KWCFS2 Campaign 4, Red Star

I'm keeping this simple.......

PILOT'S NOTES -  MiG-15bis

A prime consideration in jet combat is speed, a capability that the MiG-15 possesses in abundance.  Speed superiority gives you the ability to engage in or avoid combat with the enemy.   You may use that speed to make slashing straightline attacks, a great tactic.   If you chose to engage in turning dogfights, you will need to learn how to use your airbrakes properly(toggle with / key).

Droptanks are a selectable payload and can be jettisioned as you would any payload. 

Another primary caution that you must observe is that at the high diving speeds achieved by jets, the Sim has difficulty controling AIs.  For example, if you attack an opponent from high above, your wingmen may endup ramming their targets instead of attacking them conventionally.  To avoid this problem, only give attack orders to wingmen when no more than 2000 feet above the enemy, when that enemy is in front of your formation.  If the enemy is behind your formation, you may extend that paramenter to 5000 feet.

The cockpit panels are labeled in Russian, but there are two panelguide JPGs in the aircraft folder that show translations.  The panels are totally functional and complete with autopilot and ADF.   See the panel instructions included in this package.

The MiG has anhedral(downward angled) wings.   This causes the aircraft to roll in the opposite direction when heavy rudder is applied.

PILOT'S NOTES - RED STAR CAMPAIGN

If you are using the WARP function to move between waypoints, I suggest you spend AT LEAST 60 SECONDS AT EACH WAYPOINT BEFORE WARPING TO THE NEXT.   If you do not, you could miss something important.

This is a linear campaign.  The missions are meant to be flown in order of 0-18, however, in the event you should be killed in mid-campaign, it has been setup so that YOU CAN RE-ENTER THE CAMPAIGN AT THE MISSION OF YOUR CHOICE.

