat. 1.6 How to Fly a Mission Most missions are strike missions, where there's a specific ground target to be attacked. Get the plane airborne by: going to maximum power ([*] on the numeric keypad) and releasing the brake [K]; when the aircraft is travelling above 160 knots (the number on the left of the Heads Up Display (HUD)) pull back on the stick (or press [dn arrow]); raise the landing gear [G], and the flaps [F] once you're airborne; after you've passed 3000 ft (the number on the right of the HUD), reduce the engine power to 80% [8]. Follow the waypoint markers (the small 'v'-shaped tick at the top of the HUD) by turning the aircraft towards it, so as to keep the mark in the center of the display. Pay attention to the waypoint description, as shown in the left Digital Display Indicator (DDI) screen. When it indicates a MISSION waypoint, that means that the waypoint marker is located directly over the mission target. Use [>] to cycle the right DDI until it shows the word "TARGRET" on the first line of information (usually says "NO TARGET"). Select an air-to-ground weapons system by pressing [[]. Now, with the page 4 BLACK KNIGHT: Marine Strike Fighter SE waypoint market centered in the HUD, select the target by pressing [Enter] until the right DDI says "MISSION TARGET". When the weapons system strobes blink green, you have a proper firing solution - press [space] to fire. If the target is destroyed(it sometimes takes more than one hit to completely destroy a target), the waypoint display in the left DDI will be updated to the next flight path waypoint ("F. PATH"). These will lead you to your home base. 2. Menus Black Knight contains a menuing system which organizes its features in an intuitive form. This chapter explains the menuing system. Note: All keyboard command keys can be found on the Reference Guide pages. Throughout this manual only the keys functional name will be used. 2.1 Navigating The Menus You can navigate through Black Knight menuing system by selecting the menu items. This can be done with your mouse or your keyboard. If you wish to use your mouse, you can select menu items by moving the mouse pointer over the menu item, and single-clicking on the item by pressing and releasing the left mouse button once. Using your keyboard is just as simple. All of the menu items in Black Knight have a highlighted color associated with them. You can select the menu item by pressing the corresponding key of the highlighted letter. For example, in the MAIN MENU, the first item is "TRAINING MISSIONS" and the letter "T" is highlighted. You could select "TRAINING MISSIONS" by pressing the highlighted key on your keyboard. 2.2 The Main Menu After the game introduction, the first menu to appear is the MAIN MENU. The Black Knight menu system is your gateway to the game. From here you can access the various missions, either training or combat. You can also access functions that give you complete control over many aspects of the game. In addition to accessing other menus, you can review the credits or end the game by selecting "EXIT TO DOS". 2.3 The Training Missions Menu Selecting this will take you to the training menu listing. These specially devised missions are designed to make you familiar with various aspects of the game. There are eight training missions. They cover such things as take-offs, landings, and waypoints. They also offer individualized training in the use of all the primary weapons used in Black Knight. These include the AIM-7M "Sidewinder", AIM-9M "Sparrow", the M-61A1 Vulcan Cannon, the page 5 BLACK KNIGHT: Marine Strike Fighter SE "Maverick", the MK-80 series of bombs, and rockets. Each mission is described in detail in the chapter on Training Missions. 2.4 The Combat Missions Menu The Combat Missions menu lets you pick from a variety of combat missions. Each mission has a briefing line that tells you what your mission objectives are. Note that while you may pick a mission to take out an airfield, this does not mean that you will not encounter enemy aircraft as well. Each mission will have a primary objective. This is your "Mission Target." During the course of a mission, you can attack other enemy targets as well. Your first priority, however, is to take out the primary or mission target. The COMBAT MISSIONS menu is similar in form and function to TRAINING MISSIONS, and navigating this menu is exactly the same. There are 50 unique combat missions. 2.5 Create Mission In Black Knight, you can set up your own combat scenario using the CREATE MISSION menu. You can set the time of day, sky and fog conditions, the number of friendlies and bandits, the tactical advantage, the altitude, and whether there are ground targets. Set each option to what you want, and select "OK" to begin the mission or "CANCEL" to return to the MAIN MENU. NOTE: All SAM launchers are active and can shoot you down when you create a mission. Since you will start the mission at a random position of latitude and longitude, there's no telling whether you are in "SAM Country". 2.6 Free Flight The FREE FLIGHT menu allows you to climb into your F/A-18 and take it for a "Sunday Drive" without worrying about any bandits, SAM launchers or waypoints. You can set the time of day, sky conditions and fog conditions and when you select "OK", your mission starts on the runway. In free flight, your F/A-18 is equipped with every major weapon type available. You could fly around and explore the scenery or you could practice using your A-G weapons. FREE FLIGHT is also an excellent place to practice landings, aerobatic maneuvers, and so on. The things you do in this mode do not count on the scoreboard. 2.6.1 Time Of Day You may indicate the time of day selecting from these possible options. Noon, evening, dusk, midnight, dawn, and morning. This lets you fly a mission under the conditions you want. 2.6.2 Sky Conditions You may pick the sky conditions of either clear or overcast. 2.6.3 Fog Conditions You may choose whether or not there is fog. Your choices are light, heavy, or none. page 6 BLACK KNIGHT: Marine Strike Fighter SE 2.6.4 Tactical Advantage You also have the option of giving either yourself, or the enemy, a tactical advantage. This option may also be set to "None" so you start out equal. 2.6.5 Number Of Bandits You may then choose the number of bandits you'll encounter. 2.6.6 Ground Targets This option lets you determine whether your mission contains ground targets or not. 2.6.7 Altitude Lastly, you can pick your starting altitude, ranging from 10,000 to 40,000 feet.Tip: Use Free Flight to practice the maneuvers described in the chapter on Air Combat, like the Split-S, the Immelmann Turn, a Loop, and others. Then, watch them on the Flight Recorder to see how you're doing. 2.7 Flight Recorder (registered version only) While playing Black Knight, there will be times when you'll want to record the action. Perhaps when you're moving in and locked on to a ground target. Or when you've closed in on a bogie and are ready to finish him off with a "Sidewinder" missile. To capture all those momentous occasions, Black Knight comes with a Flight Recorder for you to use. The following section will describe how it works and the keystrokes used within the Flight Recorder. 2.7.1 Using The Flight Recorder With the Flight Recorder, you can view the action from any angle or from any point of view. Due to memory constraints, the Flight Recorder will record up to one minute of action at a time. It will not record beyond this limit. It is recording, however, all the time, keeping only that last minute of action. With access from the Terminal Menu, you can record the current mission and save your recording. By default, the data is stored in a file named, PREVIOUS.REC. If you do not rename PREVIOUS.REC to something else, it will be overwritten each time you access the Flight Recorder from the Terminal Menu. If you wish to save a recording, use the "Save" button. Specify a file name like DOGFIGHT. The Flight Recorder will automatically put in the REC extension. You can have as many recordings as you like, dependent only on the disk space available. Always give each file a unique name and one that has meaning for you. Again, if you do not use the Save button and give the recording a file name other than PREVIOUS.REC it will be overwritten automatically the next time you record part of a mission. To save more than 1 minute, you must stop the current mission, access the Terminal Menu, invoke the Flight Recorder, and save the REC file with a unique name. You could, for example, save a ground attack mission you are on. You could save the first recording as page 7 BLACK KNIGHT: Marine Strike Fighter SE BOMB1.REC. Go back to the action and save the next recording as BOMB2.REC, and so on. Later, you can use the "Load" button to load and replay your mission[s]. While in Flight Recorder, a virtual mouse pointer is displayed and used if no mouse driver is currently loaded. Use your arrow keys to control the virtual mouse to move around the Flight Recorder interface, to play, rewind, change the point of view, and so on. 2.7.2 Flight Recorder Keys Below is a listing of the individual buttons, and what they do. The buttons on the Flight Recorder are much like the buttons on a standard VCR. You have Go To Beginning, Rewind, Play Backward, Back One Frame, Pause, Forward One Frame, Fast Forward, and Go To End. These buttons control the direction of play and help you to move back and forth in your recording. The next three buttons have an effect on the visual quality of your recording. The last three buttons to be shown have an effect on how you view your recordings and give you many ways to change perspective! The selections Forward, Backward, Left, and Right are fairly self- explanatory.In Fly-By you get the perspective of one who is watching the action fly by them. Truly an outside observer. In the Circle viewpoint, you gain a totally different perspective. It's like the plane is in the center and everything else spins around it in a circle. You get to see the action from all directions. This can be rather interesting because your perspective constantly changes. In Target versus Plane viewpoint, you get the unique perspective from the object you are attacking. You can see what your plane looks like as it comes in on a bogie, for example. In Plane versus Target perspective, you have the complete perspective from your point of view. The next section deals with the use of custom viewpoints, which give you a wide range of options. There are two custom views and each has benefits. From each you can constantly change your viewing angle by using the arrow keys provided. This view often lets you see things you might miss in other views. Let's look at both of the custom views. 2.7.2.1 Custom 1 In this viewpoint it's as if a camera were attached to your F/A-18. Use the arrows to alter the perspective. The Custom 2 view gives you even more options. page 8 BLACK KNIGHT: Marine Strike Fighter SE 2.7.2.2 Custom 2 This viewpoint allows you to change more than just the angle of your view. It's a viewpoint in space. This makes it the most flexible of all the viewing possibilities. You can change the angle and your view point. In addition, you can increase the movement size by a factor of 10 and zoom back and forth. 2.8 Flight Controls Menu The Flight Controls menu lets you select how you will control your aircraft. Black Knight gives you a wide range of choices. It's also designed to be easy-to-use. It comes pre-programmed to be instantly compatible with some of the most popular flight control systems. Black Knight supports: * Keyboard * 2 Button Joystick * 4 Button Joystick * Control Yoke * Joystick With Throttle * Suncom F-15E Joystick * ThrustMaster FCS * ThrustMaster WCS * Rudder Pedals The preset defaults are described in the chapter on Flight Controls. This menu also gives you access to the Visual, Training, and Sound menus, which are also found in the TERMINAL MENU. These will be discussed later. The next section will describe the defaults for each of these control devices. All you have to do is select the control device you have, and you're ready to play using the default assignments. 2.8.1 Calibrate Joystick This option pops up a quick series of menus that allow you to calibrate your joystick. 2.9 High Scores Menu The High Scores menu takes you to the listing of the highest scores obtained in the game. Each pilot's score consists of four lines. These contain: your name (or "call sign"); the next unflown mission; the worst mission; the best mission; the total number of air and ground kills; and the total score for all missions. You can refly any mission, and if you achieve a higher score, it will replace your old score in the totals. The scoreboard also shows your Combat Effectiveness, a measure of your efficiency as a combat pilot. Your score is determined by several factors. You are awarded points for achieving certain goals, and points are deducted for other items. page 9 BLACK KNIGHT: Marine Strike Fighter SE 2.9.1 Scoring Criteria CREDITS mission targe 500 points enemy aircraft 300 points bridge 200 points other ground target 100 points manual landing 200 points DEDUCTIONS Eject no mission score Crash no mission score Abort Mission no mission score Kill Wingman -1000 points Hit Wingman -500 points Ordinance Usage Deductions: Gun [M-61] Free MK5/M151 rockets -10 points MK-80 series bombs -25 points AIM-7M/AIM-9M -50 points AGM-88 HARM -50 points AGM-65F -50 points To get a higher score, you have to take out additional targets, and you must think more carefully about which weapons you use. If you use an AGM-65F, for example, to take out a truck, you would get 100 points for the truck and -50 for using the missile, leaving you with a net of 50 for the encounter! Better to use a rocket and net out to 90 points. Choose your weapons carefully. Here are a few other factors that have an effect on your score.If a player selects UNLIMITED AMMO or INVINCIBILITY during a mission, they receive NO score for that mission. Tip: It is best to set these parameters before you begin a mission using the Training Menu found under the Flight Controls or Terminal menus. Once set, leave them that way. Use the options you need to be successful and gain experience. Then, when you're ready, you can turn off something like UNLIMITED AMMO with confidence and get a higher score. IMPORTANT NOTE: Black Knight does not operate in a "campaign mode" u for scoring purposes your player never dies. You can be killed in a crash, and then go right on flying other missions. Also, the missions can be flown in any order and you may go back and refly missions to improve your scores on those missions. When a mission has been reflown, the new score will be retained only if it's better than the previously recorded score. The total score is the total of the best scores on each of the missions flown. 2.10 Credits Menu This menu simply shows you a screen giving credit to the many people who worked on Black Knights. page 10 BLACK KNIGHT: Marine Strike Fighter SE 2.11 Exit To Dos This menu option will immediately exit the program and return you to the DOS prompt. 2.12 Terminal Menu From within any mission you may press the ESCAPE key to access the TERMINAL MENU. It provides access to several options that assist you in having control over the game. 2.12.1 Missile Views If turned on, this option gives you a view that follows the missile to the target. You can watch the missile as it heads for and hits the objective. If your attention is needed in the cockpit, hit [space] to cut back to the cockpit. This will occur if there is some threat such as incoming enemy missiles, low altitude, and so on. 2.12.2 Save Current Record Buffer This option lets you save the current contents of the Flight Recorder. A fast way to save the action during the heat of battle. 2.12.3 View Current Record Buffer This option lets you view the current contents of the Flight Recorder. You may want to use this before using the save option mentioned above. 2.13 Visual Menu The VISUAL MENU appears in the Terminal Menu and in the Flight Controls menu. It can also be called up at any time by pressing [ALT][V]. It provides the following options that control visual effects. 2.13.1 Detail Level This is a speed optimization for slower computers. There are three levels: LOW, MED, and HIGH. On slow computers, you could select LOW to have the game run at a faster frame rate. 2.13.2 Sight Range This is a speed optimization for slower computers. No objects or terrain farther than the specified distance are rendered, reducing the load on the PC and improving the performance of the game. 2.13.3 Aircraft Detai lWhen selected, this applies gouraud shading to the the rendering of aircraft, improving their realism. Leaving it off reduces the load on the CPU for better game performance. 2.13.4 Gouraud Shading If this option is on, then gouraud shading will be applied to mountains and other scenery. Although gouraud shading makes the graphics appear more realistic, the frame rate will slow down. page 11 BLACK KNIGHT: Marine Strike Fighter SE 2.13.5 Avoid Flicker When this option is off, Black Knight will produce a faster frame rate. However, on most computer systems, you will have to turn this option on in order to avoid screen flicker. 2.14 The Training Menu The TRAINING MENU also appears in the Flight Control and Terminal Menus. It can be brought up at any time by pressing [ALT][T]. It lets you determine the degree of difficulty of your missions. It has the following options. 2.14.1 Beginner Mode If on, then Beginner Mode is active. Beginner Mode provides the following: 1] No Active SAM's 2] No Blackouts 3] Invincibility 4] Unlimited Ammo 5] Accurate Weapons And Counter-Measures 6] Enemy pilots have NO intelligence Please note that manual targeting with the targeting keys are disabled when flying a training mission in Beginner Mode. 2.14.2 No Blackouts You will not blackout or red-out if this option in the TRAINING MENU is turned on. Turning your F/A-18 at a high positive G rate for a prolonged period of time causes the blood to run from your head which causes you to blackout. You red-out when negative Gs are pulled. Your G force is displayed on the HUD. 2.14.3 Invincibility You are invincible if this option is set in the TRAINING MENU. When you are invincible, you can smash into the ground and sustain enemy fire. 2.14.4 Unlimited Ammo When you turn this option on, you'll have unlimited ammunition for the missions. The initial load out will never deplete. 2.14.5 Flight Instructor Activating this turns on the Black Knight "Flight Instructor", giving help in flying via onscreen messages and/or a voice coming through the intercom system of your F/A-18. You get the same sound advice, only you can listen to it rather than having it displayed on your screen. 2.14.6 Message Line This will give you flight instruction through a one line display at the top of the screen. 2.14.7 Dialog Box If you toggle this option you will see a dialog box, describing what you should do next. This is much more detailed than the regular Beginner mode. page 12 BLACK KNIGHT: Marine Strike Fighter SE 2.14.8 Voice Volume This lets you adjust the volume of the Flight Instructor's voice. You may select from OFF through 100%. 2.15 The Sound Menu The SOUND MENU gives you full control over all aspects of sound in the game. It can be found in the Terminal and Flight Control menus. You may also bring it up at any time by pressing [ALT][S]. Some options may not work depending on your sound card. 2.15.1 Music Volume This controls the volume of the music heard in the game. 2.15.2 Effects Volume The EFFECTS VOLUME control lets you determine how loud the sound effects in the game are. 2.15.3 Engine Volume The ENGINE VOLUME allows you to toggle the engine sound either on or off. In this way, if you desire, you can have all other sounds except the engines. 2.15.4 Voice Volume This controls the volume of the voices heard throughout the game. Range is from OFF to 100%. 2.15.5 Mod Music One other feature of Black Knight allows you to play 4,6, or 8 channel Fasttracker or ProTracker music module files. Music module files have the extension of ".MOD". Most major online services have a file area containing MOD files that you can download and play with Black Knight. To play a MOD, put the MOD file into the Black Knight directory and then select it from the Sound Menu with the Change Music option. If you don't hear anything after you select it, chances are that it is not in Fasttracker or ProTracker format, although it may also be that you have insufficient memory on your computer.You can convert your MOD file with Fasttracker. Fasttracker is available on most major online services as shareware.One final note regarding MOD music is that it is digital and will play over your sound device driver, not your music device driver. MOD files are played at 11 kHz per channel. 2.15.6 3D The 3D Sound system will reproduce the sound effects at their appropriate location in the 3D environment. If your device does not support stereo sound, such as the original SoundBlaster or SoundBlaster clones, than you will not be able to select this option. 2.15.7 Reverse REVERSE 3D is the same as 3D except the left and right channels are interchanged. If you see an explosion on the left side but it is page 13 BLACK KNIGHT: Marine Strike Fighter SE heard on the right channel, then you should select the REVERSE 3D option. 2.15.8 Change Music This option lets you change the music you listen to during the game. Black Knight comes with several MOD and MIDI files for you to choose from. You may also use other MOD files that you may have. 2.16 Auto Land During a mission you may select this option to have your aircraft automatically make a safe landing. Remember, that under the scoring system you would receive no points for the landing. On the other hand, if you're just starting out, you won't get killed trying to land either. 2.17 Abort Mission Instantly aborts the current mission and returns you to the MAIN MENU. You receive no points for the portion of the mission flown. 2.18 Back To Game After doing something in the TERMINAL MENU, use this to return to your mission. While you are in the TERMINAL MENU nothing transpires, so you can resume right where you left off. 3. Flight Controls This chapter describes the various ways you can control the game and the various methods of flight control. This ranges from a full set of keyboard commands, to default settings for some of the most popular flight control systems available. If you have one of the supported systems, all you have to do is check the appropriate radio button and your control system will be pre-configured for you. Each configuration will be described in detail. 3.1 Keystroke Guide [`],[1]-[0]Engines 0%-100% [*] Afterburners [W] Override Mission Waypoint [F] Raise/Lower Flaps [G] Raise/Lower Landing Gear [K] Toggle Air-Brake & Wheel-Brake [<-] Roll Plane Left [->] Roll Plane Right [up arrow] Pitch Nose Down [dn arrow] Pitch Nose Up [Z] Yaw Plane Left [X] Yaw Plane Right [\] External Fuel Tank [/] ILS (Instrument Landing System) [<] Cycle Left DDI Screen [>] Cycle Right DDI Screen [R] Select Radar Scanning Range [=] Scroll Map Back To Center [Ctrl][dn] Scroll Map Up page 14 BLACK KNIGHT: Marine Strike Fighter SE [Ctrl][up] Scroll Map Down [Ctrl][->] Scroll Map Left [Ctrl][<-] Scroll Map Right [J] Jettison All Armament And External Fuel [Shift][E] Eject [[] Cycle Air-To-Ground Weapons []] Cycle Air-To-Air Weapons [Enter] Select Target Closest to Center Of HUD [;] Select Target to the Left ['] Select Target to the Right [space] Shoot Current Weapon [Ins] Dispense Flare [Del] Dispense Chaff [F1] Forward View [F2] Rear View [F3] Left (Port) View [F4] Right (Starboard) View [F5] Fly By View [F6] Circle View [F7] Target to Plane [F8] Plane to Target [F9] Following View [F10] Leading View [F11] View Plane from Right [F12] View Plane From Left [Backspace]Toggle Cockpit Displays On/Off [P] Pause Game [T] Hold Key Down For 4X Time-Compression [CTRL][C] End Mission [Esc] Toggle TERMINAL MENU On/Off [ALT][V] Toggle Visual Menu On/ Off [ALT][T] Toggle Training Menu On/Off [ALT][S] Toggle Sound Menu On/Off 3.2 Flight Control Systems The flight control systems shown here are preprogrammed in Black Knight. All you have to do to activate one of these systems with the default settings is check the appropriate box in the FLIGHT CONTROLS menu. Be sure to calibrate your joystick as well for optimum performance. 3.2.1 Thrustmaster Flight Control System [FCS] The ThrustMaster Flight Control System is programmed with the features we thought you'd use most. It's configured as follows: Trigger - fire selected weapon Top button - designate target Middle button - release flare Bottom button - release chaff Hat up - cycle air-air weapons page 15 BLACK KNIGHT: Marine Strike Fighter SE Hat down - cycle air-ground weapons Hat left - cycle left DDI Hat right - cycle right DDI 3.2.2 Thrustmaster Weapons Control System [WCS] The "Weapons Control System, shown here, works in conjunction with the ThrustMaster FCS. Because the layout of the WCS is rather complex, its configuration is described here. (for Mk I, switches 1,2 & 5 are up) Button 1 - left view Button 2 - forward view Button 3 - right view Button 4 - designate left of HUD center Button 5 - designate right of HUD center Button 6 - unused Switch 7a - flaps & gear up Switch 7b - unused Switch 7c - flaps & gear down 3.2.3 Suncom Talon F-15E The Suncom F-15E Talon or Eagle model joysticks are exact replicas of the control sticks in the actual F/A-18s flown by the Black Knights. Standard configuration is much like the ThrustMaster FCS. The recommended settings are as follows: Trigger - fire selected weapon [space] Top button - designate target [Enter] Middle button - release flare [Ins] Bottom button - release chaff [Del] Hat up - cycle air-air weapons []] Hat down - cycle air-ground weapons [[] Hat left - cycle left DDI [<] Hat right - cycle right DDI [>] Castle up - designate target [Enter] Castle down - - designate target [Enter] Castle left - designate left of HUD center [;] Castle right - designate right of HUD center ['] Note: You must program your Suncom Talon to deliver the keystrokes indicated in the list. Information on programming your Suncom joystick can be found in the Suncom manual that accompanies it. 3.2.4 Joystick with Throttle Several popular joysticks come with a throttle control. The FlightMaster joystick, for example. On such joysticks we've activated the throttle control on the joystick. If you have a similar joystick, just pick the "Joystick With Throttle" in the FLIGHT CONTROL menu. page 16 BLACK KNIGHT: Marine Strike Fighter SE 3.2.5 4-Button Joystick Four button joysticks, like the FlightMaster Pro, are configured as follows: Trigger - fire selected weapon Button 2 - designate HUD center Button 3 - cycle Air-To-Air Button 4 - cycle Air-To-Ground 3.2.6 2-Button Joysticks All two button joysticks are configured as follows: Trigger - Fire selected weapon Button 2 - designate HUD center 3.2.7 Rudder Pedals And Yoke For those who use rudder pedals and/or a yoke, we've programmed in the default configuration. 4.The Cockpit The F/A-18 is best known for its virtually gauge-less cockpit. All of the information displayed in the cockpit will help you achieve your mission objectives. This chapter will explain all of the features that you can find in your F/A-18 cockpit. 4.1 Hud: Headsup-Display Your Heads-Up-Display [HUD], is designed to do exactly what its title says - To keep your head up, so that you don't have to look down at the gauges in your cockpit. This is important in weapons delivery, air-combat and landing. 4.1.1 Heading Ruler The Heading Ruler is like a ruler that slides across the top of the HUD. The numbers represent 10s of degrees, from 0 to 35, where 0 is north, 90 is east, 180 is south, and 270 is west. 4.1.2 Current Heading Marker The Current Heading Marker is a stationary point on the top of the HUD and is used in conjunction with the Heading Ruler. This point marks the spot on the Heading Ruler to indicate your heading as shown, the heading is 115, or southeast. 4.1.3 Waypoint Marker The Waypoint Marker is attached to the Heading Ruler and varies depending on the bearing angle to your current waypoint. [A discussion of waypoints can be found in the chapter on Training Missions]. The waypoint marker appears as a small "V" on the HUD Display. When you are on route to a waypoint, you want to align the Waypoint Marker with the Current Heading Marker.The Waypoint Marker never leaves the HUD. If it is to the extreme left or right of the Heading Ruler, it means that the waypoint bearing is beyond the current range of values as displayed by the Heading Ruler. page 17 BLACK KNIGHT: Marine Strike Fighter SE 4.1.4 Velocity This number indicates the airspeed of your F/A-18 expressed in knots. 4.1.5 Altitude This number indicates the altitude of your F/A-18 expressed in feet.NOTE: The altitude is displayed as true altitude. If you fly over some mountains, it will not tell you your altitude above the mountain. 4.1.6 Pitch Ladder The Pitch Ladder is used to assess the pitch attitude of your aircraft. Each step on the ladder marks a 10 degree difference in pitch from the previous one. These steps run from negative 80 degrees [you're pointing nearly straight down] to positive 80 degrees [almost straight up], with the 0 line being on the horizon [level flight]. The lines above the horizon line are solid, those below are broken. 4.1.7 Mach Number The term, "MACH" is often used in aerodynamics and is simply the unit of measurement of the speed of sound at a given altitude. In higher altitudes, the speed of sound is slower whereas in lower altitudes, sound travels faster. MACH 1 means that you are flying as fast as the speed of sound for a given altitude, and MACH 2 means that you would be flying twice as fast as the speed of sound. Your F/A-18 is capable of achieving MACH 1.8 at 36,000 ft. 4.1.8 Current G The Current G is the measurement of the G force that you are currently experiencing. 1G means that your body is experiencing a normal weight. Two Gs means that your body is experiencing twice its normal weight. In steady, level flight, you experience 1G, but turning or even rolling your aircraft produces various G levels. Your F/A-18 is capable of nine Gs near sea level and when you are flying at approximately 550-600 knots.Pulling excessive Gs for a prolonged period of time will cause the blood to run from your head. It is possible to blackout from your body's inability to cope with excessive G forces. When negative G forces are experienced, the blood rushes in the opposite direction and goes to your head causing you to red-out.You can prevent blackouts and red-outs by setting the "NO BLACKOUTS" option from the TRAINING MENU. 4.1.9 VSI: Vertical Speed Indicator The VSI is a measurement of your F/A-18's vertical speed and is expressed in thousands of feet per minute. Your VSI comes in handy when you land your F/A-18. 4.1.10 In Range If you have a target selected, and the target is within range of your current weapon's capability, then you'll see "IN RNG" displayed in the lower right hand corner of your HUD. With missiles, there is a minimum and maximum range. If you're not within this range to your current target, than "IN RNG" is not page 18 BLACK KNIGHT: Marine Strike Fighter SE displayed.Note also, that when you see "IN RNG" displayed on your HUD, it does not necessarily mean that you are within proper firing parameters, such as having a lock on the target. Before you shoot, make sure that you are also within the proper firing parameters of the weapon. Please refer to the chapter on Training Missions for further information on weapons parameters. 4.1.11 Gun Sight Your M-61A1 20mm Automatic Gun has a radar directed Gun Sight. The Gun Sight is only useful in air-combat when you have a target designated and tracked by your radar. When the Gun Sight is on top of the Target Designator Box, and "IN RNG" is specified, you are within proper firing parameters for your M-61A1. 4.1.12 Target Direction When you have a target selected, its location is specified by the Target Direction. 4.1.13 Target Designator Box When you have a target selected, and its projected location is within the HUD limits, you'll see the Target Designator Box on the HUD which specifies its location. When you have a lock on the target, a diamond will be superimposed over the Target Designator Box. 4.1.14 GP Bomb Hud Display When you have selected an MK-80 Series General Purpose Bomb, your HUD will appear somewhat differently. These are not "smart bombs" like the AGM-65F and are simply free falling bombs. The differences in this HUD display are explained in the next few sections. 4.1.15 Velocity Vector When you fly through the air, your direction of travel is usually not the same as the angle of your aircraft. For example, when an airplane lands, it is traveling downwards, but is pitched upwards. The Velocity Vector, graphically displays your direction of travel. 4.1.16 Sight Line The Sight Line is the vertical path that the bomb will travel before it impacts the ground. When you are bombing a bridge, for example, it's best to put that Sight Line directly in line with the length of the bridge. 4.1.17 Impact Area The Impact Area marks the approximate location on the earth where the bomb will hit. There is a considerable margin of error associated with the Impact Area, as other unknown forces, such as wind, will affect the true impact location of the bomb. However, the Impact Area is calculated by your on-board computer. When it is on top of a target, you should release your bombs. In general, you should release your bombs at a medium altitude and shallow dive, or at a low altitude when flying level. page 19 BLACK KNIGHT: Marine Strike Fighter SE 4.1.18 ILS Display ILS stands for Instrument Landing System. The ILS provides you with important information about your landing approach. Vertical and horizontal deviation bars are displayed on the HUD as dotted lines. When they form a cross, you are perfectly in line with the runway.Once you're in line with the runway and your deviation bars are in cross, you can maintain that appropriate glide path by pointing your nose directly towards the start of the runway. 4.1.19 Horizontal Deviation Bar When the Horizontal Deviation Bar is below the center, it means that you're above the glide path and must reduce your altitude, for a successful landing. When it's above center, you're too low and must increase your altitude to intercept the appropriate glide path. 4.1.20 Vertical Deviation Bar When the Vertical Deviation Bar is to the left of center, it means that you must fly somewhat to the left of the start of the runway because you are not in line with the glide path and the same can be said when the bar is to the right. 4.1.21 AOA Bracket The AOA (Angle Of Attack) Bracket should be used in conjunction with the Velocity Vector and is only useful in the very final stages of landing. When you are directly over the runway and your airspeed is approximately 165 knots, your AOA is higher and your Velocity Vector should be near the center of the AOA Bracket and your nose should be pitched up to about 5 degrees. 4.1.22 Velocity Vector When you fly through the air, your direction of travel is usually not the same as the angle of your aircraft. For example, when an airplane lands, it is traveling downwards, but is pitched upwards. The Velocity Vector, graphically displays your direction of travel. When landing, it should be used as described in the previous section.Landing Tips: Once you learn to use the ILS you'll find landings much easier. The most common mistake is coming in too fast. Another common mistake is not beginning your approach soon enough. Don't wait until you're one mile out. Start your approach when you are several miles from the runway. This will give you more time to lose altitude and reduce speed. It also gives you more time to make minor adjustments. Toggle the ILS, watch your speed, and practice! And don't forget to put the landing gear down. 4.2 DDI: Digital Display Indicator Your Digital Display Indicator, or DDI, are the two multifunctional cockpit displays on the left and right sides of the cockpit. You can select the display for either the left or right DDI by pressing the [<] or [>] keys accordingly. The six different DDI displays are explained in the following sections. page 20 BLACK KNIGHT: Marine Strike Fighter SE 4.3 Radar Display Your F/A-18 is equipped with a state-of-the-art Hughes APG-65 Pulse Doppler Radar system that is capable of tracking up to 10 targets simultaneously out to a range of 90 nautical miles. The Radar Display shows you what your radar is actually "seeing" and will help you stay alive and quickly assess your tactical situation. When used in conjunction with your Target Display, you will have all the information you need to paint a mental picture of the bandit [enemy aircraft] and his intentions. This is what fighter pilots call "situational awareness". When you see a Contact on your Radar Display, it means that there is a bogey [unknown aircraft] somewhere out in front of you. You can roughly determine its distance based on the vertical location of the Contact and the selected range of your radar. For example, if your range is set to 80 nautical miles and the Contact is in the center of the Radar Display, than the bogey is approximately 40 nautical miles in front of you. The higher up the Contact, the farther away the bogey and any bogeys out of range are not displayed.The horizontal location of a Contact will help you understand the bearing angle to the bogey in relation to your current heading. In other words, if a Contact is directly on the left edge of the Radar Display, there is a bogey at 45 degrees to the left of your current heading. 4.3.1 Range The Range number is the distance that the radar can see out in front of your aircraft and is expressed in nautical miles. This range is selectable between 10, 20, 40, 60, and 80 nautical miles by pressing the [R] key. If a target is beyond the Range, then it is not displayed. 4.3.2 Aspect Angle The Aspect Angle is a line, projected from the Contact, that represents the angular direction from the bandits aircraft to yours. When it points straight up, the target is moving directly away from you, regardless of where the contact is located. 4.3.3 Contact A Contact is displayed as a small dot on your Radar Display and indicates that your radar has picked up an aircraft. If the Contact is on the left side of the Radar Display, it means that the target is to the left of your current heading. 4.4 Stores Display Your F/A-18 has nine external weapon stations and is capable of carrying a whopping 17,000 pounds. of ordinance! The Stores Display will tell you everything you need to know about your armament on each station as well as information on your M-61A1 20mm Automatic Gun and counter-measures. 4.4.1 Weapon Designation The Weapon Designation is the name of the currently armed weapon. page 21 BLACK KNIGHT: Marine Strike Fighter SE 4.4.2 Ordinance Remaining The number of rounds remaining for the currently selected weapon. 4.4.3 Weapon Type The Weapon Type will be either "A-A" for an air-to-air weapon or "A-G" for an air-to-ground weapon. If it is neither one of these, the Weapon Type will be blank. 4.4.4 Station Location The nine stations are graphically displayed on the Stores Display. Any stations containing the currently armed weapon are highlighted. Since your M-61A1 20mm Automatic Gun is internal, and not on any of the nine external stations, than no highlight appears. 4.4.5 Number Of Chaff Chaff are counter-measures used to defend against hostile radar installations. Chaff can be useful against radar guided SAMs and radar guided A-A missiles. Your F/A-18 is equipped with 30 chaff loads when the mission starts. 4.4.6 Number Of Flares Flares are counter-measures used to defend against infrared homing missiles. A flare can be useful against heat-seeking A-A missiles and SAMs. Your F/A-18 is also equipped with 30 flares when the mission starts. 4.5 Waypoint Display The Waypoint Display contains all the information you need for waypoint navigation. 4.5.1 Number Of Waypoints Each mission will call for a unique flight plan. There can be any number of waypoints on a mission and the total number is specified in the Number of Waypoints. 4.5.2 Current Heading Your Current Heading contains your aircraft's compass angle expressed in degrees. Zero degrees means that you are flying north, 90 degrees means east, 180 degrees mean south, and so on. 4.5.3 Waypoint Number The Waypoint Number tells you what the current waypoint number is. If this number is equal to the Number Of Waypoints, you should be heading for "HOMEBASE". 4.5.4 Waypoint Type The Waypoint Type can be "F. PATH", "MISSION", or "HOMEBASE".When the Waypoint Type says "F. PATH", than your next waypoint is a simple flight path waypoint. As you follow a flight path waypoint, you should try and maintain the target altitude. In Combat Missions, your target altitude is at or above 22,000 feet to avoid small arms fire, AAA and most Surface-To-Air missiles.When the Waypoint Type says "MISSION", than your next waypoint marks the general location of your mission target[s]. There can be any number page 22 BLACK KNIGHT: Marine Strike Fighter SE of mission targets.When the Waypoint Type says "HOMEBASE", than your next waypoint marks the general location of the runway. You should be prepared to follow appropriate landing procedures. 4.5.5 Waypoint Distance The Waypoint Distance is the horizontal range, expressed in nautical miles, to your next waypoint. Horizontal range means that your altitude is not a factor in the Waypoint Distance. 4.5.6 Waypoint Bearing The Waypoint Bearing is the compass angle that you should head towards in order to fly to your next waypoint. 4.6 Threat Display The Threat Display will show you all of the active ground-based radar installations that surround your aircraft as they're picked up by the external sensors on your F/A-18.It can detect SAM radar sites and ground based radar installations and they are displayed as dots on the Threat Display. 4.6.1 Fuselage Line The Fuselage Line is used to help you determine where the active radar is located. If the Radar Source is to the right of this line, it is to the right of your aircraft. 4.6.2 3/9 Line The 3/9 LINE is also used to help you determine where the active radar is located. If the Radar Source is above this line, it is in front of you and you are flying towards the radar source. 4.6.3 30 Mile Radius Any Radar Source within this circle is within 30 miles of your aircraft. 4.6.4 15 Mile Radius Any Radar Source within this circle is within 15 miles of your aircraft. If you notice a Radar Source inside of this circle, you should be on the alert for any SAM radar locks and be prepared to dispense some counter-measures if you notice a SAM launch. 4.6.5 Radar Location The Radar Source is displayed as a dot on the Threat Display. 4.7 AGM-65F Display The AGM-65F missile is equipped with an infrared imaging sensor in its nose. The benefit of infrared is the ability to see targets at night or in bad weather conditions. The missile uses the infrared image of the target for its guidance system.This image is also displayed on the AGM-65F Display but only when the missile is locked onto a target. In Black Knight, the target is zoomed-in at the appropriate viewing level automatically.When an AGM-65F missile is locked onto a target and is in flight, the target's infrared image is displayed on the AGM-65F Display as viewed by the missile. page 23 BLACK KNIGHT: Marine Strike Fighter SE 4.7.1 Cross Hairs The center of the Cross Hairs marks the point where the missile will hit the target. The missile also guides itself to this point after it's been fired. 4.7.2 Target Distance This is the distance that the missile is to the target and is expressed in nautical miles. Note that prior to firing your AGM- 65F, this indicates the distance to the target from your plane. 4.8 Target Display The Target Display is designed to assist you when you are engaging targets. There are three modes for this display which are automatically set depending on whether a target is selected or not and whether a target is an aerial or ground-based target.When an aerial target is selected, this display will show you all the information about the aircraft you've targeted as sensed by your radar. When you've selected a ground target, it will display information about the ground target's distance and bearing. 4.8.1 Ground Target Mode Your APG-65 Pulse Doppler Radar is so advanced that it can also detect information about ground targets, not just aircraft.This information is displayed in the Target Display. When you've selected a ground target, the Target Display will switch automatically to Ground Target Mode. 4.8.1.1 Target Type In Ground Target Mode, there are two potential Target Types. It can either be "GRND TRGT:" or "MISSION TRGT:". When you're flying a ground strike mission, and you've selected the appropriate target for that mission, it will say, "MISSION TRGT:", otherwise it will say, "GRND TRGT:". 4.8.1.2 Distance The distance to the ground target is displayed here and is expressed in nautical miles. This is always the distance from your aircraft to the target, unlike the AGM-65F Display. 4.8.1.3 Bearing Angle The Bearing Angle is the angle, expressed in degrees, that the selected ground target is in relation to your current heading. If the Bearing Angle is a negative number, it means that the target is to your left. 4.8.2 Aerial Target Mode Aerial Target Mode is set automatically when you've selected an aerial target. 4.8.2.1 Target Type The Target Type tells you what type of aircraft you've targeted. This piece of information comes from an Airborne Warning And Control System (AWACS]. To make sure that you're not targeting a page 24 BLACK KNIGHT: Marine Strike Fighter SE friendly, check out the Target Type before you decide to shoot this target. 4.8.2.2 Distance This is the distance to the target, from your aircraft, and is expressed in nautical miles. 4.8.2.3 Bearing The Bearing is the compass heading, relative to yours, that you must fly to in order to be in line with the target. If it is a negative number, that means it is to the left of your current heading, and a positive reading means that the target is to the right. 4.8.2.4 Closure Rate The Closure Rate is the rate at which you are "closing-in" on the target. For example, if you are both heading directly towards each other and you are both flying at 200 knots, the Closure Rate is 400 knots. 4.8.2.5 Altitude This the altitude of the target and is expressed in feet. 4.8.2.5 Velocity This number indicates the airspeed of the target and is expressed in knots. 4.8.2.6 Heading This is the current heading of the target, expressed in angles, from 0 to 359. 0 means north, 90 means east, 180 means south, and 270 means west. 4.9 Map Display The Map Display is located low and center in your cockpit. It's a scrolling map that lets you see the surrounding terrain. To scroll the map, use the map scrolling keys.To return the map to your current latitude and longitude, press the [=] key. Superimposed over the Map Display are some general navigational aids. These are explained in the next few sections. 4.9.1 Compass Markings The Compass Markings are simply stationary points designating the standard compass directions of travel: North, East, South, West, and so on. 4.9.2 Current Compass Heading Your Current Compass Heading is a line projected from the center of the compass, to the direction of your current heading. 4.9.3 Waypoint Marker The Waypoint Marker designates the compass heading that you should be heading towards in order to stay on course with your current waypoint. page 25 BLACK KNIGHT: Marine Strike Fighter SE 4.9.4 Center Circle The Center Circle marks your latitude and longitude location on the map, but only if you have not scrolled the map. If you have scrolled the map, this will be an incorrect latitude and longitude location and you should press the [=] key to scroll the map back to your current location. 4.10 Warning/WEAPON Indicator 4.10.1 Warning When your F/A-18 is in danger of falling apart, due to a structural limitation of the airframe, the Warning Indicator will turn on. There are a few reasons why this could happen - flying too fast, damage to the control surfaces, damage to the airframe, or when the airplane is spinning out of control pushing it to its structural limit. 4.11 Status Indicators There are several Status Indicators which relay some information about your aircraft. They are explained in the next few sections. 4.11.1 Current Weapon Display The Current Weapon Display indicates the type of weapon that is currently armed, as well as the number remaining. When it says "A- A", it means that your currently armed weapon is for air-to-air deployment. When it says "A-G", it means that your currently armed weapon is for air-to-ground deployment. 4.11.2 Engine And Fuel Indicators The engine and fuel indicators are displayed as LED read-outs in the F/A-18 cockpit. They can be found on the right-hand side of the cockpit, above the right DDI. Engine power is shown as a percentage ranging from 0% to 100%. If you go to afterburners, the display says AFB. 4.11.3 Fuel The FUEL read-out is directly beneath the engine percentage display. It displays the number of pounds of fuel remaining. Note that this read-out displays the amount of fuel remaining for your current fuel source. If you are currently using your external tank, it will display the pounds of fuel remaining for your external tank and disregard measuring any fuel from your internal tank. The reverse is also true. 4.1 Warning Lights There are several warning lights and indicators that relay important information about any potential radar locks, missile launches, and your F/A-18's status.In the very center of the cockpit there is a series of five lights. Depending on your status they will display various things. 4.12.1 SAM The SAM light will turn on when a SAM launcher has locked your F/A- 18 on his radar. page 26 BLACK KNIGHT: Marine Strike Fighter SE 4.12.2 A-A The A-A light will turn on when an aircraft has locked your F/A-18 on his radar. 4.12.3 RAD RAD is short for radar and when the RAD light is on, it means that there is a radar source, within 30 miles of your F/A-18, that is tracking your aircraft. It could be either a SAM launcher's radar, or a ground based radar. To find out where the radar source is being emitted from, use your Threat Display. 4.12.4 FAIL When the FAIL light is on, it means that your F/A-18s structure is damaged severely. 4.12.5 ENG When the ENG light is on, it will show either L for left or R for right engine. This generally means one of two things. The first is that one of your engines is damaged and can no longer produce thrust. The second is that it caught fire, but only if the fire light is on as well. 4.12.6 HYD HYD is short for hydraulic pressure. If your F/A-18 has been hit by a missile, it may have caused damage to the hydraulic system. This will cause the hydraulic system to loose pressure and eventually, this light may turn on to warn you. You may not be able to control certain aspects of your F/A-18 anymore. 4.12.7 FUEL When you have run out of fuel, your fuel light will turn on. At this point, if you have an external fuel tank, you should use it. However, if you don't have any fuel left, you should jettison all of your weapons, and try to make a controlled crash landing on a level area. 4.12.8 CTRL CTRL stands for control surfaces. When this light is on, it means that either your aileron, elevator, or rudder is damaged. 4.12.9 FIRE When you see this light, be careful. You're F/A-18 is on fire and it will probably spread and cause your fuel tank to blow up. 4.12.10 STALL Light When this light turns on, it means that your F/A-18 is flying too slowly in order for your wings to produce lift. Lift is the force that keeps you in the air and lift is generated by the airflow over the wings. The status of the flaps, gear and brake will also show up on this five panel display. Note, however, that only one status light will display on the panel at any given time. For example, if you put your flaps down, the "FLAPS" light will come on. If you put your page 27 BLACK KNIGHT: Marine Strike Fighter SE gear down, the "FLAPS" will be replaced by "GEAR." The same is true of the brake. In practice, it is better to depend on the status of the three small lights near the left DDI that will be described in section 4.14.1. 4.13 Indicator Lights There are several sets of indicator lights in your cockpit. These are used for determining proximity to your airfield, FOX1 and FOX2 status, status of flaps, gear, and brake, and target status. 4.13.1 Flaps, Gear, And Brake Just above the left DDI there are three square lights. From top to bottom, they indicate the status of the flaps, the landing gear, and the air brake. When the FLAPS indicator light is on, it means that you have your flaps lowered. Your F/A-18 has a lower stall speed when your flaps are lowered and can fly slower. The flaps down light is yellow. When the GEAR indicator light is on, your landing gear is down. The gear down light is green.When your BRAKE indicator light is on, it means that either your wheel brake is engaged or air-brake is deployed. The brake on light is red. Depend on these three lights to give you instant information about the flaps, gear, and brake. 4.13.2 Landing Marker Lights Three small rectangular lights are located above the left DDI and to the left of the flaps, gear, and brake indicators. These are used when landing. The bottom one indicates when you have reached the outer marker of the landing zone by turning red. The center one indicates the mid marker and it turns yellow. Lastly, the top one indicates the inner marker and it turns green. Unless you are making your approach, all three will be off. 4.13.3 Targeting Indicators Above each DDI there is a window-shaped light. These are used in targeting the enemy. When no enemy has been targeted, they will be out. When you target an enemy, they will turn yellow. When an enemy is in range, they will turn green and begin to strobe. The purpose is to give you a noticeable visual indication of target status so you can pay attention to other things. page 28