Flying Nightmares чит-файл №1

Enemy View- If you would like to see what the enemy sees just after
you have launched a weapon at them, simply press the J key on your
keyboard. This will give you the enemy's perspective on the situation.
To exit this view, press the J key again.

Missile View- If you would like to see what the missile you have
launched sees as it flys towards the enemy, simply press the M key on
the keyboard. This will give you the missiles perspective. To exit
this view, press the M key again.

Fly by view- If you would like to get a view of your harrier flying
by a fixed point, simply press the O key on the keyboard. This will
show your harrier flying by a fixed point. The exit this view, press
the O key again.

If you want to view your harrier from a 360' view on all angles press
the V key on your keyboard. You will be placed on a view outside the
rear of your harrier. To move around the harrier, use the F7,F8,F9 &
F10 keys. F7 and F8 move you left and right around the harrier. F9 and
F10 move you up and down around the harrier. Try these keys, they make
flying much more enjoyable and exciting. To exit from this view press
ctrl V. This will put you back in the harrier.



Flying:

Crashing- If, while flying, you feel that you are about to crash,
press the A key. This will activate the Auto pilot and recover your
harrier.

Carrier landings- If you want to land back on your carrier, simply
press the enter key until your navigation system reads 0 in the upper
right corner of the gauge. Then press the A key. This will take you
back to your carrier and execute the landing automatically.

Flying without crashing- You might notice while flying, a line across
your harrier's HUD display that looks something like this:

0________ _________

This line is known as the horizon line. You might also notice a small
green aircraft in the center of your HUD. This small green aircraft
represents where your harrier is headed in flight. A basic rule
of flying, if you feel your are going to crash, keep the small green
aircraft above the horizon line. As long as the small green aircraft
is above the horizon, you will not crash.



Air Combat:

Shooting down other planes- There is really only one easy way to shoot
down enemy planes and that is by using the AIM-9M. The AIM-9M is an
air to air combat missile used only to shoot down enemy aircraft ( All
planes other than the C-130's. For C-130's the only way to shoot them
down is by using the cannon). To use this missile, first make sure
it is loaded on your harrier. To load this missile, select the AIM-9M
icon from the weapons screen and then click the mouse arrow on one of
the pylons on your harrier (the missile may only be loaded on the two
outermost pylons).

Once the weapon is loaded, your are ready for air combat. Once you
have taken off and are underway, select the AIM-9M from the weapons
menu on the cockpit of your harrier (This is done by having the small
box around the AIM-9M icon). In the upper portion of the cockpit, just
below the HUD display, you will notice a small screen that, from time
to time, displays numbers and letter that look something like this:

12 OC H

This means: 12 O'clock High. Remember this when you are flying over
the island. This will keep you constantly informed as to the location
of the enemy aircraft. Note: If your display reads 12 OC H, the plane
you are going to shoot down is directly in front of you. The AIM-9M
will automatically lock on to the enemy planes. You will notice this
when a small circle appears around the aircraft (the missiles will
only lock on, and the circle appear, when the plane you want to shoot
down is within your harrier's HUD display). Once the small circle
appears in the HUD display( you might not see the enemy plane), press
the fire button. A missile will be launched towards the enemy plane
(if you want to follow your missiles path, press the M key on the
keyboard. This will give you a missile view. To switch back, simply
press the M key again). Now for the down side. The AIM-9M is not
a very accurate weapon. You might have to shoot at the enemy several
times and you still might not score a hit.



Ground Combat:

Destroying ground targets- The best way to destroy ground targets
(i.e. tanks, trucks, missile launchers, etc.) is by selecting the
right weapon. For the before mentioned targets, the best weapon to use
is the AGM-65E



Missions:

If you want to step to the next mission:

- If you're like me and you don't want to go throughout the long
process of planning your fleets missions, there is a simpler way of
getting to the next mission. As you have by now noticed, there is
a clock in the upper right corner of the map screen. To step to the
next mission, simply click the mouse arrow on the numbers in the
clock. A menu will display with one of its options reading, "step next
mission." Simply double click on this option. The clock will move
ahead to the next planned mission. Note: If the clock only forwards
one minute, it's because there is a mission planned during that minute
that does not involve a harrier flight. You may need to forward the
clock, by clicking "step next mission", several times. Remember: When
there is an available mission, a small red light will flash on the
white phone in the center of the command room screen. Double click
on this phone in order to see the available missions.



Planning your own missions:

- If you get tired of the missions that are already planned in Saber,
the fleet mission Flying Nightmares begins with, you might want to try
planning a mission(s) of your own. Note: Planning your own mission(s)
takes some time to learn and master. You can choose from several
different types: air assaults, ground assaults, helicopter assaults,
etc.. To plan your own mission(s):

a. When the game starts and you enter the map screen, a "Battle Plan
Selection" menu will appear. In the window below the title, make sure
the word Saber is shown for active missions. If "untitled"
is displayed, simply click on the icon with the two arrows, one
pointing up and the other pointing down. This will bring up the other
mission options. Saber should now appear. Now select "Go" and the
program will activate Saber.

b. You will notice that the clock now reads 9:26 and a blue line
outlines the western coast of the island. This blue line represents
your fleets projected path past the island. Along this blue line path
are several diamonds also colored blue. Each of these diamonds
represents a point along the path were the fleet will stop and
missions will take place. These blue diamonds are where you will plan
and add your missions. Note: It is very important to keep a close
watch on the clock. Try to always remember what time or hour you are
in. Timing is vital in planning you missions. If you plan a mission
too late, the fleet will have already passed and your mission will not
take place.

c. Notice four icons in the upper left hand corner of the map screen.
The one you want to be concerned with is the icon that looks like two
swords crossed. Double click on this icon. This will bring up a battle
plan control menu. The menu should display "Waypoint 1." This means
that "Waypoint 1" is the first diamond on the blue line path where
a mission is planned (not necessarily the first diamond on the line).
In the future, if you want to plan a mission at one of those points
and you are in the Battle Plan Control menu, simple click on one of
those diamonds. It will highlight in green and list under the Battle
Plan Control menu what day and time the fleet will be at that way
point in order for you to plan missions.

d. The next thing you need to do is click your mouse anywhere on the
Battle Plan Control menu. This will bring up another menu. Select from
this next menu "Review Change operations." This will bring up a Battle
Plan Operations menu. From this menu, you may oversee all the missions
planned for that particular way point. To look through the missions
that are planned simply use the icon with the up and down arrows.

e. Now you are ready to add or plan your mission. Click the mouse
anywhere on the Battle Plan Operations menu. This will again bring
up another menu. From this menu select "Add New Operation." Once you
have selected this option with your mouse, you will notice another
menu. This menu will give the option of adding: ground assault,
helicopter, or Harrier. Choose the one you want to add.



Flying Missions:

1) Throughout a campaign I save the game after each mission so that
if I fly a really bad mission or series of missions and lose some
of the limited supply of precious Harriers I can quit without saving
and then reload to get back to where I was before the disaster.

2) The map of East Timor (the theatre of operations for this campaign)
has very little information about enemy positions and SAM sites when
the game starts because no recon flights have been flown. Although you
can schedule your own reccon flight at any time its best to do this
at the start of the campaign. Before launching any missions click the
Configuration Icon (top left) in the Plan Window and from the Time
Control submenu select Frezze Time. While the scenario is frozen click
the Plan icon (crossed swords) in the Map window to add a new mission.
Select Add Mission from the sub-menu in the Plan window and then
double click a series of waypoints all around the island. Schedule the
mission for immediate start. As soon as you are finished use the Time
Control submenue to re-start time and let the computer fly the
mission.

If you fly your own recon flights you will get shot down by one of the
many enemy fighters or SAM sites. When the computer flies such
missions the Harrier survives and the intelligence product is large.

As you watch the recon flight unfold on the map and the Harrier flies
around the Waypoints you designated, more and more information about
enemy positions appears on the map.

3) You can speed the game/campaign up in various ways: If you click
the Configure Icon in the map window you get the Time Control
sub-menu, double click this and you get a menu with a Fast Time option
on it - click this and the game speeds up while the Map window
is open. Here is a great tip - repeat the above procedure a second
time and the game accelerates even more, the planes and troop convoys
really whiz around.
                               
In this double speeded up mode you can watch a whole battle plan
unfold very rapidly, this lets you get an overall picture of the Task
Force troop movements and the likely enemy responses, as well
as seeing what would happen if you did not intervene to fly the
Harrier missions.

Another way to speed up the game is to open the Plan Icon and then
click on the various naval waypoints controlling the movement of the
naval task force down the coast. Once you select a waypoint with the
plan icon open you can click the Plan window to get another sub-menu
with an option called Change Departure Time. Selecting this means you
can alter the departure times so the task force moves onto the next
waypoint faster, to reduce the time to departure hold down shift and
click on the displayed departure time. Be careful though - this will
speed up troop landings at the various beachheads and you must fly
Harrier missions to clear enemy positions in front of your troops
before they deploy (see below).

4) Keeping your troop and Harrier losses low is all important.
If ground casualties get too large then the US President pulls the
plug on the operation and the game is over - you lose. Plus you only
have a limited supply of Harriers to start with.

To keep ground casualties low you must:

i) destroy enemy troop emplacements before your advancing troop
columns encounter them.

ii) aggressively attack and destroy the enemy airforce/airbases (see
below) so they cannot be used to attack your troops

iii) this is most important. Even after you have cleared the enemy
troop positions and destroyed their positions they can regroup and
push convoys through your lines inflicting heavy casualties on your
forces. They can even set up SAM sites behind your lines. Keep
checking the data screen on the right in the Commander's room for news
of enemy convoys moving behind your lines. They won't show up on your
intelligence map until spotted by one of your plans. Keep flying recon
patrols over the entire theatre of operations. As soon as a convoy
is spotted fly a Harrier mission to take it out.

5) Although this game offers wide variety of weapons for the Harrier
I only use a small number. I usually leave a couple of anti-aircraft
AIM Sidewinders on each wing tip in case I encounter enemy fighters
or choppers. If I am absolutely sure that I will not encounter enemy
fighters then I take a couple of Redeye fragmentation bombs on the
wing tips. The best all-round ground attack weapon is the Hydra
air-to-ground rockets. You can pack 84 of these babies on four of you
innermost weapon stations, you can fire them in salvos of various
sizes and they take out any ground target. The other weapon I use is
the HARM anti-radar missile which is essential ordinance when flying
against SAM sites. If special forces have been deployed around
a target you can use the laser guided weaponry such as the AGM 65's
or the various laser guided gravity bombs. When a laser designated
target is illuminated in your HUD you can drop a laser guided bomb
without having to exactly line up the CCIP indicator in the HUD, you
can drop the bomb and it will steer itself to the target (its cool
to watch it do this by pressing 'm' to get the weapons eye view).

6) If the Map window indicates that you are beginning to fly close
to an active enemy airbase you must aggressively attack and destroy
it. If its protected by SAM's then fly your first mission with
a couple of HARM's, one pod of Hydra's and as many AIM's as you can
carry on the other stations.

Fly straight at the base at about 2000 ft with the HARM's selected,
as you approach the SAMs will fire at you at about the same time that
the SAM site is acquired and illuminated in your HUD. Watch the
approaching SAMs and dodge them using Chaff and Flares to deflect
them, and fire your HARM's to take out the SAMs. As you are doing this
enemy F16's are scrambling. If the bandits are not right on your tail
try to swoop on the base and take out the Hangar and control tower
with your Hydras, this stops any more bandits from scrambling. The key
building is usually a red hangar from which successive waves of enemy
fighters will taxi and launch against you unless it is destroyed. You
must then take on the air borne enemy fighters. If you cannot takeout
the hangars and control tower in this attack then break off your
attack head for home trying to dodge the bandits. If things get very
hairy then hand control of your fighter back to the computer
by returning to the Commanders room, Harriers very rarely get shot
down when flown by the computer.

7) If you want to try night flying you must alter the timing on the
movement between waypoints, usually the movement of the naval task
force halts at night, you can override this by changing the departure
time. At any point during the night you can select Combat Patrol
in the Briefing Room. Once in the cockpit use the 'i' key to select
the infra red view in the HUD. Night flying is difficult because
of the murky graphics and its easy to get lost, attack friendly
positions or crash.

8) The instrumentation in the Harrier cockpit is almost completely
useless. Consequently I usually fly in the head up (option +1) mode
to have the maximum external view. In this mode the only really useful
cockpit instrument, the little panel that feeds you intelligence
on enemy aircraft positions from the task force AWAC, is still
visible.

9) The enemy will continue to land fresh troops and supplies from its
cargo planes at the various airbases. Even if you have destroyed all
the ground targets at these bases and even if your troops have
occupied the base the enemy cargo planes will continue to try to fly
in troops. When an approaching cargo plane is detected it is announced
in the plan window and a Harrier is scrambled. It is important that
you fly these missions (assuming that any threatening SAM sites
en route have been neutralised), if left to the computer the Harrier
flies to slowly and usually misses the cargo plane or fails to shoot
it down. The result is that enemy troop convoys are landed and start
to manoeuvre, as they move through your troop lines they cause
casualties to mount. You should take over the anti-cargo plane
missions right from the launch from the carrier. Take off and head for
Waypoint 1 (usually an enemy airfield), don't use auto pilot because
this is too slow, you must fly at top speed. At the enemy airfield you
switch to Waypoint 2 which puts you on a heading straight at the
approaching cargo plane which is coming in at about 1000 ft. I usually
shoot it down with cannon fire. I also usually take along Hydras
so that having shot down the cargo plane I can attack any ground
targets of opportunity in the vicinity.