Elementary bases of game air fight
On what only planes it is not necessary to fly to our fans of aviasimulators. And, it is necessary to tell at once, what not all of them are intended for conducting air fights. There are planes of air support of overland forces (their problem – drawing rocket and bombing attacks on the ground purposes), and there are the planes specially intended for a gain of domination in air space. I.e. there are tactical fighters-bombers, and there are also fighters-interceptors. But on what the military plane you flied, as a rule, time and a place of air fight do not choose, and it is necessary to be able to survive in any conditions.
It is necessary to tell at once, that the survival in air to fight in many respects depends on dynamic characteristics of your plane, and they, as is known, not the best if the plane up to a limit is loaded ракетнобомбовым by arms, in addition ” under an outset ” is filled by fuel.
Therefore, if there is an opportunity of a choice try to get involved in air fight not when you fly on the fighting task and when it is successful отбомбившись, you come back to base.
By the way, efficiency of action of antiaircraft defense and истребительной aircraft is defined not only and not so much themes, how many planes of the attacking party have been brought down, and and that compelling the opponent усиленно to maneuver, you many times over reduce accuracy of its impacts, and in many cases and in general compel to dump the killing cargo anywhere if only to unload the plane.
One more additional effect of action of forces of antiaircraft defense is that carrying out the maneuvers, the attacking party quite often breaks fighting build the planes, and it is quite often equivalent to a failure of all fighting task.
In this clause we shall familiarize with some (bare) receptions of behaviour in air to fight. Since times of the first world war these receptions have passed a long way of development and perfection, but even the bare technics if it to apply correctly, will help you alive to return on base and to take off on following mission behind new awards.
In air from you limiting concentration of all skills of piloting is required to fight, therefore we believe, that you have preliminary learned to fly by the plane confidently enough. Decisions in air to fight are accepted in shares of second, here there is no time for meditation and all operations should be carried out automatically.
Successfully to battle in air to fight, it is necessary to maneuver skilfully. To maneuver is means often and quickly to change direction movement and speed. And now we shall recollect the first law
~if on a body external forces it keeps do not operate
~state uniform and rectilinear movement
Have recollected? And as uniform and rectilinear movement is that to us just absolutely and it is not necessary, means to us it is necessary, that on our plane external forces and the more, the operated better.
” The magnificent four ”
What forces act on your plane?
First, it is force of draft of engines. You can operate her. In any aviation simulator there is an opportunity to increase draft (THRUST).
Secondly, it is force of resistance of air. The above speed, the this force above. Still it depends on the area of cross-section section of your plane. Operate her you cannot, but can use it, for example quickly to reduce speed horizontal flight. Pay attention that this force is completely not necessarily opposite to force of draft. There is some ” a corner of attack ” between a direction of draft of engines and a direction набегающего a stream. As a rule, it is a sharp corner though those who saw ” Cobra Пугачева ” (when the jet plane flies a tail forward), should understand, that this corner can be and stupid.
Following force – a gravity. Operate her you in reasonable limits cannot (except for as having dumped a cargo and having interrupted fighting mission), but can use and should. Owing to it you manage “to exchange” a stock of height for a stock of speed – in it a basis of many maneuvers.
And last force without which any plane elevating force will not depart. You can operate her and is besides very effective.
Elevating force is formed owing to two effects. First, owing to a corner of attack. As набегающий the air stream falls on a plane of the plane under some corner (” a corner of attack “) there is the vertical component which is “pushing out” the plane upwards. This component is the basic in modern jet planes. But there is one more component in elevating force. The structure of a wing of the plane is made in such a manner that that air stream which flows round a wing from above, has a little bit greater speed, than that stream which flows round a wing from below. From a rate of physics you can remember law Бернулли, that the above speed in a stream, the below in it pressure.
Therefore it turns out, that pressure of air under a wing is a little above, than above it. As a result, on a wing elevating force operates. This component plays a greater role on низкоскоростных planes, in particular on screw and an even greater role on engineless gliders.
By the way, for this reason the attitude of the area of wings to the area of all plane at screw is much more, than at jet, and at gliders maximal. For this reason do by many planes changeable geometry of a wing (that jet planes could fly at low heights at smaller speed owing to increase in the area of wings).
Thus, efficient control plane in fight and effective maneuvering are reduced actually to efficient control and use of this of ” the four of forces “, and how much well they are used in one plane and it is bad in other, already depends on dynamic characteristics of the plane, i.e. that in it designers have enclosed.
Power of flight.
Let’s begin with that we shall tell that the pilot whom have overtaken flying with low speed at small height is a bad pilot. However, there are situations when it is necessary for it by virtue of any specific reasons. But generally it has not enough opportunities for struggle against the opponent. In fact in air to fight much defines speed. And it cannot is fast be dispersed (highly resistance of air at small heights), to dive, having accelerated due to force of gravitation. Pay attention also that draft of the jet engine depends on with what speed the burned down gases are thrown out. And they at small heights are thrown out worse since there is a pressure of air. In the best way jet engines develop draft at heights of the order of 10 km where pressure of air is not enough. So, speed means for the pilot in air to fight a life, and its absence – death. Small height and low speed – fatally dangerous combination.
There is one more unpleasant feature of flight at small heights.
Trying to keep speed, pilots up to a limit increase draft and include a forcing. Thus first there is a raised charge of fuel (that too can lead to failure of mission), and secondly, working at full capacity engines are such nice beacon for rockets with infra-red prompting what only it is necessary to wish.
From here a conclusion: if so it is necessary for you to fly by a site at low height in advance gain height and in a dive “exchange” it for speed without speeding up of engines. Even flat and short decrease allows the plane (jet) to reach high speeds. The stock of height is necessary for you as a stock of the electric power in the accumulator. It can be accumulated gradually, and during necessary time to use.
One more case when your plane can lose speed and to become easy extraction of the opponent, occurs, if you without need execute turns with high overloads. Even very much высокоманевренные planes cannot long remain ” filled up on a wing ” with a corner close to 90 degrees. Try on any simulator and be convinced, how speed quickly falls. Thus, by the way, aerodynamic elevating force becomes directed horizontally and there is already nothing to resist to a gravity. The plane appears under threat of ” to fall down in a corkscrew “. In many game programs of it warn the message that arises “stall” (“lag”).
Well and the most natural way to extinguish horizontal speed is to soar up abruptly upwards. Thus the height which subsequently again can be exchanged” for speed (it similar on storage of money in savings bank), by the way, is reserved. But here there is a risk. The above you rise, the more visibly you appear for radio-electronic eyes of the opponent and the more so vulnerable for ground means of air defence. As the pilot, choose, that to you at present it is more important. It depends that at you for the machine what your problem and plus from what character have threats of the opponent.
The analysis of a situation.
Management of power of the flight is a necessary element of any air operation, especially important during air fight. But in the present to fight of it a little. You should not only watch a power condition of the plane, but also closely trace all actions of the opponent. You should be well informed constantly about that occurs in the sky and is fast, but precisely to analyze a situation.
It is a basis of bases of air fight. A typical mistake of beginning pilots that they are so keen by behaviour of own plane that lose a string of that puzzle which is spun around of them by the opponent. Taking a great interest in “hunting” behind the escaping purpose, they forget about other dangers and find out in itself on a tail of “gangster” when already happens too late. The radar Here helps, and some simulators allow to include ” a kind back “. Besides in some programs there is a second member of crew which can warn in time the message on threat behind. But, anyway, it is necessary to hold conditions in a head and to understand, that occurs behind even if ” the kind back ” in the program is not present as in the heat of fight there is no time to switch screens.
One more mistake of beginning pilots consists that they by inexperience approach to air fight as to bidimentional battle though it obviously is three-dimensional. It is necessary as soon as possible to learn to use the third measurement, though information on it on flat screens of radars and insufficiently. It is necessary to master technics of fight not only in a horizontal plane, but also attack from other echelons on height.
In spite of the fact that modern planes are from top to bottom filled by electronics intended in the help to the pilot, nevertheless the human factor was and remains a major factor of air fight.
From ability of the pilot to understand and quickly to analyze a situation its success depends. Strange, but the fact, that despite of huge progress of aircraft last eighty years, bases of air fight with what were, such and have remained. Jet engines and self-directed rockets have made this fight very transient, but the essence has not changed at all. Electronics electronics, and air fight it always a duel of two men and depends on how the plane is equipped, how many how the pilot is prepared not so much. More skilled always wins, even if its plane and is a little obsolete.
In practice quite often happens and so, that numerous auxiliary systems not only do not simplify a life to the pilot, but also on the contrary complicate its problem. That noise which they make, оглупляет and distracts it from the most important. Imagine a situation when onboard electronics gives out the message on start-up on the plane of rockets of air defence. During this moment all nerves are on a limit and the maximal concentration is required, and here on onboard communication messages from the second pilot act, blink bulbs of readiness of fighting arms, something is shone on the screen of a radar, moreover there are any commands from the ground. These minutes the pilot tests such nervous overload, that its brain is blocked also the information up to it does not reach. In days of the Vietnamese war many American pilots have taken for a rule immediately after start to disconnect the most part of onboard systems and to take the basic analysis of conditions up (we do not know, whether was the same practice and at our pilots in Афгане). Yes, modern means of equipment of fighters-bombers are certainly good, but nevertheless the main things still have the person, its skill and its instinct of self-preservation owing to which it thinks and operates outside possible.
One of the basic qualities who bring up in pilots-interceptors, the feeling of confidence of, consciousness, that it – the best is. Without such feeling it is better to not enter air fight. On the other hand, it never borders on self-confidence, negligence and тугодумием. The skilled pilot, as though it concentrated on attack a responsible minute, nevertheless is nevertheless well enough prepared instantly to count a degree of risk and to accept the true decision is unique.
Stages of air fight.
From films we imagine, as there is an air fight. Two planes make in air complex maneuvers with the purpose to come to the opponent in a tail and to amaze it from a back hemisphere. Nevertheless, it still far do not weigh air fight, it begins much earlier.
The lost party, as a rule, has lost still before planes were seized in this dizzy ball. However, during this moment it about it does not guess.
In air fight can allocate five basic stages:
5. A divergence.
DETECTION. It is responsible enough phase of forthcoming air fight. You cannot amaze what could not find out.
That modern air fights occur on huge speeds and on time minutes and borrow seconds, does not leave time to pilots on long reflection and decision-making. Therefore to outstrip the opponent the actions even for some seconds has huge value. Early detection of the opponent allows you to the first to begin preparatory maneuvering and, maybe, even to overtake it unawares. And when also you will be found out, the initiative will be already in your hands.
Modern planes are equipped by the powerful radars, capable to find out the opponent on distances more than 100 kilometers. On the other hand, speeds are those, as this distance becomes covered during very short time. Early detection of the opponent allows you to estimate more precisely conditions, gives a stock of time for acceptance of the best decision and on preparation for its execution, and in general promotes the best understanding of a situation in air.
When you have found out the opponent (visually or by means of a radar), it cannot be overlooked for a second. At modern speeds the plane in the sky looks an insignificant promptly moving point.
Derivation on shares of second can cost its losses from a kind and then all procedure of detection should be repeated all over again, and it can already be too late. The statistics of all wars from the First world up to now shows, that the majority of planes got off at all in two-edged air fights. In most cases the victim got off before has managed to find out the hunter. The factor of unexpectedness was and remains the major factor of air fight so be on the alert.
The American pilots in Vietnam had a saying: ” It’s better to have MIG at six than no MIGs at all ” (it is better to have the INSTANT on a tail, than it is not known where). By the way, the term ” at six ” (” on a tail “) is sometimes used in programs-simulators, for example in messages from the second pilot. It occurs from representation about a dial. If to imagine hours in which 12 hours specify a direction of your flight 6 hours (“six”) just and appear at you ” on a tail “.
RAPPROACHEMENT. It is the second stage of air fight. At this stage you should accept a number of critical decisions on which the outcome of battle subsequently can depend.
After the purpose is found out, it is necessary to define its accessory (“-another’s”). The second decision – an estimation of a situation and calculation, whether it is necessary to fasten fight. Usually before beginning rapproachement, on the plane of the opponent let out the long-range missiles directed on the reflected beam. Both parties can make it.
So the first contact so attitudes before rapproachement are fastened is come into. To apply such rockets on distant distances conveniently as it is easy to hold the plane of the opponent in a narrow range of corners and to highlight its beam of your radar. Preliminary start of rockets limits opportunities of maneuvering of the opponent, it should deal as though with two-three opponents and to make the exact decision on tactics of rapproachement begins more difficultly. Those who will survive after such first exchange посылками, can continue a phase of rapproachement.
When you have made a decision that fight is accepted, it is necessary to forget about all and to concentrate only on it. The basic purpose of a phase of rapproachement consists in that so to reduce a distance up to the opponent that at an output in a zone of fire you would be in more best position.
Here you should make instantly the correct decision and start its realization. The best position which you could borrow it, certainly, “six-hour” position. If you will come to the opponent into a tail, it will have huge difficulties. You not only can confidently pursue the opponent, repeating its maneuvers, but also deprive with its opportunity of use of onboard arms which, as a rule, is calculated on application in a forward hemisphere.
However, be close. It is necessary to estimate precisely speed as the, and the contender. Small “search”, and you will exchange places.
If detection of the opponent has been made by means of a radar you can be assured, that the enemy is informed that you somewhere by a number. In modern planes there are systems for that detection, that the plane has got in “flare” of an enemy radar. Nevertheless, that fact, that the opponent is informed on your presence yet does not mean, that it knows, where you are and that you do. So, you always have a chance to begin maneuver of rapproachement before it has had time to analyse a situation.
Somewhat rapproachement can depend on you have accepted what plan of fight. The term “rapproachement” at all does not mean, that you should steal up to the opponent as it is possible more close. Sometimes the stage of rapproachement comes to an end, when planes divide some more tens kilometers. It is conditionally possible to consider, that rapproachement comes to an end when planes are in a zone of usual visibility. In other words, rapproachement comes to an end when all your systems of arms including systems of near action can work on the plane of the opponent.
At a stage of rapproachement for a second it is not necessary to forget that the opponent puts before itself precisely same problems and that is favourable to it, it is not favourable to you. Therefore at a stage of rapproachement your main ally is speed. Owing to it you carry out the actions so quickly, it is how much possible, reducing the enemy time for reflection and execution of the plans.
When rapproachement comes to an end, you pass to the third phase of air fight, and it can proceed differently, depending on that, than rapproachement has ended. Basically, three situations are possible: when you by results of rapproachement have grasped advantage when you have conceded advantage to the enemy and when positions of the parties are equivalent (rapproachement has ended “in a draw”).
ATTACK. If by results of rapproachement you have grasped primary position further all proceeds simply. It is necessary to execute necessary operations on нацеливанию the fighting weapon, to press buttons and to not forget to evade from enemy fragments.
Business is at all so if dominating position belongs to the enemy. Here your problem – to shake the opponent from a tail at the first opportunity and to exchange with it places. And at least you are obliged by the maneuvers to complicate as much as possible to it an aiming.
If neither you, nor your contender by results of rapproachement have not won the resolute superiority maneuvering for both parties only begins. That party which the first will make a mistake will be lost. The second chance to correct it most likely any more will not be, so try, that the loser were not you.
MANEUVERING. If someone it is fated to make a mistake and to be lost, most likely it will occur at this stage. The one who will incorrectly choose the necessary maneuver or will execute it carelessly, that will give the opponent invaluable chance of a victory. That’s it this phase of fight to us just more often also show at cinema, when planes of contenders are weaved into a puzzling ball in searches of the successful moment to thrust in the opponent a rocket or turn from a gun.
Those maneuvers which thus are applied, are known давным for a long time.
These are usual aerobatic manoeuvres and to think up here something new probably it is impossible. All has put only in a correct choice of the necessary figure and carefulness of its execution. If you wish to win air battles, it is necessary to you as it is necessary to be trained in execution of these figures, but not only… You should also to learn distinguish easily those maneuvers, which there begins your opponent in time to have time to undertake reciprocal actions.
The basic purpose of maneuvering – to come to the opponent into a tail and when it is executed the second purpose – to remain there until the enemy will not be brought down. But all this to tell easier, than to make, in fact the opponent puts before itself precisely same purposes.
Your problem in execution of maneuvers on high speeds essentially becomes complicated the overloads arising at turns.
If the modern plane in a condition to maintain overloads in ten “g” for the pilot the overload in 5-6 “g” already appears significant.
In an abrupt bend the body is pressed in a seat and even the elementary pressing of the button becomes a difficult problem. Speak, that when overloads are directed downwards, blood casts to legs and in opinion of darkens, and when they are directed upwards on the contrary blood flows to a head and eyes are filled in with a crimson veil, and the first case is better, than the second. Do not forget about it, executing abrupt bends, and we now shall consider some basic maneuvers.
FIGHTING TURN. This maneuver allows to change quickly a direction of flight and to break attack of the contender, having brought down it an aiming.
The fighting turn is carried out with a roll on 90 degrees, thus radius of a turn try to make minimally possible in view of admissible overloads. As at this maneuver speed the opponent who has not reacted in time it, can overtake you considerably decreases. Do not miss the opportunity which have given you ” to sit down to it on a tail “.
Even if the contender also can repeat your maneuver and will not miss the advantage, All of you as a rule deprive with its opportunity precisely to use the weapon. And even if you will not leave from the enemy all the same the fighting turn will allow you time to consider a situation and to prepare other maneuver which you will begin immediately after an output from a fighting turn. You never can win, if will defend only. Usually fighting turn a series of maneuvers in which end there will be your attack begins.
EARLY TURN. If the stage of rapproachement comes to an end with frontal attack by means of this maneuver it is possible to prepare call in a tail of the opponent. Your problem – to foresee, in what party the contender will turn off and hardly earlier to turn in opposite.
Maneuver – double. So, having turned to the right, you soon should be developed to the left, trying to come to the opponent in a tail. To foresee, where the contender will turn out, to some extent it is possible, if preliminary on it the rocket has been let out from the big distance.
If the rocket, for example, is in the right hemisphere the opponent, most likely, will leave to the left.
Maneuver is calculated on the unexperienced contender who can be late with reciprocal actions.
SCISSORS. It is a series of turns and counter-turns, which same purpose – to come to the contender into a tail. Especially often maneuver is applied after frontal rapproachement when both have turned the contender in one party.
The primary goal – to pass the contender hardly forward for what it is necessary to lower speed up to minimally possible. The one who remains behind, that and should win it to fight. Draft of engines decreases to a minimum, it is possible to take advantage of flaps, but it is necessary to undertake safety measures from lag of the plane and проваливания in a corkscrew.
FLANK. It is a series of revolutions through a wing, but the direction of movement of the plane thus should remain to constants. The primary goal – to increase force of frontal resistance of air and to be braked. If the opponent “has hung” behind it can “slip” by inertia past and you will change over.
TURN-immelman. This maneuver is named so by name Max Immelman, the German expert of times of the first world war who has entered it into practice. “Иммельман” is полупетля with hilf-barell. The Starting position – horizontal flight, can hardly be lifted a nose upwards.
For exact execution of this maneuver it is necessary to have good speed.
In programs-simulators of times of the first world war this reception passes very seldom – planes had no sufficient speed.
Reception is carried out simply: the handle up to a limit undertakes on itself, the plane soars up abruptly upwards and if the stock of speed was sufficient, goes on a loop. In the top point of this loop execution of maneuver comes to an end. As the plane at this time flies upwards the chassis to return it in normal position it is possible by means of hulf barrel.
It is rather effective reception since it allows at once and to change a direction of movement to 180 degrees and to type a stock on height and to prepare unexpected attack. Lack is necessity of high speed and significant delay of movement of the plane.
The opponent can amaze the slow purpose with rockets, and can use your maneuver and the loss of speed connected with it that alive and safe to leave fight.
REVOLUTION. It in accuracy иммельман on the contrary. If you do not have speed for execution иммельмана it is possible to make the same, but a loop to execute not upwards, and downwards, i.e. to begin with a dive where necessary speed will be gathered. The difference consists only that if полубочка in иммельмане is carried out after fulfilment of maneuver here to turn over it is necessary up to an input in maneuver.
Restriction for this maneuver is necessity of a stock on height. If it is not present, maneuver is inapplicable.
LOOP. It is a full circle in a vertical plane. As you can see, it is possible to consider, that the loop is a combination иммельмана and REVOLUTION or on the contrary. Maneuver is convenient that in its result you can not only pass the contender forward, but also that at an output from maneuver your weapon already appears in the position convenient for fighting application.
From what to begin a loop – with REVOLUTION or, on the contrary, with иммельмана, your business, it depends on a concrete situation. In calculation your height and speed, and also position of the opponent are accepted.
DIVERGENCE. It is a critical part of air fight. Certainly the best way to leave it is to bring down the contender. But for the different reasons it can appear impossible. Perhaps, at you rockets have terminated, there can be you have understood, that to you it to fight to not win, and the plane is very dear, it should to try be rescueed. Perhaps, at you fuel comes to an end. The reasons can be much, but sooner or later there comes the moment when you start to think of that and as ” to leave this turmoil “.
Considering high speeds of modern rockets “air-air” and their considerable range of action to leave fight it appears much more difficultly, than to enter into it. It is necessary to come off somehow first of all the contender and to try to increase a distance between you before it will understand, that you have conceived. It demands exact calculation without which it is possible to be lost at attempt to flight.
If at your contender of rockets is not present (the simulator of times of the second world, etc.) or if it has already spent them the problem considerably becomes simpler. It is important to fall outside the limits only an effective zone of defeat by пушечно-machine-gun fire. Even if it will be attached at you ” on a tail ” and will be going to see off you home, its this business, harm will be a little.
The opponent armed by rockets, has much more ” long hands “. Even if your output from fight has passed successfully, All of you equally receive last farewell start-up of rockets and to prevent it you not in a condition though, certainly, systems of antimissile protection and skilful maneuvering can you and rescue.
If you have precisely calculated the stocks of fuel at an output from fight you will be helped by full draft of engines, and can be and a forcing (if it is stipulated by the program). It is not excluded also, as your opponent too has problems with fuel, therefore it can and not venture prosecution, – it too should reach the base.
By the way, for this reason the output from fight should be made not in any casual direction, namely there where there is your base.
One of the most convenient for an output from fight of maneuvers is REVOLUTION, especially if a dive downwards to execute with full draft and форсажом. If preliminary before REVOLUTION to make still the FIGHTING TURN with clearing horizontal speed it is an excellent combination not only “to come off”, but can be and get rid of the last run after “gift”.
Fight with application of the пушечно-machine-gun weapon.
Blossoming of fights with application of this kind of arms has fallen to the Korean war, and years through fifteen there has come its temporary “decline”. To the beginning of war in Vietnam theorists both at us, and in America, have come to conclusion that the era of the rocket weapon has put an end to machine guns and guns in aircraft. They recognized that now for defeat of the enemy plane enough to have onboard a radar and in time to press the necessary buttons. Further the self-directed jet shell will be made itself with the business and the opponent from it anywhere will not get to.
They have put idea in a basis of such conclusion that at huge speeds of planes their battle on distances up to two-three kilometers is improbable, and on greater distances guns machine guns do not operate. Moreover, they believed, that planes and cannot converge within the limits of visual visibility (typical fight of times of the Korean war) since the onboard rocket arms will not allow to make it. The Vietnamese war has convincingly shown, how much they were wrong.
Pilots have quickly learned to maneuver and avoid threat from self-directed rockets and the important element of air fight again became aviation guns. Moreover, as has shown an expert, high speeds of planes are characteristic for stages of rapproachement of planes in air to fight but when they already refer in a duel each pilot aspires to not increase speed, and to reduce, to appear ” on a tail ” the opponent. Speeds of air fight have appeared obviously exaggerated. All both was world since times of the First, and remains. All as art of work with guns and machine guns was reduced coming to the opponent ” into a tail ” (where it cannot be shot) and from close distance to put in it a charge of lead.
Except for a “six-hour” position of a gun it is possible to apply and being under a corner to a direction of movement of the plane of the opponent. In this case shooting should be conducted with some anticipation at the rate of the plane of the opponent and fire is characterized protecting. The most convenient way – to put before the opponent a cloud of shells and to wait, while it in it will fly.
Fight with application of shells “Air-air”
Modern planes are equipped with two types of jet self-directed shells which differ on a control system:
– With radio-electronic heads of homing;
– With infra-red (thermal) heads of homing.
Each of them has the advantages and the lacks, they should be known and correctly to apply this or that kind of arms in concrete conditions.
RADIO-ELECTRONIC SYSTEM of PROMPTING. Two basic categories have rockets of this class: with полуактивной a head of homing and with an active head of homing. The first demand, that the plane which has let out them, continued to hold the opponent under a sight during all time of flight of a rocket and would “highlight” its radar.
The rocket is directed on a beam reflected by plane of the opponent. Such way of prompting is a little bit inconvenient, as all time of “message” of the opponent is necessary, but first at greater дальностях it not so is complex, and secondly and aerodynamics of these rockets is solved easier (from them it is not required to such high maneuverability as from rockets for near fight) and electronics turns out easier, besides is the opportunity by coding a highlighting signal and the analysis допплеровского effect a reception head to distinguish signals from the purpose and from passive handicapes and to not pass the last through filters of an accepting head.
Rockets with an active head of homing radiate a signal and catch its reflection from the purpose. They it is more convenient, as your problem is reduced only resulting them in alertness and when the purpose “is grasped”, they can be started and forgotten. After their start you can continue the maneuvers.
THERMAL (INFRA-RED) SYSTEM of PROMPTING. These rockets are directed on the thermal radiation proceeding from the plane of the opponent. They are very convenient on short distances in some kilometers. They also do not demand support from the pilot and will choose to itself the purpose possessing the greatest thermal radiation within the limits of a cone of the review.
In near air their fight it is necessary to apply with the certain care as it it is perfect all the same on whom to be directed – aboard the plane the opponent or at the . Early models did not possess high reliability, they, for example, quite often “grasped” the sun or reflection of solar beams in the top layers of clouds and left from the purpose.
Modern rockets much more reliably and not always even thermal “traps” (flares) in a condition to bring down them from sense. The latest samples can allocate precisely most теплоиспускающие zones in the enemy plane. They can be started up on the purpose under any corner, instead of necessarily behind. Such models easily avoid passive handicapes and to leave from them it is possible only maneuver.
If you have undergone to rocket attack.
Your first problem – to avoid attack of enemy rockets and, first of all, rockets “Earth-air”. They are more intellectual than the air colleagues and of them to make a fool not so simply. If the program-simulator enables a choice of a route for execution of the flight task it is necessary to think how it to lay, avoiding on-opportunity dangerous sites (and they, as a rule, well-known owing to means of aerospace investigation).
But it is not always possible. Sometimes the purpose of your task is so well protected (for example as Bagdad in operation ” the Storm in desert “), what to break passing ground launchers is impossible.
Radio-electronic conditions around of your plane constantly is watched by special systems. They warn you that you are in beams of an enemy radar. In many programs they warn and that rocket firing air defence (it is made can be a sound signal or the text message on the screen). Quite often you warn and of approach of an enemy rocket. In this situation you have two ways: to begin antimissile maneuver or to use a passive handicap.
If you decide to apply antimissile maneuver look section ” the Analysis of a situation “. An essence that you always should be on the alert and in any second are ready to result the plan on leaving from enemy rockets in action. If after a signal about a coming nearer rocket you will think of how from it to leave you the dead man.
To think it was necessary earlier when threats were not, and here it is necessary to operate.
From rockets it is possible to apply the same maneuvers about which we spoke to leaving when considered air fight. However, here business is a little bit more difficultly as rockets fly more quickly, than planes and, besides, their electronics does not complicate itself meditations as the brain of the alive pilot and consequently does not waste time in vain. On the other hand, business is and is easier. In fact the rocket needs to be deceived only once, to return it cannot any more. Therefore for all cases of a life of leaving from rockets you can fulfil one complex of maneuvers, to bring to its perfection and all time to apply it automatically. If you normally perfect the actions can leave confidently enough from rockets and even thus to not lose the general direction on the purpose of the flight task.
First of all, do not lose a head and do not panic. As the rocket flies more quickly at it and the radius of a turn is more, than you and at you have a chance from it to leave. If the rocket comes nearer from a back hemisphere, you can make an abrupt turn on an arch which entirely remains inside of an arch on which the rocket will be developed.
Thus the exact choice of time of the beginning of a turn is important. It is better to begin maneuver during last possible moment. If to begin it too early the rocket, operating on algorithm of “scissors”, can trace
Your manipulations. Well, and if to begin maneuver too late… Understand.
If the rocket comes nearer to you under a corner you can lead maneuver of turn in a direction of a rocket. Here the problem to make so that the corner between a direction of movement of a rocket and your direction was and remained stupid. Then as a result you besides will appear inside its radius of turn and it safely passes you.
If the rocket comes nearer to you in front, process of leaving from it – two-step. First it is necessary to make an incomplete fighting turn (on 90 degrees), and then to adhere to the same technics which is described in the previous paragraph.
Statement of passive handicapes.
Passive means of struggle against directed rockets basically happen two types: it дипольные reflectors and infra-red traps.
There are still false purposes, but they have considerable weight and consequently by planes of tactical aircraft are not applied, and used on strategic bombers.
Dipol reflectors settle down in containers and are suspended under wings. These are strips резанной a metal foil which sizes pay off so that well to reflect a radio emission of the set length of a wave. Such passive handicap can “blind” a head of homing of a rocket and withdraw it from the present purpose. The basic problem – to put a handicap then when it is necessary, not earlier, not later. If to make it too early, the rocket can be switched aboard the plane and if to make it too late the handicap will not have time to work. The best result gives ejection of a handicap when the rocket is approximately in five kilometers from you.
Infra-red traps are intended for withdrawal from the plane of rockets with a thermal head of homing. They are shot by volleys on нескольку pieces at once. Duration of time of burning of thermal traps is insignificant – the order of 5…10 seconds. For this time the self-directed rocket should “pick up” the false purpose and lose present. However, after the grasped pseudo-purpose completely will burn out, the rocket again can begin search of the purpose and if you have not made any maneuver its new purpose can quite become besides your plane. As the stock of infra-red traps, as well as дипольных reflectors, by tactical planes is very limited to use them it is necessary prudently and economically.
In summary, practical advice. To trust the life to such undependable means as passive handicapes, to the present pilot does not follow. Handicapes is, certainly, well, but antimissile maneuvering is much more reliable. If you work with the aviation simulator more less reliable work of passive handicapes is provided only at the lowest levels of complexity, at higher levels you will force down in fifty cases from hundred if you will rely on such protection.
The future – soon after the termination of the Third World war. The survived mankind lives on the grounds infected by radiation. Good have based small colonies, and bad have gathered in gangs and began to attack on good. H” were also artful – those who was covered in so-called Refuges – the underground bunkers built very long time ago, before the future accident. In Fallout are presented by the inhabitant of one of such bunkers – something of type командос postapocalyptic to time.
The subsequent text is the detailed description of actions of your hero (or heroines) in those or other situations. The principle is those: you find the location necessary to you (for example, Dark Sand or Necropolis) and find out there the list of actions or quests which in the given place can be made.
So, it is a lot of years stayed in the corked condition врата the bunker have revealed, inviting you to enter the gloomy world of the crumpled and burnt Earth. World Fallout.
Search of the Cleaning Chip
Your ideological leader and the commander, the Seer, sends you in the External world to find the computer chip for the water-purifying system of the Refuge which have become unfit for use owing to утери of the old chip. Having stated some wishes to address of admitted similar bunglers, for the beginning we shall go in Shady Sands and in one of houses, in east part of city, we shall take a cord (it also can be exchanged at the chief guards – Сета). Now our way lays in Vault 15.
Hб the first level, in passing killing the met mammals, come inside, fix a cord in mine of the lift and go down on the second level. There take in a locker one more cord and with its help walk on the third floor. Here you will find the automatic device – good addition to your arsenal. Alas, but the Command Center where there should be a chip, погребен under stones. As here there is nothing more, leave in the Hub where it is possible разузнать a site of the chip, having bought at a saleswoman of books a disk (Vault 12 is in Necropolis). It is possible, certainly, also Dealers water порасспрашивать. By the way, with their help you can send a caravan with water in the refuge, for prolongation of term of search (but it is better to not send as it will open to mutants a site of your Refuge and will leave to you less time for passage of game).
Roads conduct all in Hекрополис. Having appeared in city of mutants, go down in the water drain and go to northern part of a vault where there live peace inhabitants Necropolis. They will ask you to repair the water pump and after that will not oppose to that you have taken away the chip. If will refuse to repair it they will attack you. The details laying in a vault under area of Water-extraction will be necessary for correction of the pump, being in the north of city for you. Having received details, steal up to the pump. However, there there is a security guard – туповатый Harry’s supermutant and its wards. Will outwit them easier, than to take away a sweet from the baby, – tell, that you зомби or the robot (well, not to me you to learn to deceive!).
When repair the pump, pass to lattices in a southern corner of a building, crack a door and release зомби. It will tell to you, that behind the next door there is a hatch.
Go down downwards and, having destroyed security guards, you come inside Vault 12. Hб the third floor and will find out the long-awaited chip.
You can receive two following quests, having come in the Refuge before returning the chip.
Search of the Thief of Water
Talk to the security guard of water on I 3-eat a level, then wait up to полуночи.
The security guard somewhere will disappear to return only to seven o’clock in the morning. Again chat with it – it will tell, that at night someone has struck its pipe on башке.
Now hide somewhere, and at midnight the lift will be left by the malefactor.
After the thief will open ящичек with water, can take its lukewarm for this purpose tenderly talk to it and force to turn out pockets.
Mutiny in the Refuge
During stay in the Refuge you will see, that some people on the second floor are dissatisfied with something. Have a talk with somebody from them, tell, that the External world is much better, than about it tell. Then you will invite to assembly of rebels which chapter is Christina. Wait till 18:00, come to it into a room and talk about risen. You have two variants of actions: to stop rebels, having killed Christina or to dissuade it in покидании Refuges (if at you high level Speech).
The remained quests of the Refuge are obligatory. The ending of game completely depends on them – after performance all your adventures will end. More reasonably also it would be interesting to visit all places of the Heathland, and then to be accepted and to the primary goal. If someone is to be won no – search for passage of obligatory quests to the end of a solution. For now – forward on searches of adventures!
Having come here, you learn, that the city is attacked by Scorpions-mutants. As the brave and brave superhero, you are simply obliged to calm awful creatures.
Exile of Scorpions
You will find the person in one of houses by name Ян. Having talked to it, state a regret in occasion of it раненой hands (it will win its sympathies), then will invite it to accompany with you and will pay to it 100 proside (if at you high level Speech can persuade it to join you free of charge). Go to Сету and ask it to allocate you in caves where you are waited already by darlings hungry Скорпиончики. They will be glad to a meeting with you.
Ян fine will help you with fight. The main thing, do not admit monsters too close. From several of them take away tails that subsequently Разло, the city doctor, could create antidote from their fatal stings. Give this whey to the dying person in a distant room of the house of the doctor.
For increase of experience can train the farmer in east part of city in more perfect methods of an agriculture.
Having glanced in city a little bit later – learn, that the daughter of the elder, Танди, it has been stolen рейдерами. You, certainly, will ask to find бедняжку. Go in the nearest Camp of Robbers – Khans. Talk to the leader of gangsters.
There are some variants of clearing of the little girl: can try to exchange it for something; fearlessly to battle to the Leader and in case of a victory to receive the captive; easier to intimidate it, skilfully having a conversation. If after clearing you decide to not send in Shady Sands Танди remains with you. H” as soon as you will cross border of its native village, it will leave from you, and besides for ever.
Good ending: Apparently, having relieved small town from all вышеупомянутых misfortunes, you guarantee to its inhabitants quiet and safe existence.
Having come in camp before abduction Tandy, you can join to Rayders, having killed two captives as examination. It does not promise greater benefits, unless will raise experience yes diminish the reputation. If you appear there after returning the girl, you should battle to all gang. It is not too complex, but trophies will be multitudes. Especially if you want, that in final prompt рейдеры did not stir another, you are simply obliged to destroy them now.
Having appeared in Camp in a leather waistcoat, you can descend for a phantom of the Hand of Death – the local hero, as if descended with screens from film ” Mad Макс “. You will have many new variants of conducting conversation.
Good ending: Having destroyed Рейдеров as effective power division, you provide less cloudy future for inhabitants of Dark Sand.
Having come here, ask security guards on local sights. Then it is a high time to direct in магазинчик Киллиана where you can sell all unnecessary things, and at the same time and to chat with the owner. After conversation there will be a fellow hammered on a kind whom, having transferred Киллиану greetings from certain Гизмо, without thinking twice, will get hunting ружьишко and will shoot at the owner. You, as the fair person and the conscious citizen, are simply obliged to punish this rude fellow, having increased these number of human victims on the to the account. If you will play a role of ” the bad boy ” and not begin to touch the madman and then also will refuse to investigate business, you will plant in Prison, whence it is necessary to escape.
After the Murderer it is necessary to lay on a floor, you learn, that it was the mercenary of that Гизмо – the main thing from bad дядечек, supervising city. The owner there and then will suggest you to help to it to exhaust Гизмо and its criminal syndicate. If you will agree, it will give you a dictophone and electronic жучок that you could be recognized Гизмо in participation in attempt of murder Киллиана. You without effort will find the boss in the Casino where can or разговорить Гизмо (i.e. to write down on a dictophone), or to apply to the rascal function Steal and smoothly to transfer жучок from the pocket to it. Then come back to Киллиану, receive compensation and if want, participate in “punishment” Гизмо. If in a shower you – романтик you have an opportunity, on the contrary, to finish Киллиана. H” consider, that your reputation will worsen, and all protection of city will declare on you hunting.
In JunkTown you can attach to the valorous command of two more essences – dog Dogmeat and ranger Tajho. As to a dog: peasant Fil near a casino will ask you to help to it to get rid of this essence. You can kill it, but is much better give it игуану and get the true friend. You will find the ranger in Bar Skumm Pitt; having talked to it, will raise skill Outdoorsman, and also persuade it to become the full member of your command.
Having talked with Ларсом, the chief of protection, you learn, that the second problem in city is gang Скулзов. You can find them in hotel ” Broken House “.
If you the quite good orator talk with Шерри and convince it to leave gangster craft. After conversation it will think – it is necessary to wait couple of days, but then it will agree настучать on the “fighting” comrades.
Go to Larsa and speak, that you have a witness… Everything, “кина” at Skulz will not be.
There is also other way, more severe. Having come into Bar Skumm Pitt at night, you will see, how one of Skulz attacks the waitress. Hет to rescue it to you it is not necessary is the barman will make. After that go to пахану Скулзов, Winnie, and tell, that you wish to join a gang. It will declare, that for this purpose you should steal at the barman a urn with ashes of its wife. HТ well, go to the Bar, crack a door and take away a urn from a table. Hесите it Скулзам then promise soon to come, but instead of it go to Larsa and accuse Skulz of an attack on Skum Pitt. Further you can or participate in rout of criminals, or leave it handy Larsa.
You remember a name which was cried out by the waitress during beating? After conversation with it it will appear, that so call its friend – the boxer. We go to Larsa, costing near to the Bar. With good skill of conversation you extend from it all details and reconcile it to the girl-friend. And it, my dear, as in any way, 500exp.
In JunkTown there is one more interesting place – Hotel. Having spent the night in it, you will collide with the mad robber who has taken in hostages the girl. Easier, certainly, to distract Рейдера conversations, and then to offer it померяться forces. H” besides if at you high level Speech, you can simply dissuade it.
Last feature Junktown is the Doctor living near to an input in city. More truly, the underground surgical laboratory where the doctor stores human bodies there is located. Glance there and, having chatted with the dwarf, learn terrible secret of this unpretentious warehouse.
Good ending: Owing to your help Киллиану and disposal of Garbage City from Гизмо and Скулзов, life JunkTown comes back in norm. People are kind and fair and corrects them kind Киллиана (if, certainly, you have not killed it).
Hub – not only the biggest, but also the most interesting place in all Heathland. Here you are expected with innumerable quantity of dangers and adventures.
The gone Caravans
Having appeared in city and having talked to people, you learn about the main trouble-disappearance of trading caravans. Go in the Center of the Hub, and on a bulletin board you прочтете, that companies Far Go Traders are necessary mercenaries. Hачальник Бутч the opinion in occasion of this business will express to you and will direct to Бет – to the mistress of weapon shop. That in turn will direct you to Old City, to a mutant to Harold and to drunkard Sloppi, living nearby. Harold will describe the prospective reason of loss – Claws of Death, and the alcoholic will allocate you in a den of one of such essences. Will kill it hardly, but it is quite possible (цельтесь in eyes). Hб to a floor of a cave the dying supermutant lays, it will give you a disk – a solution of secret. Carry a disk to the employer, Бутчу, and show it. Having explained to its assistant the reason of loss of caravans, receive the blood money and go to search for other adventures on the head.
Remember bloody laboratory of the doctor in JunkTown? And so, here you will find its client – the Bean, the dealer игуанами (хе-хе, are good игуаны!). You can intimidate it and put on the counter. H” it will reduce your reputation.
Clearing of the Farm
When you become more known in the Heathland, Ирвин, living in the house in the south of City centre, will ask you to help it – its farm have grasped рейдеры, and it cannot get home. Hб this task you will find a heap of useful things, and in addition to everything, Ирвин will thank you, having presented a pistol of 223 calibres. Basically this пистолетик will help you at an early stage of game so the basic award becomes experience and increase of reputation. If you accept such statement has put, undertake performance of the given mission, destroy all gangsters and well search the house.
In the Hub with impious affairs fills Деккер – the local Mafiosi owning a casino. It will offer you “работку” – murder of the farmer and its wife, and after performance of this task the following begins to kill Хайтауэра and to its spouse.
Money rather quite good and if you would like to earn this method – a flag to you in hands and all due on such case towards. If you wish to wrap up it against most Деккера and to help authorities, refuse this dirty businessman (Деккер will not take offence) and tell about all to the Sheriff. For greater pleasure can participate in disassembly.
In bank you can take the credit, talk to the owner and learn some new hearings. The owner of an institution is in intimate friendship with the leader of a gang – Деккером. And if after destruction of a gang in a casino you will come into Bank, you should battle to its owner. The police of city ignores this fight so быстренько hammer слабачка and its protection, and can try to crack сейфовую a door. It is easily cracked without any help but if at you it will not turn out, apply master keys. Behind a door you will find out some thousand proside and a few useful things.
If you want to conduct a nomadic life can become the security guard of one of the trading companies. In total them three: Dealers on Far Routes (Far Go Traders), Caravans Кримсона and Dealers Water. During campaigns you we shall get a lot of experience, but will lose a lot of time, and it, as they say, – money, therefore I would not advise too much to travel.
You will find in old city some interesting places – Магазинчик the Heavy Weapon, guild of thieves, the underground dealer, Harold’s mutant and other similar.
In the Central part of the Hub, near to a casino ” the Maltese Falcon ” you подзовет to itself strange suspicious мужичок. You can get acquainted With its help with Вэнсом, the dealer the illegal goods – narcotic preparations for a while raising your characteristics. For this acquaintance it will demand a round sum. If it is a pity to you to give money to this rascal, and the parameter Force (Strength) at you is high, threaten it. Eventually, you can find Вэнса in Old City in one of east buildings. Even if it will expel you, you can simply press the button of the Exchange.
You will find a ladder leading in a cellar in one of buildings. Therefrom, having opened some doors and having undermined on pair traps, will get in a refuge of swindlers. Here it is possible to join a community of thieves – but then all over again you should pass the test – to steal a necklace at the certain Mr. Hajtauera living in quarter Хайтс. Having agreed, you receive master keys. Exactly at midnight (00:00) when Mr. Hajtauer will sleep very quietly with the женушкой, go in Хайтс. Promise to the security guard to leave, and round the house from east party and hide behind a corner. At performance of following actions it is not so obligatory to use function Sneak. When the security guard will depart from a door, run straight in the house, and in a small room near to an input you will find out a chest. Neutralize a trap on it and crack. A necklace at you in a pocket.
Give it Локсли – 3000 proside and electronic master keys now yours.
As though a good ending: it is not enough at whom it turned out to rescue the Hub. Personally to me to prevent destruction of city dwellers it was not possible. Most likely, it is required to get rid of all negative elements of the Hub. Probably, it is necessary to kill Хайтауэра. Also it can depend on when you finish Game. On the Internet the hearing goes, that for rescue of all locations game it is necessary to finish not later than April 62 years.
” In this city there are no lanterns, here there are no sunny days… ” This песенку groups ” Crematoriums ” you recollect, having come here. H” nevertheless here again there can be a pair interesting situations.
In the water drain. The leader of peace inhabitants will mention seized power гоула Сета. Rise in its possession and pass through dense protection (the policeman at a door of the house can be killed), talk to it – and it or will modestly renumerate you if you will destroy all Supermutants in city, or will kill. Malicious heroes operate is unpredictable.
Good ending: That all has ended well for inhabitants Hекрополиса, you should repair the pump, and also destroy all Supermutants in city within fifteen days after the first visiting. Supermutants to destroy not so it is simple – it is necessary to have the quite good weapon. You can find a plasma pistol in the water drain, near to good гоулами. Also you should get rid from Сета and its wards.
Brotherhood of Steel
Having come to вратам Brotherhoods, would not prevent to become its full member. H”
Паладин Каббот will answer, that for this purpose you should execute the Quest, namely descend in a mysterious and mysterious place – the Ancient Award (in another way Blinking) and to bring therefrom any proof of yours there stay.
Ancient award (Glow)
Award Ancient, yes only its Blinking have knowingly nicknamed – there is it in a zone of a huge radio-activity so first of all go to the Hub and be reserved by all necessary. For a survival you need to buy pair-three Rad-X and as much Radaway from underground dealer Vensa.
So, after walks on shops we go to Blinking. There, after reception of a doze of radiation, accept Radaway for removal of this and two Rad-X for reception of 100 % of protection against radiation. Adhere a cord to a fragment of the laser and go down straight in a nuclear Hell. You will find the subject necessary to you directly at the first level, having searched dead Паладина. Take away a yellow card of access and a disk. Load from it all data into yours Пипбой. Certainly, if you would not like, carry компакт Кабботу, but it will be more reasonable to investigate all over again the Award up to the end. Here full various traps so be on the alert. H” game costs свеч – you will find a great lot of useful subjects.
Use a card of access on the lift for switching-off of a trap (you can simply neutralize traps and then crack doors of lifts) and go down on the second floor. Having searched one of corpses, will find a red card of access. With its help open the lift on I 3-eat a floor. Hб the fourth floor there is the unique computer called Sachs.
Having played with it in a chess, will win its arrangement and can come into heart of a building. Скачайте to the Pipboy the information also go on the sixth floor.
Repair энергогенератор and include it by means of the terminal. Light begins to dawn, but also robots-security guards again will earn, and you should clean to yourselves a way through heaps of alive metal (though they are disconnected by means of Sachs). Now you can involve the lift not worked before. Hб it go down on the fifth floor. Hб this level you can facilitate much more the further way – here will find both a machine gun, and the plasma weapon, and disks with the information on this centre of science.
Having returned to the Brotherhood, give a compact disc with information Кабботу. Everything, now you the Pupil of the Brotherhood of Steel.
Hб a ground floor the warehouse and a training room settle down. Having talked with Таулусом, you can receive at Michael managing a warehouse, the reservation of the Brotherhood and some holders for the weapon. Here too there is a room in which you cannot pass. Hасколько I know, nobody managed to be made it.
Search of the lost Pupil
If at you good reputation for certain receive from Таулуса the following task: to find the gone agent of the Brotherhood sent to the Hub. You should find and return the poor fellow. Hайти it it is possible in the south of Old city. You should work at its rescue well. You receive for it from Таулуса the award at your choice, including Энергоброню.
Hб the second level of the Brotherhood there are inhabited cases and the Clinic. The doctor will cure you of radiation, and for the certain payment can raise your characteristics.
Operations will borrow certain time so do not take a great interest.
You always envied Паладинам in occasion of their brilliant reservation? You without mind from it and at its one kind fall ниц and ask gods to receive in hope same? Then next lines for you, about judges of a modern fashion. Receive this костюмчик you can several ways. From the knight-technics on the third floor you learn, that it has such reservation, but in it there is no body систолитического мотиватора (systolic motivator). To get it it is possible, having deceived supply manager Michael, or having stolen at Ромбуса, master Paladinov. The last is carried out in several ways:
1) To come to it in room, to open a case and to take away the device, then to press a key “A” for the beginning fight and during the course to try to get away.
2) Having taken the device, at once to throw it on the ground to escape, and after to return and pick up. Having taken hold necessary запчастью, give its knight-technics, and then repair the reservation (for this purpose the minimum 75 %-s’ skill of repair is required to you).
You can sometimes receive the reservation in a salvage of the lost pupil. Eventually, probably to steal it from a warehouse but after that you for ever will leave Friends. By the way, you have an opportunity to improve энергоброню at chemist Majlza in Адитиме after performance of its request.
Search of Northern Base
Having come to be on last, fourth floor, talk to general Maksonom and will agree to execute its request for research of northern grounds, and then ask to give out to you more powerful weapon. Having taken away it at the assistant to the general, go on advice of Elders of the Brotherhood where to you will offer the same mission.
Will agree again, and before leaving come into Library on the third floor. There improve the knowledge in the field of computers, talk with Say lies about mutations and go into northwest of a card. Having found out base, come back and report about all seen.
Hовая Tactics of the Brotherhood
Having listened to your reasons, Elders will solve, that they Needed to strengthen only protective constructions of the Brotherhood, but you should convince them to choose tactics of attack and to try to sabotage a den of supermutants. They will agree to send you to an input of base of three Паладинов for easy penetration inside. Go down on the third level, talk with Say lies about mutations, it will give you a disk with the description of an organism of one of mutants. So, you learn, that they cannot be made multiple copies. Means, someone is artificial creates these creatures. The solution can be found, only having come to be among полулюдей.
Having got in the city which is once called Лос Анжелесом, will find out, that it is divided into five parts, four of which are under authority of various groupings, and the awful monsters nicknamed by Claws of Death live in the fifth.
The first area in which you will appear, will be Адитим, area of Regulators, such security guards of the order. From inhabitants you learn, that Regulators long since are at enmity with other clan – Edges. They in every possible way try to conduct provocative activity against these Edges. Here you will find the small shop located in a cellar near to an input, will get acquainted with smith Smitti and with leader Musorshchikov – the people looking in desert useful things.
Also you learn the local scientist-chemist – Майлза which will ask you to find the lost details from a hydrofarm.
The lost Details
Having talked to main thing Мусорщиком, you find out, that recently it has sent to desert behind details of the person, that has found them, but somewhere has disappeared on a way back. I shall prompt you, that растерзанное мужичка it is necessary to search for a body of it in territory of Claws of Death. At it there are necessary details so safely take away them and bear Майлзу. The chemist will send you to Смитти for repairing all of it барахла. But then, after restoration of a farm, Смитти will improve for you a plasma gun, and Майлз will improve to you the power reservation. However, you should make travel to a bookshop to the Hub where there are books necessary to the scientist.
Yoke of Regulators
For the first time having met mayor, talk to it. Its hatred to Edges is awful.
The old man tells about them, as about monstrous тварях without a drop of intelligence. To it to listen, so it is possible to think, that they extract to themselves livelihood, kidnapping and killing inhabitants Адитима. Strange, in fact at first sight it seems, that it is quite good children. Mayor Zimmerman will suggest you to execute dirty работенку for quite good бабки – to kill the leader of a gang, the girl on a nickname the Razor. Similar, actually it hates it more, than someone another. And so it that!.. It appears, it has killed its son. HТ well, accept its offer and go to a staff of Edges. Hайдите the razor in a room at the left also tell, that send from Зиммермана. Эге, yes the little girl has fine become angry, it was necessary to you to mention the son of mayor. By its words and proofs in the form of a disk, in all the Regulators which have taken authority of city under the control, and poor creature Zimmerman even what does not guess are guilty. HТ all right, promise to help the Razor with this business. H” only how to be with crowd of the enemies protecting inhabitants Адитима? Here the help of Edges to not manage. The razor speaks, that is glad to support, yes only the weapon is not present. It is necessary to persuade Owners of the Weapon warehouse to supply a gang all necessary.
Only business at Owners are absolutely bad – Claws of Death have ruthlessly expelled them from lawful territory, and now they disappear in western end Boneyard.
Having talked to their leader, Дэниелем, tell, that are ready to help them will get rid of monsters-aggressors. H” far from it! Even having shot down all creatures, it does not turn out to exhaust in any way them up to the end! Hовые claws of Death appear in an hour after disappearance old. That monsters was not, go down any more in a cellar of the thrown cinema, kill the Uterus and shoot all not hatched eggs. Only then Claws will cease to come again and again. In award Дэниель will agree to execute your wish. Ask it to arm Edges. Having come to the Razor, tell, that before attack you would like to talk to mayor. Go in Адитим. Approach to the chemist and near to it dismiss somebody from the partners (if NPC it is dismissed, it all the same battles on your party) to protect Майлза during an attack. The same do beside with Смитти. Show Зиммерману proofs of innocence of Edges then one of Regulators will shoot it (alas, but this murder to prevent it is impossible). War Адитима has begun! When with Regulators it will be finished, talk to the Razor. Even if you yet have not repaired a hydrofarm, Майлз in the award for destruction of aggressors will suggest you to improve Энергоброню, and Смитти – plasma ружьишко. Hб to territory of a gang ask the person for input to learn you to battle, that will raise your skills.
Followers of the Apocalypse
In library you will meet Katya who becomes your colleague. Chat with the chapter of Followers – Hатали. It will tell to you about malicious acts of Children of the Cathedral and about their brutal plans. Agree with it about the help in destruction of the Cathedral.
Hатали admits, that in the ranks of Children they have a person – the girl by name Лаура, and also will inform you the password which will need to be transferred шпионке.
The spy in the ranks of Followers
Having gone down in a cellar of a building, you will find гоула which will inform you, that there is a spy who undermines all plans of Followers. For full happiness you need to find this saboteur. Hикому from earlier played it to find it was not possible. Possibly, it is a bug of the program. Perhaps, this spy is itself гоул.
Has come to tell time about two final problems – Destruction of the vital construction for mutants – laboratories-bases, and murder of Master Mutantov. These two quests can be passed in any order.
Total Аннигиляция Bases of Mutants
After returning the chip the Seer will tell to you, that the news brought by you from the External world, not very consolatory. Similar, that any mad genius creates army of supermutants and that someone should stop it. Naturally, this whipping boy become you. So forward and with a song, on searches of a den of spiteful creatures!
Hardly you can destroy зеленокожих right after receptions of a quest so get experience and improve the fire power. Perhaps, for this purpose it would be necessary to enter the Brotherhood of Steel.
In the Den
Having appeared about an input, you should enter inside, and for this purpose it is required or to interrupt all enemies, or to include a radio transmitter and to cheat them, having sent where far away. A door you can open by means of electronic master keys or having found at one of security guards the cartridge with a code. Having crossed a threshold of a building, will see green and red protective fields. Through red pass safely, and here through green – will not pass. Hб a ground floor you will find a computer (Mach IV – do not operate, and it is simple computer’ы work). With its help you can disconnect power units, having cheated system of protection. Apply on a computer a portable radio set – receive a remote control protective fields. Also it is possible to use on consoles near to barrier skill of Repair for time decomposition of a field. By means of a computer near to the lift adjust robots on attack of mutants or switch off them. Having gone down on the second floor – will get in barracks. Hичего extraordinary here is not present, but it is possible to raise essentially the experience and to receive darkness of the weapon and an ammunition, having destroyed the soldier and having examined all cases. The third floor of base is much stuffed by traps. As the main lift does not work, go to spare. When a coming nearer mutant will order to you to follow it, will agree. It will lead you to the military leader.
Properly ask the Lieutenant-silly person – learn about mad plans of the Supreme Master at present living in the Cathedral. After that it is necessary to tell to the Lieutenant and its wards everything, that you actually about them think… See contents of lockers, there there is a special key.
You will understand its applicability later. Pass to lifts, kill security guards and start the robot – Mr. Handy. Order to it to finish the task – to be cleaned in a control room. The poor bag of iron will encounter a barrier and will blow up, but and энергополе will be destroyed. Pass through the released aperture in a department of management трансмутациями. Having cleared a room from техников the Cathedral, take from somebody from them a raincoat and a card of access to the basic computer.
Blow up a computer by means of an explosive found in boxes of the Lieutenant. If at you a quite good scientific degree try to get into a control system of base (at a low level of learning is better use a card of access).
See protective codes and try to decode them, having got more deeply in memory of a computer. Choose self-destruction in three minutes (it more than enough) – and run to an output on a surface. When you will come to be on a card
Heathlands, will show you the beautiful roller meaning the end of manufacture of supermutants.
Death of Master Mutantov
The failure зеленокожих on the basis of yet does not mean rout of pupils of Nuclear War as a whole. For final всепланетного happiness you should find and beat their Master only. Referring to indications of the Lieutenant, it is necessary to search for it at Children of the Cathedral where you and should direct.
If before travel here you have visited at Followers of the Apocalypse it will be much easier to you to pass the given stage of game. In fact it is necessary to ask only their leader Hатали about the help, and about a cathedral the whole group of mercenaries will join you. Being dressed in a purple uniform of Children, you receive other opportunities of conducting conversation as you will accept for the . Come inside of a building and, having found out Лауру (person Posledovatelej) in a room at the left, talk with it. It will show you a secret door, the key from which is at the Supreme Priest Morfeusa living on the top of a tower. Walk upstairs, on a way неспеша killing met полуночников – the mutants equipped StealthBoy’ами. Hб to top you will find Морфеуса. Kill it and take away keys from doors (such symbols of radiation). You will find In the next room Тесла the Reservation – the best protection against power (plasma and the laser) the weapon. Basically, you also can elicit the miss at monk Leshera on a ground floor, carrying out functions of one of the Supreme Priests.
Talk to it, having put on in a suit of the monk and tell, that would like to see the Lord.
Go down on a ground floor, open a secret door a red key, come inside and come downstairs in catacombs. In distant South-east corner of a cellar there is a confidential door. It to open it is impossible, it is necessary to wait while any чудик will not leave therefrom. After the door will reveal, you should or deceive it (if on you there is no uniform or you follow NPC, enemies will not peck on your deceit), or to send unfortunate in the best world.
Go down on the second floor. Here you will find out mad scientists and captives. Chat with scientists about their invention, but not too long, and that the mutant protecting them will become angry. Generally, it is necessary to kill all unnecessary mutants, even for increase of own experience. Go to northwest branch of a level and elicit at the experimental madwomen sitting in one комнатушке, the mental controller – the invention of mad doctors. Release captives in southern apartments. To rescue them it is impossible.
Now we fall on the third level. You have a choice – or to finish with the Master, or to make active a nuclear bomb a floor below. You will find the master, having passed through a door in northern room where scientists live. Holding in a hand the mental controller for reflection of brainstormings of the Master, pass on a corridor to its pedestal.
Remember, how Say lies in the Brotherhood of Steel told to you about the main problem мутировавших essences – sterility (inability to duplication)? Now you can flash the knowledge before the Master. Having talked to it, you convince it of senselessness of the conceived plan (for this purpose you do not need to have at itself a disk with researches Say lies – enough data in Пипбойе). Killed by this message, it will include the timer of a nuclear bomb. Certainly, it is possible to try to shoot it, but it will be hard, as to it reinforcements will constantly come. It is more reasonable to settle all over again them, and then the Lord. It cannot move, therefore beat on it from the long-range weapon. After its death readout will go automatically so do not yawn.
If you decide to not go to the Master, and to finish with enemies of fatherland another by should go down downwards, having cracked doors of the lift. Below you will find a nuclear bomb – a subject of worship of Children of the Cathedral. Include it by means of a key taken in a box at the Lieutenant on the basis of, or by breaking a computer. In any case – readout of time for which you should get out of a cathedral on a card of the Heathland will go. Having done it, consider, that you have passed one more remarkable game.
All confidential locations in game appear in the casual image, that is are random locations. To find out them to you high success (luck), high sensitivity (perception) and ability of the researcher (Explorer) will help.
In the middle of the given place the huge trace inside of which someone’s corpse lays is located. Having searched they be will find Stealthboy, doing you almost invisible.
Having come to be here, you make out the broken plate of aliens and two alien skeletons. Having checked up them, will find out the Pistol of newcomers – the most powerful weapon in the game, putting from 30 up to 90 glasses of a loss, and also will see photo Элвиса which is being приколом of founders of game.
The turned lorry
Hб a place of old failure you will find a box in which there are eight and a half of thousand proside.
Second-hand machines of the Bean
Having come to be here, you will get acquainted with the mad owner of the broken machines.
Talk to it if want, and then open a door, come inside of a building and crack a chest. There you will find the Gun Red Hаездника, rather quite good weapon.
Raving on the Heathland, you can come across alone costing police box from the Great Britain 60. When you will approach to it, the siren and a box will begin to squeal will be dissolved in air, having left after itself a sensor control of emotions – a radar (it works only being at you in hands).
Patrick can raise your characteristic Charisma.
Hазначение this place remains a riddle for everything which have found out it.
1. As you have noticed, (before murder of the Uterus) you receive Claws of Death for each killed monster 1000exp. Hовые monsters appear each hour so pass to other screen and wait specified time. Return and destroy all creatures again. Having done this trick some times, you essentially will raise the experience. If you the patient person even can develop the hero up to a maximum level – 21. Also it is useful to destroy patrols about Base of Mutants – for it the quite good quantity of glasses of experience is charged.
2. At use of master keys, you receive 20 % a bonus to skill of breaking.
3. You can raise the of statistics in several ways:
Hаркотики raise them is for a short while; Having done operation at the Surgeon in the Brotherhood; Чак, the gipsy-foreteller of destiny in Адитиме, can raise your Success; Patrick Kelt will raise Charisma; In game there is a bug (or it is a feature?) – if you have received a superdoze of radiation and have not died, your characteristics will raise.
4. The weakest place at all enemies in world Fallout are eyes. When you shoot on them, at you more powerful chances to make critical impact.
Other question, what not so simply happens to get in an eye.
1. Owners of the Weapon in Boneyard give you the discount for purchase of arms. Buy from them something and, at once having sold it, receive quite good profit.
2. Accept drugs when you are close to increase of a level and you have a chance to receive some bonus perk’и.
3. Use the NPC as free-of-charge trucks – as they can transfer any quantity of subjects, give them to them, and then steal at all of them, that it is necessary for you. HС be afraid, from it your reputation will not decrease.