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