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13:Targets
                    

08

Wingmen

09

ATC

10

AEW

15

Camera

                    
 Created

Head Up Display  &  Virtual Cockpit
Type A  -  Version 1.0

Updated 
 2014.09.09 2014.09.26 
                    

TYPE A : COMPLETE

EXPLANATORY NOTES

TYPE B : SIMPLIFIED

               

[ A 1.0 ]

[ A 2.0 ]

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[ B 2.0 ]

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A clear departure from reality, ALL aircrafts are equipped with a head up display (HUD) giving access to all kinds of in-flight information.   However, this device may be switched off at any time by player who would prefer to use the game without it :
by switching if off from the main Preferences menu : it will then be disactivated for aircrafts chosen by the player    
during any flight or mission, the player may at any time either switch the HUD on or off according to preferences    

-    
 
The HUD display is further detailed below the general layout illustra.   For the purists, it should be noted that under the wording "Head Up Display" lay all the information supplied during flight, whether regarding the aircraft itself, navigation data, targetting devices and armament control, making this display sort of a virtual cockpit.
 
Note : the general illustrations show a "Design Version" number - read : assembly number of what is the HUD Type A - Version 1.0
    HEAD UP DISPLAY - ILLUSTRATION Temporary/Draft Version 1.0
         
    Various specific colors are used in the illustrations below (may be altered but at least a hint on intentions)    
     

Red

Green

Blue

Notes Also  
    ___

153

255

204

Lighter, usually showing dynamic or switched ON elements background -
    ___

102

204

153

Darker, usually showing fixed or switched OFF elements background -
    ___

255

51

0

red/orange for warnings hostile messsage -
    ___

51

51

51

near black : data against ___ background - -
    -

-

-

-

the dark blue background behind these illustrations has no signification whatsoever - just chosen for convenience - -

4:3

 

 

 

 

[01]

RT Source

TIME LAPSE:00:00

[21]

[02]

RT Display

STOPWATCH

[22]

[03]

POINTER TARGET

AUTOPILOT

[23]

[04]

TARGET HIGHLIGHT

315:HEADING

[24]

[05]

RADAR

 0927N:DISTANCE

[25]

[06]

WINGMEN>ACTION

 045:DIRECTION

[26]

[07]

Drop down menus

 

[27]

[08]

HORIZON

BANKING

[28]

[09]

SPEED

ALTITUDE

[29]

[10]

MACH METER

G METER

[30]

[11]

POWER 160%

CLIMB

[31]

[12]

FLIGHT PATH

F:00:00:FUEL

[32]

[13]

GUNSIGHT

GUNS

[33]

[14]

BOMBSIGHT

Weapon-External

[34]

[15]

 

Weapon-Internal

[35]

[16]

 

Practical Example

[36]

[17]

 

 

[37]

[18]

SYSTEMS

 

[38]

[19]

 

 

[39]

 

16:9

 

 

 

 

[01]

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[21]

[02]

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[22]

[03]

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[23]

[04]

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[24]

[05]

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[25]

[06]

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-

[26]

[07]

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[27]

[08]

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-

[28]

[09]

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[29]

[10]

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-

[30]

[11]

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[31]

[12]

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[32]

[13]

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[33]

[14]

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[34]

[15]

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[35]

[16]

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[36]

[17]

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[37]

[18]

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[38]

 

 

 

 

 

    HEAD UP DISPLAY - DESCRIPTION Temporary/Draft Version 1.0
[01] RT SOURCE    

Various radio transmissions may be heard, either prior take-off and after landing [ATC] or during flight [AEW, Wingmen, etc].  The RT SOURCE field identifies who is transmitting.  The potential emitters are as follows : 

ATC : AIR TRAFIC CONTROL : land or sea based "control tower" handling air trafic around an airport, air base or aircraft carrier.  Prior take off, it's the ATC who may bring updates regarding a planned mission.  The ATC has to be called prior take off and landing to request authorization.

Approaching or flying in the vicinity of airport/air base/etc may also trigger a contact initiative by the local ATC.  Depending upon circumstances, this ATC may be friendly, neutral, civilian or ... potentially hostile.  If so, the ATC logo would show in red

         

AEW : AIRBORNE EARLY WARNING : airborne radar accompanying most missions.  The AEW provides directions toward destination or other location of interest, respond to calls for information, issues missions orders or request reports.   The AEW may also issue a warning for identified foe in the vicinity of the player

Depending upon circumstances, this AEW may be friendly, neutral, or ... potentially hostile.  If so, the AEW logo would show in red

         

WGM : WINGMEN : Wingmen may either call the players attention, ask questions, respond verbally to instructions issued by the player or make general comment (chatter)

/
         

NID : NOT IDENTIFIED : An unidentified source may come up on the radio for a variety of circumstances (eg: a civilian aircraft under attack by a reckless foe calling for help).

Depending upon circumstances, this NID may be friendly, neutral, or ... potentially hostile (eg: an opposition fighter intercepting you and trying to force to land at a destination of his choice).  If so, the NID logo would show in red

         

When the radio is silent, this source box is absent

/

 
[02] RT DISPLAY

Radio messages are vocal but they are also displayed as text messages in messages displays.

The message shows in white or other clear color when broadcasted by a friendly source

The message shows in red when broacastted by a supposedly hostile source
 

for example, if you fly from Stockholm to Luxembourg but you navigation is lousy enough to enter the DDR air space, you are likely to trigger interest from an apparently unfriendly air trafic control - the same would apply if you want to fly a Tu-114 from Moscow to Cuba and fly too close of US air space, etc
[03] POINTER TARGET

The word "target" applies to the following items :

any aircraft in the air, either friendly or hostile, neutral, civilian, miltary, identified or not

any surface vehicule in movement, either at sea or on land

any weapon other than soldiers' individual armament , in movement or not, active or non active

any emitting radar, either aloft, afloat or on land

  

When a "target" has been approached close enough to have a detecting device locking on it, the target pointer shows where to go to follow/pursue a manoeuvring target.   The pointer disappear when the target has flown outside the detecting range of the detecting device.  The "detecting devices" are :

a radar, when an aircraft is so equipped (or when the "radar" function is switched on, even for aircrafts not so equipped)

the heat seaker of an infra red air-to-air missile

eye balls of gunners when an aircraft is so equipped

       
Target Pointer Movements - V1.0

The pointer rotates 360 left or right, and moves from the left to the right of the central area of the HUD.   In the example above, it is located at its extreme left position.   The pointer does not travel vertically within the HUD.

       
Target Pointer Movements - V2.0

=

       
[04] TARGETS HIGHLIGHT    

In addition to what is shown on the radar screen, "targets" are highlighted for the player to see.  Various colors are used to identify targets.  The same rule applies whether the target is in the air, at sea or on land

Aerial and Land Targets

[????] Non identified target : not all "targets" are identifed, especially aircrafts, either because they are not equipped with a transponder or because it's switched off - color: pale blue

[CIV] Airliners : civilian airline aircrafts are all supposedly donned with a transponder identifying them for what they are : a civilian passenger aircraft - color: yellow

             

[FRND] Friendly (military) aircraft : all military aircrafts are supposedly equipped with a transponder identifying them as a "friend".  If not switched off, the target then shows in green

General Note : Unless we identiy a 1960s radar with an extraordinary detection range, it should normally show as a number of up to 4 digits.   Prepare for up to 5 digits (ships)

             

[FOE] Hostile target or "Foe" : a foe aircraft is by definition a military aircraft identifed as hostile (re: it's "alien" transponder).  Foe targets are shown in pink

Locked Target : when detecting devices (eg: radar) or armament (eg: IR seeker of a missile) is locked onto a target, either friend or foe, etc, it then shows in red

             

[TKR] Tanker Aircraft : the aerial tanker aircrafts playing a particular role in AAC, these identifie themselves as such using the color coding described above.

[AEW] Airborne Early Warning : the AEW aircrafts playing a particular role in AAC, these identifie themselves as such using the color coding described above.

Surface Vessels and Submaries

[SHIP] Genral Note : as far as the target highligh is concerned, they show exactly in the same manner.   Detection is however likely to be made from a larger distance (up to 5 digits)

Besides being identified with a "tag" and with a pre-defined color, the "target highlights" incorporate a detected range.  Players to choose among various measurement units
   

[05] RADAR and SITUATION AWARENESS DEVICE

The HUD thus contains a multirole display looking like a radar display.  This display always show the same situation, with the aircraft in the center, and the area ahead of the aircraft shown above.  Although there is a navigation aid incorporated into it, it doesn't rotate like a compass would do; this is a fixed display.  The various roles of this display are as follows :
  
The Radar
It is not necessary to describe the function here - all AAC radars are air + surface items, with specific detection and locking ranges.  Naturally, not all real aircrafts are equipped with a radar.  For example a ... Luxembourg Air Force L-18C utility aircraft or a DDR Air Force Mil Mi-1 utility helicopter would not.  However, for the purpose of the game, a radar/situation awareness device is always available, and it is up to the player to decide to switch it off or disable it in the game set up menu.  When the radar is switched off, the 4 message boxes surrounding it and the drop down menus are still active.
   
Situation Awareness
When under friendly/allied radar coverage (either land or sea based or with an AEW aircraft within range) data is supplied regarding "blips" in the vicinity.  These are defined as friendly, neutral, not identified or foe, as outlined above.  The display range is the same as for the onboard radar or the default one when a not so equipped aircraft is at stake.
   
Navigation Aid
When a destination or waypoints have been programmed (if none, then the departure point) the HUD shows a heading to follow to reach that destination or the next waypoint.  In the example above, the true bearing is shown as 315 while the destination heading is shown as 045.  The aircraft is thus flying 90 away to the West from its destination.   The radar display thus shows a white arrow pointing 90 to the right of the actual flight path.
   
Note
The radar HUD display is part of a box containing four other fields.   This box has a second layer for a different purpose : to display the various inflight drop down menus.   More about them further below.
   
Additional Details

Forward field of view - - -

90

-

-

-

-

-

 

 

Rearward field of view - - -

90

-

-

-

-

-

 

Default detection range air-to-sea [ship]

-

21nm

-

-

-

-

 

Default locking range air-to-sea [ship]

-

-

14nm

-

-

-

 

Default detection range air-to-surface [tank]

-

-

14nm

-

-

-

 

Default locking range air-to-surface [tank]

-

-

-

7nm

-

-

 

Default detection range air-to-air [bomber]

-

-

14nm

-

-

-

 

Default locking range air-to-air [bomber]

-

-

-

7nm

-

-

 

Default detection range air-to-air [fighter]

-

-

-

7nm

-

-

 

Default locking range air-to-air [fighter]

-

-

-

7nm

-

-

 

Target air dot full (colors)

-

-

-

-

-

-

 

Target ground dot hollow (colors)

-

-

-

-

-

-

 

Target sea dot hollow long (colors)

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-

-

-

-

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[06.00] WINGMEN MANAGEMENT

As described in Wingmen Management, instructions may be issued to wingmen, collectively or individually.  These instructions either affect formation flying, direct wingmen to cover the formation leader (player) from air threats, or direct wingmen to perform specific attacks, individually or collectively.
    
In the sample shown on the right, the Wingmen 1 and 3 would be easier to read if presented vertically.   It might also be interresting to find a color to highlight the wingmen number (not red - see below)

     
When flying in the default formation type, no specific action has been required nor the use of any specific weapons and the displays show ) : If then instruction is issued for a "Lead-Attack" toward a specific target area (eg: a collective straffing run on an air base), the displays will show : 
WA display > [WA] [LOOSE] [----] [-----]
W1 display > blank
W2 display > blank
W3 display > blank
WA display > [WA] [R/ECH] [A/AS] [GUNS-]
W1 display > blank
W2 display > blank
W3 display > blank
     
When instructions are issued to a wingman in particular (eg: W3 to leave formation and attack a ground target without specifying any weapon) : If during a mission, one of the wingmen quit the formation (shot down, breakdown, etc) it status permanently shows in red.  So in default : 
WA display > blank
W1 display > [W1] [LOOSE] [----] [-----]
W2 display > [W2] [LOOSE] [----] [-----]
W3 display > [W3] [-----] [A/AS] [-----]
WA display > [WA] [LOOSE] [----] [-----]
W1 display > blank
W2 display > blank
W3 display > [W3]

-
-

Type
of Instruction

Order
Issued

06._1
W?

06._2
FFORM

06_3
ACTION

06_4
WCODE

DISPLAY
  NOTES  













[06.10]

Located on top, this first set of fields show flying/attack instructions given to all aircrafts collectively

W?

FFORM

ACTION

WCODE












[06.11]

WHO'S [fixed data]

All wingmen

WA

Example: 

ALL

R/ECH

A/LA

GUNS












[06.12]

Formation flying

Spread/Close

Afar

6000 ft

AFAR

Wide

1000 ft

WIDE

Loose

500 ft

LOOSE Default Formation

Near

100 ft

NEAR

Tight

10 ft

TIGHT

Echel

50 ft

ECHEL Read : Echelon Formation

R/Ech

10 ft

R/ECH Read : Reverse Echelon Formation











[06.13]

Action orders

Cover

LOOSE// COVER

Attack

Air-to-Air [/] A/AA

Air-to-Surface [/] A/AS

Lead Attack R/ECH A/LA Specific formation for this attack











[06.14]

Choice of Weapon

Cover

LOOSE// COVER - Weapon=Default

Attack

AA/AS/LA/ A/ - Weapon=Default

AA/AS/LA/ A/ WCODE Weapon=[WCODE]












[06.20]

Vertically on the right, this 2nd set of fiels show flying/attack instructions issued to Wingman 1

Example: 

W1

LOOSE

COVER

-----

[06.21]

WHO'S [fixed data]

1st Wingman W1
[06.22]

Formation position

as 06.12 as 06.12 as 06.12 as 06.12 as 06.12
[06.23] as 06.13 as 06.13 as 06.13 as 06.13 as 06.13
[06.24] as 06.14 as 06.14 as 06.14 as 06.14 as 06.14












[06.30]

At bottom, this 3rd set of fiels show flying/attack instructions issued to Wingman 2

Example: 

W2

NEAR

A/AS

BOMBS

[06.31]

WHO'S [fixed data]

2nd Wingman W2
[06.32] as 06.12 as 06.12 as 06.12 as 06.12 as 06.12
[06.33] as 06.13 as 06.13 as 06.13 as 06.13 as 06.13
[06.34] as 06.14 as 06.14 as 06.14 as 06.14 as 06.14












[06.40]

Vertically on the right, this 4th set of fiels show flying/attack instructions issued to Wingman 3

Example: 

W3

WIDE

A/AA

AIM7E

[06.41]

WHO'S [fixed data]

3rd Wingman W3
[06.42] as 06.12 as 06.12 as 06.12 as 06.12 as 06.12
[06.43] as 06.13 as 06.13 as 06.13 as 06.13 as 06.13
[06.44] as 06.14 as 06.14 as 06.14 as 06.14 as 06.14












[07] DROP DOWN MENUS - UNDER CONSTRUCTION
[08] HORIZON   and   [28] BANKING
The artificial horizon is made of inclinometre, a banking scale, both devices being related, and a meter
     
Horizon.
Shows the "inclinometer" and is made of two parts : 
Fixed (darker green)
Mobile: rotating around a circular plate, common to the "banking scale"

    

Fixed part

 

Mobile part

 

combined

       
Banking Scale.
made of two parts
Fixed (darker green) in a way common with the inclinometer - shows inward pointers
Mobile: a sircular plate on which rests the inclinometer - shows outward pointers
   
Meter.
At the bottom of the device, it shows degrees of baning

    

Fixed part

 

mobile part

 

combined

       
COMBINED ITEMS
When combine, it may show as follows
the black line just outlines the outer circle - it should not show

    

Climb = 00  /  Banking = 00

 

Climb = 05  /  Banking = 00

 

Climb = 05  /  Banking = 45

[09] SPEED DYNAMIC SCALE & METER [29] ALTITUDE DYNAMIC SCALE & METER

Both speed and altitude are shown through a dynamic (numbered) scale and a meter.
   
Dynamic Scale

>

The scale is stepped by an increment value of 10

>

Three values are shown : #00, #50, #00+100

 

 

   
Meter : up to 4 digits
>

knots (nautical mile/hour)

standard Western unit
>

kilometer/hour

usual metric equivalent
>

statue mile/hour

other imperial value
> Mach see [10]

   
   
   
Dynamic Scale

>

The scale is stepped by an increment value of 25

>

Only #50 and #00 values are shown (not #25, nor #75)

 

 

   
Meter : up to 6 digits
>

feet

standard unit in Western Aviation
>

metre

usual metric equivalent
>

kilometre

alternate metric unit
> statue mile alternate imperial unit

[10] MACH METER  -  See also : The Mach Number.
Next to the Speed Meter, which expresses the speed in the chosen unit (Knots, kilometer/hour, Statue Mile/hour, etc), is a Mach Meter expressing the same speed in relation with the speed of sound (Mach 1.00).  The meter shall show 1 digit before the decimal and 2 digits after the decimal.  Like the speed meter, the altitude meter shows its name

[11] POWER STATIC SCALE & METER [31] CLIMB/SINK RATE STATIC SCALE & METER

Both the power setting and the climb or sink rate are shown with a static scale, a dynamic analog gauge, and a meter.
  
Static Scale

>

The scale is stepped by an increment value of 10

>

The total range of the scale is 160

>

If necessary, we may have to change the scale (eg:if engines with a power output above 160%)

   
Dynamic Gauge
>

Rises vertically from 000 to 100 in color #1

>

Rises vertically from 101 to 160 in color #2

 

A value above 100% shows the use of after burner

   
Meter (standard)
The power output is expressed in % for all engines

   
   
   
  
Static Scale

>

The scale is stepped by an increment value of 12.5%

>

The +100% correlates actual aircraft performances

>

If necessary, we may have to change the scale (eg:if major discrepencies between sink and climb rates

   
Dynamic Gauge
>

Rises vertically from 000 to 100 in color #2

>

Sings vertically from 000 to 100 in color #1

 

 

Meter (standard)
The sink or climb rate is expressed in one out of four ways:
>

???%= 

Idle power (to be defined)

< feet/sec standard unit in Western Aviation
>

100%= 

Military power

< meter/min usual metric equivalent
>

>100%= 

Use of afterburner or other boosting device

< meter/sec alternate metric unit
>

MAX%= 

Full power (theoretically up to 160%)

< feet/min alternate imperial unit

[12] FLIGHT PATH INDICATOR
It shows where the aircraft is actually going, not where the nose is pointing.   Particularly useful when aligning on a runway or deck.  This visual element is dynamic

Flight path alone

 

Combined with "A"

hair cross similar to the gunshight type A, with the upper half missing

 

the diameter of the circle is a little larger than the one of the gunsight type A so that, when aligned, they actually show individually.   Ideally speaking, the flight path indicator should be of a slightly darker color than the gunsight

[13] GUNSIGHT
This is supposed to be a gyroscopic gunsight dynamically indicating where gun bullets/cannon shells will arrive, integrating the carrying aircraft manoevres (Gs', ...).  Again this is not showing where the nose is pointing.
   
While in-flight switchable by the player (ON/OFF/AUTO), the default "AUTO" mode makes the gunsight to switch ON when the guns are selected (nose hot) and OFF when the guns are de-selected (nose cold).
   
There are two set up instances related to the guns location and two types of gunsight reticles associated with the aircraft type.

-

-

Set Up Instances

Nose guns firing

Wing guns firing

Nose mouned guns : guns are trained to fire straight ahead - no correction involved

Wing mounted guns : gruns are trained to concentrate fire xxx meters ahead of the nose.  This is illustrated by the 45 marker within the large gunsight.

 

       

Gunsight Reticles 
The gunsight reticle is a one-piece dynamic item.  While as usual, the player is free to choose between the two types of gunsight reticles, the default settings should be :

-

-

A Small Reticle

Gunsight

Gunsight/Flightpath

 

default setting for the "A" HUD type for jet aircraft with nose mounted guns

 

a hair cross interrupted in the center by a hollow circle which itself contains a centered dot.  The diameter of the circle is associated with the flight path indicator - see [12] above

 

 

 

 

B Large Reticle

Gunsight

Gunsight/Flightpath

 

default setting for the "B" HUD type for propeller driven aircrafts and/or wing mounted guns.

 

made of two equidistant circles
- the outer circles corresponds to a fighter sized target  [L)13m or 43"] at a firing range of xxx meters  
- the space between the circles is filled with an hair cross, and two angled lines in the bottom part
- the inner circle is marked with 6 diamonds at 0, 45, 135, 225, and 315 and a dot in the center

[14] BOMBSIGHT
When the aircraft is carrying bombs (or any other gravity driven load), and that this weapon/load is selected, this "bombing aimer" is switched on.  Taking aircraft manoeuvres in consideration (Gs', ...) it shows where a bomb/load will arrive.

Remarks

in the absence of "radar altimeter", we shall let the AI integrate and "cheat in" the true altitude - a feature allowing the game to be easier to play with

+

when the weapon or load is parachute retarded (eg: sonobuoys, cargo pellets, life rafts, ASW torpedo, etc) the reticle takes that retarding effect into consideration thus allowing a proper aiming of any surface directed weapon or load.  Again, we'll let the AI cheat in that information to make the game easier to play

The "bombinb airmer" is slaved to the fixed part of the artificial horizon, meaning a line will display from the center of the HUD area toward a pointing hair cross.  The cross and associated line are dynamic; the centered point is slaved and fixed

If the guns are also selected, the corresponding images naturally "pile up" on the screed

[15] =
[16] =
[17] =

[18] AIRCRAFT SYSTEMS UNDER PLAYER CONTROL.
Several aircraft "systems" are under player control, and among them some display their status on screen/HUD.  These status display are all regrouped on a single line at the bottom of the HUD, toward the cockpit....   At this moment there are 4 flight systems displays and 5 miscellaneous systems displays.   However, considering the HUD/Display is shown in a 4:3 rather than a 16:9 format, there is ample room for more.

General Presentation
- does not show any representative status -

Key Flight Systems used for :  [1] take-off and landing (or touch down) [2] manage breakdown/damages
Secondary Flight Systems used for [1] other in-flight operations  
       
These displays are divided in two parts : a first part naming it, a second part displaying a meaningful symbol.   Both parts are dynamic with the name tag changing colors to illustrate it being "on" (___) or "off" (___) and the symbol illustrating the status itsef.  Again the color of the symbol is related to the kind of status it is related to.

General Presentation

- DEFAULT INFLIGHT -

        
   
KEY FLIGHT SYSTEMS
[18/1] FLP=FLAPS

Flaps up

Angle 00

-

Flaps down

Angle 15

-

Flaps down

Angle 35

Malfunction purpose : to generate a (tricky...) flapless high speed landing

Flaps

Malfunction

   
[18/2] LGR=LANDING GEAR

Landing gear

up and locked

-

Landing gear

down and locked

Malfunction purpose : to generate a (tricky...) wheel up landing

Landing gear

Malfunction

   
[18/3] ARH=ARRESTING HOOK

Arresting hook

up and locked

For carrier capable aircrafts, but not exclusively (re: F-104 Starfighter)

Arresting hook

down and locked

Malfunction purpose : force the player to ditch, eject or use crash barrier

Arresting hook

Malfunction

   
[18/4] ABK=AIR BRAKES

Air brakes

closed

-

Air brakes

open

Malfunction purpose : generate tricky aircraft carrier landing (jet aircrafts)

Air brakes

Malfunction

   
[18/5] MALFUNCTIONS.
Besides the 5 malfunctions listed above, there are other systems breakdowns or battle damages that could be generated in order to inject a little salt and pepper...
 

Malfunctions could be simultaneous or successive - the Malfunctions/Breakdown display would then successively show the various breakdowns - Suggested display time : 2 seconds/@

-

Reminder - when only fuel is remaining

Fuel

LOW

Battle damage

Fuel

LEAK

Engine breakdown, where "#" stands for engine number [1 to 8]

Engine

Malfunction

Same as above, but against a red background

Engine

FIRE

Some major malfunctions being identified, it is suggested to  

 

EJECT

   
SECONDARY IN-FLIGHT SYSTEMS

Reminder >

[18/6] Nav=Navigation Lights

Navigation lights

OFF

Standard to all aircrafts

Navigation lights

ON

   
[18/7] Search=Search Light

Search light

OFF

Only apply to certain aircrafts

Search light

ON

   
[18/8] Door=Bomb bay or Cargo Doors

Doors

CLOSED

Opening the bay from which ordnance or cargo are air dropped

Doors

OPEN

   
[18/9] Ref=In-flight refueling probe or receptacle (doors of)

Refueling

CLOSED

Only applies to aircraft on which these systems are movable

Refueling

OPEN

   
[18/10] Canopy=Canopy or any crew/passenger access doors/hatches

Canopy

CLOSED

In flight or on the ground opens/closes fighter canopy only (not all aircrafts)

Canopy

OPEN

   
[19] =
[20] =
[21] TIME LAPSE

Essentially showing the total duration of the ongoing flight.   Shows a "+" time symbol
[22] TIME WATCH

Essentially a stop watch showing the time to go before reaching a key moment.   Shows a "-" time symbol
> reaching a destination (waypoint, target area, destination, back to base or carrier, etc)
> reaching a specific manoeuvre has to be performed as instructed (most usually reminded through RT)
> the sign should be blinking during the last 10sec

[23] AUTOPILOT

A function that briefly stabilize the aircraft (activated) or stabilizing the aircraft speed/altitude/course until switched off.
In both instances, activated or engaged, the autopilot display is switched on
NAVIGATION TOOLS - Items [24], [25], and [26]
The next three items are part of the navigation tools.  Together with the radar/situation awareness display and directions issued by the AEW, they allow navigation to and from a pre-defined destination.

[24] COMPASS
[24.1] COMPASS ROSE

The item is centered in the HUD itself and especially to the "heading meter" field box & pointer (see below)

 

The compass rose shows as a horizontale tape with a notch every 22.5

 

Only main headings are shown : N, NE, E, SE, S, SW, W, and NW (for North, North-East, etc) as illustrated

 
     
[24.2] COMPASS TAPE

The compass tape shows as a horizontal tape with 1 increments and digit mentions every 5

 

The compass tape is centered in the HUD itself and especially to the "heading meter" field box (see below)

-

The compass tape itself is masked by three different field boxes : "Heading", the "Distance", and "Destination".  These 3 field boxes have the same dimensions (here shown in yellow)

-
     
[24.3] COMPASS HEADING

The true heading is highlighted in a specific box, centered in the HUD.  Heading shows in degrees (eg: 314)

 

This field box contains a arrow pointing up toward the Compass Rose.  The value is highlighted (eg: bold)

-
[25] DISTANCE (from Destination)

At the left of the Compass Tape is a field box for a distance indication

 

The main distance that will be shown will be the distance to "destination", whether this particular geographical location is a waypoint, a target area (either aerial or surface), a destination airfield to which the player is travelling, the base airfield to which the player is flying back, or an Air Tanker with which a rendez-vous has been arranged

 

The field box contains an arrow pointing to the value and a reminder of the measurement unit chosen.  The value is highlighted (eg: bold)

 
[26] DIRECTION (Heading toward Destination)

At the right of the Compass Tape is a field box for a Direction indication

 

The Direction indication is the heading to follow to reach the destination.   In the example shown, the player is just 90 off course....

 

The field box contains an arrow pointing to the value and a reminder of the measurement unit used : "".  The value is highlighted (eg: bold)

 
[27] =
[28] BANKING  -  see : [08] HORIZON
[29] ALTITUDE  -  see : [09] SPEED

[30] G METER.
The "G Meter" indicated the vertical acceleration sustained by the aircraft through its various manoeuvre.   It's an "instant" indicator - it does not cumulate information.   The field box is .... discreetely located below the banking indicator.   The value shown contains 1 decimal

[see main illustration]

[31] CLIMB  -  See : [11] POWER
[32] FUEL TANKS      

The fuel tanks display shows the remaining flying time expressed in hours and minutes, rather than a load expressed in volume or weight.  The value shown will evolve according to engine consumption (re: throttle settings) and ... fuel leaks if such battle damage is sustained.   The flying time value is related to the total fuel carried, either internally or externally.  Which also means that dropping a full external fuel tanks by mistake has an impact...

     

While regrouped with other "useful loads" as somehow it shows similar information (ie: remaning quantity of something) it is a different information and should thus show conspicuously, hence the slightly different suggested illustration.  Like the time watch, having it blinking when approaching bingo fuel might be useful.

USEFUL LOADS : Items [33]  to  [38]  and beyond...
In the lower right hand of the (screen) display is a combination of displays giving out status of the various "loads" aboard the aircraft (all but crew).  While it usually refer to the various kinds of weapons carried by the aircraft, it may thus also refer to a cargo load.
     
The possible number of different weapons/loads that an aircraft may carry is yet to be determined.   In theory, we should have one display for each type of load.

Each "Load Display" will show its "ON" or "OFF" status by means of colour or brightness.  In order to be fired/released, a weapon must be selected.  This principle applies to all weapons, guns inclusive with the situation where all weapons are on "OFF" corresponding to the "Nose Cold" instruction being issued by ATC/AEW.

The external or nternal (bomb bay/cargo hold) location of a load shall be distinguishable (single or double box border)

The Load Display is associated with an indication of the (remaining) items available [a 3-digit number]

The Load Displays are of 3 kinds : [1] Guns    [2] Other weapons (or cargo)   [3] Onboard fuel

A practical example is shown at the end of this section

[33] GUNS.
The first set of displays cover all potential inboard guns situations : single gun type, multiple guns types, gun turrets

Note-1 : the unit used for guns ammunition is the "rpg" or "round per gun".  However several different situations may exist : aircraft with different guns and ammo complement or aircraft with 1 gun type but different ammuntion boxes :










  Aircrafts Guns Selection Gun Type 1 Ammunition Gun Type 2 Ammunition Ammo/Total Display









Hunter F6 Guns All 4x30mm 4x150 rpg - - 600 150









MiG-17 Guns 1 2x23mm 2x80 rpg - - 160 80
    Guns 2 - - 1x37mm 1x40 rpg 40 40
    Guns All 2x23mm 2x80 rpg 1x37mm 1x40 rpg 200 160









P-51D - 2x.50cal 2x400 rpg (inner pair) - 800 -

  - 4x.50cal 4x270 rpg (outer pairs) - 1080 -

  Guns All 6x.50cal - - - 1880 400









Note-2 : Gun pods are listed among other weapons and are treated somewhat separately, but along similar lines

Forward Firing Guns  -  Single gun type  -  Same ammo boxes  -   Example : Hawker Hunter
When an aircraft is equipped with a single type of guns (eg: Hunter F6 or the P-51D referred above), guns are not selectable : it's either all or none. 

Weapon
de-selected
DISPLAY "OFF"

Weapon
selected
DISPLAY "ON"

The guns display identifies (caliber or type ref.) the of guns aboard the aircraft

 

 

 

 

 

 

Forward Firing Guns  -  Multiple gun types  -  Example : MiG 17
When an aircraft is equipped with a different gun types (eg: the MiG-17 referred to above), the guns are selectable by type.  In the example chosen : [1] 23mm guns ON/OFF   [2] 37mm gun ON/OFF   [3] All guns ON   [4] All guns OFF

 

 

The guns display identifies (caliber or type ref.) the of guns aboard the aircraft

Example :

 

The guns display identifies (caliber or type ref.) the of guns aboard the aircraft

Example :

 

When all guns are selected, the rpg number is the highest

Example :

 

 

 

 

 

 

Forward Firing Guns  -  Single gun type  -  Dissimilar ammo boxes  -  Example : P-51D
When an aircraft is equipped with a single type of guns (eg: Hunter F6 or the P-51D referred above), guns are not selectable : it's either all or none. 

 

 

The guns display identifies (caliber or type ref.) the of guns aboard the aircraft

Example :

 

 

 

 

 

 

Gun Turret  -  Single or Multiple gun types  -  Same or different ammo boxes  -  Examples
Gun turrets are managed by the AI to the benefit of the player, not by the player himself.   However, like all other weapons, they need to be activated.  The display is very much similar - it will show the highest rpg

 

 

The gun turret display does not identify the type of guns it contains : B-52J = 1 x (4 x .50cal)

Example :

 

The gun turret display does not identify the type of guns it contains : RB-52J = 1 x (2 x 20mm)

(idem)

 

OTHER WEAPONS OR ... CARGO
As mentioned above the number of different weapons/loads that an aircraft may carry is yet to be defined, but also the number of "Weapons Display" that would be available on screen.  So while not really different, here are the various kind of displays we may have :

External load : display = standard weapons

Internal load : display = standard weapons

While the purpose is not to show, as many games do, any diagramme outlining the aircraft used and the position of each weapon [that part shall be dealt with in the "Drop Down Menus"] it is nevertheless useful to differenciate internal and external weapons as for the latter one would first have to .... open the bomb bay.  Some sort of reminded wouldn't be waisted.
    
As mentioned on the Weapons page, the notion of "weapons" do also cover non lethal loads like sonobuoys, cargo and liferafts.

[34] EXTERNAL LOAD
While for the guns dispalys it's still uncertain what's the best to show between gun type or caliber, here the precise AAC weapon reference is a necessity (re: standard AAC weapons designation (the AIM9B described in Air-to-Air Missiles).   Hopefully a 5-digit sequence should suffice, but we ought to remain open on this (more about this after the Manifest)

Weapon
de-selected
DISPLAY "OFF"

 

Weapon
selected
DISPLAY "ON"

The guns display identifies (caliber or type ref.) the of guns aboard the aircraft

Example 

 

> 9-digit should suffice for the weapon reference (more about this after the Manifest)
> 3-digit should suffice for the weapon quantity
While different "weapons" do function in a different manners, the display is essentially the same

Examples

 

 

 

Reconnaissance pod

 

 

Aden 30mm Gun pod (same remark regarding the gun type or gun caliber)

 

 

[35] INTERNAL LOAD
As far as the display is concerned, the difference between external and internal load need not to be totally different, just enough to discriminate one for the other.  Here it is suggested a different box frame only.  Internal load refer to :

In built equipment, like a photo-reconnaissance setup

Weapons bay : usually, it needs to be opened prior actual release of weapon

Cargo hold : it definitely needs to be opened before cargo may be dropped in flight (cargo planes unable to drop cargo from the air is of no interest here).

Weapon/Item
de-selected
DISPLAY "OFF"

 

Weapon/Item
selected
DISPLAY "ON"

Whether the internal load is a bomb, a torpedo, a liferaft, a reconnaissance pack or some cargo pellets, it doesn't affect the way the display works.   Examples : 

A weapon (here an ASW torpedo)

 

 

A reconnaissance pack (either in-built or as add-on inside a bomb bay)

 

 

Droppable cargo pellets

 

 

[36] A PRACTICAL EXAMPLE
Let's imagine an ASW aircraft equipped with : As far as the display is concerned, the difference between external and internal load need not to be totally different, just enough to discriminate one for the other.  Here it is suggested a different box frame only.  Internal load refer to :

Forward firing guns (only 58 bullets left)

2 x AIM9B Sidewinder air-to-air missiles on external pylons

2 x AGM28 Focus air-to-surface missiles on external pylons (1 already expended)

Sonobuoys (some already expended)

2 x Mk11M3 anti-suubmarine torpedoes

4 x 533mm liferafts

2 hours and 7 minutes of remaining fuel on board

>

The aircraft still has its guns activated after some firing pass (thus "Nose Hot") which also has involved the despatch of a Focus air-to-surface missile but is ready to drop liferafts to survivors...   Several Sonobuoys have also been used 
[37] =
[38] =
[39] =