Being off the course line has another advantage. Instead of all the bogies coming at you at about the same range, those nearest will be several miles closer and you can devote your attention to those first, instead all at once. Use the IRST and altimeter to confirm kills; these bogies don't go down easily. Don't be surprised when a target belching fire and smoke suddenly ends up on your six putting missles up your pipes.
Select the target and check their altitude to be sure they're going down. Two fires on the bogy usually means he's finished. One fire and he'll still be in the game. If the altitude is not winding down fast, or he's not in a spin, chances are that he's still in the game. Tip: If he ejects and you see his chute, he's not coming after you even though your radar warning is screaming at you.
There's a nifty airbase at WP4 with a flight of B1's flying around. This is a good time to practice with the cannon because there is some extra time. Particularly since they can't shoot back! Take out the control tower for 350 points and the hangers for more. You'll get an even bigger bonus if you can get the large hanger with the big transport plane parked next to it. The transport is programed for the maverick, so change weapons and let'er rip.
Stealth
As I said, stealth works far better with the patch. After WP3 there are some really good opportunities to use terrain masking, and it really works. Try masking along to the left of the mountain range before WP4. Fly at about 600', very close in. Its great fun to sneak up on the WP4 defenders to within Sidewinder range, go to AB at least a minute before your attack to build up speed, climb rapidly, switch to Auto Emcon, and nail the buggers at 10 miles. Let loose a barrage and you can get them all at once.
The terrain following radar is represented by the rectangular box at the center of the pitch ladder. Unlike many other sims, the featureless sand dunes in ADF make it very hard to judge altitude by sight. Pay closest attention to is this altitude indicator. Otherwise, you'll soon be plowing furrows in the sand.
From here on, there are a lot of terrain masking opportunities. Learn to read your map and use it. Or end up flying along a lot of dead end valleys, wasting valuable time. Until you become proficient in clearing the defenders out of the way, its best to forget about ground targets until you can at least get to the WP. Look at your map and you will see a narrow valley leading to WP7 to the right of the rhumb line. Its loaded with ground targets, but you'll never get to WP7 if you're tempted to engage more than a couple. Fly close to the mountains on the left; this will help mask you from the defenders which also approach from the left.
At WP7 we are presented with an airbase loaded with SAMS. Far too many to take all of them out. You have the choice of either flying over the WP - and risk getting blown out of the sky - or figuring which of the SAMS will reset the clock. By this time you should have amassed at least 8000 points. Get there quickly, circle the base just out of SAM range, and plink them as your HARMS are restored. At least 2 of those SAMS will reset the clock. Shoot the helicopters while your waiting.
Getting Disoriented and Flying the Wrong Way?
This is real easy to do when you lower the senor range for close in work. Then, when you increase the range you can't see a waypoint to know which way to go. The way to avoid this is to make a mental note of your compass heading.
At WP8 there is a lovely little shipyard with a lot of high score targets. In between are a couple of very pesky JAST Grippens that can fly the pants off an F22. If you don't take them out with missiles quickly, you gonna die for sure unless you are very good. Throw everything you've got at them before they can turn on you. There are more of them further on so keep your eyes out for them.
At this point you are more than half way to the end, but now it starts to get really difficult. On the other hand, target scores increase and your damaged plane will get repaired faster. Since you can't avoid taking hits, keep working toward that next 5000 point level and survive!
Dogfighting Tips
The differing capabilites of the various types of fighters will quickly become apparent, just one more aspect that makes QC a great training exercise. The small Tornados, EF2000 and JAST will hit you hard and fast, so try to avoid getting into a knife fight with them. Give these guys BVR priority and save the Russian planes for last; they're easier close in. The F22 will out turn the Su27 and 31 in this sim, so you have the upper hand.
With multiple targets in close, pause frequently and plan your turns carefully to keep a target or two at 2 miles or more, then use the sidewinders on them. You will not win a gun battle with multiple enemies, so don't try. Keep them off your six and work for separation, preferably for rear aspect missile shots. Head-on shots with the sidewinder also have a high PK, but there are few of these in a dogfight.
In a pinch, the AIM9 will score hits at two miles or less if you have a good aspect, meaning rear aspect only. Don't waste time with broadside shots. You need to be slightly aft, or very far forward of his beam to get a reasonably reliable hit this close in.
Pay close attention to the Defense (left) MFD and which direction the enemies are going. Their radar triangles make this easier than the directional arrows on the center MFD. As you are turning to avoid them getting on your six, you should also be selecting and setting up the next best target at the same time. Get into the habit of thinking offensively AND defensively at the same time.
In other words, as you're circling around, you're picking the back guys off one at a time, gradually reducing the odds against you. ALWAYS target the one bogy that is furthest from you, assuming he's within range, of course. Don't panic, but take your time. Despite the apparent overwhelming odds, you can prevail. The enemies are confused as often as you are.
Views
Because of the numerous enemies, I've found that playing around with the views more often that not is what gets me killed. There just isn't time to get too fancy, and with multiple targets appearing in one view, it may not be much help anyway. I stick to panning the cockpit view, if necessary, and the MFD's, unless there is really have a need to zero in on one particular target. I use the wide angle rather than the HUD view most of the time for close in work.
Furballs
Inevitably you'll end up in some furballs with a half-dozen enemies in close. Fear not, you kill them all and come out unscathed with efficient maneuvering.
I plan my turns based on target aspect and range, as well as potential threat. Nor do I hesitate to pause and study the situation. One of the keys to killing off multiple defenders quickly is to make sweeping turns as efficiently as possible. That means that you want to bring as many targets into view as possible. If turning one direction will bring two or more into range, then you go that direction rather than making a turn for just one target. Try to bring the target as close to the center of the HUD as possible before firing; avoid over the shoulder shots.
There isn't much time for throttle work in furballs, so I set mine to maintain a speed betwee 250 and 300 in tight turns. Keeping an eye on the speedo and using the AB only to restore lost speed when I get some breathing space. Like about 10 seconds or so! The F22 will hold its speed quite well as long as you're not yanking on the stick too much. Keep turns fluid and stay above corner velocity when possible. Do NOT use thrust vectoring at low speeds unless you want to fall out of the sky.
The Diving Turn
I've never heard it mentioned before, but executing a diving turn is very effective at shaking bogies on your six. At speeds of 350 or less, the downward turn can be executed in 5,000 feet or less with a very short radius. This can bring you up under and behind your target who will appear to have lost you.
This turn is executed by chopping the throttle in a rollover dive and pullout. Throttle up at the climbing point and on up until you are back into a steep climbing attitude, at which point you immediately begin searching for your target, bringing your nose up for an upward shot. Note the enemy's altitude before you try this so that you'll know how high up to search for him as you come around.
If you've lost him at this point, don't use a padlock, but rollover and radar sweep, locating him on the MFD. Padlock will just disorient you. Once you've got a rear aspect, take your shot. The enemy is unlikely to see your missile coming up from below.
Badly Damaged?
Then fight on, and go for that 5,000 points and get repaired. Don't give up, it can be done. Learn to target A2A missiles without avionics. Aim Mavericks at a runway for 300 points. Point a Sidewinder in the direction of target, give it a moment to lock on, and fire. AIM120's have internal radar and will also work. Depending on damage, you may even get the audible lock on sound to help out. Don't give up. You can't eject anyway in Q.C.!
Target Anomalies often show up in ADF. Position delays will occur if your frame rate slows down, with bogies suddenly changing position. There are also annoying target selection glitches that occasionally cause me to pause and manually select the target with the mouse, rather than my stick controls. All of these may also be related to slow downs in frame rates that can have many causes. Other than these, I don't find many bugs in Q.C.
Disappointments
A serious shortcoming of QC is that you cannot save your game and return to it another day. Nor is there any provision for starting off at a WP other than #1. DID should correct this because after a while it becomes frustrating fighting the same battles over and over. At the least, one should be able to choose any starting point. I've never gotten beyond WP11 simply because I don't have the time. Maybe one of these days someone will write a cheat code.