By now most people have heard about the EF Strategy Guide, but that this work goes beyond the manual included with the game itself. Instructions on installing EF V2 on 64 bit Windows are available. .. If you have a specific EF TrackIR profile, assign it to the game. Super EF – Manual. Game Title, Super EF Document Type, Manual. Platform, PC (DOS/Windows). Author, paulo_becas (stats). Author website.

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Tame now most people have heard about the EF Strategy Guide, but many still don’t know just what to expect. Of all the guides I have seen, this guide has got ev2000 be the most comprehensive ever. Of every post I have seen in various places on the WEB, I have never seen a bad response to this work.

I must agree with the overwhelming positive response. The book is broken down into sections that make reference pretty easy.

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Lets go through each section briefly and look at what is discussed. It also accurately points out that this work goes beyond the manual included with the game itself.

Most important, you need to read and understand that this work was written, not by programmers and marketing people, but truly fanatical flight simulation pilots. The tips and tricks that are given in this book are from thousands of hours of playing time and debate over what really is happening with the sim. Detailed information is given on how and why the different components work and how they work together.

Those little numbers on the various screen corners? What is the difference between a RED center vs. RADAR modes differences and when to use them? How to read the DASS, a must for consistent missile evasion, explained. After explaining all the different devices, there is a section that puts them all together and teaches you how to use the displays in conjunction for increased success rates.

After reading this section, even “seasoned” EF pilots will come away with a better understanding of how, why and when the avionics work. So far, everyone that has read this section has learned a new “trick”. Once you understand how to tell what the bandits are doing from your HUD, you become much more successful in dogfights. So you think that you know all there is to know about flying a supersonic jet fighter? Trust me, you don’t.

The basics are here, from pre-flight, taxiing, and taking off to basic landing, a “ground school” section discussing flight dynamics a bit. Autopilot, setting and use. Remember all the posts on how hard it was to refuel? After this section, you should be able to even refuel at night which I think is easier, the basket has many pretty lights. There is a great section on what damage does to the handling of your aircraft.

The section on an Advanced Landing is my favorite of this chapter. There are great tricks and tips, and some wonderful challenges here.

An excellent glide distance matrix is given for you guys that think carrying an external fuel tank wastes a hard point. They also discuss formation landing. The Autopilot section explains the various nuances of the AP system and helps you understand what you can do to make your entire mission go smoother.

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Landing is the other section I get the most questions about. You follow these instructions, and you will land every time. This is my favorite section of the book. This is also the section that more people will get most info. Every veteran pilot I know that has read this section has stopped and thought for a few minutes and then spent literally hours testing this info….

Here is a quick test; do you know what altitude to get into a turn fight with an SU and at which altitude to avoid the same fight? There is comprehensive data here to explain what you can do, when and where you can do it, how it will affect you in the ensuing dogfight. There is a section on reading Energy Maneuverability diagrams.

Why, because the section is FULL of them. There are comparisons with the adversary aircraft. There is information on how each weapons weight and drag affects the handling of you aircraft.

This is an excellent section on how A2A weapons work, how to maximize PK Probability of Killwhen to use each weapon, how to get a gun kill when you are out of missiles or close enough to take a clean shot. This whole section is good to learn the missile parameters, but I think the most useful part is the proper use of the Gun Snake.

So you learned what the weapons do and when to use them last chapter, now just how do you get in the proper position for delivery? This section not only goes over the basics of the geometry; it also covers certain maneuvers with explanations and diagrams. Not only will you learn how to use the maneuvers to attack your adversary, but also what to do in case your opponent is using these tactics against you.

Going Defensive is the next section with missile evasion tactics, defeating RADAR locks, and missile launch detection.

There is excellent information on missile evasion here. Do not think this is an exhaustive collection of evasion tactics.

My favorite is not even mentioned, but these are sure fire, guaranteed to work if executed properly. One tip from me, and the section is not as adamant about this, but they do make it clear. A missile is a serious threat. Regardless of your position, if you get launched upon, go defensive. The few seconds you hesitate to get that launch parameter on the bandit in front of you could be the few seconds that could have saved your life. Starting a fight is the next section. In depth discussion of getting into and out of engagements.

This section is excellent on all stages of an engagement including when to disengage and run. It is a bit basic for seasoned pilots, but invaluable knowledge for the beginner. A second or two lost can run you into the ground. Check out the Starting a Fight section as well. Master these two sections and you will be a force the bad guys will fear. Many flight sim pilots are into the Air to Air aspects of the sim. My favorite part of any sim is the Air to Air.

The Basic Section is broken into Missions, a different mission to teach the nuances of each weapon and it’s delivery. The Advanced section discusses various types of speciality attacks with mission lessons and the proper selection of weapons. It also includes matrices of number of hits per weapon type required to destroy a target type.

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There is also a section on getting to the target in one piece. The section culminates in a Mission study of an Airfield strike. After reading this section, you begin to realize that a ground strike can be a very exciting and stressful mission.

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You may then decide you like Air to Air because there is less shooting at you. The basic weapons delivery missions are excellent. I do think that the most useful section is the Mission Study of the Airfield Gaame. You will get many tips and tricks gamd just how to successfully strike a ground target. This section takes all you have learned so far and helps you apply it in an on hand environment.

These missions walk you through various aspects of these important functions. As in all the missions in various sections of the book, the missions are broken down into Briefing, Arming and Flying sections. Each of these sections give you insights on what you need to consider from pilots that have “been there, done that”. The information included in these sections is irreplaceable.

This entire section should been flown. After you get through this, you will be better than most of the guys talking smack amnual the Internet.

Super EF / PC (DOS/Windows) / Downloads –

A very comprehensive section on the Bad Guys. It includes their weapons, ground threats, and most important – their tactics. All of this information would be available from intelligence sources, so don’t feel like you are getting information that you would not know realistically. Aircraft are listed with their known speed, weapons load outs, corner velocity and DASS Code readings. There are excellent diagrams showing comparative weapon ranges and weapons deployment.

The section explaining the AI Artificial Intelligence tactics, from one on one to Multi Plane assaults is enlightening for most. And though the Ground Threat section is short, it is nice to see up close what keeps ripping you out of the sky.

The AI tactic section is a tame read. Will give you a clue just what they are up to. Now we get to the meat. Explained in this section is what et2000 different level settings do for or against you. How mission selection affects the out come of the campaign. How to understand what you rating means to the overall out come of the campaign.

A basic run down of how what you do affects your campaign. The next 2 sections in this chapter teach some techniques on mission planning and editing. For anyone that has looked at a WARGEN flight route, this lets you know you were right all along – change the flight paths! It goes into detail on many aspects of mission combining, strike size, what to hit, and how to use “BINGO” bases for rearming and refueling.

Manua, complex nature of a campaign requires a great deal of planning and knowledge. This chapter of the book has information for the novice as well as the higher learned “arm chair” general.

Last modified: July 15, 2020