Heads-Up Display Modes 35 - Metaboli
Heads-Up Display Modes 35 - Metaboli
Heads-Up Display Modes 35 - Metaboli
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66 <strong>Heads</strong>-<strong>Up</strong> <strong>Display</strong> <strong>Modes</strong><br />
In the following two images you can see the launch sequence. At the left, note<br />
we are arriving at the minimum launch distance but we have the pipper in the<br />
correct position, so it’s time to launch the missile. At the right image you can see<br />
how we continuously adjust the pipper after the missile has launched, to keep it<br />
over the targets, as they are mobile units.<br />
Attacking ground targets with rockets should be done with a stable approach to<br />
the target. Remember to activate the laser (“0" key) to get the correct indications<br />
from the pipper (a green indicator will light up). When in launch range, a red<br />
indicator will light up and the outer circle of the pipper will show the slant range<br />
distance.<br />
Air to air attack mode<br />
Select Air-to-Air mode<br />
and check in the<br />
inventory panel that we<br />
have the short range<br />
defense missiles<br />
selected.<br />
To attack with Air-to-Air missiles, it is enough to visually locate the target, lock<br />
on it with the Tab key and stay in range to shoot. The distance to the target is<br />
indicated in two ways: the red warning light below the HUD, which will turn on<br />
when in range, and the outer circle of the pipper (as said before, long lines<br />
mean 1000 m and short ones 250 m).