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Which gauge to read depends on which switches have been selected, and the position of the AIR/GROUND switch (on the weapons panel). | Which gauge to read depends on which switches have been selected, and the position of the AIR/GROUND switch (on the weapons panel). | ||
== Weapons == | == Weapons Information == | ||
=== Payload | === Payload and Pylons === | ||
The hard-points are labelled as follows: | The hard-points are labelled as follows: | ||
# Left wing inboard pylon | # Left wing inboard pylon | ||
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The gun is loaded on start-up of the simulation. Re-loading is currently only possible by re-starting FlightGear. | The gun is loaded on start-up of the simulation. Re-loading is currently only possible by re-starting FlightGear. | ||
== Weapons Armament and Deployment == | |||
=== Unguided Free Fall Bombs === | |||
To set the correct angle of the pipper use the information included in the <code>bombing_data.csv</code> file (situated in the top level folder of the aircraft) to set the pipper depression angle using the top right wheel on the gunsight with the red gauge <code>Angle</code>. | |||
Put the pipper on the target and monitor the bottom range band of the gun sight (scale from 0.4 to 2 km): drop bombs from 1.5 km or higher by holding the WEAPONS RELEASE button. You will have a visual cue when the LAUNCH ALLOWED light is lit up. | |||
=== Rockets === | === Rockets === |
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