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E L E C T R O N I C
D O C U M E N TAT I O N
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HOW TO USE
CASUAL MANUAL
QUIT
EXPERT MANUAL
STARTING THE GAME ..............................................................................................3
Autorun..............................................................................................3
PRE-FLIGHT............................................................................................................4
General Instructions ............................................................................4
STARTING
TABLE OF CONTENTS
TOC
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http://www.replacementd
Main Menu .........................................................................................5
Training Missions ................................................................................5
Single Missions ...................................................................................6
Load Mission ...............................................................................6
Briefing ......................................................................................7
Mission Map Controls, Airframe, Flight Crew, Arming, Targeting ........8
PRE-FLIGHT
Instant Action .....................................................................................5
Debrief .......................................................................................8
Choose Squadron .........................................................................9
Campaign Information .................................................................10
Accepting the Mission ................................................................10
Multiplayer .......................................................................................10
COCKPIT
Campaigns .........................................................................................9
Reference.........................................................................................10
The HUD and Monitors .......................................................................11
Change Weapon Key ...................................................................12
Basic Flight ......................................................................................13
Getting to Waypoints..................................................................13
Controlling the Aircraft ...............................................................14
Taking Off and Landing ................................................................15
Basic HUD Info ..........................................................................16
Flight and Navigation Screens ......................................................18
AIR-TO-AIR COMBAT.............................................................................................22
Finding Air Targets — The Air-to-Air Radar Screen.........................22
Destroying Air Targets — HUD Symbols........................................24
ATA COMBAT ATG COMBAT
INSIDE THE COCKPIT ............................................................................................11
AIR-TO-GROUND COMBAT .....................................................................................26
Destroying Ground Targets — HUD Symbols ..................................28
COMMUNICATION ................................................................................................30
COMM
Finding Ground Targets —
Air-to-Ground Radar and Target Map/Camera.................................26
With Your Wingman ...................................................................30
With AWACs .............................................................................31
Damage ...........................................................................................32
Ending the Mission ............................................................................32
REARM
With Your Flight.........................................................................31
REARMING AND REFUELING ..................................................................................32
TOC
When you finish the installation, you’ll see that a Jane’s F-15 icon has
appeared on your desktop. You can double-click on the icon to start the
game.
STARTING
STARTING THE GAME
If you don’t see the icon, you can:
Go to PROGRAMS.
Go to JANE’S COMBAT SIMULATIONS.
Go to F-15.
You can skip the Introduction animation by pressing q.
If you want information about all of the ins and outs of Jane’s F-15, check
out the Expert Flight Manual.
AUTORUN
After installation, the game will automatically start anytime you insert the
CD. Click PLAY to begin a game or continue a game in progress.
ATA COMBAT ATG COMBAT
This playguide was designed for casual players. Jane’s F-15 has many
more features than are described here — we only put in what you’ll need
to get up in the air and start shooting. Chances are, if you click on a button we don’t describe, it will do something — but it won’t be anything
vital.
COCKPIT
Click on F-15.
PRE-FLIGHT
Click on the START button at the lower left of your desktop.
COMM
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TOC
GENERAL INSTRUCTIONS
In the lower-right corner of nearly every screen is a circle divided into four
parts: a red CANCEL section, a blue ACCEPT section, a yellow HELP section and a
spinning gray and black ball that looks like an airplane’s “artificial horizon.”
ACCEPT keeps any changes you’ve made on that screen, and goes to the next
screen. (When you are about to enter a mission, ACCEPT changes to FLY.)
HELP brings up a window that explains the screen you’re looking at.
Pop-Up Windows
Often, green windows will pop up and ask for extra information.
OK saves whatever you’ve put in the window, and returns you to the last
screen you saw.
CANCEL returns you to the last screen without saving any of the information
you put in the window.
ATA COMBAT ATG COMBAT
CANCEL backs up to the last screen without applying any changes made.
COCKPIT
Clicking on the ball will usually bring up an OPTIONS screen where you
select game options, like sound volume and graphics. (For details, check the
Setup and Troubleshooting Guide.)
PRE-FLIGHT
Jane’s F-15 uses the mouse for almost everything in the pre-flight screens.
When we say “click” on something, we mean left-click with your mouse.
One click is usually enough, but it won’t hurt if you double-click on
something instead.
STARTING
PRE-FLIGHT
COMM
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TOC
The first thing you see, after the intro animation, is a multi-colored pieshaped “menu” with the spinning gray-and-white ball in the middle. Each
color wedge is for a different part of the game: Training Missions, Campaign,
Instant Action, Multiplayer, Single Missions and the Reference section.
If you’re not quite sure how to fly in Jane’s F-15, the best thing is to try out
some of the Training Missions.
Jane’s F-15 has different kinds of training missions that teach you how to fly,
fight and take out your targets. On the right side of the screen is a scrollable
list of all the training missions that you can choose from.
How do I start? Click twice on the name of the mission (in Available
Missions) and you’ll go to that mission’s briefing.
•
Click FLY to begin the mission (after the briefing).
For details on the briefings, see Briefing, pg. 7.
INSTANT ACTION
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Instant Action Parameters. Setting specific parameters for your instant
missions isn’t a necessary step. It is explained in Expert Flight Manual,
Instant Action.
COMM
If you simply want to choose a type of mission, and then get out and fly it,
Instant Action is for you. It doesn’t take the place of Training Missions,
however. If you aren’t sure how to handle an F-15, you might want to put
some time into training before you try to put a Strike Eagle through her
paces. (See Training Missions, above.)
ATA COMBAT ATG COMBAT
What is it? If you click on a mission name (in the list of Available
Missions), a description of what you’ll learn will show up in the big window to the left.
COCKPIT
TRAINING MISSIONS
PRE-FLIGHT
When you move your mouse cursor over a wedge, the whole section lights
up. When it’s lit up, you can click on it to start it. You can click on the name
of the section if you want, but anywhere in the colored section is okay.
STARTING
MAIN MENU
TOC
•
Click FLY to accept the mission and begin.
STARTING
How do I start? Notice that instead of the blue ACCEPT button in the lowerright corner, there is a blue FLY button. When all the elements are arranged
to your satisfaction, it’s time to begin the mission.
SINGLE MISSIONS
Load Missions. These are pre-existing missions, ready to fly, and can be
played in any order.
LOAD MISSION
What’s it about? Click on a Mission name to see what you can expect from it.
How do I start? Double-click on a Mission name to go to that mission’s
briefing screen.
Mission Information. The window in the upper left of the screen
describes the overall mission. Read the summary to decide if this is the type
of mission you want to fly.
ATA COMBAT ATG COMBAT
Available Missions. There is a list of available missions in the scrollable
window on the right side of the screen.
COCKPIT
Mission Builder. This is an advanced feature. For more information, see
Expert Flight Manual, Mission Builder.
PRE-FLIGHT
Single Missions are stand-alone jobs. They’re not related to what happened
in the last mission, and they aren’t going to affect what happens in the next
one. These are Get In, Get It Done, Get Out of There flights.
COMM
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BRIEFING
M AIN
M ISSION B RIEFING
This is where you read up on what the mission is about and what
you’re facing. Sometimes they’ll give recommendations on what
might be best for you to do or take — and it’s always good advice.
You can usually move (by click-and-dragging), add or delete waypoints on
the Mission Map, if you feel that would help. An example would be if you
saw that you were going to be flying through some dangerous areas (like
lots of surface-to-air missile sites) and you thought you could find a better
way to get to your target. However, you can only change the path you take
to your target. You can’t change your targets — and targets are always at a
waypoint. So be careful you don’t move your waypoints away from your
target, or you won’t be able to win the mission.
I NTELLIGENCE I NFORMATION
COMM
All known enemies are listed, both in the air and on the ground. Not
all threats you will encounter are listed, however.
ATA COMBAT ATG COMBAT
Everything they know about the land you’ll be flying over can be
seen on the mission map. This includes all waypoints (the places you
are assigned to fly by), other friendly planes or ground soldiers who might
help you out and any known enemy forces that might be dangerous.
COCKPIT
M ISSION M AP
PRE-FLIGHT
All the available information that Military Intelligence can provide is
presented on the Main Briefing screen.
STARTING
The Briefing screen is where you learn about the mission and make your
pre-flight adjustments.
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Each mission can be customized. For an explanation of these advanced features, refer to the Expert Flight Manual, Interface: Campaign.
STARTING
MISSION MAP CONTROLS, AIRFRAME, FLIGHT
CREW, ARMING, TARGETING
TARGETING
•
Click FLY to accept the mission and take off.
DEBRIEF
At the end of each mission, a Debriefing screen appears. It tells you how
well you accomplished your goals, how your overall performance was, and
the performance of the rest of the pilots in your flight.
Debriefing. Discusses the mission’s accomplishments, or lack of
them, waypoint by waypoint.
Flight Results. Lists the accomplishments and failures of each pilot
who flew with you.
COMM
Statistics. Lists all applicable statistics, from total mission time to
how much and what type of ordnance you used.
ATA COMBAT ATG COMBAT
Notice that in a mission briefing, instead of the blue ACCEPT button in the
lower-right corner, there is a blue FLY button. When all the elements are
arranged to your satisfaction, it is time to begin the mission.
COCKPIT
F LY
PRE-FLIGHT
When a mission has a ground target, the TARGETING button on the
briefing screen will be active. Click
on it to see a view of the target
area. As an optional advanced feature, you can also reassign which
targets your wingmen will go after.
See Expert Flight Manual, p. 1.15.
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TOC
Campaigns are a series of missions where each success or failure affects the
next mission. You don’t get to choose what kind of mission you fly — your
commanding officers tell you.
•
Click on the campaign name IRAN or IRAQ, then select ACCEPT to begin a
campaign.
•
Click on the name of your squadron, and select ACCEPT to continue a
campaign.
R EMOVE C AMPAIGN
You can delete any campaign that you’ve
already started — the ones in the Current
Campaign list that have squadron names. You cannot delete the original
campaign starting points, IRAN and IRAQ.
Once you delete a campaign, there is no way to undelete it.
Click on the name of the campaign in progress to be deleted.
•
Click the REMOVE CAMPAIGN icon.
•
Confirm that you wish to delete the campaign.
COMM
•
ATA COMBAT ATG COMBAT
All statistics for your selected campaign will appear in the lower portion of
the screen. These include aircraft status, flight crew status and number of
missions you’ve flown.
COCKPIT
Once you’ve flown in a campaign, the name of the squadron you chose will
be in the Current Campaign list. That is the “title” of your campaign in
progress.
PRE-FLIGHT
There are two possible campaigns: The United Nations war with Iraq —
Desert Storm — and a hypothetical action against Iran in 2002. You can
view a summary of each campaign’s history by clicking on the campaign
name in the Current Campaign list.
STARTING
CAMPAIGNS
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CHOOSE SQUADRON
When you start a campaign, you will also choose a squadron identity.
Choosing a squadron determines what insignia will be on your F-15, and
also determines who you will be able to fly with. Once you’ve chosen a
squadron, you cannot change to another one without starting over at the
beginning of the campaign.
STARTING
Cick on the name of your squadron and select ACCEPT to begin the campaign.
PRE-FLIGHT
•
CAMPAIGN INFORMATION
Before the initial mission of a campaign, you will see an animation and will
be given a brief written history of the overall situation.
Click CONTINUE to go to the first Mission Briefing. (See Briefing, p. 7.)
ACCEPTING THE MISSION
•
Click FLY to accept the mission.
Jane’s F-15 supports IPX/SPX network (LAN) play (up to eight players),
TCP/IP network (Internet) play (up to eight players), and modem and direct
serial play (two players).
• Click on the “wedge” of the type of multiplayer game you wish to play.
Or
• Click MAIN to return to the Main Menu.
See Expert Flight Manual, Multiplayer for a description of how to set up
each type of connection and begin a mission.
ATA COMBAT ATG COMBAT
MULTIPLAYER
COCKPIT
•
REFERENCE
•
COMM
You can get information on all the planes and weapons you will encounter
in the game by choosing REFERENCE from the Main Screen. This takes you to
the Reference screen, where you can view 3-D models and read information
from Jane’s Information Group.
Click on the item you wish to view from the Object List.
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TOC
So, now you are inside the cockpit. You might want to pause the game (P)
a second to read about some basic cockpit features, and how to use them to
fly the plane and fire on targets.
The big sheet of glass mounted directly in front of you is the HUD (HeadUp Display). It superimposes navigation, targeting and weapons information over the view in front of you.
UFC
HUD
UFC
Right
Monitor
Left
Monitor
Bottom
Monitor
Right
Monitor
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Between the left and right monitor is a panel of Up-Front Controls, called
the UFC. This is an advanced feature, which you won’t need for basic
flight and combat. For more information, see the Expert Flight Manual.
COMM
Left
Monitor
ATA COMBAT ATG COMBAT
There is one more monitor in the cockpit, but it isn’t visible in the default
view. Because of this, screens that are less important to the situation at hand
are usually displayed here. Press 2 to look down at this monitor, and
press 1 to return to the default view. (You’ll probably find you don’t
need to do this very often.)
COCKPIT
There are two monitors to the far left and far right of the cockpit. Each
monitor can display one of several different screens — such as an air-to-air
radar screen, an air-to-ground radar screen, a warning system (called the
TEWS) and a moving map (called the TSD) screen, for example. (Because
they can be used to display lots of different kinds of information, these
monitors are also known as Multiple-Purpose Displays, or MPDs.)
PRE-FLIGHT
THE HUD AND MONITORS
STARTING
INSIDE THE COCKPIT
TOC
CHANGE WEAPON KEY
Currently
selected
weapon
•
If AIM-7, AIM-9 or AIM-120 appears, you have an air-to-air missile
selected. Symbols that will help you aim and fire these weapons are
added to the HUD and the air-to-air radar and warning systems information appear in the monitors. See Air-to-Air Combat.
•
If AGM-65 or MK-82 appears, you have an air-to-ground bomb selected. Symbols that will help you aim and release these weapons are
added to the HUD, and the air-to-air ground radar and a high-res
targeting map appear in the monitors. See Air-to-Gound Combat.
Your gun is always active — you can fire it at any time by pressing the
gun trigger (joystick button 1).
COMM
When no weapon is listed here, you are in navigation mode — only
navigation info appears on the HUD, and screens that are useful to navigation appear in the monitors. This mode is described under Basic
Flight.
ATA COMBAT ATG COMBAT
•
COCKPIT
Number
remaining
PRE-FLIGHT
Press z to cycle through your weapons. The currently selected
weapon appears in the bottom-left corner of the HUD. When you press joystick button 2, this is the weapon that will be released.
STARTING
The “change weapon” key reconfigures the HUD and monitors to perform
specific tasks — navigating, firing air-to-air weapons, or firing air-toground weapons — in addition to selecting a weapon.
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TOC
GETTING TO WAYPOINTS
When you fly a mission, you follow a set of waypoints (also called steer
points in the F-15) in numerical order. Your takeoff point (if there is one) is
0A, your first waypoint is 1A, and so forth.
Jump — press J. You will jump ahead in the mission, without any inbetween flight, if no enemies are present.
•
Autopilot to the waypoint — press A. The aircraft will steer itself to
the next waypoint. (Be careful if you’re flying at low altitudes in mountainous areas! The autopilot can’t see what’s in front of you.)
•
Select a waypoint and fly to it manually. Press W to cycle through
waypoints. Information about the new waypoint (how far away it is,
what time you will reach it, etc.) is displayed in the bottom right corner of the HUD. A marker appears on the heading scale at the top of the
HUD to show you which way to steer in order to reach the waypoint.
All of these features are discussed under Basic HUD Info, p. 16.
You can press P at any time to pause the game.
COMM
If you do not want to sit through a real-time flight to the next waypoint,
you can accelerate time (speed things up) by pressing U, or turn
it off by pressing Y. If time is accelerated, an indicator (e.g. 2X)
will appear in the lower left corner of the HUD.
ATA COMBAT ATG COMBAT
•
COCKPIT
There are three ways to fly from one waypoint to another:
PRE-FLIGHT
When no weapon is selected, you are in navigation mode. Basic flight information appears on your HUD and in the monitors. This section gives a
quick introduction to flying and moving around, and describes the symbols you’ll see on the HUD and monitors when no weapon is selected. (You
will return to this mode when you run out of weapons; you may also return
to this mode by cycling the Change Weapon key.)
STARTING
BASIC FLIGHT
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CONTROLLING THE AIRCRAFT
STARTING
You will need to know how to use two things to control your aircraft — the
joystick and the throttle. The joystick steers the aircraft, while the throttle
controls speed.
J OYSTICK
Push left to roll left (drop the left wing). Push right to roll right (drop the
right wing).
Keep in mind that you can move the joystick in two directions at once — for
example, to dive and roll left, push the joystick forward and left at the same time.
Roll right
Roll left
Roll left/right
T HROTTLE
The throttle controls your speed. You may use the throttle control on your
joystick, if you have one, or the keyboard. When using the keyboard, the
default throttle setting is full throttle, which is really the only setting you
need for most basic flight and combat.
If you want to adjust the throttle at some point, use the following keys:
Toggle afterburner on/off. Afterburners provide you with an extra
burst of power that can be useful in a dogfight.
-
Reduce throttle. (This is the same as pulling a throttle wheel backward a little bit.)
=
Increase throttle. (The same as pushing a throttle wheel forward a
little bit.)
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s= Set throttle to full power (100% power, but no afterburner.)
COMM
\
ATA COMBAT ATG COMBAT
Pitch up
COCKPIT
Pitch up/down
Pitch down
PRE-FLIGHT
Push forward to pitch down (dive). Pull back to pitch up (climb).
TOC
TAKING OFF AND LANDING
Press B to release your wheel brakes.
•
If you have a throttle device or throttle wheel on your joystick, move
it all the way forward. (Full throttle is the default throttle setting if you
are using the keyboard.)
•
Pull back on the joystick before you get to the end of the runway.
•
Once you’re in the air, your landing gear will fold up automatically.
COCKPIT
Landing is not necessary if you’re playing the game in casual mode. If you
want to learn more about landing, however, see the Expert Flight Manual.
PRE-FLIGHT
•
STARTING
You might occasionally run into a mission in which you’re going to need to
take off. It’s not as difficult as you might think ...
ATA COMBAT ATG COMBAT
COMM
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BASIC HUD INFO
Lots of data and symbols appear on the HUD — those that are necessary for
basic flight and navigation are called out on the picture below and
described in greater detail. Chances are you won’t ever need to use the
other information that’s displayed, but it’s described in the Expert Flight
Manual, if you are interested in learning more about it.
STARTING
Because of the varied terrain and weather conditions in which you fly, the
HUD symbols will sometimes blend into the scenery. To make them more visible against the background, you can change the HUD color by pressing H.
PRE-FLIGHT
Heading scale
Altitude above
the ground
A IRSPEED AND T HRUST
Indicated airspeed. Your current airspeed is listed in knots. A knot is
equivalent to one nautical mile per hour. (100 knots would be roughly 115
miles per hour.)
Your indicated airspeed will drop as you climb to higher altitudes, even
though your throttle is set to full power. This is normal.
COMM
Thrust. This number appears in the bottom-left corner of the HUD if you are
using the keyboard to control throttle. It tells you what your throttle setting
is (100% is full power, 0% would be off, etc.). If you are using a throttle
device on your joystick, the position of the device tells you what the throttle
setting is — if it’s pushed all the way forward, you’re at 100% power.
ATA COMBAT ATG COMBAT
Waypoint data
COCKPIT
Gun cross
Altitude above
sea level
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A LTITUDE
Altitude above the ground. Your current altitude is listed in feet above
the ground.
P ITCH
Pitch ladder. The pitch ladder is a series of paired lines.
•
The number at the end of each line tells you
exactly how far down or up the nose is
pitched, in degrees. A 10° pitch means your
aircraft is pointed upward 10°, for example.
At 0°, you are flying horizontally. At -10°,
your nose is pointing down.
10° line
COCKPIT
5° line
0° line (horizontal)
Solid lines indicate angles above horizontal;
dashed lines indicate angels below horizontal.
•
The pitch ladder lines always remains parallel to the ground. To level
your wings, move your joystick until the 0° line is horizontal.
-5° line
Navigation
N
33
36
30
06
24
12
21
E
COMM
09
27
15
18
REARM
S
17
03
ATA COMBAT ATG COMBAT
•
Heading scale. The heading scale is
a compass — north is at 36, east is at
9, south is 18 and west is at 27 (see
diagram). The arrowhead on the
scale remains fixed, marking your
current heading. In the diagram and
W
in the picture of the heading scale,
the current heading is between 36
and 01, or a little to the east of
north. To head due east, turn until
the arrowhead points at 09.
PRE-FLIGHT
Note that these two are not the same. If you are flying at 4,000 feet above sea
level over 3,000-foot mountains, you are flying only 1000 feet above the ground.
STARTING
Altitude above sea level. Your current altitude is listed in feet above
sea level.
TOC
Current Heading
The top line lists your current waypoint, such as NAV 2A.
•
The second line lists the distance to that waypoint in nautical miles — for
example, N 2.7 would mean the waypoint is 2.7 nautical miles (nm) away.
(A nautical mile is roughly 1.15 miles.)
•
The third line lists your estimated time enroute to the waypoint — for
example, 00:00:15 E would mean you’ll reach the waypoint in 15 seconds.
COCKPIT
•
PRE-FLIGHT
Waypoint data. Information about your waypoint appears in the bottom
right corner of the HUD (see illustration on p. 16):
STARTING
Next waypoint marker. This small
bar on the heading scale indicates the
heading to your waypoint. To steer to
the waypoint, turn until the bar is cenNext Waypoint
tered under the arrowhead on the heading scale.
G UN
FLIGHT AND NAVIGATION SCREENS
When you are in navigation mode (in other words, when you have no
weapon selected), the following screens show up in the monitors:
Left monitor
— TSD screen
Right monitor
— TEWS screen
Bottom monitor — ADI screen
ATA COMBAT ATG COMBAT
Gun cross. Use this cross to aim when you are firing the gun — place it
over the target and pull the trigger (joystick button 1). The gun is always
active and can be fired at any time.
These are described in the sections following.
COMM
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TOC
TSD S CREEN (L EFT M ONITOR )
You can zoom and expand the display range using the Z and X keys,
respectively. (This will also change the range for all the other screens in the
monitors.)
ADI S CREEN (B OTTOM M ONITOR )
ADI stands for Attitude Director Indicator.
Basically, this screen repeats information that
appears on the HUD, and really isn’t necessary
for normal flight (unless your HUD goes out).
The ADI screen is described in detail in the
Expert Flight Manual.
ATA COMBAT ATG COMBAT
When navigating, the TSD is most useful for taking a quick look at the terrain you are flying over. It has several other more advanced features —
these are described in detail in the Expert Flight Manual.
COCKPIT
Current position of
your aircraft
PRE-FLIGHT
Ground target point
(triangle)
STARTING
TSD stands for Tactical Situation Display. This screen features a moving terrain map. A tiny aircraft symbol in the center of the display indicates the
current position of your aircraft on this map, circles indicate your waypoints, and the lines connecting them indicate the route you are to fly for
the mission. Triangles mark waypoints with ground targets that are mission
objectives (targets you have to destroy to win).
COMM
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TOC
TEWS S CREEN (R IGHT M ONITOR )
TEWS stands for Tactical Electronic Warning System. This screen gives you
information about the aircraft, ground weapons and missiles that are tracking you. The TEWS screen shows a top-down screen of the area around your
aircraft, with the aircraft’s nose always pointed at the top of the screen.
STARTING
Threats are marked by icons (these are listed on the next page). Where the
icon is placed on the display tells you where it is in relation to your aircraft
(e.g., behind or to the left of you). How far a threat icon is from the center of
the display indicates how far it is from your aircraft. If the display range is
set to 40, a threat at the edge of the display is 40 nautical miles away, whereas a threat halfway to the edge of the display is about 20 nautical miles away.
PRE-FLIGHT
Designated target box
Range
Enemy aircraft
Your aircraft
Jammer, Chaff and Flares
Your jammer sends out mixed-up radar signals that make it harder for an
enemy’s radar to figure out where you are. It comes on automatically when
the warning system detects a threat.
COMM
Chaff and flares decoy missiles,attempting to lure them away from your aircraft where they can explode harmlessly. The WSO (Weapons Systems
Officer, a co-pilot who sits behind you — pronounced “wizzo”) will drop
chaff and flares for you. If you don’t think he’s doing a good job, press d
to drop chaff and i to drop flares yourself.
ATA COMBAT ATG COMBAT
SAM site
COCKPIT
You can expand and zoom the display range using the X and Z keys. (This
will also change the range for all the other screens in the monitors.)
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Aircraft (type of aircraft is listed next to the icon)
SAM (Surface-to-Air Missile)
STARTING
Threat Icons
The following icons mark threats and friendly objects:
Ground radar (not SAMs)
Red icons mark enemies. Blue icons mark friendlies.
•
When an object locks onto you (makes you its target), that object’s icon
will flash.
•
Mission objectives — things you need to protect or destroy in order to
win the mission — will have a triangle around them.
•
If one of the objects on the display is your current target, a box will
appear around it. If it is within weapon range, this box will flash.
Your WSO keeps his TEWS screen up all the time, and will help you by
calling out the position of any threat he sees.
ATA COMBAT ATG COMBAT
Warning Tones
The TEWS also gives you audio warnings. When a new threat appears on
the display, you’ll hear a short, high-pitched “boop.” When something
locks onto you, you will hear the high “boop” alternating with a lower
“boop” five times — “boop-boop ... boop-boop ... boop-boop ... boop-boop
... boop-boop.” The object’s icon will start to flash on the display. If the
object launches a missile at you, the alternating “boop-boop” sound
becomes faster and constant. It won’t stop until you have either successfully dodged the missile, or died trying.
COCKPIT
•
PRE-FLIGHT
Missile
COMM
REARM
21
TOC
When an AIM-7, AIM-9 or AIM-120 is selected, you are in air-to-air mode.
(AIM stands for Air Intercept Missile, meaning a missile designed to intercept
air targets.) Missile steering and range information is added to the HUD and the
Air-to-Air Radar, TEWS and TSD screens appear in the monitors.
A new screen — the Air-to-Air Radar display — appears in the left monitor.
100% of range
Before you select a target, the radar is
in search mode and displays all of the
aircraft it detects in front of you (those
that are within the current range setting, that is). The radar screen presents
a top-down view of the area in front of
your aircraft. The nose of your aircraft 60° 30° 0° 30°
is at the bottom center of the display. The horizontal
lines on the grid represent range, and the vertical lines
represent angles off of your aircraft’s nose.
75% of range
50% of range
25% of range
60°
22
REARM
If the space around you was marked by the positions on a clock — so that
12 o’clock was directly in front of you, and 3 o’clock was the view over
your right shoulder — an object that was 60° to the right of you would
be at the 2 o’clock position.
COMM
For example, if the current display range setting is 80
nm, then the top horizontal line on the grid represents 80
nm, the next lower line represents 60 nm, the next lower
40 nm and so on. If an icon appears near the far right vertical line on the grid, then it is about 60° to the right of your aircraft.
ATA COMBAT ATG COMBAT
S EARCH M ODE
COCKPIT
FINDING AIR TARGETS —
THE AIR-TO-AIR RADAR SCREEN
PRE-FLIGHT
The warning system (in the right monitor) functions as descibed above —
see TEWS Screen (Right Monitor), p. 20. The TSD is now in the bottom
monitor, but it too functions in the same way — see TSD Screen (Left
Monitor), p. 19.
STARTING
AIR-TO-AIR COMBAT
TOC
Current
Range
Setting
Enemy
Aircraft
Enemy aircraft
Friendly aircraft
Designated Target
T RACK M ODE
As soon as you select a target,
the radar goes into track mode.
The target’s rectangle icon
changes to a star on the end of
a long stick. All other icons
disappear from the screen.
Selected
target
COMM
Information about the target — its range, altitude, speed, etc. — is also
displayed, but since this information is also passed on to the weapons system, which uses it to put symbols on the HUD that tell you where to aim
the missile and when to shoot, you really don’t need to worry about it. If
you are curious, these are described in the Expert Flight Manual.
ATA COMBAT ATG COMBAT
Press T or b to cycle through targets. These keys cycle through all targets that the radar can “see,” starting with the ones that are your air objectives (enemy aircraft that you must destroy or friendly aircraft that you
must protect in order to win), if you have any. Once you have cycled
through all of your objectives, these keys cycle through non-objective targets, from those closest to your aircraft to those farthest away.
COCKPIT
S ELECTING TARGETS (C HANGE TARGET K EY )
PRE-FLIGHT
Radar Symbols
Small rectangles mark the positions
of enemy aircraft. Circles mark the
position of friendly aircraft.
STARTING
You can expand and zoom the display range using the X and Z keys. (This
will also change the range for all the other screens in the monitors.)
REARM
23
TOC
DESTROYING AIR TARGETS — HUD SYMBOLS
Radar scale
STARTING
Steering
circle & dot
Target box
The symbols called out on the picture above are described in the step-bystep instructions for firing a missile.
Press T or b to select a target, if you haven’t done so already. A target box marks the position of that target on the HUD.
2.
The large steering circle and dot in the center of the HUD help you
get your aircraft into a position where the missile’s seeker head (a
device in the nose of the missile which locks it onto a target) can find
the target. Move your joystick around until the dot is inside the circle.
3.
When the target is within range of your missile, a triangular shoot cue
appears beneath the target box. Press button 2 on your joystick to
release the missile.
COMM
IMPORTANT: If the missile is an AIM-7, it needs to be guided by your
radar until it hits the target — you can fire more AIM-7s at the same
target, but don’t change targets (don’t press T or b) and don’t
change weapons (don’t press z) until you see the explosions.
ATA COMBAT ATG COMBAT
1.
COCKPIT
Once you have a target selected, the aircraft’s computer puts symbols on the
HUD to show you where the target is and where to steer so that the missile
can see the target. A shoot cue will flash on the HUD when the missile is
in range and you can fire.
PRE-FLIGHT
Shoot cue
REARM
24
TOC
What if the flashing shoot cue doesn’t appear?
•
A large “X,”called a break X appears in the center of the HUD when
you are too close to the target to fire the missile.
If you are too close:
If an AIM-7 or AIM-120 is your current weapon, press z to
cycle to an AIM-9 (AIM-9 missiles have a shorter range and can be used
when you’re closer to a target).
•
If an AIM-9 is your current weapon, and you’re still too close, then the
target is probably within gun range. To use your gun to destroy the target, move your joystick until the gun cross is over the target box, and
squeeze the joystick trigger (button 1).
If you are too far away:
•
If an AIM-9 is your current weapon, press z to cycle to an
AIM-7 or AIM-120 (These have a longer range and can be used when
you’re closer to a target).
•
Otherwise press T or b until you cycle to a closer target, or steer
toward the one you have and try to get closer to it.
ATA COMBAT ATG COMBAT
•
COCKPIT
A range scale on the right side of the HUD also tells you where the target is in relation to the weapon’s range. The arrowhead on the scale
points to the target’s current range. (The number beside the arrowhead
is a closure rate — this is an advanced feature that you can ignore.) The
bracket on the scale indicates the weapon’s possible range. If the arrowhead is above the bracket, the target is to far away. If it’s below the
bracket, the target is too close. If the arrowhead is inside the bracket,
the shoot cue will flash beneath the target box, and you can fire.
PRE-FLIGHT
•
STARTING
You may be too close to your target or too far away from it. The following
symbols will give you a better idea:
COMM
REARM
25
TOC
When an air-to-ground weapon is selected, you are in air-to-ground mode. Airto-ground guided missile information is displayed on the HUD if you have an
AGM-65 selected (AGM stands for Air-to-Ground Missile). Bombing information is displayed if you have any other air-to-ground weaopn selected.
Two new screens — the Air-to-Ground Radar display and either a Target
Map or Camera — appear in the left and right monitors, respectively.
A IR - TO -G ROUND R ADAR
Small boxes on the terrain mark ground objects — buildings, tanks, SAM
sites, trucks, etc. Objects that are your objectives (things you have to
destroy in order to win) are marked by trianTarget point
gles. The currently selected target is marked
by a box on the display.
Marks ground objects (buildings, SAM
sites, tanks, trucks, etc.)
COMM
Marks your ground objectives
Marks your currently selected target
REARM
Steer points
26
ATA COMBAT ATG COMBAT
The Air-to-Ground Radar displays the ground terrain in an arc in front of
your aircraft (your aircraft is at the bottom center of the display). Generally
speaking, the brighter the area, the higher the terrain. Black areas on the
screen are places the radar beam creating the map can’t “see” — for example, because a hill is in the way. You may not be able to see targets in these
areas until you fly past whatever is blocking the radar.
COCKPIT
FINDING GROUND TARGETS — AIR-TO-GROUND
RADAR AND TARGET MAP/CAMERA
PRE-FLIGHT
The TSD is still in the bottom monitor, and it functions in the same way as
it did in navigation mode — see TSD Screen (Left Monitor), p. 19.
STARTING
AIR-TO-GROUND COMBAT
TOC
S ELECTING TARGETS (C HANGE TARGET K EY )
STARTING
You select ground targets in the same way as you select air targets. Press T
or b to cycle through targets. These keys cycle through all targets that
the radar can “see,” starting with the ones that are your objectives (targets
you have to destroy in order to win), if you have any. Once you have cycled
through all of the objectives, these keys then cycle through non-objective
targets from those closest to your aircraft to those farthest away.
PRE-FLIGHT
You can expand and zoom the display range using the X and Z keys. This
will also change the range of TSD (in the bottom monitor), but it has no
effect on the target map/camera screen (in the right monitor).
TARGET M AP /C AMERA
Once you’ve selected a target, either a top-down, high-resolution radar map
or a camera video image of the target appears in the right cockpit monitor.
•
A target map appears if you have any
other ground weapon selected. The map
is a top-down, high-resolution radar
map of the target and the area around it.
It is created by the radar.
Both the camera image and the map give you
a little bit better idea what it is you have targeted.
COMM
Target camera video appears when you
have an AGM-65 or GBU-15 selected.
Both missiles have an infrared imaging
camera mounted in the nose, and video
from these cameras can be displayed in
the monitor on your aircraft. These missiles’ cameras automatically lock onto
your target.
ATA COMBAT ATG COMBAT
•
COCKPIT
When you select an air-to-ground weapon, the objective target closest to
you will already be selected as your first target.
REARM
27
TOC
DESTROYING GROUND TARGETS — HUD SYMBOLS
I F AGM-65 S A RE Y OUR C URRENT W EAPON
1.
Press T or b to select a target, if you haven’t done so already. A
target diamond marks the position of that target on the HUD.
2.
The AGM-65 missile will attempt to lock on to the target. When it has
locked on and is in range, “IN RNG” will appear on the HUD.
3.
As soon as the missile has locked on, press joystick button 2 to fire.
If you’re directly over the target, fly away and try again. Otherwise, the target
is probably outside of the missile’s maximum range. Pick a closer target, or fly
closer to your current target and try again.
ATA COMBAT ATG COMBAT
What if the missile doesn’t lock onto the target?
COCKPIT
You will see the target in the center of the target camera (see Target
Map/Camera, previous page), and you will know that the missile has
found the target.
PRE-FLIGHT
AGM-65s are guided, air-to-ground missiles. They automatically lock onto
your currently designated target if it is in range.
STARTING
Once you have a target selected, the aircraft’s computer puts symbols on the
HUD to show you where the target is and how to aim your weapons toward it.
COMM
REARM
28
TOC
I F A NY O THER G ROUND W EAPON I S Y OUR C URRENT W EAPON
1.
Press T or b to select a target, if you haven’t done so already. A
target diamond marks the position of that target on the HUD.
2.
COCKPIT
A reticle appears on
your HUD, indicating where on the
ground the weapon
would impact if it
was released at this
moment. As you fly,
the reticle moves
along the ground —
steer the aircraft to
place the reticle over
the target diamond.
Target Diamond
When the reticle is over the target diamond, press button 2 on your
joystick to release the weapons.
What if I don’t see a reticle?
COMM
It has probably slipped out of sight below the bottom edge of the HUD. A line
is drawn up from this reticle to the center of your HUD, so that you can
always tell where the reticle is. Push your joystick forward and dive a little
until you can see the reticle again.
ATA COMBAT ATG COMBAT
Reticle
3.
PRE-FLIGHT
(Actually, you can drop bombs without selecting a target, but having a
target diamond on the HUD makes it easier to aim.)
STARTING
The other ground weapons are unguided bombs. When you select one of
them as your weapon, symbols that will help you aim toward your target
and drop the bombs at the right time appear on your HUD.
REARM
29
TOC
You will be flying missions with a group of up to eight aircraft, called a
flight. One of these aircraft, your wingman, is assigned specifically to work
with you and protect you. The other aircraft will have similar objectives as
you, but will not be looking out for you specifically.
All messages — from your wingman, your WSO, your flight, other aircraft
— will appear in the upper left corner of the screen.
Press the following keys to issue commands to your wingman.
Your wingman will begin firing on your
target. (If you don’t have a target selected,
your wingman will continue normal
flight — and probably mutter something
under his breath about your wanting him
to do all the work ....)
cC “Cover me.”
Your wingman will watch your back, and
take on anything that threatens you.
cH “HELP ME!”
Your wingman will drop whatever he’s
doing and come to your aid. (Unless he’s
in hot water himself — in this case he’ll
tell you you’re on your own, and not
under his breath this time.)
ATA COMBAT ATG COMBAT
cA “Attack my target.”
COCKPIT
WITH YOUR WINGMAN
PRE-FLIGHT
During the mission, AWACS (Airborne Warning and Control System) can
tell you where enemy aircraft are — either the one closest to you, or all the
ones in your location. All you have to do is ask.
STARTING
COMMUNICATION
COMM
REARM
30
TOC
WITH AWACS
cB “Bogey Dope”
AWACS will tell you where the nearest
enemy aircraft is: bearing range and
relative altitude.
STARTING
cP “Picture”
AWACS will begin telling you where all
the enemy aircraft near you are. If there is
a bullseye (special location told to the
pilots during the briefing) assigned, positions will be in relation to the bullseye.
PRE-FLIGHT
Press the following keys to get information from the AWACS.
Press the following keys to issue commands to your flight.
cG “Ground Attack.”
When your flight is within range of the
target area they will request permission to
start the attack. This command directs
them to begin. Your WSO will give them
permission if you are busy.
cS “List status.”
The aircraft in your flight will radio back
just their flight numbers (if undamaged)
or their flight numbers and amount of
damage they’ve taken.
cW “List weapons.”
The aircraft in your flight will list off
their current air-to-air missiles.
COMM
The aircraft in your flight will engage any
enemy air targets they find. If they can’t
find anything, they will radio you and
continue normal flight. If they find air
targets and you forget to give this command, they will ask for permission to
engage. Your WSO will give them permission if you are busy.
ATA COMBAT ATG COMBAT
cE “Engage.”
COCKPIT
WITH YOUR FLIGHT
REARM
31
TOC
Press R to rearm and refuel your aircraft. You will get a full loadout of airto-ground and air-to-air weapons, bullets and chaff and flare cartridges.
Your fuel tanks will be refilled. Your wingman will receive the same.
STARTING
REARMING AND REFUELING
There is no limit to the number of times your can rearm and refuel.
The master caution light will come on when you take damage and a caution
panel will come up on screen. Anything lit up is damaged.
PRE-FLIGHT
DAMAGE
COCKPIT
Caution
Panel
ENDING THE MISSION
COMM
At any time you can press q to end your mission. Once you have accomplished your mission objectives and are out of harm’s way, you will be
prompted to do so. When you exit the game in this way, you will be
brought back to debriefing. See Debriefing, p. 8.
ATA COMBAT ATG COMBAT
Master
Caution
Button
REARM
32
HOME
TOC
STARTING
PRE-FLIGHT
From the TOC, click purple links to
open a chapter and view a topic.
Each chapter has its own table of contents with some active text links. You can
also click on bookmarks to view a topic
in that chapter.
At any time, you can click the tabs on the
right to view another chapter.
1
REARM
ocs.com
http://www.replacementd
COMM
CASUAL KEY GUIDE
ATA COMBAT ATG COMBAT
TABLE OF CONTENTS
COCKPIT
CASUAL
PLAYGUIDE
CA S UA L K E Y G U I D E
docs.com
http://www.replacement
VIEWS
Forward MPD
End
Mission
ESC
F1
`
1
2
Q
TAB
Virtual
WSO
Forward Cockpit
F2
F3
F4
3
W
Left
Right
Tactical
Cockpit Cockpit
F5
F6
F7
4
5
Rearm
Next
Target
E
6
R
SHIFT
A
S
Zoom
Expand
Z
D
T
X
F
8
9
F9
F10
Slower
Faster
0
-
F11
Unlimited
Cam
F12
SCROLL
LOCK
INSERT
HOME
PAGE UP
DELETE
END
PAGE DOWN
Next
Target
=
\
BACKSPACE
Y
U
HUD
Color
Jump
G
H
I
J
O
K
P
L
PAUSE
Accel
Time
Decel
Time
[
;
]
ENTER
‘
Camera
Up
C
V
B
N
M
,
.
SHIFT
/
Camera
Left
Change Weapon
CTRL
PRINT
SCREEN
Pause
Autopilot
CAPS LOCK
7
Wingman Ground
Objects
Weapon
Fixed
Chase
F8
ALT
ALT
cA Attack My Target (Wing) cC Cover Me (Wing)
cB Bogey Dope (AWACS)
cE Engage Bandits (Flight)
cG Ground Attack (Flight)
cH Help (Wing)
Camera
Down
Camera
Right
CTRL
cP Picture (AWACS) cW Weapon Check (Flight)
cS Status (Flight)
©1998, 1999 ORIGIN Systems, Inc. ORIGIN is a trademark or registered trademark of ORIGIN Systems, Inc. in the U.S. and/or other countries. All rights reserved.
Jane's is a registered trademark of Jane's Information Group, Ltd.
INTRO
TABLE OF CONTENTS
TOC
1 - INTERFACE
GENERAL INSTRUCTIONS..............................................................................................1.1
MAIN MENU ...............................................................................................................1.2
CAMPAIGNS ................................................................................................................1.4
Remove Campaign ...................................................................................1.4
Squadron ................................................................................................1.5
Video Introduction....................................................................................1.5
INTERFACE
TRAINING ...................................................................................................................1.3
Campaign Information...............................................................................1.5
Main ..............................................................................................1.6
Airframe/Assign Aircraft ...................................................................1.8
Flight Crew/Assign Pilots ..................................................................1.9
Arming/Assign Loadouts .................................................................1.10
COCKPIT
Briefing ..................................................................................................1.6
Targeting/Assign Targets ................................................................1.15
INSTANT ACTION .......................................................................................................1.16
Instant Action Parameters ......................................................................1.17
FLIGHT
Fly ...............................................................................................1.15
Debrief .................................................................................................1.16
Friendly ........................................................................................1.17
Enemy ..........................................................................................1.18
MULTIPLAYER ............................................................................................................1.19
SINGLE MISSION .......................................................................................................1.20
COMBAT
Environment ..................................................................................1.19
Fly .......................................................................................................1.19
Load Mission.........................................................................................1.20
REFERENCE................................................................................................................1.22
2 - COCKPIT
MISSIONS
Accepting the Mission ....................................................................1.21
Mission Builder .....................................................................................1.21
FRONT SEAT VS. BACK SEAT .........................................................................................2.1
Back Seat (WSO).....................................................................................2.3
MASTER MODES ..........................................................................................................2.3
Master Mode MPD Configuration ...............................................................2.4
MULTI
Front Seat (Pilot).....................................................................................2.2
HEAD-UP DISPLAY (HUD) ..............................................................................................2.5
Customizable Basic Symbology ..................................................................2.9
0.8
ocs.com
http://www.replacementd
APPENDIX
Basic HUD Symbology ..............................................................................2.5
INTRO
INTRODUCTION
Additional HUD Symbology ......................................................................2.10
A/A Master Mode Symbology...........................................................2.10
A/G Master Mode Symbology...........................................................2.18
TOC
NAV and INST Master Mode Symbology ............................................2.23
MULTI-PURPOSE DISPLAYS (MPDs) .............................................................................2.24
MPD Main Menu ............................................................................2.24
Attitude Director Indicator Page (ADI) ......................................................2.25
A/A Arm Symbology ...............................................................................2.26
A/A Arm Pushbuttons.............................................................................2.27
Missile Launch Sequences.......................................................................2.27
Air-to-Ground Armament Page (A/A ARM) ...................................................2.28
A/G Arm Symbology .......................................................................2.28
INTERFACE
Air-to-Air Armament Page (A/A ARM) .........................................................2.26
A/G Arm Pushbuttons.....................................................................2.29
HSI Symbology...............................................................................2.32
HSI Pushbuttons ............................................................................2.33
Tactical Situation Display Page (TSD)........................................................2.34
COCKPIT
Horizontal Situation Indicator Page (HSI)...................................................2.32
TSD Symbology..............................................................................2.34
TSD Pushbuttons ...........................................................................2.36
Targeting IR Page ..................................................................................2.38
Targeting IR Pushbuttons ................................................................2.38
Targeting IR Symbology...................................................................2.40
FLIGHT
Master Mode Programming ....................................................................2.37
TEWS Page...........................................................................................2.42
Threat Location and Strength ..........................................................2.44
TEWS Tones..................................................................................2.44
TEWS Pushbuttons ........................................................................2.44
Air-to-Ground Radar Page (a/g rdr) .........................................................2.45
COMBAT
TEWS Symbology ...........................................................................2.42
A/G Radar Modes ..........................................................................2.45
A/G Radar Pushbuttons ..................................................................2.48
A/G Radar Messages .....................................................................2.49
Air-to-Air Radar Page (a/a rdr) ................................................................2.49
A/A Radar Search Modes................................................................2.50
MISSIONS
A/G Radar Symbology .....................................................................2.47
Other A/A Radar Pushbuttons .........................................................2.53
A/A Radar Symbology .....................................................................2.54
Weapon Video Page (AGM-65, GBU-15) ...................................................2.59
Weapon Video: AGM-65 .................................................................2.59
MULTI
Engine Data Page (ENG)...........................................................................2.58
Weapon Video: GBU-15 ..................................................................2.61
APPENDIX
0.9
INTRO
UP FRONT CONTROLS (UFC) ........................................................................................2.64
UFC Main Menu .....................................................................................2.65
Low Altitude Warning (LAW) Submenu..............................................2.66
Identification Friend or Foe (IFF) ......................................................2.67
TOC
Tactical Aid to Navigation (TACAN) Submenu .....................................2.66
Terrain Following (TF) Radar ............................................................2.67
Instrument Landing System (ILS) .....................................................2.68
NAVFLIR (N-F) ...............................................................................2.69
HUD Options Submenu ...................................................................2.69
Autopilot (A/P) Submenu .................................................................2.70
Steer Points (STR ...) .....................................................................2.71
UFC Data Menu .....................................................................................2.72
INTERFACE
Steering Data (nav/tcn/tgt str) ........................................................2.68
ADDITIONAL COCKPIT FEATURES .................................................................................2.73
Master Caution Panel .....................................................................2.75
Standby Instruments ..............................................................................2.77
COCKPIT
Indicator Lights .....................................................................................2.73
3 - FLIGHT
Thrust....................................................................................................3.1
Lift ................................................................................................3.2
Angle of Attack .......................................................................................3.2
FLIGHT
FLIGHT PHYSICS ..........................................................................................................3.1
Drag ......................................................................................................3.3
AoA and Airspeed ............................................................................3.4
Altitude ..................................................................................................3.4
G-Forces .....................................................................................................................3.5
The Flight Envelope .....................................................................................................3.5
COMBAT
Airspeed ................................................................................................3.3
Absolute Limits .......................................................................................3.6
Pitch, Roll and Yaw ..................................................................................3.7
Flight Stick .............................................................................................3.8
Rudder Pedals.........................................................................................3.8
Throttle ..................................................................................................3.8
MISSIONS
Flight Controls ............................................................................................................3.7
Flight Characteristics..................................................................................................3.9
Turn Performance ....................................................................................3.9
Corner Speed ................................................................................3.10
Auto-Control Systems.....................................................................3.11
MULTI
Turn Rate and Turn Radius ..............................................................3.10
Flight Disruptions......................................................................................................3.11
Adverse Yaw (High AoA) .........................................................................3.12
Autoroll ................................................................................................3.13
0.10
APPENDIX
Departure .............................................................................................3.12
INTRO
INTRODUCTION
Spins ...................................................................................................3.13
Spin Recovery ...............................................................................3.14
Stalls ...................................................................................................3.15
TOC
Stall Avoidance/Recovery ................................................................3.15
Taking Off and Landing ...............................................................................................3.16
Training Missions...................................................................................3.16
Takeoff .................................................................................................3.16
Instrument Landing System .............................................................3.18
Making the Landing ........................................................................3.20
Aborting a Bad Landing ..................................................................3.21
Navigating ................................................................................................................3.21
Terms ..................................................................................................3.21
INTERFACE
Landing ................................................................................................3.18
TACAN Signals ......................................................................................3.22
Navigating Through Sequence Points.................................................3.25
Autopilot Modes ....................................................................................3.27
Refueling ..................................................................................................................3.29
Know Your Weapons ................................................................................4.3
Know Your Tanks and Pods ........................................................................4.6
FLIGHT
4 - COMBAT
COMBAT LOADOUTS......................................................................................................4.3
COCKPIT
Sequence Points ....................................................................................3.24
Chaff and Flares ..............................................................................4.6
AN/AAQ-14.....................................................................................4.6
AN/AXQ-14.....................................................................................4.6
Fuel Tanks.......................................................................................4.7
Deciding What to Take .............................................................................4.7
COMBAT
AN/AAQ-13.....................................................................................4.6
Preset Loadouts ..............................................................................4.7
Avoiding Detection .................................................................................4.11
Stay Low ......................................................................................4.11
Limit Radar Usage .........................................................................4.14
MISSIONS
Custom Loadouts.............................................................................4.7
GETTING IN ...............................................................................................................4.11
Use AWACS and JSTARS ................................................................4.16
Switching to A/A Master Mode ................................................................4.19
Use the A/A Radar .........................................................................4.20
Use the TEWS...............................................................................4.23
MULTI
Detecting Aircraft Beyond Visual Range ....................................................4.19
Acquiring and Tracking BVR Targets .........................................................4.27
Send an IFF Squawk .......................................................................4.27
Track the Target ............................................................................4.30
0.11
APPENDIX
Designate the Target ......................................................................4.28
INTRO
Engaging ..............................................................................................4.33
Engage With Missiles .....................................................................4.33
Engage with the M161A Cannon ......................................................4.41
The Structure of a Flight .................................................................4.43
TOC
Managing Your Flight..............................................................................4.43
Flight Commands ...........................................................................4.44
TAKING CARE OF BUSINESS ........................................................................................4.51
Finding and Designating Targets ..............................................................4.51
Orienting Yourself with the TSD .......................................................4.52
Targeting Stationary Ground Targets.................................................4.53
Targeting Ground Moving Targets (GMTs) ..........................................4.57
Selecting Weapons and Bomb Modes .......................................................4.59
INTERFACE
Switching to A/G Master Mode ................................................................4.51
Select Station(s) ............................................................................4.59
Set the Quantity of Weapons Released .............................................4.60
Set the Interval Between Releases ...................................................4.61
Set the CBU Height of Burst ...........................................................4.61
COCKPIT
Choose a Weapon Release Option ....................................................4.60
Select a Bomb Mode ......................................................................4.61
Engaging ..............................................................................................4.62
Guided Weapons............................................................................4.65
M1A61 Cannon .............................................................................4.69
GETTING OUT .............................................................................................................4.70
FLIGHT
Unguided Weapons ........................................................................4.62
Combat Theory ......................................................................................4.70
Pursuit Curves ..............................................................................4.72
Speed vs. Altitude..........................................................................4.74
Choosing Your Attack .....................................................................4.75
Approach an Enemy Head-On ...........................................................4.76
COMBAT
Positional Geometry .......................................................................4.70
Basic Fighter Maneuvers ........................................................................4.78
Barrel Roll ....................................................................................4.79
Scissors .......................................................................................4.80
High-Speed Yo-Yo ...........................................................................4.82
Low-Speed Yo-Yo............................................................................4.83
MISSIONS
Break Turn ....................................................................................4.78
Uphill Turn (Immelman) ...................................................................4.84
Downhill Turn (Split-S) ....................................................................4.83
MULTI
APPENDIX
0.12
INTRO
INTRODUCTION
5 - MISSION BUILDER
DESIGNING A MISSION ................................................................................................5.1
Design Questions.....................................................................................5.1
TOC
Testing Question......................................................................................5.1
MAIN SCREEN .............................................................................................................5.2
SAMPLE MISSION CREATION ORDER .............................................................................5.6
INTRO TO MISSION BUILDER ........................................................................................5.8
Builder .........................................................................................5.10
Placement.....................................................................................5.10
Function .......................................................................................5.10
Text .............................................................................................5.11
INTERFACE
Mission Builder Features ..........................................................................5.9
COMMON INSTRUCTIONS...........................................................................................5.12
Item Info ..............................................................................................5.12
MISSION FEATURES ...................................................................................................5.12
New Mission .........................................................................................5.12
Open Mission ........................................................................................5.13
COCKPIT
Remove Item.........................................................................................5.12
Save Mission.........................................................................................5.13
Type Aircraft .................................................................................5.15
Number In Flight ............................................................................5.16
FLIGHT
Delete Mission ..............................................................................5.13
Add Aircraft ..........................................................................................5.14
Side .............................................................................................5.16
Callsign ........................................................................................5.17
Altitude ........................................................................................5.18
Loadout ........................................................................................5.18
Control .........................................................................................5.18
COMBAT
Speed (IAS KTS / TAS KTS) .............................................................5.17
Name/Label...................................................................................5.19
Display on Threat List ....................................................................5.19
Route Color...................................................................................5.19
Label Color ...................................................................................5.20
Chance of Appearing ......................................................................5.20
Group...........................................................................................5.20
MISSIONS
Display on Briefing Map ..................................................................5.19
Initial Actions ................................................................................5.21
Remove Aircraft ....................................................................................5.21
Aircraft Info ..........................................................................................5.21
Add Moving Vehicle ................................................................................5.21
MULTI
Edit Aircraft..........................................................................................5.21
Vehicle Type ..................................................................................5.22
Side .............................................................................................5.22
0.13
APPENDIX
Number ........................................................................................5.22
INTRO
Chance of Appearing ......................................................................5.22
Group...........................................................................................5.22
Package........................................................................................5.22
Display on Threat List ....................................................................5.23
TOC
Display on Briefing Map ..................................................................5.23
Name/Label...................................................................................5.23
Route Color...................................................................................5.23
Starting Condition ..........................................................................5.23
Remove Moving Vehicle ..........................................................................5.24
Moving Vehicle Info ................................................................................5.24
Add Ground Object.................................................................................5.24
Ground Object Type ........................................................................5.25
INTERFACE
Label Color ...................................................................................5.23
Side .............................................................................................5.25
Display on Threat List ....................................................................5.26
Edit Ground Object.........................................................................5.26
Remove Ground Object ...........................................................................5.26
COCKPIT
Display on Briefing Map ..................................................................5.26
Ground Object Info .................................................................................5.26
Add Waypoint .......................................................................................5.27
Waypoint ......................................................................................5.28
Aircraft ........................................................................................5.29
Altitude ........................................................................................5.29
FLIGHT
Waypoint Details — Adding/Editing ..........................................................5.28
Speed (IAS KTS/TAS KTS) ...............................................................5.29
Label............................................................................................5.29
Edit in Briefing ..............................................................................5.29
Actions.........................................................................................5.29
Remove Waypoint ..................................................................................5.41
COMBAT
Jump Point ...................................................................................5.29
Waypoint Info ........................................................................................5.41
Delete Goal ...........................................................................................5.42
Goal Info...............................................................................................5.43
Area Goal .............................................................................................5.43
Delete Area Goal ...................................................................................5.43
MISSIONS
Goal.....................................................................................................5.41
Event ...................................................................................................5.43
User Flags ....................................................................................5.44
Action Types (Event Action Types) ....................................................5.47
Event Condition Types .....................................................................5.48
MULTI
Event Types...................................................................................5.45
JSTAR ..................................................................................................5.50
JSTAR Info ............................................................................................5.50
Bullseye ...............................................................................................5.50
0.14
APPENDIX
Delete JSTAR ........................................................................................5.50
INTRO
INTRODUCTION
Delete Bullseye......................................................................................5.51
Alt Path ...............................................................................................5.51
Briefing ................................................................................................5.52
TOC
Edit Briefing ..................................................................................5.53
Debrief .................................................................................................5.53
Debrief Logic Group .......................................................................5.54
Debrief Logic Statement .................................................................5.54
Title .............................................................................................5.56
Author..........................................................................................5.56
Mission Summary Description .........................................................5.56
Comments ....................................................................................5.56
Environment ..........................................................................................5.56
INTERFACE
Mission Info ..........................................................................................5.56
Time of Day...................................................................................5.56
Builder Options .....................................................................................5.57
Icon Layout ...................................................................................5.57
COCKPIT
Weather .......................................................................................5.57
Filter....................................................................................................5.57
GCI Link ...............................................................................................5.58
Delete GCI Link......................................................................................5.59
Names .........................................................................................5.60
Packages and Chance of Appearing ..................................................5.60
TACAN .................................................................................................5.61
FLIGHT
Groups .................................................................................................5.59
Channel Number ............................................................................5.61
Find Next Available Channel Number .................................................5.61
Delete TACAN .......................................................................................5.61
TACAN Info ...........................................................................................5.62
FAC .....................................................................................................5.62
COMBAT
Station ID .....................................................................................5.61
Delete FAC ...........................................................................................5.62
Mission Label ........................................................................................5.63
Delete Mission Label ..............................................................................5.63
Distance Between Two Points ..................................................................5.63
Destroy This Object ...............................................................................5.63
MISSIONS
Rules of Engagement..............................................................................5.62
Undestroy .............................................................................................5.63
Zoom In................................................................................................5.64
Zoom Area............................................................................................5.64
Center on Cursor...................................................................................5.64
MULTI
Zoom Out .............................................................................................5.64
Revert..................................................................................................5.64
Exit......................................................................................................5.65
0.15
APPENDIX
Filters 1 - 5 ..........................................................................................5.65
INTRO
6 - MULTIPLAYER
MULTIPLAYER CONNECTIONS ........................................................................................6.1
Direct Serial (Null-Modem)........................................................................6.2
Select Serial Port Settings................................................................6.2
TOC
Connecting Your Machines ................................................................6.2
Configuring the Mission ....................................................................6.3
If You Can’t Connect .........................................................................6.3
Configuring the Modems ...................................................................6.4
Connecting with Another Modem Player ..............................................6.4
Configuring the Mission ....................................................................6.5
If You Can’t Connect .........................................................................6.5
INTERFACE
Modem ..................................................................................................6.4
IPX/SPX NETWORK..................................................................................6.5
If You Can’t Connect .........................................................................6.5
TCP/IP Network .......................................................................................6.6
Setting up for Internet Play ...............................................................6.6
Connecting With Other Players ..........................................................6.7
COCKPIT
Configuring the Mission ....................................................................6.5
Configuring the Mission ....................................................................6.7
GAME SESSIONS SCREEN .............................................................................................6.8
Host Game Screen...................................................................................6.9
FLIGHT
If You Can’t Connect .........................................................................6.7
DISCONNECTING..........................................................................................................6.7
GAME SETUP .............................................................................................................6.10
Arming .................................................................................................6.11
A-F - APPENDICES
APPENDICES
COMBAT
Fly .......................................................................................................6.11
Campaigns..............................................................................................A.1
Glossary.................................................................................................C.1
Fuel Flow................................................................................................D.1
Bibliography ............................................................................................E.1
Credits ...................................................................................................F.1
MISSIONS
Acronyms and Abbreviations .....................................................................B.1
MULTI
APPENDIX
0.16
INTRO
HOME
INTERFACE
TOC
Starting the Game. After installing, double-left click the Jane’s F-15 shortcut
icon, or select Programs/Jane’s Combat Simulations/F-15 from the START Menu.
You can bypass the Introduction by pressing q.
Jane’s F-15 has a primarily cursor-driven interface. Unless specified otherwise, “click” always refers to left-clicking the mouse on an option.
In most cases, clicking on the artificial horizon will bring up an OPTIONS
screen.
FLIGHT
ACCEPT applies any changes you’ve made on that screen, and progresses to the
COCKPIT
In the lower-right corner of nearly every screen is a circle divided into four
parts: a red CANCEL section, a blue ACCEPT section, a yellow HELP section and a
central gray “artificial horizon.”
INTERFACE
GENERAL INSTRUCTIONS
COMBAT
CANCEL returns to the previous screen without applying any changes made.
MISSIONS
next screen. (When you are about to enter a mission, ACCEPT changes to FLY.)
HELP brings up a window that explains the function of the current screen.
Often, pop-up windows will appear, and selections can be made or information
can be entered.
MULTI
Pop-Up Windows
OK saves any changes you’ve made in that window, and returns you to the
CANCEL returns to the original screen without saving any changes made.
1.1
APPENDIX
original screen.
INTRO
Fly in a Campaign
Fly an Instant Mission
TOC
Fly a
Training
Mission
Exit the
game
View objects and
Jane’s information
Fly a Single Mission or
Create your own mission
First-time pilots will benefit from playing Jane’s F-15 in Casual mode, which
can be selected during installation.
MISSIONS
Notice that it is not necessary to click on the word itself. Click anywhere in
the highlighted colored section to proceed.
COMBAT
The first thing you see after the introductory video is a main screen “menu”
divided into seven multi-colored “wedges” and a central black-and-white
artificial horizon. Each wedge performs one or more different functions. To
select one of these wedges, move your cursor over the colored section to
highlight it, and click.
FLIGHT
MAIN MENU
COCKPIT
Select Options
(See Setup &
Troubleshooting Guide)
INTERFACE
Fly in a
Multiplayer
Deathmatch
MULTI
APPENDIX
1.2
INTRO
TRAINING
Mission
description
TOC
Mission name
•
Click twice on the name of the mission (in Available Missions) to bring
up the mission briefing.
•
Click ACCEPT to proceed to the briefing.
•
Click FLY to begin the mission (after the briefing).
For details on the briefings, see Briefing, p. 1.6.
COMBAT
Click once on the name of the mission to bring up a description of that
mission.
FLIGHT
•
COCKPIT
Jane’s F-15 has a variety of training missions that cover the basics of flying
this sophisticated fighter from takeoff to full combat situations. On the right
side of the screen is a scrollable list of missions.
INTERFACE
Available
missions
MISSIONS
MULTI
APPENDIX
1.3
INTRO
CAMPAIGNS
Name of Campaign’s Squadron
Campaign
Description
There are two possible campaigns: The United Nations war with Iraq, Desert
Storm, and a hypothetical action against Iran in 2002. You can view a summary of each campaign’s history by clicking on the campaign name in the
Current Campaign List.
Click on the campaign name IRAN or IRAQ, then select ACCEPT to begin
the campaign.
•
Click on the name of your squadron, and select ACCEPT to continue a
campaign.
REMOVE CAMPAIGN
You can delete any campaign in progress. You cannot delete the original
campaign starting points, IRAN and IRAQ.
Click on the name of the campaign in progress to be deleted.
•
Click the REMOVE CAMPAIGN icon.
•
Confirm that you wish to delete the campaign.
APPENDIX
1.4
•
MULTI
Once you delete a campaign, there is no way to undelete it.
MISSIONS
All statistics pertaining to your selected campaign will appear in the lower
portion of the screen. These include aircraft status, flight crew status and
number of missions flown.
COMBAT
Once you’ve flown in a campaign, there will be an additional name in the
Current Campaign List. It will include the name of the squadron you chose.
That is the “title” of your campaign in progress.
FLIGHT
•
COCKPIT
Campaign Status
INTERFACE
Remove
Campaign
TOC
Current
Campaign
List
INTRO
SQUADRON
Squadron Name
Click on the name of the squadron you wish to view.
•
Click ACCEPT to select that squadron and continue.
VIDEO INTRODUCTION
If you do not wish to view the video introduction, press any key to skip past it.
Before the initial mission of a campaign, a brief history of the overall
situation is described.
•
MISSIONS
CAMPAIGN INFORMATION
COMBAT
•
FLIGHT
The right window shows a scrollable list of all available squadrons. As each
squadron’s name is highlighted, its history and insignia appear in the upperleft window.
COCKPIT
Choose your squadron. This not only determines the tail insignia on your
F-15, but it affects the airframes and aircrew available for each mission. Once
you have selected a squadron for a campaign, you cannot change squadrons
— you must begin a new campaign to fly with another squadron.
INTERFACE
Squadron
Information
TOC
Available
Squadrons
Click CONTINUE to go to the Mission Briefing.
MULTI
APPENDIX
1.5
INTRO
BRIEFING
Mission Name
Mission Map
Mission
Briefing
Assign Aircraft
Assign Pilots
Assign Loadouts
Assign Targets
All the available information that Military Intelligence can provide is
presented on the Main Briefing screen.
The mission and resources summary, as well as all recommendations,
can be viewed from this screen.
All currently known situational information can be graphically
viewed from the mission map. This includes locations of waypoints
and the Bullseye, JSTARS and FACs, and any known threats.
You may move, add or delete waypoints on the Mission Map, if you feel
there would be an advantage.
All known enemy threats are listed, both air and ground. Not all
threats found in the mission are listed, however.
APPENDIX
1.6
MULTI
I NTELLIGENCE I NFORMATION
MISSIONS
M ISSION M AP
COMBAT
M ISSION B RIEFING
FLIGHT
MAIN
COCKPIT
The Briefing screen is where the mission is fine-tuned. All the available
information can be read, the mission map can be viewed and even adjusted,
and the squadron’s aircraft can be prepped for flight.
INTERFACE
Intelligence
Information
TOC
Mission
Briefing
INTRO
Mission Map Controls
The three rows of buttons beneath the Mission Map Icon control the information shown on the Mission Map screen.
Enemy Aircraft
Neutral Aircraft
Friendly Aircraft
TOC
Mission Map
Ground Defense Sites
Ground Radar
INTERFACE
Weapon Ranges
Airbases
Labels
Add Waypoint
Delete Waypoint
COCKPIT
Zoom In Zoom Out Zoom Area Center on Cursor Revert
FLIGHT
Friendly Aircraft. Toggle the friendly plane icons on/off.
Enemy Aircraft. Toggle the known enemy plane icons on/off.
Ground Defense Sites. Toggle the known friendly and enemy AAA
and SAM sites on/off.
Ground Radar. Toggle radar range circles on/off.
Airbases. Toggle area airbase icons on/off.
Labels. Toggle mission labels on/off.
Click on the ADD WAYPOINT button.
•
Click on the waypoint just before the waypoint you want to add. If you
are placing a waypoint before the current Waypoint 1, click on the aircraft itself.
•
Click on the location of the new waypoint.
APPENDIX
1.7
•
MULTI
Add Waypoint. You may add waypoints to your mission. (You can also
click-and-drag a pre-existing waypoint to move it.)
MISSIONS
Weapon Ranges. Toggle the visual weapon detection circles (the effective range that SAMs can detect an aircraft) on/off.
COMBAT
Neutral Aircraft. Toggle the neutral plane icons on/off.
INTRO
Delete Waypoint. You may delete waypoints from your mission.
Click on the DELETE WAYPOINT button.
•
Click on the waypoint to be deleted.
Zoom In. Zoom closer to the current center of the Mission Map.
TOC
•
Zoom Out. Zoom the Mission Map farther out.
•
Click on the ZOOM AREA button.
•
Click-and-drag an area on the Mission Map.
•
Release the mouse button. That area will fill the Mission Map screen.
•
Click on the CENTER ON CURSOR button.
•
Click on the location on the Mission Map to be centered.
AIRFRAME/ASSIGN AIRCRAFT
FLIGHT
Revert. Return the map to the way it was, the last time it was saved. If
it hasn’t been saved, REVERT “clears” it.
COCKPIT
Center On Cursor. Select an area to be centered on the Mission Map
screen.
INTERFACE
Zoom Area. Select an area to view in the Mission Map.
Currently Assigned Aircraft
Aircraft
Information
1.8
APPENDIX
The first two numbers refer to the year the aircraft was manufactured.
MULTI
When you select an airframe, you are choosing the actual fighters you and
your wingmen will fly. All the planes are F-15 Strike Eagles, and until they
see combat and take damage they are identical, but each squadron only has
a certain number of actual planes. If your wingman is flying the F-15 airframe 86-0183, and is shot down, then 86-0183 isn’t going to be available
again. If he’s shot up, then 86-0183 is going to be damaged in the future.
MISSIONS
Revert
COMBAT
Available
Aircraft
INTRO
Different types of damage get repaired at different rates. It usually takes
about two to five missions for a damaged plane to become available.
•
Replace a plane by click-and-dragging another aircraft to an occupied
slot. The original plane will be returned to the Available Aircraft list.
•
Remove a plane by click-and-dragging the Airframe off the Currently
Assigned Aircraft screen.
There is a number in the top left of each airframe image in the Currently
Assigned Aircraft area. You are #1. Your wingmen are numbered in succession.
Click AIRCRAFT INFORMATION.
Information on the status of each airframe in the entire squadron (OK, REPAIR,
DESTROYED) will appear on the left side of the display.
•
Click REVERT to return to the original airframe selection.
FLIGHT CREW/ASSIGN PILOTS
Available
Pilots
Revert
APPENDIX
1.9
MULTI
You can assign flight crew to fly the airframes you’ve selected (see above), or
you can accept the default flight crew.
MISSIONS
PIlot
Information
COMBAT
Currently Assigned Pilots
FLIGHT
R EVERT
COCKPIT
A IRCRAFT I NFORMATION
•
INTERFACE
Assign a plane by click-and-dragging a name from the Available Aircraft
window to an empty slot in the Currently Assigned Aircraft screen.
TOC
•
INTRO
The selection process is identical to the method for assigning airframes.
Assign a pilot by click-and-dragging a name from the Available Pilots
list to an empty slot in the Currently Assigned Pilots screen.
•
Replace a pilot by click-and-dragging another name to an occupied slot.
•
Remove a pilot by click-and-dragging the name off the Currently
Assigned Pilots screen.
P ILOT I NFORMATION
•
INTERFACE
To know which pilot is Wingman 1, 2, 3, etc., look at the number in the tailfin graphic. You are #1. Your wingmen are numbered in succession.
TOC
•
Click PILOT INFORMATION.
Rename a Pilot or Weapons Systems Officer
Click on a name.
•
Type a new name in the appropriate text box.
•
Click OK.
FLIGHT
•
COCKPIT
Information on the status of all pilots will appear in the left side of the
screen.
R EVERT
Click REVERT to return to the original Flight Crew selection.
ARMING/ASSIGN LOADOUTS
Available
Loadouts
Weapon
Inventory
Revert
Create Custom
Loadout
1.10
APPENDIX
A number of the most commonly used loadouts are listed in the Available
Loadouts window. These are combat-proven combinations maximizing the
F-15E’s capabilities in a variety of situations.
MULTI
With the exception of being able to customize loadouts, the arming process
is identical to the method for assigning airframes and pilots.
MISSIONS
Loadout
Assignment
COMBAT
•
INTRO
Loadout entries that are gray are not available because the ordnance inventory
cannot provide a complete loadout as prescribed in the loadout specification.
Assign a loadout by click-and-dragging a name from the Available
Loadouts list to an airframe in the Loadout Assignment screen.
Similarly, assigning complementary loadouts to different members of your
strike package requires a strategic decision. The goal is to be prepared for
any eventuality.
Replace a plane’s loadout by click-and-dragging a new loadout from
Available Loadout to an occupied slot in the Loadout Assignment
screen.
•
Remove a plane’s loadout by click-and-dragging the loadout off the
Loadout Assignment screen.
There are a number of pre-designed loadouts, each recommended for different types of missions. Additionally, custom player-created loadouts can be
added to this list via the CUSTOM button (see next page).
COMBAT
The exact configuration of these default loadouts can be viewed by opening
them through the CUSTOM screen, or by click-and-holding the left mouse
button down on a specific loadout in the Available Loadouts list (this provides a small representation of the loadout). See Custom, next page.
FLIGHT
D EFAULT L OADOUTS
COCKPIT
•
INTERFACE
Different planes can carry identical loadouts, until the ordnance runs out.
Ordnance conservation is an element of campaign strategy — it is important
not to waste ordnance and risk running out when it’s most needed.
TOC
•
A RMING W EAPON I NVENTORY
To see a brief description of a particular weapon or round, click on its image.
A “-” character in the quantity column indicates the squadron has unlimited
access to that ordnance.
•
APPENDIX
1.11
Click REVERT to return to the original default loadout.
MULTI
R EVERT
MISSIONS
This provides a list of the squadron’s current ordnance supplies. This is
important in campaigns, where ordnance is limited.
INTRO
C USTOM
Wingman Tabs
Weapon Information Screen
Available Ordnance
Open
Previously
Saved Loadout
Available
Hardpoint
Fuel Load
View A/A
Armament
Fuel
Capacity
View A/G
Armament
Weapon
Advisor
Click CUSTOM.
•
Click-and-drag weapons from the Available Ordnance window to an
Available Hardpoint.
Positions that can accept that type of weapon will highlight when the
weapon is selected. Weapon names which appear gray represent weapons
which are currently depleted from inventory, and can’t be dragged into an
Available Hardpoint.
Continue until the loadout is complete.
F-15 Fuel/Weight. The more ordnance is loaded on a plane, the heavier it
becomes. When the weight exceeds the Maximum listed on the far right of
the Weight indicator, the red bar under WEIGHT signals that the plane is
overloaded.
However, in some situations, such as very short missions, fuel can be
removed from the main fuel tank by using the “-” button to the left of the
Fuel Load indicator, lightening the overall load and making it possible to
add more ordnance.
MULTI
MPD Display. This is a display of the appropriate AA or AG armament page
(p. 2.26, p. 2.28), which is how you track your weapon status during the
APPENDIX
1.12
MISSIONS
•
COMBAT
•
FLIGHT
Revert
Maximum Weight Load
Current Weight Load
COCKPIT
Delete
Previously
Saved Loadout
Assigned
Hardpoint
INTERFACE
Save Loadout
View of AA/AG Arm Page
TOC
Although there are several suggested loadouts for various types of missions,
it is also possible to create your own custom loadouts. These can be saved,
and used at any time during the campaign, as long as the appropriate ordnance is available.
INTRO
mission. Watching how the addition and deletion of ordnance is tracked on
the MPD is a good way of familiarizing yourself with this feature.
This loadout will now be available in the regular Available Loadouts screen
for simple click-and-drag use.
Open Previously Saved Loadout. To view or edit a loadout:
Press the OPEN PREVIOUSLY SAVED LOADOUT button.
•
Select a loadout from the scrollable list in the pop-up window.
•
Select OK.
Delete. To delete the selected loadout, press DELETE PREVIOUSLY SAVED LOADOUT.
View AG Arm Page. This button brings up the Available Ordnance for all
air-to-ground weapons.
Cancel, Accept. Return to the Loadout screen by pressing CANCEL or ACCEPT;
ignoring or accepting changes respectively.
Wingman Tabs. All loadout information can be specified for each wingman
flying with you. The Wingman Tabs in the upper-left can be clicked to bring
up their current loadouts.
MISSIONS
Revert. Click REVERT to return to the previously saved version of the airframe loadouts. All ordnance will return to the default.
COMBAT
View AA Arm Page. This button brings up the Available Ordnance for all
air-to-air weapons.
FLIGHT
•
COCKPIT
Selecting ACCEPT will not automatically save your new loadout for future
missions. It merely accepts the loadouts for the airframes, and there will
not be a prompt asking if you want to save any of them for future use.
INTERFACE
Save Loadout. To give a custom loadout (currently displayed) a name, press
the SAVE LOADOUT button and enter the name in the text box.
TOC
Weapon Information Screen. When a weapon is highlighted in the
Available Ordnance screen, a picture and brief summary are displayed in this
window. The amount of this ordnance which is available also appears here.
MULTI
APPENDIX
1.13
INTRO
Weapon Advisor
Weapons
Appropriate Targets
Item view
window
Brief description of
highlighted weapon
Toggle between
Weapons/Appropriate targets and
Targets/Appropriate weapons
•
Click SWITCH to switch between types of targets and types of weapons
in the Subject Window.
MISSIONS
Whenever a weapon is selected, its picture and a brief summary will appear
in the Item View window.
COMBAT
Any item in the Subject Window, when clicked on, will bring up information in the Explanation Window. If a weapon is selected in the Subject
Window, the types of targets it is best used for will appear in the
Explanation Window. If a type of target is selected in the Subject Window,
the recommended types of weapons will appear in the Explanation Window.
FLIGHT
Picture of
highlighted
weapon
COCKPIT
Name of
highlighted
weapon
INTERFACE
Explanation
window
Subject
Window
TOC
For a brief tutorial on what weapons are best for what types of targets, and likewise what types of targets call for which weapons, look at the Weapon
Advisor, below.
MULTI
APPENDIX
1.14
INTRO
TARGETING/ASSIGN TARGETS
TOC
Designate Target
Undesignate Target
Revert
Center on Cursor
INTERFACE
Wingmen
Zoom Area
Zoom In
D ELETE A TARGET A SSIGNMENT
•
Click UNDESIGNATE TARGET and click on a target number to delete a pilot’s
assignment to that target.
Click DESIGNATE TARGET.
•
Click the appropriate wingman’s number.
•
Click the target’s icon (if aircraft) or white dot (if other object).
For further information on the other keys, such as Zoom In and Zoom Out,
see p. 5.64.
FLY
•
APPENDIX
1.15
Click FLY to accept the mission and take off.
MULTI
Notice that in a mission briefing, instead of the blue ACCEPT button in the
lower-right corner, there is a blue FLY button. When all the elements are
arranged to your satisfaction, it is time to begin the mission.
MISSIONS
•
COMBAT
A SSIGN A TARGET
FLIGHT
When a mission has a ground target, the TARGETING button on the Mission
Briefing screen will be enabled. There will already be pilots assigned to certain targets — one target per waypoint per pilot. If you wish to adjust these
target assignments, you may.
COCKPIT
Zoom Out
INTRO
DEBRIEF
TOC
Flight Results
Statistics
Debriefing. Discusses the mission’s accomplishments, or lack of them, waypoint by waypoint.
Flight Results. Lists the accomplishments and failures of each aircraft in
your strike package.
COMBAT
INSTANT ACTION
FLIGHT
Statistics. Lists all applicable statistics, from total mission time to how much
and what type of ordnance was expended.
COCKPIT
At the end of each mission a Debriefing screen appears. This includes information on how well you accomplished your goals, your overall performance,
and the performance of the rest of your strike package.
INTERFACE
Debriefing
MISSIONS
APPENDIX
1.16
MULTI
If you simply want to choose a type of mission, and then get out and fly it,
Instant Action is for you. The computer creates a stand-alone mission from a
few general parameters that you set. You can call for a simple in-and-out
task, or you can set up complex missions involving multiple wings, difficult
ground targets and crack air defenses.
INTRO
INSTANT ACTION PARAMETERS
If the text of a parameter is grayed out, it is not adjustable because a
previous parameter precludes it. For instance, if you choose No Wingmen,
you won’t be able to assign them skills.
Click on a parameter. (It will highlight when your cursor moves over it.)
•
Click on an option within the parameter to select it.
COCKPIT
•
INTERFACE
Instant Action missions put you directly into the pilot’s cockpit of an F-15
Strike Eagle. All you have to do is choose the parameters of the mission you
want to fly, and you’re good to go.
TOC
Instant Action doesn’t take the place of Training Missions, however. If you
aren’t sure how to handle an F-15, you might want to put some time into
training before you try to put a Strike Eagle through her paces. (See
Training, p. 1.3.)
FRIENDLY
Number of Wingmen. You can lone wolf it, or choose to have up to seven
wingmen accompany you on your mission. Your wingmen will each have the
same loadout as yours.
Formation. Choose the formation that you and your wingmen will fly.
•
“Line” has all your wingmen flying parallel on one side of you, perpendicular to the Waypoint path.
•
“Trail” has your wingmen flying in a line behind you.
•
“V” is V-shape, with you at the front.
APPENDIX
“Wedge” is V-shape, except two aircraft (you and your wingman) may
share the lead position.
MULTI
1.17
•
MISSIONS
Wingman Skill. This determines how good your wingmen will be. A Rookie
is more likely to make a mistake that will kill himself or fail the mission —
and an Expert and Random are more likely to steal the air-to-air action.
COMBAT
Loadout. You can choose any of the pre-determined loadouts, including
ones that you have designed yourself. If you are interested in seeing exactly
what is included in each loadout, or in creating your own, you’ll need to go
to the Arming: Custom section of Campaigns (p. 1.12).
FLIGHT
Altitude. You can start the mission at low, medium, high or random altitude. Low is no problem for an F-15, but if you aren’t familiar with the
avionics, start off higher.
INTRO
ENEMY
Enemy Aircraft. You can choose from any aircraft available in the game. All
enemy will have the same type of aircraft. For information on specific
planes, see Reference, p. 1.22, or Mission Builder: Type Aircraft, p. 5.15.
Altitude. Set the starting altitude for your enemy. Since the default is low
(to coincide with the default for your own F-15), this is particularly important to adjust if you choose a less maneuverable enemy plane.
•
“Guns” has them flying with only a full load of gun ammo.
•
“Rear Aspect Heater” indicates heat-seeking missiles that are only efficient when fired at the tail of an enemy.
•
“All Aspect Heater” indicates more sensitive heat-seeking missiles that
can track their target regardless of direction.
•
“Semi-Active Radar” indicates a missile with radar guidance requiring
constant tracking from the firing aircraft.
•
“Active Radar” indicates a fully active “fire and forget” missile.
COMBAT
“None” has them flying with no weapons, only chaff and flares.
FLIGHT
•
COCKPIT
Loadout. Since the enemy can be flying nearly any type of plane,
“Loadout” does not determine exactly what the enemy will be carrying, but
rather what type of ordnance.
INTERFACE
Enemy Skill Level. Choose how good your opponents will be. The less skilled
they are, the fewer offensive/defensive maneuvers they will be capable of.
TOC
Number of Enemy Aircraft. The default is three, but you can have as
many as eight.
Placement. You may limit the advantages of the enemy’s location.
•
“Neutral” means that they will begin the same distance from the waypoint as you, and at approximately the same speed.
•
“Advantage” means they will begin the mission on your tail.
•
“Disadvantage” means the enemy will be ahead of you, and easier to
pick up with your avionics.
A/G Target. Choose the type of ground targets that you must destroy. For
more detailed information on types of targets, see Mission Builder:
Ground Object Type, p. 5.25.
APPENDIX
1.18
MULTI
“CAP” means the opposition will be on Combat Air Patrol.
MISSIONS
•
INTRO
Ground Defenses. Determine the “density” of the ground defenses along
your waypoint path and around your targets.
ENVIRONMENT
TOC
Ground Defense Skill. Determine the ground defense’s accuracy.
Region. Select the type of terrain over which the mission will take place.
Weather. Select the region’s weather. F-15s can fly under any conditions,
but the clearer the weather, the easier the mission.
Notice that instead of the blue ACCEPT button in the lower-right corner, there
is a blue FLY button. When all the elements are arranged to your satisfaction,
it is time to begin the mission.
•
COCKPIT
FLY
INTERFACE
Time of Day. Determine the time of day when the mission starts.
Click FLY to accept the mission and begin.
•
Click on the “wedge” of the type of multiplayer game you wish to play.
Or
•
Click MAIN to return to the Main Menu.
MISSIONS
Multiplayer (pp. 6.1-6.11) describes how to set up each type of connection
and begin a mission.
COMBAT
Jane’s F-15 supports IPX/SPX network (LAN) play (up to eight players),
TCP/IP network (Internet) play (up to eight players), and modem and direct
serial play (two players).
FLIGHT
MULTIPLAYER
MULTI
APPENDIX
1.19
INTRO
SINGLE MISSION
Load Missions. The pre-existing missions are realistic and challenging, and
can be played in any order.
FLIGHT
LOAD MISSION
Mission Information
MULTI
Available Mission. There is a list of mission names in the scrollable
Available Missions in the right side of the screen. The list of missions
includes both pre-existing and player-created missions.
MISSIONS
Mission Summary
COMBAT
Available
Mission
APPENDIX
1.20
COCKPIT
Mission Builder. You are not, however, restricted to the pre-existing missions. You can also choose to build your own missions with the Mission
Builder. This gives you the ability to control every aspect of every object in
the game — plotting exactly where it goes, at what time, what its objectives
are, and how it reacts to other objects in the game. The Mission Builder is in
fact the same editor that the game designers used to create the Jane’s F-15
Campaign and Single missions. It is a powerful tool and can be used to
create missions every bit as complex as those found elsewhere in the game.
INTERFACE
Like an Instant Mission, these are stand-alone tasks. There is no need to
worry about ordnance conservation or how failure will affect future tasks.
These are Get In, Get It Done, Get Out of There missions.
TOC
Single Missions include elements of both the Campaign Missions and the
Instant Missions.
INTRO
Click on a Mission name to view data on it.
•
Double-click on a Mission name to jump immediately to that mission’s
briefing screen.
Mission Information. In the upper-left of the screen appears text
describing the overall mission. Read the summary to determine if this is the
type of mission you wish to fly.
The object that is being destroyed indicates what sort of target you can
expect: buildings, vehicles, structures, etc.
COCKPIT
Mission Summary. The lower-left window depicts what the mission will be
like. If the fighter is alone, you will be flying without a wingman.
INTERFACE
•
TOC
Any mission that has been created in the Mission Builder — and saved to
the MISSION subdirectory of the game — will appear in the list of Available
Missions, even if it is still under construction. Choosing an incomplete mission from the list is the best method of testing it to see how well it works.
ACCEPTING THE MISSION
FLIGHT
Once the mission has been accepted, the sequence of reviewing the information and adjusting the details is identical to the process described in
Campaigns: Briefing.
Please refer to p. 1.6 for specifics.
Creating your own mission is a multi-stage process that takes planning and
practice, but allows you the freedom to create exactly the missions you’d like
most to fly.
S QUADRON
APPENDIX
1.21
MULTI
Prior to non-Campaign missions, the SQUADRON button is available. This
allows you to fly under a squadron’s name, thus changing the tail insignia
markings of your aircraft.
MISSIONS
The tools are explained in detail in Mission Builder, pp. 5.1 — 5.65. Notes
are provided to help fully explain their functions, and on pp. 5.1 and 5.6
you’ll find recommendations on how to plan and build a realistic mission.
COMBAT
MISSION BUILDER
INTRO
REFERENCE
Object View
Object List
TOC
Zoom In
Zoom Out
Reset Orientation
Rotate Roll
Rotate Pitch
Jane’s Specifications
Rotate Heading
•
FLIGHT
You can get information on all the planes and weapons you will encounter in
the game by choosing REFERENCE from the Main Screen. This takes you to the
Reference screen, where you can view 3-D models and read information
from Jane’s Information Group.
COCKPIT
Autorotate
INTERFACE
Switch Views
Click on the item you wish to view from the Object List.
Object View. This shows the image of the object as it appears in the game.
Click-and-dragging on this image will rotate the object.
Zoom In. Zoom in to see a closer view of the object.
Zoom Out. Zoom out to see a more distant view of the object.
MISSIONS
Jane’s Specifications. This provides the Jane’s Information Group’s data on
the highlighted object.
COMBAT
Object List. This is a scrollable list of all the planes and weapons in the
game.
Switch Views. (Toggle) Switch the views in the two windows. It is helpful
to have the Jane’s information in the larger window when you are reading it.
1.22
APPENDIX
Rotate Heading. Rotates the object counter-clockwise (from a top-down
perspective). This is primarily used when Autorotate has been turned off.
Right-clicking on this button will rotate it in a clockwise direction.
MULTI
Reset Orientation. Return the object to its original pitch after having
rotated the image.
INTRO
Rotate Pitch. Rotate the pitch of the object, so that the nose of the plane is
pulled down. Right-clicking on this button will rotate it in the opposite
direction, so the nose is pulled up.
Either ACCEPT or CANCEL will return you to the Main Menu.
INTERFACE
Autorotate. (Toggle) Turn the object’s rotation on or off.
TOC
Rotate Roll. Rotate the object along its axis, so that it rotates clockwise
(from a nose-on perspective). Right-clicking on this button will rotate it in
the opposite direction.
COCKPIT
FLIGHT
COMBAT
MISSIONS
MULTI
APPENDIX
1.23
INTRO
HOME
COCKPIT
MULTI
APPENDIX
2.1
MISSIONS
In the game, you will perform most of the functions of both officers. You can
“jump” from cockpit to cockpit using VIEW_PILOT_FWD 1 (default
pilot’s cockpit view and VIEW_WSO_FWD 3 (WSO’s cockpit view).
Almost all flight, targeting and weapons information is available in both
cockpits; however, each of the Multi-Purpose Displays (MPDs) and MultiPurpose Color Displays (MPCDs) in both cockpits can have a different page
displayed. By setting up different pages in the MPDs and jumping back and
forth between cockpits, you can keep a total of seven pages open at once.
COMBAT
The F-15 has two cockpits — the front seat where the pilot sits, and the rear
seat where the WSO (Weapons Systems Officer, pronounced “wizzo”) sits. In
real combat, the pilot has control of the aircraft and flight and deals with air
opposition, while the WSO finds, designates and engages ground targets.
Both officers are in constant communication with one another, and each can
take over most of the functions of the other, should one of them become
incapacitated.
FLIGHT
FRONT SEAT VS. BACK SEAT
COCKPIT
The buttons surrounding the MPDs and UFC are called pushbuttons, or
PBs. They are numbered for reference in this chapter starting in the upper
left and moving counterclockwise — “PB 5,”for instance, would be the
fifth pushbutton from the left. For illustrations of this numbering convention, see Multi-Purpose Displays (MPDs), p. 2.24 and Up Front
Controls (UFC), p. 2.64.
INTERFACE
The phrase “Multi-Purpose Display” and the abbreviation “MPD” are
used collectively to refer to the F-15’s four monochrome MPDs and three
Multi-Purpose Color Displays (MPCDs), unless otherwise noted.
TOC
In this chapter, all keys are referred to by their names as they appear on
the Custom Mapping screen. Key names are in all caps and bold —
VIEW_PILOT_FWD, for example. If a keyboard key is given, that is the
key in the default map; some of these you may have to add yourself.
INTRO
FRONT SEAT (PILOT)
HUD
UFC
MPD 2
MPCD 3
APPENDIX
2.2
MULTI
MPD and MPCD pages are described under Multi-Purpose Displays
(MPDs), p. 2.24.
MISSIONS
MPD 1
HUD
COMBAT
UFC
FLIGHT
Switch to the look-down pilot seat view (VIEW PILOT MPD; 2) to see the
bottom MPCD and your standby instruments.
COCKPIT
MPD 2
MPD 1
INTERFACE
In the default pilot seat view (VIEW_PILOT_FWD 1) you can only see the
two MPDs.
TOC
The pilot’s cockpit features a Head-Up Display (see Head-Up Display
(HUD), p. 2.5), Up Front Controls (see Up Front Controls (UFC), p. 2.64)
two monochrome MPDs, an MPCD and several conventional standby instruments in case of main systems failure (see Standby Instruments, p. 2.77).
INTRO
BACK SEAT (WSO)
Master modes tailor the F-15’s avionics for a specific function. Buttons below
the UFC indicate which master mode you are in. You can click on these buttons to switch modes, or use the following hot keys:
Switch to A/A (air-to-air combat)
master mode. Required for air-to-air
missile launches.
MASTER_MODE_AG S5
Switch to A/G (air-to-ground combat)
master mode. Required for air-toground weapons release.
MASTER_MODE_NAV S6
Switch to NAV (navigation) master
mode. Used for navigational reference
on ingress and egress.
MASTER_MODE_INST S7
Switch to INST (instrument) master
mode. Provides HUD data, can be
used if HUD damaged.
MULTI
MASTER_MODE_AA S4
MISSIONS
Cycle through master modes —
A/A, A/G, NAV and INST.
COMBAT
APPENDIX
2.3
MASTER_MODE_CYCLE M
FLIGHT
MASTER MODES
COCKPIT
MPCD 7
MPCD 4
INTERFACE
MPD 6
MPD 5
TOC
Most notably, the WSO’s cockpit lacks a HUD. It features two MPDs and two
MPCDs, however. MPD and MPCD pages are described under MultiPurpose Displays (MPDs), p. 2.24.
INTRO
MASTER MODE MPD CONFIGURATION
MPDs are numbered from 1-7: 1 and 2 are the pilot’s MPDs, numbered
from left to right, and 3 is the pilot’s MPCD. MPDs 4 and 7 are the WSO’s
MPCDs and 5 and 6 his MPDs, numbered from left to right.
A/A
1. A/A Radar
2. TEWS
3. A/A Arm
4. A/A Arm
5. A/A Radar
6. TEWS
7. TSD
Removes steering
data block from
HUD (see p. 2.7).
A/G
1. A/G Radar
2. A/G Arm
3. TSD
4. A/G Arm
5. A/G Radar
6. TEWS
7. TSD
You can’t fire A/A
missiles.
NAV
1. A/A Radar
2. HSI
3. TSD
4. ADI
5. A/A Radar
6. HSI
7. TSD
INST
1. A/A Radar
2. HSI
3. ADI
4. ADI
5. A/A Radar
6. HSI
7. TSD
Adds bank scale and
vertical velocity to
HUD (see p. XX).
ILS symbology can
appear (see p. XX).
Adds bank scale and
vertical velocity to
HUD (see p. XX). ILS
symbology can
appear (see p. XX).
MISSIONS
You can reset which pages appear in which MPDs for the A/A, A/G and NAV
master modes — see 6. Master Mode Programming, p. 2.37. The INST
master mode is not reconfigurable.
COMBAT
Other
FLIGHT
WSO pages
COCKPIT
Pilot pages
INTERFACE
Master Mode
TOC
The table below lists the MPD configuration for each master mode and any
other limits or features adjusted by that mode.
MULTI
APPENDIX
2.4
INTRO
HEAD-UP DISPLAY (HUD)
Pitch ladder
Command heading bug
Gun cross
Heading scale
Waterline
Indicated
airspeed
True airspeed
Mach ratio
Current Gs
Velocity
Vector
Steering data
block
Angle-of-Attack. Lists your current angle of attack. It will flash
when you are above 28.4 units. For a more detailed explanation of
angle-of-attack, see Flight: Angle-of-Attack, p. 3.2.
FLIGHT
Available Gs
Barometric altitude. Indicates your altitude above sea level —
the front cockpit standby altimeter provides the ADC (air data
computer) with barometric pressure information, which is then used to
compute barometric altitude.
COMBAT
CAUTION: This is your altitude above sea level (ASL), NOT your altitude
above the ground (AGL). AGL depends on the height above the terrain you
are flying over, which is not taken into account in barometric altitude computations. For AGL information, see Customizable Basic Symbology: Radar
Altitude, p. 2.9.
MISSIONS
Command heading bug. This small bar on the heading scale indicates the heading to the currently selected steer point. When this
heading cannot be displayed onscreen, the bug moves to the edge of the
heading scale closest to the steer point (i.e., the far left or right edge) and
the correct heading is numerically displayed below it.
MULTI
APPENDIX
Current Gs. The number of Gs you are currently pulling. See Flight:
G-Forces, p. 3.5, for an explanation of G-force.
2.5
COCKPIT
Angle-of-attack
Barometric
altitude
Radar altitude
INTERFACE
BASIC HUD SYMBOLOGY
TOC
The HUD consists of computerized flight, targeting and weapon information
that is projected onto a sheet of specially coated glass at the front of the
cockpit. It is designed to keep the pilot from having to constantly look
down at his instruments for flight information during a dogfight.
INTRO
Above 30,000ft, pilots rely on the Mach number for speed information.
2.6
APPENDIX
Indicated airspeed
661 knots
548
450
360
312
251
198
MULTI
Altitude
Sea level
10,000ft
20,000
30,000
40,000
50,000
60,000
MISSIONS
Air density is less at higher altitudes, and thus your indicated airspeed will
continue to decrease as you climb. The table below lists the indicated airspeed of aircraft traveling at Mach 1 at different altitudes. It gives an indication of just how much indicated airspeed may vary with altitude.
COMBAT
Mach ratio. The mach ratio is your aircraft’s speed in relation to
the speed of sound at the same altitude — a mach number of 1
indicates that your aircraft is flying at the speed of sound. A mach number
of .850 indicates your aircraft is flying at 85% the speed of sound.
FLIGHT
Indicated airspeed. Displays your current indicated airspeed in
knots. Indicated airspeed is the speed your aircraft would be traveling given your engine output if you were flying at sea level in still air.
Changes in air pressure and wind affect your speed, so your true airspeed
can be faster or slower than the speed listed here (see Customizable Basic
Symbology: True Airspeed (T), p. 2.9). See Flight: Airspeed, p. 3.3, for a
more detailed comparison of true and indicated airspeed.
COCKPIT
Heading scale. The heading scale is
essentially a compass. North is 360°
(abbreviated to 36), east is 90° (9), south is 180° (18) and west is 270° (27). The
caret in the center of the scale remains fixed, marking your current heading.
INTERFACE
Gun cross. Displayed on the HUD whenever master arm is on (see
Standby Instruments, p. 2.77), regardless of HUD mode or weapon
chosen. Marks the point through which bullets will pass at a range of 2250ft.
TOC
Velocity Vector. (Also called a Flight Path Indicator.) Indicates the
direction of your current flight path. In some situations — with heavy
use of the rudder, for example — the nose of the aircraft (marked by the
waterline) may be pointed in one direction, while the aircraft is actually
side-slipping in another direction. In this case, the flight path indicator
would mark the direction of side-slippage, which is the actual direction in
which the aircraft is traveling.
INTRO
Available Gs. The maximum number of Gs you can pull without
potentially damaging the aircraft. See Flight: G-Forces, p. 3.5.
•
The lines of the pitch ladder are tilted to half of
the pitch angle they indicate — the 10° pitch
line is angled 5°, the 60° pitch line is angled 30°.
•
Positive pitch lines (i.e., those that mark pitch
angles above 0°) are solid; negative pitch lines are
dashed.
•
The pitch ladder always remains perpendicular to the ground.
TCN
Lists the currently selected TACAN channel (e.g. TCN XXX), nautical range
(N) to the corresponding
TACAN Data Block
TACAN station (distance to
CurrentTACAN channel
the station in nm), and your
Range to station
ETE (or ETA) for station
ETA or ETE * (in hours:minutes:seconds).
APPENDIX
2.7
MULTI
* Time displays can be toggled between Estimated Time of Arrival (ETA —
time at which you will reach the steer point or station) and Estimated Time
Enroute (ETE — amount of time you will be enroute to a steer point or station) via the UFC data menu. See UFC Data Menu, p. 2.72.
MISSIONS
Lists the currently selected sequence point (e.g. NAV 0A), nautical range (N)
NAV Data Block
to this sequence point (distance to the sequence point
Currently selected steer point
in nm) and your ETA or
Range to steer point
ETE or ETA
ETE * (in hours:minutes:seconds).
COMBAT
NAV
FLIGHT
Steering data block. Displays navigational (NAV) or TACAN station (TCN)
data if you are in NAV or INST master mode, depending on which option
you choose with PB 6 of the UFC (see Steering Data (NAV/TCN/TGT STR),
p. 2.68). If you are in A/G master mode and have a target designated, target
information is displayed here. If you are in A/A master mode, this information disappears altogether.
COCKPIT
Numbers next to the lines indicate pitch angles.
INTERFACE
•
TOC
Pitch ladder. The pitch ladder is a series of paired, short lines in the center
of the HUD.
INTRO
TGT
TARGET Data Block
Ground range to target
Time to release
Bomb mode
•
Time-to-pull (TPULL). Counts down the time until you need to pull
up in an auto loft bombing sequence. (See Combat: Auto Loft
Bombing Mode, p. 4.63.) Ground range lists the distance to the
point on the ground over which this will occur.
•
Time-to-release (TREL). Counts down the time until the time the
weapon should or will be released. Ground range indicates the distance to the point on the ground over which this will occur.
COCKPIT
Time-to-target (TTGT). Counts down the time until you reach the
area designated as your target. When this is displayed, your
ground range is the range to this target point.
INTERFACE
•
TOC
Lists the ground range (G), in
nm, current bomb mode (CDIP,
AUTO or AUTO LOFT) and one
of the times below, depending on where you are in the
launch sequence:
All times are displayed in minutes:seconds.
FLIGHT
Waterline. Indicates where the aircraft’s nose is pointed.
COMBAT
MISSIONS
MULTI
APPENDIX
2.8
INTRO
CUSTOMIZABLE BASIC SYMBOLOGY
Increase throttle setting
THROTTLE_DOWN (-)
Reduce throttle setting
THROTTLE_IDLE (S-)
Set throttle to idle
THROTTLE_MIL (S=)
Set throttle to full military power
THROTTLE_AB (\)
Toggle afterburner on/off
MISSIONS
THROTTLE_UP (=)
COMBAT
Thrust XXX. Appears when you do not have a throttle wheel on your joystick or a seperate throttle device. When thrust is displayed, it appears
underneath the current/available G’s indicators on the HUD. It appears as
follows: THRUST 60%. The number indicates the percentage of maximum
thrust you are currently using. You can increase and decrease thrust with a
throttle device or by using the following key commands:
FLIGHT
The radar altimeter measures the time it takes for a radar pulse to
travel from the aircraft to the ground and back, and using this measurement
calculates your altitude above the ground. Its antenna are located underneath the aircraft, and it can only function when pitch angle is
± 20° and bank angle is less than ± 60°. At all other times, the radar altitude scale is removed from the HUD.
COCKPIT
Radar altitude scale. Graphically displays your altitude above
ground level (AGL). Appears when you drop below 1500ft AGL.
Numbers on the scale represent hundreds of feet — 5 = 500ft,
10 = 1000ft, 15=1500ft. The caret indicates the current LAW setting (See 1. Low Altitude Warning (LAW) Submenu, p. 2.66).
The top of the heavy vertical bar on the scale indicates your current altitude above the ground.
INTERFACE
True airspeed (T). This is your velocity relative to the ground, taking into account additions and subtractions to your indicated airspeed due to altitude, temperature, head winds, tail winds, side slippage, etc.
See Flight: Airspeed, p. 3.3, for a comparison of true and indicated airspeed.
TOC
You can add and remove this information from your HUD display by using the
HUD options submenu of the UFC (see HUD Options Submenu, p. 2.69).
MULTI
APPENDIX
2.9
INTRO
ADDITIONAL HUD SYMBOLOGY
A/A MASTER MODE SYMBOLOGY
Boresight and Long-Range
COMBAT
There is no mouse equivalent to these auto-acquisition mode functions.
All but GUNS Acquisition must be assigned to a joystick button or key.
GUNS Acquisition is activated automatically when you choose your gun
while in A/A master mode and there is no current primary radar target.
FLIGHT
In addition to manual acquisition (i.e., you click on a contact on your radar
screen to designate it as your target) there are five target acquisition functions that the radar can run for you — Supersearch, Boresight, Long-Range
Boresight, Vertical Scan and GUNS. (See also Combat: A/A AutoAcquisition Modes, p. 4.28.) The symbology displayed on the HUD in
these modes is explained here.
COCKPIT
A UTO -A CQUISITION (ACQ) M ODE S YMBOLOGY
INTERFACE
Selecting A/A master mode removes the steering data block from the HUD (See
Basic HUD Symbology: Steering Data (NAV/TCN/TGT STR), p. 2.68). Additional
symbology is added to the HUD, depending on what radar acquisition mode
you choose and which weapon is currently in priority. The following sections
give an overview of this symbology. For more detailed, step-by-step instructions on finding, designating and engaging air targets, see Combat: Getting
In, p. 4.11.
TOC
Selecting different master modes and weapons adds different symbology to
the HUD. This additional symbology is described on the following pages.
Boresight Symbology
MULTI
APPENDIX
2.10
MISSIONS
Boresight slaves the radar antenna to
the radar boresight line (RBL), which
is cued to the position of the waterline
on your HUD. When you press either
the boresight (ACQ_BST 6) or longrange boresight (ACQ_LRBST 7) key,
a 4° circle (i.e., a circle with a diameter
of 4° — see note on next page) is drawn on your HUD. In boresight mode,
the radar locks up the first target within 10nm to pass inside the circle. In
long-range boresight mode, the radar locks up the first target within 40nm
to pass inside the circle.
INTRO
Size of a 4° circle
at 5nm
at 10nm
Supersearch Symbology
Vertical Scan Symbology
MISSIONS
GUNS acquisition is activated automatically when you choose your gun
while in A/A master mode and there is no current primary radar target. It
covers 60° of azimuth (30° to either side of aircraft’s nose) and 20° of elevation (10° above nose, 10° down), out to a range of 5nm. No additional symbology appears on the HUD, however.
COMBAT
GUNS Acquisition
FLIGHT
In vertical scan acquisition mode (ACQ_VTS 8), the
radar searches for its target 5° to 55° above the RBL,
but only 7.5° in azimuth (3.75° to the left and right
of your aircraft’s nose). The radar locks up the first
target within 10nm to pass inside this area. This is
the best mode to use if you are trying to acquire a target, you are tailing in a
turning fight. A vertical line appears on the HUD to help you align your target in the radar’s field-of-view (FOV).
COCKPIT
Supersearch (ACQ SS ; 5) is similar to boresight, except
the circle is 20° in diameter. The radar designates the
first target within 10nm to pass inside this circle.
INTERFACE
on the HUD
TOC
Acquisition scan areas cover a cone of area — the farther away from your
plane, the larger the area covered. Therefore, the size of each scan area is
expressed in degrees (4° or 20°), to specify the angular width of the scan
area cone.
MULTI
APPENDIX
2.11
INTRO
M ISSILE L AUNCH M ODE S YMBOLOGY
Target aspect line
Missile type
Missile mode
TD box
Shoot cue
Target altitude
Target aspect
Range
to target
Prelaunch
TTA/TTI
Postlaunch
min/max
TTA or TTI
The F-15 can carry two types of medium-range air-to-air missiles — AIM-7s
and AIM-120s. The HUD symbology is almost identical for the two missiles,
exceptions are noted below.
AIM-120
2.12
APPENDIX
The ASE is displayed on the HUD at all times, but is only for reference purposes if you do not have a currently designated radar target.
MULTI
AIM-7
MISSIONS
ASE circle and steering dot. The Allowable Steering Error circle
and dot provide a steering reference when you are tracking your
target with radar. This circle and dot indicate Lead Angle Error
(LAE) — the circle represents the maximum steering error that is
normally acceptable for missile launch, and you should steer to
place the dot inside the circle before launching. The size of the
ASE is a function of target range relative to Raero, target altitude
and target aspect angle. As you close in on your target, the ASE
will increase in size to a certain point, then may decrease
depending on target aspect.
COMBAT
Medium-Range Missile (MRM) Launch Mode Symbology
FLIGHT
The following two sections give an overview of missile launch mode symbology; step-by-step instructions for firing air-to-air missiles are listed under
Combat: Engage with Missiles, p. 4.33.
COCKPIT
The F-15 can carriy two types of missiles — short-range (AIM-9s) and medium-range (AIM-7s and AIM-120s). Different parameters and symbology are
required for the successful launch of each, so the system has two air-to-air
missile launch modes — short-range missile (SRM) and medium range missile (MRM). Press SRM_SELECT 2 to select SRM launch mode and
MRM_SELECT 3 to select MRM launch mode.
INTERFACE
Missile Count Cue
Missiles
remaining
Radar range
scale
TOC
ASE circle
and steering dot
INTRO
Break X. Appears in the center of the HUD when you are inside the priority
missile’s minimum range.
MRM
Indicates medium-range missile mode.
120A or 7F/M
Indicates which type of missile is in priority.
1-8
Number of this type of missiles remaining onboard.
XX/XX
AIM-120 only — lists min/max TTI, as above.
TXX/XX
AIM-7 only — lists min/max TTI, as above.
LSG/LSG
Appears if the predicted TTI exceeds the time it would take
the missile to travel its Raero (see Radar range scale, next page),
indicating a losing missile status.
XXX/XXX
Appears when the missile’s actual time-of-flight exceeds the
predicted TTI, indicating a lost missile status.
MISSIONS
AIM-120 only — lists min/max TTA. (Min TTA would be for
the missile hitting first, max for the missile hitting last. If
only one missile is in flight, only one number is listed.)
COMBAT
AXX/XX
FLIGHT
Postlaunch min/max, TTA or TTI. Describes time-to-activate and time to
impact for the missile in flight.
COCKPIT
Prelaunch TTA or TTI. Lists the time-to-activate (A) or time-to-impact for
the missile currently in priority. TTA is displayed if the missile is an AIM120 and target range is between Ropt and the range at which the AIM-120’s
seeker head will switch to an active radar search (missile active range or
MAR). If the target is within missile active range, TTI will be displayed. TTI
is always displayed for an AIM-7.
INTERFACE
Missile count cue. Appears as soon as you select MRM launch mode.
TOC
Degrees before break-lock. The number of degrees remaining before the
radar lock on the currently designated target is broken. It appears directly
over the waterline whenever the target’s angle off the boresight reaches 50°.
(Degrees before break-lock is also displayed in NAV master mode.) Break
lock occurs beyond 60°.
MULTI
APPENDIX
2.13
INTRO
Currently selected
radar range
MAR dot
Raero bar
(Not visible.) Maximum aerodynamic range of the missile
(always above the Ropt bar). Only useful against totally nonmaneuvering targets — i.e., targets that maintain straight
and level flight during the missile’s entire time of flight.
INTERFACE
Ropt bar
Optimum range of the missile against a target that flies
straight and level until the missile has almost reached it,
then performs a 4G terminal escape maneuver (always
below the Raero bar).
COCKPIT
Ropt
TOC
Radar range scale. Appears as soon
as you switch to MRM or designate a
target, whichever comes last. The curClosure rate
rently selected radar range, in nautical
miles, is listed at the top of the scale
Target range
— each tick mark represents 25% of
that range. The following markers
move up and down the bar.
Rtr bar
Maximum range of the missile against a target that turns
and runs as soon as the missile is launched (always below
the Ropt bar). This is the range inside which a target can’t
escape (at least, not by running away).
Rmin bar
Minimum range of the missile (always below the Ropt bar).
The missile will not be able to hit a target inside this range.
Target range
This caret points to your target’s current range.
Closure rate
The number beside the caret indicates your target’s closure rate in knots. A positive closure rate indicates the
speed with which the distance between you is decreasing, a negative closure rate indicates the speed with
which the distance between you is increasing.
MAR dot
(AIM-120 only.) Missile activation range — range at
which AIM-120 active seeker attempts to acquire the
target.
Rtr
Rmin
FLIGHT
COMBAT
MISSIONS
Range to target (R). Lists distance to your target in nm.
2.14
APPENDIX
Target altitude. Lists target’s altitude (ASL) in ft — for example, 10-0 means
10,000ft and 16-2 means 16,200ft.
MULTI
Shoot cue. This flashing symbol appears beneath the TD box when your
target is within weapon range. The AIM-7 cue is a triangle, the AIM-120 cue
is a six-pointed star.
INTRO
Short-Range Missile (SRM) Launch Mode Symbology
Missile FOV
MISSIONS
AIM-9P is missile in priority;
radar tracking target
Radar range scale
ASE circle and dot
Target altitude
Missile FOV
centered in TD box
Target aspect
MULTI
Target aspect line
APPENDIX
Range to target
2.15
COMBAT
AIM-9P in priority; no radar track
FLIGHT
TD box. Appears around the current target, as soon as it is designated.
When your target moves off of the HUD, the box is half-displayed at the
edge of the HUD and marks the point you should turn toward to bring the
target back in view. If you have IFF set to AUTO (or NORM and you send out a
query), an X appears within the box if your target is friendly. (See
Identification Friend or Foe (IFF), p. 2.67.)
COCKPIT
Target locator line. When the TD box is limited by the HUD FOV, a dashed
target locator line is displayed. The target locator line extends from the
water line symbol and points to the limited TD box.
INTERFACE
Target aspect angle. Indicates which aspect of the target is facing you, measured in degrees (the final zero has been dropped for brevity). An aspect of
T indicates you’re facing your target’s tail (0°); H indicates you’re facing his
nose (180°). An aspect of 16R indicates you’re facing a point between the
aircraft’s nose and its right wing. 9L indicates you’re facing the pilot’s left
wing. See Combat: Aspect Angle, p. 4.71.
TOC
Target aspect line. A radial line is displayed outward from the ASE circle to
indicate target aspect. A line at 12:00 o’clock indicates tail aspect; 6:00 o’clock
indicates nose aspect. The line is displayed in MRM and SRM modes whenever
the HUD ASE is displayed.
INTRO
TD box
Target altitude
Target aspect angle
Target locator line
The following symbology is unique to SRM launch mode or behaves differently
in SRM launch mode.
An AIM-9 may end up tracking the sun if it falls within the missile’s FOV!
Radar range scale. Appears if you are tracking your target with radar.
It’s the same as in MRM mode, but the following markers move up and down
the bar: Rmax bar, Rmin bar, target range and closure rate.
2.16
APPENDIX
Missile count cue. Appears as soon as you select SRM mode.
Indicates you’re in short-range missile mode.
9L, 9M or 9P Indicates which type of AIM-9 the missile in priority is.
1-4
Number of SRM missiles remaining onboard.
SRM
MULTI
Seeker head position. Appears whenever a AIM-9L/M is in priority, and
indicates the direction the weapon’s seeker head is currently “looking.” It is
smaller than the FOV circle. It remains on the HUD even when the AIM-9
seeker head is uncaged.
MISSIONS
When the missile seeker head is caged, its FOV circle (field of view circle)
also called the “missile boresight” — remains locked on the aircraft’s waterline. This circle indicates where the missile seeker head is aimed and what it
can “see” while it is caged.
COMBAT
Missile FOV. Appears whenever an AIM-9P is in priority or when an AIM
9L/M is in priority and you have no designated radar targets. When the missile seeker head is uncaged (i.e., free to move around and look for targets —
see Air-to-Air Armament (A/A ARM) Page, p. 2.26) the missile FOV circle
disappears and the missile FOV becomes roughly the size of the HUD FOV.
FLIGHT
ASE circle and steering dot. Only appears when an AIM-9L/M is in priority and you are tracking a target with radar. Otherwise, it functions in the
same way as the MRM launch mode ASE circle. See p. 2.12 for details.
COCKPIT
Break X
Degrees before break-lock
Range to target
Shoot cue (triangle)
INTERFACE
The following features only appear in SRM launch mode when you are tracking
your target with radar, but function in the same way as they do in MRM launch
mode. See pp. 2.12-2.15.
TOC
SRM symbology appears on the HUD when you press SRM_SELECT 2.
Different symbols may appear, depending on whether an
AIM-9L/M or an AIM-9P is in priority (i.e., next in line to be fired),
whether you are tracking your target with radar, whether the missile seeker
head is caged or uncaged (i.e., locked to the boresight or free to move
around — see Air-to-Air Armament Page (A/A ARM), p. 2.26) and whether
the seeker head is currently locked on to its target.
INTRO
A/A FNL Sight Symbology
The funnel sight is the only sight available until the radar locks on to a target, at which point GDS and GDS funnel sights become available. (Pressing
GUN_SELECT 1 will cycle through all three sights at this point.)
FLIGHT
The funnel represents a 40ft wingspan target at ranges between 250ft (the
wide end of the funnel) and 5000ft (the narrow end of the funnel). There are
dots along the funnel marking 1000, 2250 and 4000ft ranges.
COCKPIT
If you are in A/A master mode but do not have a designated target, LeadComputing Optical Sight (LCOS) funnel symbology appears on the HUD
when you press GUN_SELECT 1. The radar will also automatically switch
to Gun auto-acquisition mode and attempt to acquire a target. (See AutoAcquisition (ACQ) Mode Symbology: Gun Acquisition, p. 2.11.)
INTERFACE
A/A G UN S IGHT S YMBOLOGY
TOC
Rmax indicates the missile’smaximum range. All others function as they do in
MRM mode. See p. 2.13. Uncage cue (UNC). When scan is selected on the
A/A Arm page (see A/A Arm Pushbuttons, p. 2.27), the missile seeker head
is uncaged and will attempt to lock on to your currently designated target.
This target must be within the missile seeker head field of view (40° from the
nose of the missile).
Funnel
1000ft
COMBAT
2250ft
4000ft
Once you have a target designated, three gun sights are available — FNL,
GDS and GDS FNL. Press GUN_SELECT 1 to cycle through the three sights.
The following symbology appears when GDS or GDS FNL sights are selected. GDS FNL is a combination of GDS symbology and the FNL sight.
2.17
APPENDIX
GDS pipper. Indicates where bullets will fall at the targets current range.
Align this pipper with the target.
MULTI
If you lose radar lock on the designated target, the gunsight will automatically revert to FNL, and the radar will switch to GUNS auto-acquisition
mode and attempt to re-acquire the target.
MISSIONS
A/A GDS and A/A GDS FNL Sight Symbology
INTRO
Radar range scale, target altitude and target aspect angle function as in
MRM mode. See p. 2.12.
The following sections give an overview of the symbology displayed on the
HUD for Air-to-Ground combat. For more detailed, step-by-step instructions
on finding, designating and engaging ground targets, see Combat: Taking
Care of Business, p. 4.51.
INTERFACE
Selecting A/G master mode adds the bomb mode cue to the lower right
corner of the HUD, which tells you which of the three bomb modes — CDIP,
AUTO or AUTO LOFT — you are currently using. These bomb modes control
what symbology is displayed on the HUD and how weapons are released.
PB 5 of the A/G Arm page cycles through them (see A/G Armament Page
(A/G ARM), p. 2.28).
COCKPIT
A/G MASTER MODE SYMBOLOGY
TOC
Turn plane line. Represents the computed projection of the target’s plane
of motion. It is drawn from the gun cross through the reticle, to the edge of
the HUD. You can use this line as a steering aid in a high-aspect attack.
MISSIONS
A/G reticle and range arc. Appears when you switch to A/G master mode.
In AUTO and AUTO LOFT bomb modes, it is centered on the flight path indicator. The tick marks and heavy arc on the perimeter of the A/G reticle display
slant range to target — the range on a straight LOS from your aircraft down
to your target — values between 0 and 23,000ft. The arc moves counterclockwise as range decreases. Each outer tick mark represents 1000ft, with
the first revolution indicating 23,000 to 12,000ft and the second revolution
12,000 to 0ft. Target range is indicated by a tick mark on the inside of the
bar. (The range arc is radar dependent — if EMIS LMT is activated, range
information will not be available. See Up Front Controls, p. 2.64.)
COMBAT
AUTO bombing mode is a blind bombing mode. The HUD provides you with
azimuth steering information, a target designator and countdown to release.
AUTO LOFT mode employs the same symbology, but assumes a loft trajectory for the weapon.
FLIGHT
AUTO and AUTO LOFT Bomb Modes
MULTI
APPENDIX
2.18
INTRO
ASL
Frag Cue
TREL/TPULL/TTGT
Current
Bomb Mode
ASL. The azimuth steering line (ASL) stretches from the TD diamond perpendicular to the horizon, providing a steering reference relative to the horizon. In the final phase of any run you should steer so that the ASL remains
centered over the A/G reticle.
Frag cue. The frag cue represents the edge of the predicted frag envelope
for the currently selected weapon (see p. 2.21).
APPENDIX
2.19
MULTI
TD diamond. Regardless of the sensor used to acquire the target position,
the CC computes the HUD position of the TD (target designator) diamond so
that it represents LOS (line of sight) to the target.
MISSIONS
Press the pickle button down (WEAPON_PICKLE button 2 on your joystick) before TREL reaches zero and hold it down while the release cue
crosses the flight path indicator — the weapon will be released at this point.
If multiple weapons have been selected for release (see A/G Arm
Pushbuttons, p. 2.29), continue to hold down the pickle button — the release
cue is repositioned after each weapon release and the process is repeated
until the last weapon is dropped. Once the last weapon is released, the
release cue disappears and the A/G reticle begins to flash. Releasing the
pickle button stops the reticle from flashing.
COMBAT
Release cue. The release cue is a small line perpendicular to the ASL that
appears when TREL (time-to-release, see below) reaches 10 seconds or less. It
provides you with range and release anticipation cues. It first appears about
5° above the velocity vector and moves down to intersect the flight path
indicator as TREL goes to zero. The release cue will disappear if your steering error is greater than 20° (in other words, if the ASL moves more than
20° to the left or right of the A/G reticle).
FLIGHT
ESL (AUTO LOFT only). By keeping the elevation steering line (ESL) centered
on the A/G reticle, you will provide the selected weapon with its maximum
loft trajectory and therefore maximum standoff distance.
COCKPIT
Command heading cue. This cue marks the aircraft aimpoint on the HUD
heading scale. Steering toward the heading indicated by this cue keeps you
on course toward your target.
INTERFACE
TD Diamond
Ground Range
to Target
TOC
Command
Heading Cue
A/G Reticle and
Range Arc
INTRO
TTGT. The time-to-target countdown (in minutes:seconds) is displayed in all
A/G modes, whenever you have a target designated and steering error is
greater than 20°.
CDIP B OMB M ODE
MULTI
APPENDIX
2.20
MISSIONS
Target designation is
optional. If the target is
DIL
designated, its position is
Frag Cue
computed as explained
under the AUTO and AUTO A/G Reticle
and
LOFT Bomb Mode
Symbology, p. 2.18. The Range Arc
range vector to the target
is computed as the difference between the target position and the aircraft position. Your aircraft’s altitude over the target’s altitude is used to compute the bomb range and position the CDIP display.
COMBAT
When you press and hold the pickle button (WEAPON_PICKLE; joystick
button 2), the position of the A/G reticle becomes your designated target,
and the computer switches to AUTO bomb mode. The CC then begins to calculate TREL and ASL as described under AUTO and AUTO LOFT Bomb Mode
Symbology, p. 2.18. You continue to control weapon release steering in case
multiple bombs will be dropped. If you let up the pickle button, you reenter CDIP mode.
FLIGHT
Continuously Displayed Impact Point (CDIP) bomb mode is a computed,
manually initiated release mode. The computer constantly recalculates the
point at which the weapon will impact and displays this on the HUD.
(Variations in terrain altitude are figured into the computation of impact
point — if you are flying over hilly or rough terrain, the CDIP will change
constantly in reflection.) You control the timing of weapon release, and you
do not have to have a target designated before you pickle.
INTERFACE
TREL. The time-to-release countdown (in minutes:seconds) begins when the
target is within weapon range and the steering error is less than 20°.
TOC
TPULL (AUTO LOFT only). The time-to-pull countdown (in minutes:seconds)
indicates the time remaining before you must pull up to align the flight path
indicator with the ESL in order to give the weapon its maximum loft trajectory. The ESL appears 5 seconds before the expiration of TPULL. The TPULL
cue will disappear when steering error is greater than 20°.
INTRO
COMBAT
MISSIONS
TD diamond. When you press the pickle button, the point marked by the
A/G reticle becomes your designated target. As you hold down the pickle,
the A/G reticle snaps back to the flight path indicator and the computer
enters AUTO bombing mode. The release cue and TREL appear, and the
weapon release continues as described under AUTO and AUTO LOFT Bomb
Mode Symbology, p. 2.18.
FLIGHT
Frag cue. The frag cue represents the edge of the predicted frag envelope
for the currently selected weapon. To avoid the frag envelope, make sure this
frag cue is below the flight path indicator at the time of detonation. For most
low-level deliveries, you will have to fly low enough that the frag cue is
above the flight path indicator when you release your weapon — your exit
maneuver must bring the frag cue back below your the flight path indicator
before detonation, or you risk taking damage from your own weapon.
COCKPIT
DIL. The Displayed Impact Line descends from the flight path indicator (see
Basic HUD Symbology, p. 2.5) to the A/G reticle. The computer calculates
a Displayed Impact Line (DIL) which appears on the HUD. You maneuver so
that the line of your target’s motion is along the DIL and then give the
release signal as soon as the target crosses the pipper on the HUD. The
Displayed Impact Line provides an azimuth steering reference to help you
position the reticle over the target.
INTERFACE
The tick marks and heavy arc on the perimeter of the A/G reticle display
slant range to target, as described under AUTO and AUTO LOFT Bomb Mode
Symbology — see p. 2.18 for details and diagrams.
TOC
A/G reticle and range arc. In CDIP bomb
mode, the A/G reticle represents the weapon
impact point. Press the pickle button when
Target at Target at Target at
the center of the reticle is over the area you
3000ft
18,000ft 24,000ft
wish the weapon to hit. (If you have a target
designated, you will want to align the A/G reticle with the TD diamond.)
When you press the pickle button, the point marked by the reticle becomes
the designated target and the reticle recenters on the flight path indicator.
MULTI
APPENDIX
2.21
INTRO
A/G G UN S IGHT S YMBOLOGY
When you are in A/G master mode, have an AGM-65 as your currently
selected weapon, and master arm is on, several symbols that are specific to
the AGM-65 Maverick appear.
Station 8 LOS. The line-of-sight (LOS) for the seeker head of the missile currently in priority on station 8 (the right station) is marked by a hollow
square. It functions in the same way as the Station 2 LOS.
MISSIONS
Bank angle scale. Indicates your
current bank angle in degrees from 60°
60°
horizontal. When the pointer
45°
45°
points to the 0° tick mark, your
30°
30°
20° 10° 0° 10° 20°
wings are horizontal and you are
flying straight and level. When it
points 30° to the right of 0°, you are in a 30° banking turn to the left. (Your
wings are tilted 30°, with the left wing down and the right up — this sends
you to the left.)
COMBAT
NAV AND INST MASTER MODE SYMBOLOGY
FLIGHT
Station 2 LOS. Mavericks can be loaded on weapons stations 2 and 8 — a left
and a right underwing station. The line-of-sight (LOS) for the seeker head of
the missile currently in priority on station 2 (the left station) is marked by a
hollow circle and indicates where the seeker head is looking. When AGM-65
cueing is set to AUTO (see Weapon Video Page (AGM-65, GBU-15), p. 2.59),
this circle will snap to the TD diamond for the currently designated A/G target.
COCKPIT
A/G reticle. Fixed near center of HUD to provide a reference to aim manually boresighted missile.
INTERFACE
AGM-65 S YMBOLOGY
TOC
The CDIP sight is used to aim the gun while in A/G master mode. When you
press GUN_SELECT 1 to select your gun while in A/G master mode, the
CDIP symbology appears on your HUD. The A/G reticle and range arc and
TD diamond function exactly as they do in CDIP bomb mode. The DIL and
frag cue are not displayed.
MULTI
APPENDIX
2.22
INTRO
ILS S YMBOLOGY
For more information on using ILS information to land, see Flight:
Landing, p. 3.18.
Glideslope Deviation
Scale/Indicator
Localizer Steering
Bar
Localizer Deviation
Scale/Indicator
APPENDIX
2.23
MULTI
Velocity Vector
MISSIONS
Glideslope
Steering Bar
COMBAT
Localizer Deviation Scale/Indicator. This row of dots in the center of the
HUD measures your deviation from a dead-on (straight-ahead) approach to the
runway. A vertical arrow marks your current deviation. The center circle
marks a dead-on approach. The leftmost circle marks a 2.5° deviation to the left
of the runway, and the rightmost circle marks a 2.5° deviation to the right.
FLIGHT
Localizer Steering Bar. This vertical line indicates your horizontal lineup
with the runway. If you are to the left of the runway, the velocity vector will
be to the left of this line. If you are to the right of the runway, the velocity
vector will be to the right of the line. This bar shows your position relative
to the center line of the runway and doesn’t depend on your heading.
COCKPIT
Glideslope Deviation Scale/Indicator. This scale on the left side of the
HUD measures your deviation from the recommended 3° glideslope. A small,
v-shaped caret shows your current deviation. The center of the scale marks
the recommended glideslope. The top tick marks 1° above the glideslope,
while the bottom tick marks 1° below.
INTERFACE
Glideslope Steering Bar. This horizontal line indicates your altitude relative to a 3° glideslope (the optimal angle for descent). If you are above this
glideslope, the velocity vector will be above this line. If you are below this
glideslope, the velocity vector will be below the line.
TOC
The ILS (Instrument Landing System) projects additional information on
your HUD to facilitate landing. ILS symbology appears on your HUD and
your ADI when the ILS is activated and you are in NAV or INST master
mode. To activate the system, go to the UFC main menu and press PB 5 until
the text next to the button reads ILS ON. (See UFC Main Menu, p. 2.65.)
INTRO
MPD MAIN MENU
20 19 18 17 16
15
14
13
12
11
PB 2
(A/A ARM) Air-to-Air
Armament page (p. 2.26)
PB 3
(A/G ARM) Air-to-Ground Armament page (p. 2.28)
PB 4
(HSI) Horizontal Situation Indicator page (p. 2.32)
6
7
PB 5
(TSD) Tactical Situation Display page (p. 2.34)
PB 6
(PROG) Master Mode Programming (p. 2.37)*
PB 12
(TGT IR) Targeting IR page (p. 2.38)
8
9
(TEWS) Tactical Electronic Warfare System page (p. 2.42)
(A/G RDR) Air-to-Ground Radar page — n/a on MPCDs (p. 2.45)
PB 15
(A/A RDR) Air-to-Air Radar page — n/a on MPCDs (p. 2.49)
PB 18
(ENG) Engine Data page (p. 2.58)
(WPN) Weapon Video page (p. 2.59)
MULTI
PB 13
PB 14
APPENDIX
*PB 6 does not call up a page — instead, it brings up a submenu.
2.24
10
MISSIONS
(ADI) Attitude Director
Indicator page (p. 2.25)
COMBAT
PB 1
PB 19
FLIGHT
The MPD main menu is the top-level
menu from which all other pages can
1
be selected — from any of these
2
pages, click PB 11 (marked by an M)
3
to return to the MPD main menu.
You can select MPD pages while the 4
5
game is paused.
COCKPIT
The Multi-Purpose Color Display (MPCD) units in the F-15 function in the
same way as MPDs, but the display is in color. Air-to-Ground and Air-to-Air
Radar information cannot be displayed on a color display, so these options
are not available from the main menu of the MPCD.
INTERFACE
A Multi-Purpose Display is a video display unit which provides information
from aircraft and weapons systems on a series of interchangeable screens or
“pages.” From the MPD main menu, the pilot presses the buttons surrounding the unit (called “pushbuttons” or “PBs”) to display different pages. For
reference in this chapter, these PBs are numbered 1-20, starting in the upper
left and moving counter-clockwise.
TOC
MULTI-PURPOSE DISPLAYS
(MPDS)
INTRO
1. ATTITUDE DIRECTOR
INDICATOR PAGE (ADI)
AoA
Waterline
Turn Rate Scale
and Caret
Barometric Altitude
Radar Altitude Scale
Return to MPD
Main Menu
Slip Indicator
The radar altitude scale is displayed on the ADI when it is displayed on the
HUD. This feature is described under Customizable Basic Symbology, p. 2.9.
APPENDIX
2.25
MULTI
Turn rate scale. Indicates your turn rate in degrees per second. The center
tick mark indicates a turn rate of 0°/sec, and the tick marks to the right and
left indicate turn rates of 10°/sec and 20°/sec to the right and left.
MISSIONS
Slip indicator. Visually indicates how much your aircraft is drifting left or
right, with reference to the aircraft’s nose. If you are flying straight, your
aircraft’s nose is heading in the same direction as your flight path, and the
ball on the slip indicator will be in the middle of the box. If the heading of
your aircraft’s nose is not the same as the heading for your flight path, then
you are slipping, and the ball will indicate the position of your nose relative
to your flight path (your flight path is the center of the slip indicator box).
COMBAT
Although the bank angle scale only appears on the HUD when in NAV and
INST master modes, it always appears on the ADI page. It is described under
NAV and INST Master Mode Symbology, p. 2.23.
FLIGHT
These features are described under Basic HUD Symbology, pp. 2.5:
Angle-of-Attack
Indicated airspeed
Barometric altitude
Waterline
Heading scale
COCKPIT
Bank Angle
Scale
Heading Scale
INTERFACE
Indicated Airspeed
TOC
The Attitude Director Indicator (ADI) page displays information about your
airspeed, angle-of-attack, altitude, turn rate, heading, etc. The symbology is
the same as or similar to the symbology that appears on the HUD.
INTRO
2. AIR-TO-AIR
ARMAMENT PAGE ( A / A ARM )
Cage/Uncage
Seeker Head
COCKPIT
Gun Rate
Rounds Remaining
INTERFACE
The rough locations of the eight air-to-air ordnance stations on the underside of your aircraft are indicated, along with the type and status of weapon
loaded at each station. (Only one weapon can be loaded at each station.)
TOC
The Air-to-Air Armament page displays the placement, number and types of
air-to-air ordnance loaded on your aircraft. The display presents a rough
top-down view of your aircraft, with the nose of your aircraft oriented
toward the top of the display. The large triangular “brackets” represent the
wings of your aircraft.
Missile Status
Missile Type
A/A ARM SYMBOLOGY
FLIGHT
Return to MPD
Main Menu
Rounds remaining. This figure lists the number of gun rounds remaining.
7F AIM-7F
9M AIM-9M
9P AIM-9P
7M AIM-7M
9L AIM-9L
120A AIM-120A
Missile status. Lists the status of each missile, according to the table below:
STBY
HUNG
2.26
APPENDIX
<BLANK>
MULTI
RDY
Criteria
• Missile aboard — SRM indicates it is a short-range missile
(AIM-9), and MRM indicates it is a medium-range missile
(AIM-7 or AIM-120).
• You are in the correct missile launch mode (MRM or SRM)
for the missile on this station
• A/G master mode is not selected
• Master Arm switch is set to ARM
• The missile is in priority
• Missile aboard after launch command
(i.e., missile has malfunctioned)
• No missile aboard this station
MISSIONS
Status
SRM/MRM
COMBAT
Missile type. Lists the type of missile loaded at a station:
INTRO
A/A ARM PUSHBUTTONS
PB 2
There are two possible launch sequences, depending on whether your loadout consists of all MRMs or a combination of MRMs and SRMs.
INTERFACE
MISSILE LAUNCH SEQUENCES
TOC
PB 14
Toggle gun rate between HIGH (6000 rounds per minute) and LOW
(4000 rounds per minute).
(SCAN) Locks/unlocks the seeker head of the AIM-9 from the
boresight. When uncaged, the seeker head attempts to lock onto
the currently designated target. SCAN is boxed when the seeker
head is uncaged.
COCKPIT
FLIGHT
COMBAT
MISSIONS
In a mixed AIM-120A/AIM-7 loadout, all AIM-120s will be in sequence
before AIM-7s. At any point in the sequence, you can press
MISSILE_REJECT 4 to skip the missile in priority and pass over to the
next missile in sequence. You must cycle through the rest of the missiles if
you want to return to any skipped missiles, in their sequence.
MULTI
APPENDIX
2.27
INTRO
3. AIR-TO-GROUND
ARMAMENT PAGE ( A / G ARM )
Weapon Stations
Left Conformal
Center Line
Right Conformal
Right Wing
Air-to-Air Ordnance
Set Gun Rate
CBU Height of Burst
Set Release Quantity
Set Weapon Release
Interval
Cycle Through
Bomb Modes
Return To Main Menu
Ready
One Per Station
Ripple Release Single
FLIGHT
Rounds Remaining
COCKPIT
Left Wing
INTERFACE
A/G ARM SYMBOLOGY
TOC
The Air-to-Ground Armament page gives you an overview of number and
types of air-to-ground ordnance you’re currently carrying, along with the
currently selected weapon and gun rounds remaining. From this page you
can set gun rate, the interval distance between bombs, and the number of
bombs to be dropped.
Ripple Release Multiple
RDY (READY). If RDY is boxed, weapons can be released. If RDY is not boxed,
make sure master arm is on, A/G master mode is selected and the currently
selected station(s) contains weapons.
Air-to-Air Ordnance. Lists the number and types of air-to-air weapons
remaining on the plane. Switch to the A/A Arm page to get more detailed
information about your air-to-air ordnance.
MISSIONS
Rounds remaining. This figure lists the number of gun rounds remaining.
COMBAT
Weapon Release Options
MULTI
APPENDIX
2.28
INTRO
A/G ARM PUSHBUTTONS
PBs 3 and 4
Control the total quantity of weapons released from all
selected stations when either RP SGL or RP MPL weapon
release option is active. This is the total number of
weapons released — if the setting is 4 and two stations
carrying four bombs apiece are selected, four bombs are
dropped, two from each station. (See Weapon Release
Options, p. 2.31.)
PB 5
The HUD provides you with azimuth
steering information, a target designator
and target information. The azimuth steering information helps you align with the
target, while the computer calculates when
to release the weapon and gives you a
countdown. If you are pressing the release
button (on your joystick) when the countdown reaches zero, the weapon(s) are automatically released.
AUTO LOFT
This mode is the same as AUTO mode,
except it assumes you want a loft trajectory for the weapon released.
2.29
APPENDIX
For more information on each of these bomb modes, see
Combat: Deciding What to Take, p. 4.7.
MULTI
AUTO
MISSIONS
A calculated, manually initiated release.
The point where the weapon will impact
on the ground is continually re-calculated
and projected onto the HUD, but you control release.
COMBAT
CDIP
FLIGHT
Cycle through bomb modes — the current mode
appears next to the button. Bomb modes control what
symbology is displayed on the HUD to guide the pilot
through weapon release, and how much of the release
procedure is controlled by the computer.
COCKPIT
PB 3 controls the ones digit and PB 4 controls the tens
digit. Quantities can range between 1 and 29, but the
actual quantity dropped is limited by the number of
weapons loaded on the selected stations.
INTERFACE
Toggle gun rate between HIGH (6000 rounds per minute)
and LOW (4000 rounds per minute).
TOC
PB 2
INTRO
PBs 12 and 13
Control the interval between weapon release for RP SGL
and RP MPL drops from the selected station(s). (See
Weapon Release Options, next page.)
Multiple stations can be selected, but only if they are
carrying the same type of ordnance.
COMBAT
PB 20
PB 16
PB 18
Left Wing Pylon
Right Wing Pylon
PB 17
Center Line Pylon
PB 19
Right Conformal Pylon
Left Conformal Pylon
FLIGHT
The stations are set up as follows:
COCKPIT
Select/deselect an A/G weapon station. Each button
represents an A/G weapon station — beneath each is a
list of the type and number of weapons loaded on that
station. Click the PBs to select and deselect the stations
— a box appears around the weapon type when a station
is selected.
INTERFACE
PBs 16-20
TOC
Intervals are given in feet of weapon range (i.e., how
many feet from the first weapon the second weapon will
impact the ground). PB 12 controls the tens digit and PB
13 controls the hundreds digit; interval settings can
range from 0 to 990ft.
MISSIONS
MULTI
APPENDIX
2.30
INTRO
W EAPON R ELEASE O PTIONS
(RP SGL) When the ripple single option is selected, bombs are released
one at a time from each of the selected stations. The total number of
bombs dropped is determined by the quantity setting and the distance between releases is determined by the interval setting.
PB 8
(RP MPL) When the ripple multiple option is selected, one weapon is
released from all selected stations with each drop. The total number
of bombs dropped is determined by the quantity setting, the number
of bombs dropped with each release is controlled by the number of
stations selected, and the distance between releases is controlled by
the interval setting.
Example
RP MPL. Two MK-82s are released — one from the left conformal and one
2.31
APPENDIX
from the right. Two hundred feet away, two more MK-82s are released, one
from each conformal. (Again, note that only one weapon release command
was issued.)
MULTI
RP SGL. One MK-82 is released initially. 200ft away, another MK-82 is
released from the opposite conformal. 200ft away from this drop, another
MK-82 is released. 200ft from the third drop, the fourth MK-82 is released.
(Note only one weapon release command was issued.)
MISSIONS
1/STA. Two MK-82s are released — one from the left
conformal and one from the right — with each
weapon release command. You can continue dropping weapons until there
are no weapons left on the conformals.
COMBAT
The conformals (PBs 17 and 19) are loaded with six
MK-82 bombs apiece. Both are selected. The release
quantity is set to 4, and the release interval is set to
200. The following happens at release, depending on
which weapon release option you have selected:
FLIGHT
PB 7
COCKPIT
(1/STA) When this option is selected, one bomb from each selected
station will be released with each press of the pickle button. Quantity
and interval settings (see above) are ignored — the number of
weapons dropped with each release is controlled by the number of
stations selected.
INTERFACE
PB 6
TOC
The following buttons control how weapons will be released from the currently
selected weapons stations when the release signal is given. Only one can be
selected at any given time — a box surrounds the currently selected option:
INTRO
4. HORIZONTAL SITUATION
INDICATOR PAGE (HSI)
Increase/Decrease
Display Range
Compass Rose
NAV Steering
Data Block
Select TACAN
Steering Mode
Select NAV
Steering Mode
COCKPIT
TACAN Steering
Data Block
INTERFACE
Steer Point Position
TOC
The Horizontal Situation Indicator (HSI) provides azimuth information to
help you orient towards steer points and TACAN stations. The autopilot also
uses HSI information to maintain course when coupled steering is active on
the A/P submenu of the UFC. (See HSI Pushbuttons, p. 2.33, and Autopilot
(A/P) Submenu, p. 2.70.)
NAV Steering Mode
Course
Pointer
Course Deviation
Indicator
Return to
Main Menu
HSI SYMBOLOGY
The HSI is a top-down view of the area around your aircraft (marked by the
small aircraft symbol in the center of the display). Your nose is always oriented to the top of the display.
APPENDIX
2.32
MULTI
Compass rose. Indicates magnetic compass headings — north (N), east (E),
south (S) and west (W) are indicated and the tick marks indicate 10° increments. The heading at the top of the display (i.e. the heading the aircraft
symbol is “flying” toward) is your current heading. (As you turn and your
heading changes, the compass turns around the aircraft symbol, which
remains fixed.)
MISSIONS
TACAN Steering Mode
COMBAT
TACAN Station
Position
FLIGHT
Course Deviation
Scale (dots)
INTRO
*ETA or ETE is displayed depending on which is selected on the UFC data
menu. See UFC Data Menu, p. 2.72.
HSI PUSHBUTTONS
PB 6 and 10
Choose HSI steering mode. Only one steering mode can be
active at a time; a box surrounds the label of the currently
active mode.
Activate NAV steering mode.
(In this mode the steering data block provides
information on the currently selected steer point,
and autopilot steers toward this point when coupled steering is enabled.)
Steering modes can also be set with PB 6 of the
UFC main menu. See 6. Steering Data
(NAV/TCN/TGT STR), p. 2.68.
2.33
APPENDIX
If you are unfamiliar with TACAN stations and how to select them, see
2. Tactical Aid to Navigation (TACAN) Submenu, p. 2.66. If you are
unfamiliar with steer points and how to select them, see 10. Steer Point
(STR ...), p. 2.71. For more information on coupled steering, see
9. Autopilot (A/P) Submenu, p. 2.70.
MULTI
NAV (PB 10)
MISSIONS
Activate TACAN steering mode.
(In this mode, the steering data block provides
information on the currently selected TACAN station, and autopilot steers toward this station when
coupled steering is enabled.)
COMBAT
TCN (PB 6)
FLIGHT
PB 16 and 17 Cycle in each direction through display ranges — 10, 20, 40,
80 and 160nm. The currently selected range appears between
the buttons.
COCKPIT
TACAN station position. Indicates the position of the currently selected
TACAN station, relative to your aircraft. This symbol will only appear when
the currently selected TACAN station is within your current display range.
PBs 16 and 17 increase and decrease display range.
INTERFACE
Steer point position. Marks the position of the currently selected steer
point relative to the position of your aircraft, if that steer point is within
range. PBs 16 and 17 increase and decrease display range.
TOC
NAV AND TACAN Steering data blocks. List heading (in degrees), range (in
nm) and *ETA or ETE (h:mn:sc) for the currently selected steer point (SP) or
TACAN station (TCN), depending on whether TCN (PB 6) or NAV (PB 10) is currently selected. See HSI Pushbuttons, next page.
INTRO
5. TACTICAL SITUATION DISPLAY
PAGE (TSD)
Declutter
Choose Position Displayed
Target Point (triangle)
Present Position Marker
Magnetic Heading
HRM Cue
Increase/Decrease
Display Range
Return to
MDP Main Menu
See A/G Radar Modes, p. 2.45, for details on the different A/G radar modes.
See TSD Pushbuttons, p. 2.36 for details on switching between cues.
Azimuth (AZ). Gives azimuth position for the targeting IR or HRM cues. The
number indicates degrees from the nose of your aircraft, L and R indicate
whether the cue is to the left or right of the aircraft.
MULTI
Distance from centerline. Indicates the distance (in nm) from the center of
the display based on the selected TSD range setting.
MISSIONS
A/G radar search cue. Indicates the area currently being scanned by the
A/G radar. The cue appears when you select RDR with PB 7, and the A/G
radar is in any mode other than High Resolution Map (HRM) mode. The cue
is affixed to an LOS line extending out from the present position marker.
COMBAT
A/G Radar Search Cue
FLIGHT
Distance from
Centerline
COCKPIT
TSD SYMBOLOGY
INTERFACE
Unlike other displays, it is truly useful to display this in a color MPD (the
bottom MPD in the pilot’s cockpit, the right and left MPDs in the WSO’s
cockpit). When the terrain is displayed in color, it provides a valuable reference aid when compared to air-to-ground radar returns.
TOC
The Tactical Situation Display (TSD) page displays a digitized satellite map
of the area of operation. Superimposed on this map are steer point and flight
path symbology. You can focus on your current position, or “look ahead” to
upcoming steer points.
Magnetic heading. Your aircraft’s current heading.
APPENDIX
2.34
INTRO
See A/G Radar Modes, p. 2.45, for details on the different A/G radar modes.
See TSD Pushbuttons, p. 2.36, for details on switching between cues.
Range (R). Gives the distance of the targeting IR or HRM cue from your aircraft, in nm.
S EQUENCE P OINTS
Steer Target Initial
Base Point Point Point
Steer points. Steer points are a series of geographical points that mark the
route you are to fly. They are represented by small circles and are numbered
in the order that you are to reach them.
2.35
APPENDIX
Initial points. An initial point indicates a steer point just prior to a target
point. Initial points are square and follow the steer point numbering system.
MULTI
Target points. Target points are marked by triangles, and indicate points of
intended weapon delivery. Note that these are not targets in the sense of a
moving ground vehicle or aircraft whose position is tracked by a sensor
device — a target point is simply a steer point at which you will release
weapons.
MISSIONS
Base. Base is marked by a homeplate-shaped icon, indicating the position of
the airbase you took off from at the start of the mission.
COMBAT
Sequence point is a term used to describe F-15E
navigation symbols. They are connected by a line
which indicates your planned flight path. The
shape used to indicate a sequence point varies
according to the type of sequence point:
FLIGHT
Targeting IR cue. Indicates the area currently being viewed by the targeting IR camera. The cue appears when you select FLIR with PB 7. It is affixed
to an LOS line extending out from the present position marker. (See TSD
Pushbuttons, p. 2.36.)
COCKPIT
Range markers. Indicate the range scale (in nm) based on the selected TSD
range setting. (See TSD Pushbuttons, p. 2.36.)
INTERFACE
Present position marker. This symbol marks the current position of your
aircraft — the larger of the two intersecting lines represents your wingline.
You can adjust this symbol to appear either at the bottom or center of the
display with PB 6 (see TSD Pushbuttons, p. 2.36).
TOC
HRM cue. The HRM (High Resolution Map) cue marks the position of the
current HRM or “patch map.” The cue appears when you select RDR with PB
7, and the A/G radar is in HRM mode. It is affixed to an LOS line extending
out from the present position marker.
INTRO
TSD PUSHBUTTONS
Select which sensor cue is displayed — A/G radar (RDR)
or targeting IR (FLIR). The currently selected option
appears above the button. When RDR is selected, the
HRM cue or the A/G radar search cue appears on the
map. When FLIR is selected, the targeting IR cue appears
instead. See TSP Symbology, above.
PBs 13 and 14
Cycle through display ranges in each direction — 10,
20, 40 and 80nm. The currently selected range appears
between the two buttons.
PB 17
Cycle the position displayed between present position
(PP) and follow-on steer points.
After cycling through the last steer point on your route,
pressing PB 17 again returns you to PP (present position).
PB 18
MISSIONS
(DCL) Declutter the display by removing all symbology
except the present position marker, the sensor cue and
the azimuth and range information in the upper left corner of the display. This option is boxed when it is selected; press PB 18 again to deselect it.
COMBAT
Press PB 17 to “look ahead” through your follow-on
steer points (i.e., the steer points you haven’t yet flown
to) in sequence. The TSD displays the area around the
currently selected steer point (the number of this point
appears below PB 17).
FLIGHT
When PP is selected, the TSD displays the area surrounding the present position marker. Any steer points visible
within the selected display range are also displayed.
COCKPIT
PB 7
INTERFACE
Toggle position of present position marker between
the bottom (BOT) and center (CTR) of the display. The currently selected option appears above the button.
TOC
PB 6
MULTI
APPENDIX
2.36
INTRO
6. MASTER MODE PROGRAMMING
You can pause the game to program MPDs.
To program an MPD:
2.
Go to that MPD and
press PB 11 (M) to jump
to the main menu, if you
are not already there.
Default for A/A
Master Mode
Default for A/G
Master Mode
Press a PB along the perimeter of the MPD to select the page you want to
be displayed in this MPD for the NAV master mode (e.g., press PB 5 (TSD)
to select the TSD page). The page listed in front of number 1 will change
to the page you just selected.
4.
Press a PB to select a default page for the A/A master mode.
5.
Press a PB to select a default page for the A/G master mode.
6.
Press PB6 to end programming.
APPENDIX
2.37
MULTI
There is no way to skip ahead to the master mode you want to reprogram.
Once you’ve pressed PB 6 (PROG) to begin the sequence, the first button
you press is the default for NAV master mode, the second button is the
default for A/A master mode, and the third is the default for A/G mode. If
you wish to end the sequence at any point, press PB 6 (PROG).
MISSIONS
3.
COMBAT
This menu tells you the order in which you will choose pages for the
display — first is NAV mode, second is A/A mode, and third is A/G
mode. (In front of each number is the page displayed for the master
mode; after the number is the master mode.)
FLIGHT
Press PB 6 (PROG). A
menu appears in the center of the main menu display (see graphic).
Default for NAV
Master Mode
COCKPIT
1.
INTERFACE
If, for example, you find it’s often useful to have the Targeting IR page up in
MPD 4 (rightmost MPD in the WSO’s cockpit) when you’re in A/G master
mode, then you probably want to program MPD 4 so that Targeting IR is the
default page in A/G master mode.
TOC
The master mode programming feature allows you to reconfigure which
pages appear by default in an MPD when you switch to A/A, A/G or NAV
master modes. INST master mode is not configurable.
INTRO
12. TARGETING IR PAGE
Toggle Laser Designator On/Off
Pod Azimuth
Pod Elevation
Pan Camera Left
Toggle White-Hot or
Black-Hot Display
Toggle Track Mode
Select FOV
Declutter
Pod LOS Cue
Tracking Gate
NFOV Markers
Pan Camera Right
Boresight Camera View
Return to Main Menu
Enable/Disable
Target Track
PB 5
Toggle between WHOT (white-hot) and BHOT (black-hot) displays;
the currently selected option appears next to the button. On a
white-hot display, the “hotter” an object is (i.e., the more heat it
radiates) the brighter it appears on the display. Black-hot is the
inverse of this — the hotter the object, the darker it appears.
MISSIONS
(CDES) Activate/deactivate continuous designation. When active (i.e.,
CDES surrounded by a box), the current object or area being
tracked by the targeting IR camera (TRK is boxed, see PB 10, next
page) will be designated as the current A/G target. If nothing is
being tracked (i.e., TRK is not boxed), the next object or area to be
tracked will be designated as the new A/G target. (The word “DESIGNATE” will appear briefly in the display whenever the A/G target
is designated in this manner.)
COMBAT
PB 1
FLIGHT
Pan Camera Down
COCKPIT
Activate/Deactivate
Continuous Designation
Pan Camera Up
INTERFACE
TARGETING IR PUSHBUTTONS
TOC
The Targeting IR page displays video from the FLIR (Forward-Looking IR)
camera housed in the AN/AAQ-14 pod of the LANTIRN system. You must
have the AN/AAQ-14 pod loaded in order to use the Targeting IR page (see
Interface: Arming, p. 1.10).
MULTI
APPENDIX
2.38
INTRO
PB 6
Toggle track mode between A/A and A/G; the currently selected
option appears by the button.
•
In A/G track mode, the targeting IR camera will track ground
objects and positions only. No additional target designator is
displayed on the HUD.
PB 10 (TRK) is used to initiate tracking in both cases.
PB 7
Video Dimension
Magnification
WFOV
5.85° x 5.85°
2.3X
NFOV
1.67° x 1.67°
8X
ENFOV
.835° x .835°
16X
(BST) Return camera view to boresight (i.e., aiming at a point ahead
of the aircraft’s nose), if TRK is disabled (i.e., not boxed). If TRK is
enabled, this button has no effect.
PB 16
(DCL) When declutter is active (i.e., surrounded by a box), the pod
LOS cue, LOS cue local position, NFOV and ENFOV display size markers, the target position and the attack timer are removed from the display. Press PB 16 again to deactivate DCL and recall these features.
PB 19
Activate/deactivate the laser designator. Toggles between ARM
(laser is deactivated, or “not lasing”) and LASE (laser is actively lasing the target). SAFE appears if master arm is off; MASK appears if
something is blocking the laser LOS.
MULTI
PB 12
MISSIONS
(TRK) Enable/disable target track. When enabled (i.e., surrounded
by a box), the targeting IR camera tracks the object or area inside
the tracking gate. If CDES is also boxed (see PB 1, above), enabling
TRK will also make the object or area within the tracking gate your
A/G target. (The word “DESIGNATE” will appear briefly to signal
you that an A/G target has been designated.)
COMBAT
PB 10
FLIGHT
FOV
COCKPIT
APPENDIX
2.39
Cycle through fields of view — WFOV, NFOV or ENFOV; the currently
selected option appears by the button. WFOV covers the greatest area
with the least magnification, whereas ENFOV covers the least area
with the greatest magnification — see the chart below for details.
INTERFACE
In A/A track mode, the targeting IR camera will track aircraft
inside its FOV and provide an IR target TD box on the HUD,
in addition to the radar target TD box.
TOC
•
INTRO
The pushbuttons marked by arrows pan the camera, if TRK is disabled. If TRK
is enabled, they have no effect. The key name for each action is listed in
parentheses.
PB 8
Pan camera down (TFLIR_DOWN SZ)
PB 13
Pan camera right (TFLIR_RIGHT; SS)
PB 18
Pan camera up (TFLIR_UP; SW)
Maximum pan angle for the camera is 150° right/left and 150° up/down.
INTERFACE
Pan camera left (TFLIR_LEFT SA)
TOC
PB 3
COCKPIT
FLIGHT
ENFOV display size marker. This marker is only visible in NFOV and
shows the area that will be visible in ENFOV. See Targeting IR
Pushbuttons: PB 7, p. 2.38.
COMBAT
TARGETING IR SYMBOLOGY
Laser designator. Indicates what the laser is doing:
ARM
Master arm is set to ARM and the laser is ready for use.
LASE
Laser is lasing target.
MASK
Something is blocking the laser LOS (e.g., you have dropped into a
valley and the target the targeting IR camera was tracking has disappeared behind a hill).
Laser range to target. Appears when laser is active, gives slant range (i.e.,
range along the LOS) to target, in feet.
2.40
APPENDIX
Laser status. Indicates the status of the laser — L means the laser is ready to
use or, if flashing, that the laser is in use. M indicates the laser is masked
(see above).
MULTI
Master arm is OFF and the laser cannot be used.
MISSIONS
SAFE
INTRO
NFOV display size marker. This marker, only visible in WFOV, shows the area
that will be visible in NFOV. See Targeting IR Pushbuttons: PB 7, p. 2.38.
TOC
INTERFACE
Pod LOS cue. This small dashed box provides a quick idea of the approximate azimuth and elevation of the targeting pod FLIR/laser LOS (line of
sight) with respect to your aircraft. If you drew a line between the sighting
index (your aircraft) and the pod LOS cue (the point at which the targeting
pod is aimed) all objects crossing this line would be “seen” by the targeting
pod. LOS is dependent on elevation as well as azimuth, however, so the cue
provides only a visual approximation of LOS.
COCKPIT
FLIGHT
APPENDIX
2.41
MULTI
Tracking gate. The object or area inside this gate will be tracked when target track (TRK) is enabled (see PB 10, above). If CDES is boxed, this area or
object will become your currently designated ground target (see Targeting
IR Pushbuttons, p. 2.38).
MISSIONS
Pod elevation (EL). Gives the exact elevation in degrees up (U) or down (D)
from your aircraft — for example, 110D indicates that the camera is looking
110° down from your aircraft (so far down, that it is actually pointing
behind the aircraft — see the diagram above).
COMBAT
Pod azimuth (AZ). Gives the exact azimuth direction of the camera pod —
in degrees to the left (L) or right (R) of center. This tells you how far to the
left or right the camera is looking — 030R indicates the camera is looking
30° to the right of the nose, for example.
INTRO
13. TEWS PAGE
TEWS SYMBOLOGY
Cycle CMDS/ICS
Control Options
ICS Status
CMD Status
Threat Symbol
TACAN Steering
Data Block
Return to Main Menu
NAV Steering Data Block
The EMS button, which disables radar and jammer emissions, is on the UFC,
to the right of the keypad. See Up Front Control (UFC), p. 2.64.
APPENDIX
TACAN and NAV steering data blocks. Same as the steering data blocks on
the HUD — lists heading (in degrees), range (in nm) and ETA or ETE
(h:mn:sc) for your currently selected TACAN station or sequence point.
See Basic HUD Symbology: Steering Data Block, p. 2.7, for more details.
MULTI
Sector indicators. An indicator will light up when a high priority (i.e.,
locked-on or missile-guiding) emitter is within 5° of its azimuth. For example, if a threat has locked on to you, turning to place it 85°-95° to your right
would cause the right sector indicator to light up. Use the indicators in this
way to try breaking a radar-emitter’s lock by “beaming” it (turning so that
your flight path is perpendicular to the emitter).
MISSIONS
ICS status. Indicates the status of your jammer:
EMIS
EMIS LMT is on, disabling the jammer.
STBY
Standby — EMIS LMT is off, but the jammer is not currently emitting.
JAM
EMIS LMT is off, and the jammer is currently emitting.
COMBAT
CMD status. Lists chaff (CHF) and flare (FLR) rounds remaining.
2.42
FLIGHT
Declutter
Sector Indicator Arrow
COCKPIT
The TEWS presents a top-down view of the area around your aircraft. Your
aircraft is in the center of the display, marked by the aircraft symbol.
INTERFACE
Chaff and flares will only be available if you load them. See Interface:
Arming, p. 1.10.
TOC
The Tactical Electronic Warfare System (TEWS) combines four different
defensive systems into one display page. The AN/ALR-56C Radar Warning
Receiver (RWR) detects and displays threats. The AN/ALE-40
Countermeasures Dispenser (CMD) dispenses chaff and flares. The AN/ALQ135 Internal Countermeasures Set (ICS) is the onboard radar jammer and is
cued by the AN/ALQ-128 Electronic Warfare Warning Set (EWWS) receiver.
INTRO
Air emitter
Ground emitter
Missile emitter
The TEWS will only display missiles if they have onboard active radar
seekers (e.g., the AIM-120 and AIM-54). In any case, a missile displayed
on the TEWS won’t have an ID, merely an icon.
COCKPIT
T HREAT ID C ODE TABLE
Air Emitter Codes
Radar System
Code Ground Emitter
Radar System
14
F-14
AWG-9
EW
GCI
15
F-15
APG-70
Bar Lock/
Flat Face
16
F-16
APG-68
2
SA-2
Fan Song
SA-3
Low Blow
F/A-18
APG-65
21
MiIG-21
Spin Scan
6
SA-6
Straight Flush
SA-8
Land Role
Su-22
High Fix
23
MiG-23
High Lark
10
SA-10
Flap Lid
11
SA-11
Fire Dome
(ACQ radar)
SD
SA-11
Snow Drift
(search radar)
13
SA-13
Snap Shot
23
ZSU-4-23
Gun Dish
25
MiG-25
FoxFire
27
Su-27
Slot Back
29
MiG-29
Slot Back
31
Su-30
Slot Back
35
MiG-35, Su-35 Zhuk-PH
40
F-111
APQ-169
41
Tornado
Doppler 72
42
TU-22
Tail gun radar
43
B-52
Tail gun radar
EW
AWACS
F1
F1 Mirage
Cyrano IV
F4
F5
F-4E
F-5E
APQ-120
APQ-153
RO
Roland
HA
Hawk
S
OSA Missile Boat Fire Control
Radar
AAA
Fire Can
AA
APPENDIX
Orion A
MULTI
Su-24
MISSIONS
22
8
COMBAT
18
3
FLIGHT
2.43
Ground Emitter Codes
Code Air Emitter
24
INTERFACE
An alphanumeric code inside the symbol identifies the type of aircraft or
ground threat. The Threat ID Code Table below lists all threat objects and
their codes.
TOC
Threat symbols. The following symbols are used to mark threats. A circle
around a symbol indicates that the threat has a radar lock on you. If a symbol is flashing, it is passing missile guidance commands to a missile (not necessarily a missile that is aimed at you, but you can never be too careful).
INTRO
THREAT LOCATION AND STRENGTH
In addition to visual symbology, the TEWS also provides audio cues in the
form of different-pitched tones and warbles. A short, relatively low-pitched
“boop” (.25 sec, 800 MHz) indicates a new radar spike has appeared on the
display. A brief warble, alternating five times between a lower and higher
pitch (800/1600 MHz, 2.5 sec total duration) indicates something has a radar
lock on you. This warble will be repeated every 30 sec for the duration of the
lock. When a threat is launching a missile at you, another, faster warble alternating much between a lower and higher tone will repeat continuously until
the threat is gone or you’re dead. (This could be the last sound you hear.)
INTERFACE
TEWS TONES
TOC
The TEWS indicates a threat’s azimuth position relative to yours, and how
strong its signal is. The stronger a threat’s emissions, the closer its icon
appears to the marker representing your aircraft on the display. (See
Combat: Threat Location and Strength, p. 2.44.)
TEWS PUSHBUTTONS
PB 20
Cycle through CMDS/ICS control options — manual (MAN),
semi-automatic (SEMI) and automatic (AUTO). The currently selected
option appears below the button.
Chaff and flares must be dropped manually; one cartridge
is dropped per command. Jammer must be enabled/disabled manually.
SEMI
Chaff is dropped manually, but the computer determines
the number dropped per command, according to the current situation. Flares are dropped as in manual (MAN) control. Jammer must be enabled/disabled manually.
AUTO
TEWS controls all aspects of chaff release and jammer
operation. (Note: AUTO mode can use up chaff very quickly.)
APPENDIX
2.44
MULTI
Flares are always released manually.
MISSIONS
MAN
COMBAT
(DCL) Declutter the display by removing the compass rose and all
friendly emitters.
FLIGHT
PB 2
INTRO
14. AIR-TO-GROUND RADAR PAGE
(A/G RDR)
COCKPIT
FLIGHT
This section provides a basic overview of A/G Radar symbology and features. For a more detailed, step-by-step explanation of how to find and designate targets with the air-to-ground radar, see Combat: Finding and
Designating Targets, p. 4.51.
INTERFACE
There are two exceptions. If you have a static “patch map” (HRM) up on the
A/G Radar page, the HRM will remain up even if you call up the A/A Radar
page in another MPD. (See A/G Radar Modes, below.) You won’t be able to
switch to another A/G radar mode until you close the A/A Radar page, however. If you are tracking a target with the A/A Radar page, you will not be
able to open the A/G Radar page.
TOC
Although the F-15E has both Air-to-Air and Air-to-Ground Radar pages, the
radar information displayed comes from the same radar system — the
AN/APG-70. This powerful radar system can gather information on either
ground or air targets, but it can’t do both at the same time. For this reason, you
cannot have both pages up at the same time. If you try to pull up the A/G
Radar page when the A/A Radar page is open in another MPD, you will receive
a RADAR IN USE error message. If you click the A/G RDR page button again, the
A/G Radar page will open and the A/A Radar page will close automatically.
A/G RADAR MODES
COMBAT
MISSIONS
The F-15’s air-to-ground radar has several modes designed to overcome the
difficulties associated with radar surveillance of ground targets. It can provide static images which give a far more detailed picture of terrain features
than conventional radar, for more accurate targeting. It can also track moving ground vehicles. You switch to different modes by using the PBs around
the display — see A/G Radar Pushbuttons, p. 2.48.
MULTI
APPENDIX
2.45
INTRO
RBM MODE
MULTI
APPENDIX
2.46
MISSIONS
Interleaved GMT mode superimposes GMT target
data over the RBM terrain map. Moving targets cannot be detected beyond 32nm, regardless of the
radar range that is selected.
COMBAT
IGMT (I NTERLEAVED GMT) M ODE
FLIGHT
GMT (G ROUND M OVING TARGET ) M ODE
On this display, no terrain data whatsoever is displayed. Instead the positions of moving vehicles are
marked by small “+”s. Moving targets cannot be
detected beyond 32nm, regardless of the radar range
that is selected. When engaging ground vehicles, you
can use this mode to designate a target, then cue the
targeting IR camera to that target.
COCKPIT
HRM (High-Resolution Map) mode provides a static,
high-detail, top-down Synthetic Aperture Radar
(SAR) image (also known as a “patch map”) of a certain area. An HRM image can be called up from any
other mode and is used to view an area with greater
detail for targeting. Each HRM requires about 4-10
seconds to create. They have a minimum size of
.67nm and a maximum size of 40nm.
INTERFACE
HRM M ODE
TOC
RBM, or Real Beam Map mode, is the basic A/G radar
mode. It displays contact information for the arc in
front of your aircraft (your aircraft is at the bottom
center of the display). Real beam maps are low resolution — they are not useful for targeting as the designation may be off by hundreds of feet. However, they
update quickly (with a sweep of 90° per second) and
can be used to view upcoming terrain, or locate a
general target area to be detailed in a High Resolution Map (HRM). RBM mode
has a minimum range of 4.7nm and a maximum range of 80nm (actual ranges
are dependent on radar LOS).
INTRO
A/G RADAR SYMBOLOGY
Limit/Allow Radar Emissions
Target Point
Cursor Azimuth
Increase/Decrease
Radar Range
Zero Azimuth Line
Range Arcs
Return to Main Menu
Cycle Through A/G
Radar Modes
Select Radar Arc Size
Cursor azimuth and range. These figures indicate the cursor’s position on
the radar display with respect to your aircraft.
Range arcs. Range arcs are provided on RBM and GMT displays. They mark
25, 50, 75 and 100% of the selected range.
The symbology is the same as that used on the TSD — see Sequence Point
Symbology, p. 2.35, for an explanation of the terms below.
Base
Steer point
Target point
Initial point
APPENDIX
In GMT and IGMT modes, this symbol is used to show moving
ground vehicles.
MULTI
Zero azimuth line. This is the straight line that runs through the center of
RBM, GMT and IGMT displays. The radar returns in these displays are stabilized for up to ±10° of drift, and this line can be used as a ground track
reference.
2.47
MISSIONS
Sequence point symbology. Sequence points appear on the A/G Radar display when they fall within the currently selected radar range. A maximum
of five can be displayed on the A/G radar at any given time.
COMBAT
Map time-to-go. This number is an estimate of how long it will take to construct an HRM map. It is displayed only when the cursor function is set to
MAP (see A/G Radar Pushbuttons, p. 2.48), and the cursor is within mappable radar limits.
FLIGHT
Display window (DW). The display window polygon appears when an
HRM map is commanded, indicating the area to be mapped. An “X” through
the display window indicates that no map can be generated for the cursor
position requested.
COCKPIT
Select HRM DW Size
INTERFACE
Steer Points
Toggle Cursor Function
TOC
Freeze Display
Cursor Range
INTRO
A/G RADAR PUSHBUTTONS
PB 7
Toggle cursor function between TRGT (target) and MAP. Both functions are available in any radar mode. The currently selected
option appears above the button.
TRGT
Click on an area to designate it as your target.
MAP
Click on an area to create an HRM image of it.
PB 8
Cycle through HRM display window sizes — .67, 1.3, 3.3, 4.7, 10,
20 and 40nm. The current DW size is displayed above the button.
Cycle through RBM, GMT and IGMT radar arc sizes — FULL (50°,
or 25° to either side of your aircraft’s nose), HALF (25°) or QTR (12.5°).
PB 13/14 Cycle through RBM, GMT and IGMT mode radar ranges in
either direction — 4.7, 10, 20, 40 and 80nm for RBM or 4.7, 10, 20
and 32 for GMT/IGMT. The currently selected range is displayed
between the two buttons.
PB 18
(SNIFF) Limit/allow radar emissions. When boxed, the radar does not
transmit, and data on the display is not updated.
APPENDIX
(FREEZE) Freeze/unfreeze the radar display (affects RBM, GMT and
IGMT modes only). As long as the display is frozen, the radar
information on the screen is not being updated. (The radar is also
not actively emitting, so freezing makes you temporarily less visible.) The option is boxed when the radar is frozen; click PB 16
again to unfreeze it.
MULTI
2.48
PB 16
MISSIONS
Decreasing the arc size decreases the amount of time it takes the
radar to scan, but limits the scan area. This option does not affect
an existing HRM.
COMBAT
PB 9
FLIGHT
This option controls how far an HRM map is zoomed in when one is
commanded — when it is set to 1.3 for example, the HRM will be
1.3 x 1.3 nautical miles. It does not affect the range of an HRM that is
already visible on screen. The range setting for the HRM affects
where on the radar display you can command a map; see A/G Radar
Messages, next page, and Combat: HRM Limit Table, p. 4.54.
COCKPIT
You can choose a resolution for the map using PB 8, below. If you
move your cursor to an area that is unmappable, an error message will
appear in the bottom center of the display. See A/G Radar Messages,
next page, for an explanation of potential error messages.
INTERFACE
Cycle radar mode between RBM, GMT, HRM and IGMT. The currently selected mode appears above the button. (See A/G Radar
Modes, p. 2.48.)
TOC
PB 6
INTRO
A/G RADAR MESSAGES
The following messages are displayed in the bottom center of the radar screen.
TOC
BLIND ZONE. The map cursor is in the blind zone (within 8° to the left or right
of the aircraft’s nose). The radar cannot create an HRM image in this area.
DESIGNATE. Displayed for five seconds after a target designation is commanded.
GIMBAL LIMIT. The map cursor is outside radar gimbal limits (60° to the left and
right of the aircraft’s nose). The radar cannot create an HRM image in this area.
15. AIR-TO-AIR RADAR PAGE (A/A RDR)
MULTI
APPENDIX
2.49
MISSIONS
This section provides a basic overview of A/A Radar symbology and features. For a more detailed, step-by-step explanation of how to find and designate targets with the air-to-air radar, see Combat: Detecting Aircraft
beyond Visual Range, p. 4.19.
COMBAT
There are two exceptions. If you have a static “patch map” (HRM) up on the
A/G Radar page, the HRM will remain up even if you call up the A/A Radar
page in another MPD. (See A/G Radar Modes, p. 2.45.) You won’t be able to
switch to another A/G radar mode until you close the A/A Radar page, however. Also, if you are tracking a target with the A/A Radar page, you will
not be able to open the A/G Radar page.
FLIGHT
Although the F-15E has both Air-to-Air and Air-to-Ground Radar pages, the
radar information displayed comes from the same radar system — the
AN/APG-70. This powerful radar system can gather information on either
ground or air targets, but it can’t do both at the same time. For this reason, you
cannot have both pages up at the same time. If you try to pull up the A/A
Radar page when the A/G Radar page is open in another MPD, you will receive
a RADAR IN USE error message. If you click the A/A RDR page button again, the
A/A Radar page will open and the A/G Radar page will close automatically.
COCKPIT
For more information on the azimuth and elevation limits to making an
HRM, see Combat: HRM Limit Table, p. 4.54.
INTERFACE
DW RANGE LIMIT. The map cursor is outside the maximum or inside the minimum range limits. The radar cannot create an HRM image in this area. See
Combat: HRM Limit Tables, p. 4.54.
INTRO
A/A RADAR SEARCH MODES
Set Radar Range
Cycle Scan Elevation
Set Number
of Frames Stored
Return to Main Menu
Select A/A Radar
Search Mode
(RWSH/RWSM/RWSI) Cycle through Range While Search (RWS)
modes, enabling the mode that appears above the button.
PB 7
(RGH) Enable Range Gated High (RGH) mode.
PB 8
(VS) Enable Velocity Search mode.
PB 9
(VCTR) Enable Vector mode.
PB 10
(DTWS/HDTWS) Toggle between Track While Scan (TWS) modes,
enabling the mode that appears above the button.
M EDIUM RWS M ODE (RWSM)
APPENDIX
2.50
MULTI
In Medium RWS mode, the radar sends out medium PRF emissions.
Medium range PRFs are not as good at detecting aircraft at long ranges and
they are prone to returning clutter, but they are better at showing low closure targets.
MISSIONS
In High RWS mode, the radar sends out a high pulse repetition frequency
(PRF) emission. High PRFs are better at detecting high-closure contacts, but
low- or no-closure contacts may not show up at all. This means a MiG racing
in at you head-on can be detected from a great distance away, but a MiG flying in front of you at roughly your speed will vanish from the radar screen.
COMBAT
H IGH RWS M ODE (RWSH)
FLIGHT
PB 6
COCKPIT
Toggle Hot/Cold On/Off
Set Azimuth Scan Angle
INTERFACE
Toggle Radar
Emission On/Off
TOC
The air-to-air radar has eight possible search modes, which are selected by
pushbuttons. Only one mode can be active at a time. A box will appear around
the label of the currently selected mode. The modes are described in the following sections.
INTRO
I NTERLEAVED RWS M ODE (RWSI)
R ANGE G ATED H IGH M ODE (RGH)
COCKPIT
Range Gated High mode is another intermediate pulse repetition frequency mode. It emits at a single PRF between that of high and medium RWS
modes, but evaluates data electronically to extract low- and high-closure targets. It may not detect all targets that RWSI might, but it may detect certain
targets more quickly.
INTERFACE
High closure means the distance between you and the contact is increasing
or decreasing rapidly. Low closure means this distance is increasing or
decreasing slowly.
TOC
Interleaved RWS mode sends out both high PRF and medium PRF emissions, alternating between bars. This will be your primary search mode, for
it provides the high PRF benefits of long-range, high-closure contact detection and the medium PRF benefits of better low-closure contact detection.
V ELOCITY S EARCH M ODE (VS)
MISSIONS
The scan rate for Vector mode is about 35° per second — about half the
normal scan rate. It takes about twice as long to complete a scan, but the
computer’s processor uses this additional time to enhance detection of
objects with a low radar cross-section (RCS — a measure of an aircraft’s visibility to radar). This mode will pick up lower RCS contacts (such as frontal
and tail aspect targets) at greater distances.
COMBAT
V ECTOR M ODE (VCTR)
FLIGHT
Velocity Search mode is best at detecting targets with a closure rate
between 80-2400 knots at long range. However, it does not detect low- or
no-closure targets at all. The velocity search mode display is different from
that of any other mode — instead of sorting contacts by azimuth and range,
as do other modes, it sorts them by azimuth and closure rate. See Radar
Symbology, p. 2.54, for an illustration.
MULTI
APPENDIX
2.51
INTRO
T RACK W HILE S CAN M ODES
DTWS
4-bar, 30° scan
6-bar, 15° scan
High-Data rate TWS mode is the same as TWS mode except it scans only a
2-bar, 30° scan in about one second.
For more information on using TWS modes, see Combat: Track While Scan
(TWS), p. 4.31.
MISSIONS
HDTWS
COMBAT
TWS mode is useful when you have a target designated, because it allows
you to see other radar contacts. (In other modes, the designated target is the
only target visible.) It also means your radar is painting several contacts in
an area, rather than only painting your target — a situation much less likely
to alarm that target.
FLIGHT
2-bar, 60° scan
COCKPIT
The size of the area scanned is determined by your azimuth setting — if the
current setting is 60°, the radar performs a 2-bar, 60° scan. If the setting is
30°, the radar performs a 4-bar, 30° scan. See scan elevation and azimuth
scan angle under Other A/A Radar Pushbuttons, next page.
INTERFACE
In TWS mode, the radar looks at a much smaller area of the radar screen and
tracks the movement of all contacts in that area. The targets’ headings are
indicated by a bar on the contact square. The area scanned is updated about
every two seconds.
TOC
In Track While Scan modes, the radar can track the movement of targets
while continuing to scan for contacts.
MULTI
APPENDIX
2.52
INTRO
OTHER A/A RADAR PUSHBUTTONS
(H/C) Enable/disable Hot/Cold — a box appears around the label
when enabled. Hot/Cold refers to a blip’s closure rate — “hot”
means a positive closure rate (i.e., the aircraft is coming toward
you); “cold” means a negative closure rate (i.e., the aircraft is moving away from you). When H/C is enabled, targets that are closing
in on you will be displayed with an arrow pointing toward you.
Targets that are moving away from you will be displayed with an
arrow pointing away from you. (Available in RWSH, RWSM, RWSI,
RGH, and Vector search modes only.)
PB 12
Set azimuth scan angle to 60°, 30° or 15° to either side of your
aircraft’s nose. A wider angle returns information for a larger area,
but increases the time it takes to make a scan.
PB 13/14 Cycle through radar ranges — 10, 20, 40, 60, 80 or 160nm. The
currently selected range appears next to the button.
PB 18
APPENDIX
2.53
(sniff) Limit/allow radar emissions. When boxed, the radar does
not transmit, and data on the display is not updated.
MULTI
PB 16-17/19-20
Slew TWS scan area (TWS and HDTWS modes only).
Normally, the TWS scan area is centered on your designated target
or the contact the computer marks as primary. You can slew the area
to be scanned to a different part of the screen to view contact information for that area. Arrows appear next to these pushbuttons
when you are in TWS or HDTWS mode, indicating which way the
antenna slews.
MISSIONS
Having the radar ranged out really far doesn’t mean contacts at
these ranges will necessarily be picked up. Your success in picking them up will depend greatly on their closure rate and the
search mode you are in.
COMBAT
PB 5
FLIGHT
(FS) Cycle the number of frames stored for a display of radar history through 0, 1, 2 and 3. When set to a number greater than
zero, that many old, fainter “blips” remain on the display to mark
past positions of a contact as the radar updates.
COCKPIT
PB 3
INTERFACE
(EL) Cycle scan elevation through 1, 2, 4, 6 and 8 bars. This controls
the height of the radar scan — the radar scans one bar, moves up
several degrees and scans another. The higher the setting, the more
bars that are scanned, but scans take longer to complete. (Bars are set
automatically in TWS based on the azimuth scan angle setting,
below.) See Combat: Set Search Scan Limits, 4.21, for details.
TOC
PB 2
INTRO
A/A RADAR SYMBOLOGY
A/A R ADAR G RID
TOC
All Modes Except Velocity Search
75% of range
50% of range
25% of range
60°
30°
0°
30°
60°
2400 Knots
In velocity search mode, the vertical
lines of the grid represent azimuth, as
described above. Horizontal lines indicate a contact’s speed. No range information is given; however, all contacts
displayed are within the current radar
range setting.
1820 Knots
1240 Knots
30°
0°
30°
60°
80 Knots
The following symbology displays on the radar at all times, whether you
have a target designated or not.
Current Range Setting
MISSIONS
S YMBOLOGY — N O TARGET D ESIGNATED
COMBAT
660 Knots
60°
Current Contact Marker
Bank Angle Indicator
Current Range Setting
Antenna
MULTI
Antenna Elevation Scale
FLIGHT
Velocity Search Mode
Target Sequence Point
COCKPIT
For example, if the
display range is
80nm, then the top
horizontal line on the grid represents
80nm, the next lower line represents
60nm, the next lower 40nm and so on.
INTERFACE
The A/A radar presents a top-down view of a cone of
space in front of your aircraft. The nose of your aircraft is
at the bottom center of the display. The horizontal lines
on the grid represent range, and the vertical lines represent azimuth angles.
100% of range
Scan PRF
2.54
APPENDIX
Azimuth Scale
INTRO
Cursor position. Gives the current azimuth and range position of the cursor
on the display. (Azimuth is on top.)
Current range setting. The current range setting is listed in the upper right
corner of the display, as well as next to PB 13.
Contact Symbology
Half-intensity contact (e.g. an aged target position in a radar history)
Friendly contact. When an IFF query is sent out, friendly contacts will
change from a square to a circle. See 3. Identification Friend or Foe
(IFF), p. 2.67.
MISSIONS
Full-intensity contact (current marker)
COMBAT
Scan PRF. Displays either HIGH or MED, indicating whether high or medium
PRFs are currently being emitted. (See A/A Radar Search Modes, p. 2.50.)
FLIGHT
Current bar. Indicates which bar the radar is currently scanning. See the
explanation of scan elevation under Other A/A Radar Pushbuttons, p. 2.53.
COCKPIT
Bank angle indicator. Indicates the current angle of the horizon. This symbol
means nothing with reference to the radar grid — it is simply a duplication of
the horizon information provided by the pitch ladder. It tells you quickly
which way you are turning without your having to look up from the radar
screen.
INTERFACE
Antenna elevation scale. The scale along the left side of the display indicates the antenna’s current elevation. Tick marks call off 10,000-foot increments. Hollow circles mark elevation scan limits, and the caret marks the
antenna’s current position.
TOC
Antenna azimuth scale. The scale at the bottom of the display marks the
azimuth position of the radar antenna. The lines of the radar grid mark 60°,
30° and 0° of azimuth; a caret moves along the scale to indicate where the
current azimuth direction is. Hollow circles mark azimuth limits, when the
azimuth movement of the radar antenna has been limited with PB 12 (see
Other A/A Radar Pushbuttons, p. 2.53).
TWS contact. The heading vector points in the direction the contact is
moving.
2.55
APPENDIX
Non-designated primary target. If you do not have a target designated
when you switch to TWS mode, the computer will select the closest
contact as a primary target and mark it with a star.
MULTI
Friendly TWS contact.
INTRO
S YMBOLOGY — TARGET D ESIGNATED
Target True Airspeed
Target Aspect Angle
Primary
Designated Target
Missile RTR Range
Range or Speed Caret
Elevation Caret
Closure Speed
FLIGHT
Missile Min Range
Maximum/
Minimum TTI
Azimuth Caret
A/A Radar
in Track While Scan (TWS) Mode
APPENDIX
Azimuth caret. Marks your target’s azimuth on the azimuth scale at the bottom of the display.
MULTI
Primary
Designated Target
MISSIONS
Secondary
Designated Target
(Secondary
Designated Targets
are Hollow)
COMBAT
Shoot Cue
2.56
COCKPIT
Target Heading
A/A Radar
in Single Target Track (STT) Mode
INTERFACE
(You can designate targets manually by clicking on a contact on the radar
screen, or you can have one of the air-to-air radar’s acquisition modes designate a target. To “undesignate” the target, re-select a search mode using one
of PBs listed under A/A Radar Search Modes, p. 2.50. For more detailed
information, see Combat: Designate the Target, p. 4.28.)
TOC
When you designate a target in RWSI, RWSH, RWSM, RGH, VS or VCTR
mode, all other contacts disappear from the screen — this is called Single
Target Track (STT) mode. In TWS and HDTWS modes, contacts near the designated target will continue to be displayed after target designation.
INTRO
Elevation caret. Marks your target’s ASL in feet — for example, 10-0 means
10,000 ft. and 16-2 means 16,200 ft.
Target heading. Lists your target’s magnetic heading, in degrees. These
numbers correspond to positions on the heading tape — 360 is north, 090 is
east, 180 is south and 270 is west.
COCKPIT
Target aspect angle. Indicates which aspect of the target is facing you, measured in degrees (the final zero has been dropped for brevity). An aspect of
T indicates you’re facing your target’s tail (0°); H indicates you’re facing his
nose (180°). An aspect of 16R indicates you’re facing a point between the
aircraft’s nose and its right wing. 9L indicates you’re facing the pilot’s left
wing. See Combat: Aspect Angle, p. 4.71.
INTERFACE
Speed caret. In Velocity Search (VS) mode, the caret on the right side marks
the target’s closure speed instead of range. The target’s closure speed is given
numerically (in knots) next to the caret.
TOC
Range caret. Marks your target’s range on the right side of the radar grid.
The target’s closure speed is displayed numerically (in knots) next to the grid.
Target true airspeed. Lists your target’s true airspeed (TAS) in knots.
Non-designated TWS contact. The heading vector points in the direction the contact is moving.
APPENDIX
2.57
MULTI
Secondary designated target (SDT). You can designate multiple targets
while in TWS mode. The first target you designate becomes your primary designated target. When you designate another target, the first
target becomes a secondary target and the new target becomes your
primary. You can have up to eight targets designated at a time. The
heading vector for a secondary target is as long as the vector for a primary target — about twice as long as the heading vectors of non-designated targets.
MISSIONS
Primary designated target (PDT). A heading vector is displayed for
your designated target, no matter what mode you are in — it will be
twice as long as a non-designated target’s heading vector. If you send
out an IFF query and your target returns a “friendly” reply, the symbol
will “mipple,” or flash, between a star and a circle.
COMBAT
Non-designated friendly TWS contact. When an IFF query is sent out,
all contacts returning a “friendly” response become circles. See
3. Identification Friend or Foe (IFF), p. 2.67.
FLIGHT
Contact Symbology
INTRO
Missile Mode Symbology
Prelaunch TTA or TTI
Radar range scale
COCKPIT
Missile fly-out dots. In addition, once you’ve launched an AIM-120 or
AIM-7, a tiny dot will appear at the bottom of your primary target’s heading
vector. It moves up the heading vector as TTI counts down to zero — when
TTI is halfway to zero, the dot will be halfway up the vector. (Dots will not
appear on the heading vectors of secondary targets when multiple weapons
are in flight.)
INTERFACE
ASE circle and steering dot
Postlaunch min/max TTA or TTI
Shoot cue
TOC
The features listed below appear on the radar as well as on the HUD when
you are in MRM launch mode, or when you are tracking a target with radar
in SRM launch mode and an AIM-9L or AIM-9M is in priority. See Medium
Range Missile (MRM) Launch Mode Symbology, p. 2.12, for a description of each.
18. ENGINE DATA PAGE (ENG)
compressor RPM — can range
between 0% and 110%.
FF/PPH. Measurement of fuel flow from the fuel tanks, in pounds per hour.
NOZ POS PER. Lists how far the engine nozzles are open as a percentage of
total. Zero percent is totally closed, 100% is totally open.
MISSIONS
TEMP C. Measurement of the fan turbine inlet temperature in degrees
Centigrade — can range between 100°—1375°.
COMBAT
Return to RPM PER. Measurement of the N
2
Main Menu
FLIGHT
The following data is listed for
both engines. Out-of-limit
parameters — parameters that fall
above or below recommended
levels — are boxed and also appear
in yellow on a color display.
OIL PSI. Lists the oil pressure for each engine — between 0 and 100 PSI.
MULTI
APPENDIX
2.58
INTRO
19. WEAPON VIDEO PAGE
Video display ends as soon as an AGM-65 is fired. The video for the next
AGM-65 (if there is one) immediately replaces it.
Azimuth and Elevation
Elevation Tick Marks
Toggle Weapon Cueing
Return to MPD
Main Menu
COCKPIT
Pointing Cross
NFOV Marker
Returns View to
Boresight / Main Menu
INTERFACE
WEAPON VIDEO: AGM-65
TOC
This page displays video from the AGM-65 and GBU-15. This section gives
an overview of the two displays and their features. For an explanation of
how to engage a target with these weapons, see Combat: AGM-65
Maverick, p. 4.65, and Combat: GBU-15, p. 4.66.
Toggle FOV
Toggle Target Track
Elevation tick marks. These three mark a 5°, 10° and 15° look-down angle.
Pointing cross. The pointing cross shows where the missile’s seeker head is
looking. (You cannot control this feature.) Coordinates for the azimuth (AZ)
and elevation (EL) of the pointing cross appear in the upper left corner.
2.59
APPENDIX
Targeting cross hairs. The targeting cross hairs are slewable if you have
manual weapon cueing (MAN) selected. When you lock onto a target, the cross
hairs center on it. See AGM-65 Pushbuttons, p. 2.60.
MULTI
Range caret. Only displayed when auto weapon cueing is enabled and you
have an A/G target selected. This caret marks the target’s current range with
respect to the max and min range markers. When this caret is between the
two markers, IN RNG will appear beside it.
MISSIONS
NFOV markers. Only visible in WFOV, these markers frame the area that
would be visible if NFOV were selected.
COMBAT
Max/min range markers. Only displayed when AUTO weapon cueing is
enabled and you have an A/G target selected. These tick marks represent the
minimum and maximum effective ranges for the AGM-65. The numbers
beside the max and min range markers list how much time before the
weapon reaches max/min range in seconds. If no number is listed, the
weapon is already within that range.
FLIGHT
AGM-65 S YMBOLOGY
INTRO
AGM-65 P USHBUTTONS
PB 6
Toggle weapon cueing between AUTO and manual (MAN).
The weapon seeker head automatically cues to your designated A/G target.
MAN
You cue the weapon seeker head to your designated target using the slew buttons (below).
PB 10
(TRK) Activate/deactivate target track. When enabled (a box
appears around it) while in manual (MAN) weapon cueing mode, the
missile seeker head will lock onto the object or area currently in
the center of the cross hairs. If activated while in AUTO weapon
cueing mode, the missile seeker head will lock on to whatever is
currently in the cross hairs when you switch to manual (MAN)
weapon cueing mode.
PB 12
(BST) If manual (MAN) weapon cueing is selected, and target track is
not active (TRK is not boxed), this button will return the AGM-65
viewpoint to the boresight. Otherwise the button has no effect.
COMBAT
PB 3, 8, 13 and 18 Use these pushbuttons to slew the targeting cross
hairs, if weapon cueing is set to manual (MAN) and target track
(TRK) is not active.
FLIGHT
Toggle display field of view between WFOV (±30°) and NFOV
(±15°). The currently selected option appears above the button.
COCKPIT
PB 7
INTERFACE
AUTO
TOC
Most of the buttons below toggle between options. In these cases, the currently selected option appears next to the button.
MISSIONS
MULTI
APPENDIX
2.60
INTRO
WEAPON VIDEO: GBU-15
Slew Seeker Head,
Control Pitch In-Flight (Terminal)
Missile Ready for Launch
Control Yaw In-Flight (Transitional)
Return to Main Menu
Toggle Weapon
Cueing (Auto/Man)
Cycle Indirect Launch Mode
Profiles (Terminal)
Toggle Track
Slew Seeker Head,
Control Pitch In-Flight
(Terminal)
Toggle Launch Mode
(Dir/Ind)
PB 6
The weapon seeker head automatically cues to your designated A/G target.
MAN
You cue the weapon seeker head to your designated target using the slew buttons (below).
Toggle launch mode between direct (DIR) and indirect (IND).
In direct launch mode, you designate your target and fire
when you have a lock on it. You can slew the missile’s
seeker head before launch, but you have no control over it,
and no video information is displayed for it, after launch.
IND
In indirect launch mode, you can release the weapon
without a target lock and steer it after release using the
video information displayed in the MPD. (How much
steering control you have over it depends on which
launch profile you select).
APPENDIX
DIR
MULTI
2.61
AUTO
MISSIONS
PB 9
Toggle weapon cueing between AUTO and manual (MAN).
COMBAT
GBU-15 P USHBUTTONS
FLIGHT
Nose Index
Slew Seeker Head,
Control Yaw In-Flight
(Terminal)
COCKPIT
Aiming Cross Hairs
Missile in Standby
(when boxed)
Slew Seeker Head,
Control Yaw In-Flight
(Terminal)
Return Missile
to Boresight
INTERFACE
In indirect (Lock on After Launch or LOAL) launch mode, you can steer the
weapon after it is released using the video information displayed in the
MPD. You must have an AN/AXQ-14 datalink pod mounted on your aircraft
to do this — this feeds the steering information to the GBU-15.
TOC
The GBU-15 has two launch modes — direct and indirect. In direct (Lock on
Before Launch or LOBL) launch mode, you simply designate your target, aim
the seeker head toward it as you would with an AGM-65, gain a lock and
fire. No further video information is displayed after you fire.
INTRO
For indirect launch mode to be available, you must have an AN/AXQ-14
datalink pod loaded on your aircraft.
TRANS
A transitional loft profile is automatically entered shortly
after you release a bomb with a normal launch profile. You
can manually select a TRANS launch profile before launch
by pressing PB 7. (TRANS will be boxed when it is selected.) With a TRANS loft profile selected, you can control the
yaw of the weapon (its heading) after launch using PBs 8
and 13. You cannot control the weapon’s pitch.
TERM
With a terminal loft profile, the seeker head attempts to
automatically lock on your target. You can use PBs 3, 8,
13 and 18 to control the weapon’s pitch and yaw.
PB 12
(BST) If manual (MAN) weapon cueing is selected, and target track is
not active (TRK is not boxed), this button will return the AGM-65
viewpoint to the boresight. Otherwise the button has no effect.
MISSIONS
(TRK) Activate/deactivate target track. When enabled (a box
appears around it) while in manual (MAN) weapon cueing mode, the
missile seeker head will lock onto the object or area currently in
the center of the cross hairs. If activated while in AUTO weapon
cueing mode, the missile seeker head will lock on to whatever is
currently in the cross hairs when you switch to manual (MAN)
weapon cueing mode.
COMBAT
PB 10
FLIGHT
In a normal loft profile, the weapon flies ballistically
(i.e., as it would if it were an unguided projectile) for
1.75 seconds after release, then automatically enters a
transitional loft profile.
COCKPIT
NORM
INTERFACE
When you select indirect (IND) launch mode, pushbutton 7
becomes active, cycling through indirect mode launch profiles —
normal (NORM), transitional (TRANS) and terminal (TERM). The profile
you select determines how much control you will have over the
seeker head and the nose of the weapon itself:
TOC
PB 7
PBs 8 & 18 Control the seeker head before launch and the yaw of the
weapon after an indirect launch with a terminal launch profile.
2.62
APPENDIX
PBs 16 & 17 Control the yaw of the weapon after an indirect launch in a
transitional launch profile.
MULTI
PBs 3 & 13 Control the seeker head before launch and the pitch of the
weapon after an indirect launch in a terminal launch profile.
INTRO
GBU-15 S YMBOLOGY
TOF counter. Indirect launch mode only — the time of flight counter counts
the seconds that the missile is in flight, starting at weapon release (zero) and
ending when the weapon impacts.
MISSIONS
Time to min/max range. Only displayed after you have designated an A/G
target. The numbers beside the max and min range markers give how much
time before the weapon reaches max/min range in seconds. If no number is
listed, the weapon is already within that range.
COMBAT
Range caret. Only displayed after you have designated an A/G target. The
caret marks the current range to target with reference to the launch ranges.
IN RNG appears next to the caret when you are within min and max ranges.
FLIGHT
Nose index marker. This symbol marks the point at which the nose of the
GBU-15 is aiming. Note that this point does not always coincide with where the
seeker head is aiming. In direct mode you have no control over where the missile’s nose is pointed. In indirect mode you may have control of this, depending
on which launch profile you have chosen. (See Launch Modes, p. 2.61.)
COCKPIT
Min/max/optimum launch range. Only displayed after you have designated an A/G target. These marks represent the minimum and maximum
ranges for the weapon. Launch ranges are determined by the aircraft altitude
and airspeed. Optimum launch range is the range at which the bomb has
maximum energy for reaching the target.
INTERFACE
The seeker head of a GBU-15 slews independently of where the missile’s
nose is pointing in NORM or TRANS launch modes. (Just because the seeker
head has locked to its target, doesn’t mean the nose is pointed toward the
same spot.) In direct mode, you can slew the seeker head until you lock
on to a target and release the weapon. You have no control over the missile
after launch. In indirect mode, you can release the weapon before you
have a target lock, and then steer the missile to target after it is launched.
(See Launch Modes, p. 2.61.)
TOC
Aiming cross hairs. These cross hairs represent the point at which the
GBU-15’s seeker head is pointed and can be slewed until you have a target
locked. When you lock on a target, the cross hairs center on the target.
MULTI
APPENDIX
2.63
INTRO
UP FRONT CONTROLS (UFC)
10
2
9
3
8
4
7
5
6
Enable Autopilot
Call Up UFC Main Menu
COCKPIT
Enable EMIS Limit
INTERFACE
1
TOC
The Up Front Controls (UFC) consists of a keypad, six rectangular data display windows and ten pushbuttons. On the UFC main menu, the pushbuttons control functions or call up submenus. On the submenus, the pushbuttons control different functions. For reference in this chapter, the PBs are
numbered from 1 to 10 moving counterclockwise from the top left.
Call Up UFC Data Menu
The following buttons and switches on the UFC always control the same features, regardless of which menu is currently displayed.
Call up the UFC data menu from the main menu or any of its submenus (see UFC Data Menu, p. 2.72).
A/P
Engage the autopilot.
EMS
Limit/allow any emission that might give away the presence or
position of your aircraft. When emissions are limited, the radar is
placed in sniff mode and the ICS (jammer) in standby. The EMIS
LMT indicator light comes on, EMIS appears on the TEWS page, and
SNIFF is boxed on the radar display. When emissions are allowed,
the EMIS LMT light goes off and the radar and jammer can freely
emit — assuming they have been activated. (For details, see
Indicator Lights: EMIS LMT, p. 2.73, TEWS Symbology: ICS
Status, p. 2.42, and A/A Radar Pushbuttons, p. 2.53, or A/G
Radar Pushbuttons, p. 2.48.)
MULTI
DATA
MISSIONS
Call up the UFC main menu from any submenu or from the data
menu (see UFC Main Menu, p. 2.65).
COMBAT
APPENDIX
2.64
MENU
FLIGHT
Select Master Mod
INTRO
UFC MAIN MENU
(TCN …) Call up the Tactical Aid to Navigation (TACAN) submenu.
The currently selected TACAN channel is listed next to the button
(e.g., 112X or 056Y). See p. 2.66.
PB 3
(IFF NORM/AUTO/OFF) Cycle through levels of Identification Friend or Foe
(IFF) — OFF (no queries are sent), NORM (A/A radar contacts are queried
when you press IFF_INTERROGATE I) or AUTO (A/A contacts are
queried automatically when they are designated as targets). See p. 2.67.
PB 4
(TF NORM/OFF) Toggle the Terrain Following (TF) radar on (NORM) and
OFF. You must have the AN/AAQ-13 pod of the LANTIRN system
mounted on your aircraft in order to activate the TF radar. See p. 2.67.
PB 5
(ILS ON/OFF) Toggles the Instrument Landing System (ILS) ON and
OFF. When on, ILS information is displayed on the HUD and ADI
FLIGHT
PB 2
COCKPIT
(LAW .../OFF) Call up the Low Altitude Warning (LAW) system menu.
The number listed next to LAW is the current altitude setting for
the system; LAW OFF indicates the system is inactive. See p. 4.13.
INTERFACE
PB 1
TOC
This is the default UFC display. Click the pushbuttons listed below to select
the submenus described. Click the MENU button to return to the UFC main
menu at any time. The submenus are described in more detail in the following sections, on the pages indicated.
in NAV or INST master modes. See p. 2.68.
PB 8
(HUD DATA) Call up the HUD options submenu. See p. 2.69.
PB 9
(A/P OFF/ATT/ALT/HDG/NAV/TCN) Calls up the autopilot (A/P) submenu.
The abbreviation next to A/P tells you if the system is inactive (OFF) or,
if active, tells you which autopilot submode or combination of submodes is being used (ATT = attitude hold, ALT = altitude hold, HDG =
heading hold, NAV = coupled steering to steer point, TCN = coupled
steering to current TACAN station). See p. 2.70.
PB 10
(STR …) Cycle through steer points. The currently selected steer
point is listed next to STR. See p. 2.71.
APPENDIX
(N-F NORM-WH/NORM-BH/OFF) Cycles the HUD FLIR display through
OFF (no FLIR imagery displayed), NORM-WH (FLIR imagery displayed, hottest areas appear white) and NORM-BH (FLIR imagery displayed, hottest areas appear black). See p. 2.69.
MULTI
PB 7
MISSIONS
(NAV/TCN/TGT STR) Cycle the current steering data between NAV, TCN
and TGT. Note: There must be a TACAN station in range for TCN to
be available, and you must have an A/G target designated for TGT
to be available. See p.2.68.
COMBAT
2.65
PB 6
INTRO
1. LOW ALTITUDE WARNING (LAW) SUBMENU
Click to
Enable/Disable LAW
Current LAW
Altitude Setting
Click to Increase
(DECREASE) Decrease the altitude at which the system warns you
that you’re flying too low, by 100ft per click.
PB 8
(INCREASE) Increase the LAW altitude by 100ft per click.
PB 5
(ON or OFF) Toggle LAW system on and off. Current status appears
next to the button.
COCKPIT
PB 3
INTERFACE
When active, the Low Altitude Warning system alerts you if you fall below a
certain radar altitude. On the LAW submenu, you can turn the system on
and off and set the altitude at which the warning sounds.
TOC
Click to Decrease
The current LAW altitude setting is displayed next to PB 2.
Current Channel
COMBAT
Airfields and tanker aircraft use TACAN channels to provide pilots with
position information. Each airfield or tanker has a different station ID and
operates on a TACAN channel ranging between 001 and 023. Ground stations are identified with the letter “Y” after the channel number; aerial
tankers are identified with the letter “X.” You can select different channels
via the TACAN UFC menu.
FLIGHT
2. TACTICAL AID TO NAVIGATION
(TACAN) SUBMENU
Station ID
ETE/ETA to Station
Choose Previous Station
Choose Next Station
MISSIONS
Heading/Range to Station
Current channel. Displayed between PBs 1 and 10.
Range (RNG). Distance in nm to this station.
MULTI
Station ID. Name of the station using the current channel (between PBs 3 and 8).
Heading (HDG). Heading to the current station in degrees.
APPENDIX
2.66
INTRO
(PREVIOUS) Switch to next lower TACAN channel.
PB 7
(NEXT) Switch to next higher TACAN channel.
PB 9
(ETA or ETE) Toggles between a display of your Estimated Time of
Arrival (ETA) or your Estimated Time Enroute (ETE) for the currently selected station.
Aircraft use “friend or foe” transponders to determine another aircraft’s
alignment. The transponders on allied aircraft will return a “friendly” message when queried by another allied aircraft.
No IFF queries can be sent to A/A radar contacts.
NORM
Currently displayed A/A radar contacts will be identified when
you press IFF_INTERROGATE I (after a couple of seconds of
processing delay).
AUTO
The primary designated A/A radar target is automatically queried
when the radar locks on to it.
This option controls only IFF interrogation, not IFF response. Your aircraft
will automatically respond to all IFF queries.
COMBAT
See Contact Symbology, p. 2.55, for pictures of the symbols that mark
friendly and enemy aircraft on the A/A radar display.
FLIGHT
OFF
COCKPIT
There is no menu for the IFF system. The IFF button on the UFC main menu
(PB 3) cycles through control options for IFF interrogation. The currently
selected option appears next to the button:
INTERFACE
3. IDENTIFICATION FRIEND OR FOE (IFF)
TOC
PB 4
4. TERRAIN FOLLOWING (TF) RADAR
APPENDIX
2.67
MULTI
LAW is automatically set to half of the TF altitude when TF is set to NORM. TF
altitude is set to the altitude you are flying at when you engage the TF radar.
MISSIONS
The Terrain Following radar calculates your above ground level (AGL) altitude from radar returns off of terrain. It can only be activated if the
AN/AAQ-13 pod of the LANTIRN system, which houses the radar, is
mounted on your aircraft before you take off. (For details on choosing a
loadout with this option, see Deciding What to Take, p. 4.7.) There is no
menu for the TF radar — the TF button (PB 4) on the main UFC menu toggles the radar on (NORM) and OFF.
INTRO
5. INSTRUMENT LANDING SYSTEM (ILS)
PB 6 on the UFC main menu cycles through steering modes — NAV, TCN and TGT.
When enabled, TACAN station data is displayed in the steering
data block of the HUD. If coupled steering is enabled on the A/P
Submenu of the UFC, autopilot (when enabled) will steer toward
the currently selected TACAN station. (Note: A TACAN station
must be within range for you to select this option.)
TGT
When enabled, data for your currently selected A/G target point is
displayed in the steering data block of the HUD. If coupled steering is enabled on the A/P Submenu of the UFC, autopilot will steer
toward this target point. (Note: You must have an air-to-ground
target designated to select this option.)
See Basic HUD Symbology: Steering Data Block, p. 2.7, for a detailed
description of the steering data block, and 9. Autopilot (A/P) Submenu,
p. 2.70, for an explanation of coupled steering.
COMBAT
TCN
FLIGHT
When enabled, steer point data is displayed in the steering data
block of the HUD. If coupled steering is enabled on the A/P
Submenu of the UFC, autopilot (when enabled) will steer toward
your currently selected steer point when it is enabled.
COCKPIT
NAV
INTERFACE
6. STEERING DATA (NAV/TCN/TGT STR)
TOC
The ILS (Instrument Landing System) is a ground- or carrier-based system
that adds vertical and horizontal alignment symbology onto your HUD and
ADI to aid you when landing. There is no menu for the ILS system — The
ILS button (PB 5) on the UFC main menu toggles the ILS on and off. For an
explanation of ILS function and features, see Additional HUD Symbology:
ILS Symbology, p. 2.23.
MISSIONS
MULTI
APPENDIX
2.68
INTRO
7. NAVFLIR (N-F)
8. HUD OPTIONS SUBMENU
(TAS ...) Add/remove true airspeed info from the HUD. The number
listed is your current TAS.
PB 4
(RALT ...) Add/remove radar altimeter from the HUD. The number
listed is your current radar altitude.
PB 5
(THRUST) Add/remove thrust percent display from HUD.
Add/Remove
Radar Altitude
2.69
APPENDIX
Add/Remove
Thrust Setting
MULTI
Add/Remove
True Airspeed
MISSIONS
For information on where these features appear and what they indicate, see
Customizable Basic Symbology, p. 2.9.
COMBAT
PB 3
FLIGHT
The HUD Options Submenu allows you to modify your HUD by adding and
removing the data listed below. To add one of the options below to the HUD,
click on its pushbutton until an asterisk appears in front of the option on
the submenu. To remove the option from the HUD, click the pushbutton
again and remove the asterisk.
COCKPIT
You must have the AN/AQ-13 pod of the LANTIRN system loaded on your
aircraft for NAVFLIR to be available. See Interface: Arming, p. 1.10.
INTERFACE
There is no menu for the NAVFLIR. Pressing the N-F button (PB 7) of the UFC
main menu cycles the HUD FLIR display through OFF (no FLIR imagery displayed), NORM-WH (FLIR imagery displayed, hottest areas appear white) and
NORM-BH (FLIR imagery displayed, hottest areas appear black).
TOC
The NAVFLIR system projects Forward-Looking IR camera imagery onto
your HUD. It is essentially a night vision aid — it allows you to “see” an
infrared image through the HUD. NAVFLIR is intended to help you with
navigation — terrain features show up better against the sky at night when
viewed with IR. You may also see the “hotter” returns of aircraft and vehicles, but the Targeting IR is somewhat better designed for tracking these (see
12. Targeting IR Page, p. 2.38).
INTRO
9. AUTOPILOT (A/P) SUBMENU
The A/P submenu is displayed when you select PB 9 from the UFC main menu.
A/P OFF
If you manually select one of the following modes, the autopilot will enter
the selected mode when engaged. An asterisk marks an enabled mode on the
submenu.
A/P ALT
Altitude hold is enabled — PB 4 (ALT HOLD) enables and disables this mode. When altitude hold is enabled, the autopilot
alters your flight attitude and pitch so that your current altitude (barometric or radar) is maintained.
Heading hold mode — entered if your bank angle is less than
7°. Autopilot maintains your current pitch and heading but
levels your wings.
A/P ATT
Attitude hold mode — entered if your bank angle is greater than
7°. Autopilot maintains your current pitch and bank angle.
MULTI
APPENDIX
2.70
A/P HDG
MISSIONS
If neither of these modes is enabled, the autopilot will automatically enter
one of the following modes when you press AUTOPILOT A or click on the
A/P button on the keypad of the UFC. Which mode you enter depends on
your bank angle:
COMBAT
Coupled steering is enabled — PB 2 (STR MODE) enables and
disables this mode. When enabled, the autopilot alters your
current flight heading to steer toward the currently selected
TACAN station (STR MODE - TCN) or steer toward your current
steer point (STR MODE - NAV).
FLIGHT
A/P STR
COCKPIT
Autopilot is currently disengaged. Press AUTOPILOT A or
click on the A/P button on the keypad of the UFC to toggle
the autopilot on and off.
INTERFACE
Current A/P mode is displayed in the window between PBs 1 and 10. The
autopilot has five modes:
TOC
Selecting the A/P submenu is not the same as activating the autopilot —
the A/P menu controls the features of the autopilot, but the autopilot
will not take over control of the aircraft unless you activate it. Press
AUTOPILOT A, or click the A/P button on the UFC keypad to toggle
the autopilot on and off.
INTRO
P USHBUTTON F EATURES
PB 3
Toggle between NAV and TCN steering modes.
PB 4
(ALT HOLD) Enable/disable altitude hold — see above.
PB 5
Toggle altitude source data for the altitude hold feature between
barometric (BARO) and radar altimeter (RDR).
Current Autopilot Mode
Current Steering Mode
Click to Enable Coupled Steering
INTERFACE
(STR MODE) Enable/disable coupled steering — see above.
TOC
PB 2
Click to Select NAV or TCN Steering
10. STEER POINTS (STR ...)
COMBAT
Normally, as you exit a steer point, the next steer point in sequence automatically becomes your currently selected steer point. PB 10 of the UFC
main menu allows you to manually cycle through steer points.
FLIGHT
Steer points are a set of points that mark your planned route. They are numbered and used to maintain course during a mission. Steer points that mark
areas for weapons delivery are called target points and the points prior to
target points are called initial points (TSD, A/G radar); all are considered
steer points, however.
COCKPIT
Click to Enable Altitude Hold
MISSIONS
MULTI
APPENDIX
2.71
INTRO
UFC DATA MENU
Current Game Time
Toggle ETA/ETE
Current Steer Point
Toggle Local/Zulu Time
INTERFACE
Cycle Through
Steer Points
Toggle Heading/Range
or Fuel Remaining for
Current Steer Point
TOC
The UFC data menu allows you to change certain symbology on the HUD
and displays current position data. Click the DATA button on the UFC keypad
to call up the UFC data menu.
(NAV ...) Cycle through steer points. (See 10. Steer Points (STR ...),
p. 2.71.)
PB 6
Toggle all HUD time displays between LOCAL and ZULU time. Local
time is time with respect to the time zone you are in; ZULU time is
time with respect to the Greenwich meridian. Time is given in
hours:minutes:seconds.
PB 8
Toggle between heading/range and fuel remaining data for the
look-ahead steer point. Heading is given in degrees and range in
nautical miles. Fuel remaining is an estimate of the amount of fuel
you will have left when you reach the steer point, in pounds,
based on the current fuel flow.
FLIGHT
PB 9
Toggle between a display of ETA and ETE for all steer point data
blocks (on the HUD, on the HSI, etc.). ETA is Estimated Time of
Arrival, or the time at which you will arrive at the steer point. ETE
is Estimated Time Enroute, or the amount of time it will take you to
get to the steer point. Time is given in hours:minutes:seconds.
COMBAT
PB 10
Toggle between heading/range and fuel remaining data for the
currently selected steer point, given as above.
MISSIONS
TIME. Lists the current game time beside PB 5.
COCKPIT
PB 1
MULTI
APPENDIX
2.72
INTRO
TOC
ADDITIONAL
COCKPIT FEATURES
INDICATOR LIGHTS
Click to View Master Caution Panel
EMIS Unit On
Autopilot On
Airborne Interceptor/SAM
Low Altitude Warning
Obstacle Detected
INTERFACE
These lights indicate the status of certain systems, or that you have exceeded certain flight parameters.
COCKPIT
Chaff is Releasing
Flaps Extended
Speed Brake Extended
Gear Down
Wheel Brakes Applied
prevented from emitting. The EMS button on the keypad of the UFC toggles
EMIS LMT on and off. See Up Front Controls (UFC), p. 2.64, for details.
MASTER CAUTION. Indicates a warning light is on — click MASTER CAUTION to
AUTO. Indicates autopilot is active. Press the AUTOPILOT A, or click the
A/P button on the UFC keypad to toggle the autopilot on and off. See Up
Front Controls (UFC), p. 2.64, for details.
MISSIONS
display a list of indicator lights for different systems. Lights that are on indicate damaged systems. See Master Caution Panel, next page.
COMBAT
EMIS LMT. Indicates the ICS system (internal jammer) and the APG-70 are
FLIGHT
Terrain-Following Radar Failure
AI/SAM. Indicates an airborne interceptor (aircraft) or SAM has locked onto you.
MULTI
LOW ALT. Indicates you are flying below the altitude set for the Low Altitude
Warning (LAW) system. See 1. Low Altitude Warning (LAW) Submenu,
p. 2.66, for details.
OBST. Indicates the terrain-following (TF) radar has detected a terrain obsta-
2.73
APPENDIX
cle in your flight path. If it is possible that the autopilot will not be able to
pull up in time to avoid the obstacle, this light will flash — take manual
control of the aircraft to avoid crashing!
INTRO
TOC
Flaps Extended
Chaff Program
Speed Brake Extended
Gear Down
Wheel Brakes Applied
INTERFACE
Terrain-Following Radar Failure
TF FAIL. Your TF radar system is no longer operational. (For, a description of
PRG CFF. When TEWS control is set to SEMI, this light indicates a chaff program is ready to be released. When TEWS control is set to AUTO, this light
will flash when running a chaff program (i.e., chaff is being released).
COCKPIT
the TF radar, see 4. Terrain-Following (TF) Radar, p. 2.67.)
FLAPS. Indicates your flaps are extended.
GEAR. Indicates your gear is down.
FLIGHT
SPD B. Indicates your speed brake is extended.
BRAKE. Indicates your wheel brakes are applied.
COMBAT
MISSIONS
MULTI
APPENDIX
2.74
INTRO
MASTER CAUTION PANEL
The lights on this panel warn you of systems damage and malfunctions.
right (R) engine. If you don’t shut down the
engine immediately, you run the risk of a
fire starting.
inoperative. You cannot afterburn, and your
maximum engine thrust is reduced.
L/R BURNER. Left or right afterburner is
inoperative.
L/R GEN. Left or right generator is failing or inoperable. If both lights are lit,
FLT CONT. When lit, the Control Augmentation System (CAS) is inoperable.
See Flight: Auto-Control Systems, p. 3.11, for details on this system.
AUTOPILOT. Autopilot system inoperable.
MISSIONS
HYD PC1/2. Primary hydraulic circuit 1 or 2 is inoperable. When both lights
are lit, you have no radar, no speed brake control and reduced flight control
authority. (When the UTIL hydraulic gauge is red you have even less control
— See Standby Instruments, p. 2.77.)
COMBAT
you’ve lose most displays (the ADI will continue to function via an emergency generator — see Standby Instruments, p. 2.77). You’ve also lose control of your speed brakes.
FLIGHT
L/R FUEL PUMP. Left or right fuel pump is failing or inoperable. If both lights are lit, descend
below 30,000ft and do not exceed military
power, or you risk flaming out your engines.
COCKPIT
L/R OIL PRESS. Left or right engine oil pressure is low. If you don’t shut down the
engine immediately, you run the risk of a
fire starting.
INTERFACE
L/R ENG CONT. Left or right engine control
TOC
L/R BLEED AIR. Bleed air leak in the left (L) or
TARGET IR. Target IR camera system inoperable.
PACS. When lit, you can’t release weapons, except by jettison.
APPENDIX
2.75
MULTI
NAV FLIR. NAV-FLIR system is inoperable.
INTRO
GUN. Gun inoperable.
CEN COMP. Central computer out. You will
TEWS. TEWS is inoperable. (You can still able
drop chaff and flares manually.)
TOC
lose all displays — HUD, MPDs, UFC, etc.
RADAR. Radar inoperable.
ADC. Air Data Computer damaged or inoperable. You lose pitch ratio, autopilot altitude hold
and all HUD symbology except heading scale.
than 2000 lbs.
OXYGEN. Oxygen is low. You will eventually
black out if you do not reduce altitude
below 10,000ft.
CHAFF. Flashes when you are dispensing chaff. Constantly on when chaff is
at minimum.
FLIGHT
MINIMUM. Lights up when chaff or flares are low.
COCKPIT
FUEL LOW. Lights up when total fuel is less
INTERFACE
HUD. You’ve lost HUD display.
FLARE. Flashes when you are dispensing flares. Constantly on when flares are
at minimum.
COMBAT
MISSIONS
MULTI
APPENDIX
2.76
INTRO
STANDBY INSTRUMENTS
Attitude Director Indicator
Altimeter
Hydraulic
Gauge 2
Jettison Dial
Fuel
Indicator
FLIGHT
Airspeed indicator. The airspeed indicator operates off of pitot-static pressures and requires no power. It registers indicated airspeeds between 60 and
850 knots.
COMBAT
Hydraulic
Gauge 2
Airspeed
Master Arm Switch
AoA
Vertical Velocity Indicator
Jettison Button Engine Monitor Display
Attitude Director Indicator (ADI). This is a self-contained, electrical gyrohorizon instrument that indicates the aircraft’s attitude relative to the horizon.
APPENDIX
Compass. This conventional magnetic aircraft compass is only located in the
front cockpit.
MULTI
Angle-of-Attack indicator. The AoA indicator is located in the front cockpit only and is driven by electrical signals from the AoA probe. Angles from
0° to 45° are displayed. An OFF message is displayed if electrical power is
lost, Air Data Computer (ADC) data is invalid, or the indicator itself fails.
MISSIONS
Altimeter. The standby altimeter operates from a static pressure source and
requires no power. The setting on this altimeter sets the barometric pressure
for the Air Data Computer (ADC), which is then used to compute barometric
altitude for other systems, such as the HUD and ADI MPD.
2.77
COCKPIT
UTIL
Hydraulic
Gauge
Fire Warning
Panel/
Extinguisher
INTERFACE
You will need to use VIEW_PILOT_MPD 2 view to see the standby
instruments in the pilot’s seat.
TOC
These are the analog counterparts to the computerized HUD system and can
be relied upon in case of systems failure. Most are present in both cockpits,
and only the angle-of-attack and vertical velocity indicator require main
generator power. All others either require no power, or they are patched
into both the main and emergency generators.
INTRO
TOC
Fire Warning
Panel/
Extinguisher
The extinguisher switch has three settings:
Extinguisher
Switch
Normal switch position.
TEST
Tests all lights.
L ENGINE R
These lights alert you to a fire in the left or right engine.
Push the lights to select either or both engines, then flip the
extinguisher switch to DISCHARGE.
APPENDIX
The lights on this display come on when there is a fire in the
Airframe Mounted Accessory Drive (a device which connects
the engine to generators and hydraulic pumps on the aircraft). Press the lights, then flip the extinguisher switch to
DISCHARGE.
MULTI
AMAD
MISSIONS
OFF
COMBAT
Discharges extinguisher into
AMAD
Panel
selected areas. Use AMAD and L
ENGINE R buttons (described
Left/Right
Engine Panel
below) to select the areas
where the extinguisher is dispensed. (Note that the more A/B Burn-Through
Lights
areas you select, the less
extinguishing material reaches any given area.)
The extinguisher can only be discharged once.
FLIGHT
DISCHARGE
The lights and buttons work as follows:
2.78
COCKPIT
Fire warning panel/extinguisher. Consists
of a switch, several buttons and lights.
INTERFACE
Engine Monitor Display
Engine Monitor Display (EMD). Although not an analog instrument, this LED display duplicates data from the engine data MPD
— RPM%, engine temperature, fuel flow, nozzle position and oil pressure.
When engine data exceeds the display range of the EMD, that display window will go black. For an explanation of these features, see Engine Data
Page, p. 2.58.
INTRO
The AB burn-through lights indicate that a fire has been detected in the left
or right afterburner can. To put out the fire, refrain from using your afterburners until the light goes out.
TOC
Increase/Decrease
Bingo Fuel Level
Left/Right
MULTI
Bingo Bug
MISSIONS
Internal Fuel Gauge
Total Fuel
Left or Center
External Tank
COMBAT
Fuel from the centerline tank is used first, then fuel from the wing tanks,
then internal fuel.
FLIGHT
A bingo bug on the analog gauge marks the current bingo fuel setting.
When total fuel reaches bingo level, an audio warning will alert you. The
bingo bug adjustment switch allows you to increase and decrease the bingo
fuel setting. (Bingo fuel is the amount of fuel thought necessary for you to
get back to base. If you have less than this amount, you may not make it.)
COCKPIT
Fuel indicator. Indicates the level of fuel in internal and external tanks. The
analog gauge at the top of the display shows the amount of fuel remaining in
the F-15’s internal tanks. The numerical gauge below this shows total fuel
remaining. Below this, two numerical gauges show the amount of fuel in the
two external wing tanks or the external centerline tank, depending on which
is selected with the dial at the bottom of the display. (The right gauge reads
0000 when centerline is selected). All fuel readings are given in pounds.
INTERFACE
Fuel
Indicator
Right External Tank
Center
APPENDIX
2.79
INTRO
Hydraulic gauges. Indicates current hydraulic pressure in each of the three
hydraulic systems — 1, 2 and UTIL. See Master Caution Panel: HYD PC1/2
(above) for details on what happens when these systems fail.
TOC
Off
All
Combat
Air to Ground
Air to Air
ALL
All ordnance
COMBAT
External fuel tanks
AA
Air-to-air ordnance (except missiles on wing stations, which
cannot be jettisoned)
AG
Air-to-ground ordnance
Safe
Vertical Velocity Indicator (VVI). The VVI operates by electrical signals
from the ADC. It displays vertical velocity on a 0 to 6000ft./min. scale. An
OFF message appears if power is lost or the display is malfunctioning.
COMBAT
Master arm switch. This switch has two settings — ON and
SAFE. When master arm is set to SAFE, no weapons can be fired.
When set to ON, all ordnance can be released. When master
arm is ON, the gun cross appears on the HUD (in all master
modes).
Arm
FLIGHT
No ordnance can be
jettisoned
COCKPIT
OFF
INTERFACE
Jettison dial and button.
The dial selects what will be jettisoned when you click on the
pushbutton. (Master arm does
not have to be ON for you to jettison.) Gun ammunition is never
jettisioned.
MISSIONS
MULTI
APPENDIX
2.80
INTRO
HOME
FLIGHT
THRUST
3.1
APPENDIX
For aircraft, a common measure is the thrust-to-weight ratio. This is a ratio
between an aircraft’s total weight and its thrust capability. A ratio greater
than 1:1 indicates that an aircraft can overcome gravity in a vertical climb.
The F-15E’s dual afterburning engines can each generate approximately
23,450 pounds of thrust (with the PW-220 engine).
MULTI
Generating thrust is the main purpose of an aircraft’s engines. This force is
what causes the aircraft to overcome inertia (an object’s tendency to resist a
change in motion). Thrust produces forward motion, allowing the aircraft’s
wings to create lift.
MISSIONS
Multiple forces can act on an object simultaneously, and in several directions.
The individual forces are called component forces, while the overall effect of
these forces is called the net or resultant force.
COMBAT
Flight is the result of several forces acting upon an aircraft. The first is the
aircraft’s weight, or the gravitational force pulling it toward the ground. The
second is thrust, the force produced by the engines that propels the plane
through the air. This forward movement causes air to move over the wings,
which in turn creates a lift force that counteracts the gravitational force. The
final force acting on an aircraft is drag. Drag is a force that is generated in a
direction opposite to flight.
FLIGHT
The following sections give a basic understanding of the forces at work
behind flight. For technical references, please see Appendices:
Bibliography, p. E.1.
COCKPIT
FLIGHT PHYSICS
INTERFACE
Flight Physics (below) explains the basic physics principles of flight. G-Forces
(p. 3.5) discusses the physics of turning, G-forces, Flight Envelope (p. 3.5) discusses aircraft limits, and Flight Characteristics (p. 3.9) covers how to maximize turn performance. Flight Controls (p. 3.7) describes some of the control
surfaces of the aircraft and explains how to maneuver the aircraft. The final sections cover takeoffs and landings, stalls, spins and refueling.
TOC
Air combat is often a one-on-one fight to outmaneuver your opponent, point
your nose at him and fire off your weapons first. Understanding how and
why your aircraft maneuvers is essential for combat success.
INTRO
TOC
When thrust is created, it propels the aircraft forward and causes air to
move over and under the wing surface. This creates a pressure differential
that pushes up on the wing (details are given in the following section).
Thrust also brings about changes in velocity.
LIFT
INTERFACE
Point of Impact
The top surface of the wing is more curved, and thus longer than the bottom surface (see diagram). Because of this, the air that goes over the wing
has more surface area to travel than the air that goes under the wing.
COCKPIT
Since air on top of the wing has a longer distance to travel, it must travel at
a greater velocity than the air on the bottom. The faster airflow over the top
surface of the wing creates a lower pressure on the top of the wing than on
the bottom. This results in a pressure differential, or an imbalance of pressure
forces between the top and bottom of the wing. The net force pushes
upward, causing lift.
FLIGHT
Lift is produced when an airfoil (the wing)
moves through the air and splits it. Half of
the air goes over the wing, and the other
half travels under the wing. This air flowing around the wing separates at the point
of impact (see diagram) and flows both over
and under the exterior surfaces.
Angle of
3.2
APPENDIX
If the AoA is too high, an audio tone will activate in the cockpit, warning of
an impending stall. To check your AoA, look at the symbol and number
MULTI
There is no single angle-of-attack on which you can rely all of the time —
the desired angle varies with the situation. In some cases, you may want to
maximize your aircraft’s cruise range by keeping AoA around 14 units; this
will deliver maximum range. In other cases, conserving energy
during a turn may be the primary concern, and you might need
an AoA of 16 - 22 to make an optimal, energy-sustaining turn. For acceleration, an AoA of 8-10 works best.
MISSIONS
attack
The amount of lift produced by the wing
varies according to the angle at which the
wing hits the air. This is called the angle of
attack (AoA). This should not be confused
Path of airflow
with an aircraft’s attitude, or the pitch angle
of the nose relative to the horizon. In the F-15, AoA is measured in units,
while attitude is measured in degrees.
COMBAT
ANGLE OF ATTACK
INTRO
directly below the indicated airspeed on the left side of the HUD. This
shows your angle of attack in units. See Cockpit: Basic HUD Symbology,
p. 2.5, for more information.
FLIGHT
No matter what type of drag is encountered, the overall performance of an
aircraft depends on the relationship of the coefficient of drag to the coefficient
of lift. Different angles of attack yield differing amounts of lift and drag.
Each aircraft has an ideal combination of angle-of-attack, thrust and lift, and
different types of drag occur at different airspeeds.
COCKPIT
Induced drag is the rearward component of lift. As the wings produce more
lift, they also produce more drag. Wave drag occurs as the aircraft approaches
Mach 1. More pressure is created in front of the aircraft’s wing than behind
it, which creates a backward drag force. Finally, parasitic drag includes wind
resistance and all other types of drag that are not lift-induced.
INTERFACE
Drag is a force that causes an aircraft to resist movement in the direction of
flight. Any object that moves through a fluid (and air is a type of fluid) produces friction. In aircraft, drag is caused by the friction of air against the
wings as the aircraft moves forward, as well as a buildup of pressure due to
air pushing against the aircraft’s surfaces.
TOC
DRAG
AIRSPEED
APPENDIX
3.3
MULTI
As an example, imagine you’re in an aircraft flying at an altitude of 5000 feet
at 350 knots (true airspeed), and a second aircraft is flying at 30,000 feet at
the same true airspeed. Because the second plane is flying at a higher altitude (and through less-dense air), the pitot tubes on the two aircraft measure different indicated airspeeds. The upper aircraft registers a slower indicated airspeed than your aircraft at the lower altitude. If you and the other
pilot are trying to arrive somewhere at the same time, you both need a reading that you can compare regardless of altitude. This adjusted reading is the
true airspeed.
MISSIONS
Because of atmospheric density, a difference can exist in the computed airspeed of an aircraft flying at one altitude with a constant thrust and AoA,
and the same aircraft travelling at a different altitude under the same thrust
and AoA conditions. For this reason, an aircraft has both an indicated airspeed (apparent velocity, based on current air density and altitude) and a true
airspeed (airspeed corrected for variations due to air density and altitude).
COMBAT
As an aircraft travels through the atmosphere, air flows over the surfaces of
the aircraft. This flow creates pressure. At higher altitudes, air is less dense,
and less air flows over the aircraft’s surfaces. By measuring the pressure of the
airflow, the F-15’s pitot tube allows the flight computer to compute airspeed.
INTRO
TOC
By comparing true airspeeds, you and the other pilot can figure out if one
aircraft is actually traveling faster than the other. Even though the indicated
airspeeds might differ, if the true airspeeds are the same, you’ll arrive at
your destination at the same time.
A O A AND A IRSPEED
COCKPIT
As a guideline, first select your AoA using the flight stick, then adjust the
throttle until you are flying. (In the game, your current indicated airspeed
— in KIAS, or knots indicated air speed — appears in the rectangle on the
left side of the HUD, as well as in the ADI MPD. See Cockpit: Basic HUD
Symbology, p. 2.5.)
INTERFACE
Although thrust is the force behind airspeed, the angle of attack (AoA)
greatly affects airspeed. If you’re trying to fly a level path, it’s important to
remember that you must accompany any change in AoA with a change in
throttle to keep altitude constant. At very low speeds (i.e., during takeoffs
and landings), the effect of AoA on speed is most pronounced.
ALTITUDE
MISSIONS
Altitude reduces engine performance as a result of lower atmospheric air
pressure. As altitude increases, air becomes less dense. An aircraft’s critical
altitude is how high it can fly while maintaining normal engine power.
There is a certain limit to how high an aircraft can fly with any efficiency.
At 25,000 feet, an aircraft’s jet engines are only producing about half the
power they can at sea level.
COMBAT
Barometric altitude gives your altitude above sea level (ASL). Radar altitude
indicates your altitude above the ground over which you are flying (AGL).
FLIGHT
An aircraft gains altitude as a result of lift.
Barometric
As with airspeed, altitude can be expressed in
Altitude
several ways. The two most important altitude
Radar Altitude
measurements in the game are the indicated
(barometric) and radar altitudes. In the Up
Front Control display, you can choose whether
or not to display radar altitude. (See Cockpit: Customizable Basic
Symbology: Radar Altitude, p. 2.9.)
MULTI
APPENDIX
3.4
INTRO
G-FORCES
The F-15E Strike Eagle has a superior airframe that can
Mach
withstand more Gs than its pilot can. Both red-out and
black-out effects are accurately simulated in the game.
For this reason, you must pay attention to your current Current G Available G
G-force level by checking your HUD. If you exceed your available G limit, an
audio warning will sound in the cockpit.
FLIGHT
THE FLIGHT ENVELOPE
COMBAT
Design Mach Limit
Thrust Limit
60
55
AOA Limit
ALTITUDE - 1000 FT
50
45
CL MAX
40
35
Time Limited Zone
30
25
MISSIONS
20
15
Design Airspeed Limit
10
5
0
0
0.2
0.4
0.6
0.8
1.0
1.2
1.4
1.6
1.8
2.0
2.2
2.4
MACH NO.
APPENDIX
Above is a flight envelope diagram for the F-15 Strike Eagle. As G-forces
change, the positions of the curves may change accordingly.
2.6
MULTI
Lift is a function of an
aircraft’s speed, altitude
and angle-of-attack. All
of these factors work
together to produce
flight, and all three
must be considered
together when talking
about how airplanes
maneuver. Their limits
are graphically
described by an aircraft’s flight envelope.
3.5
COCKPIT
A well-trained pilot can endure about 9-10 positive Gs for a limited time —
anything beyond that can cause tunnel vision or blackout. Blood collects in
the lower torso and the legs, denying blood to the brain. Eyesight starts to
“gray-out,” and eventually you will black out. A similar condition called
“red-out” occurs when the aircraft pulls too many negative Gs — blood collects in the upper regions of the body, and the blood vessels in the eyes
swell. This causes your vision to go red. Usually, this starts occurring after
several seconds of flying at -3Gs or greater.
INTERFACE
G-forces are most commonly felt during sharp turns or heavy accelerations, and
can be positive or negative. Positive Gs during a turn push you back into the
seat, while negative Gs exert a pulling effect. In high-G maneuvers, your heart
must work harder to pump blood away from the direction of the pull.
TOC
The relationship between the forces of lift and weight can be described in terms
of “G.” 1G is equivalent to the gravitational force on an object at sea level. An
airplane in level flight experiences 1G of force, as the earth pulls on it.
INTRO
In the flight envelope, the solid, ascending part of the curve shows the maximum lift available at subsonic speeds. Toward the top of the curve (flight at
higher altitudes and speeds), buffeting and other airflow-induced turbulence will occur.
The F-15E’s airspeed limit is about 800 knots, and its Mach limit is 2.5.
These limits vary slightly according to weapon and fuel loads.
Thrust. The flat, top part of the curve indicates the maximum airspeed that
can be obtained at max thrust while maintaining a level flight path. Climbing
to a higher altitude will reduce airspeed, and (if the AoA is too high) cause
the aircraft to lose altitude and come back into the flight envelope.
APPENDIX
3.6
MULTI
G-forces. The aircraft can sustain several negative Gs for about ten seconds,
although this depends partly on the fuel and weapons load. The example
envelope gives the flight envelope for 1G of force. If greater G-forces are
incurred, the envelope changes shape. The aircraft’s maximum G-force capability and current G-force reading appear on the HUD.
MISSIONS
Mach number. The upper right section of the curve shows the maximum
mach speed limits. Note the dashed area on the right tip of the graph —
flight within that part of the envelope is time limited. Maintaining Mach
2.3+ speeds for longer than that can cause structural overheating.
COMBAT
Airspeed. The right section of the curve shows the F-15E’s maximum airspeed
at different altitudes. Higher airspeeds are possible at higher altitudes because
the air is less dense, and therefore, less induced drag occurs. Exceeding the airspeed edge of the envelope can cause structural damage to the aircraft.
FLIGHT
In the game, the current AoA reading appears just below the indicated airspeed on the left side of the HUD.
COCKPIT
Angle of Attack (AoA). Angle-of-attack is one of the most important considerations in the flight envelope. No matter what altitude, loadout or airspeed the aircraft has, AoA is a limiting factor. Generally, the safe operating
AoA limit for the F-15E is 30 units. For maximum lift, the AoA should be
about 17 units. If AoA becomes too steep, a high-pitched, 900-hertz audio
tone will activate in the cockpit.
INTERFACE
ABSOLUTE LIMITS
TOC
The fighter’s altitude is on the vertical axis. Its speed measured in Mach
numbers is on the horizontal axis. The curve plotted on the graph represents the envelope limits at 1G. This is a simple depiction of the F-15E’s performance limitations; different weapon configurations require adjusted
envelopes since they modify weight and drag.
INTRO
FLIGHT CONTROLS
TOC
Lift is normally generated perpendicular to the wing. Movable control surfaces
— ailerons, elevators and rudders — alter this lift to rotate the aircraft around
its aerodynamic center. You use these controls to maneuver the airplane.
PITCH, ROLL AND YAW
APPENDIX
3.7
MULTI
Combination movements that involve both pitch and yaw inputs result in
coupled motion—motion that occurs along both the longitudinal and directional axes. By contrast, simple movements (yawing or pitching up) are noncoupled motion. Yaw can be coupled with pitch to create a banking turn or a
rolling effect.
MISSIONS
Yaw is the sideways movement of an aircraft’s nose. The attitude of the aircraft (angle of the nose) remains constant, while the aircraft pivots left or
right. Yaw is controlled by the aircraft’s tail rudders.
COMBAT
Yaw
Roll is controlled by the aircraft’s ailerons.
Ailerons, like flaps, are hinged panels on an aircraft’s wings. Unlike flaps, ailerons move in opposition to each other, increasing lift on one wing
and decreasing lift on the other. This difference in
lift causes one wing to dip down as the other
rises, which rolls the aircraft about its nose-tail
axis. The F-15E’s rudder can also be used to
induce roll.
FLIGHT
Roll
COCKPIT
Pitch
Pitch is the movement of an aircraft’s nose up
and down. Pitch is controlled by the aircraft’s
stabilitor— the flat, rear control surface on the
F-15E (sometimes referred to as the elevator).
During a pitch maneuver, the entire stabilitor
surface angles up or down. This causes a difference in pressure above and below the stabilitor
surface, and pitches the nose of the aircraft
down or up, accordingly.
INTERFACE
Aircraft maneuver in three dimensions: pitch, roll and yaw. These dimensions are always referenced from the pilot’s point of view, regardless of the
aircraft’s orientation or flight attitude. When you move one of the aircraft’s
controls, you’re providing input.
INTRO
FLIGHT STICK
THROTTLE
Effect
Keystroke Function
Move completely forward
Increase throttle to full
/engage afterburners
THROTTLE_AB \
Move most of the way forward
Increase throttle
to military power
THROTTLE_MIL s=
Move slightly forward
Increase throttle
THROTTLE_UP =
Move slightly backward
Decrease throttle
THROTTLE_DOWN -
Move completely backward
Throttle to flight idle
THROTTLE_IDLE s -
3.8
APPENDIX
To display the current throttle reading on the lower left corner of the HUD,
see Cockpit: Customizable Basic Symbology, p. 2.5.
MULTI
Throttle Position
MISSIONS
In the game, you control the throttle position with a throttle device as described
below. Or, you can use the corresponding keyboard throttle functions to control
your thrust.
COMBAT
The throttle controls the engine’s thrust output. Pulling the throttle back
decreases engine output. Pushing the throttle forward increases engine output. The engine’s maximum output without using afterburners is called mil
power. Afterburners increase engine thrust by dumping raw fuel into the
engine’s exhaust then igniting it. The increase in thrust is significant, but
fuel is consumed much faster.
FLIGHT
Rudder usage also induces roll. When using rudder, the aircraft will roll in the
direction that rudder is applied. Rudders are primarily used for lining up
shots and spin recovery. Control them with rudder pedals if you have them, or
use the RUDDER_LEFT , or RUDDER_RIGHT . keystroke functions.
COCKPIT
The rudder pedals move the aircraft’s rudders, controlling yaw. Applying right
rudder yaws the aircraft’s nose right. Pushing the left rudder yaws the aircraft’s nose left. The F-15E has a rudder lockout at speeds greater than Mach
1. This means that above that speed, you can’t apply any more rudder input.
The lockout is a safety feature designed to keep the aircraft under control.
INTERFACE
RUDDER PEDALS
TOC
Moving the stick forward or backward moves the aircraft’s stabilator and
causes a change in pitch. Pulling the stick back, or applying aft stick, causes
the aircraft’s nose to rise. Pushing the stick forward — applying forward stick
— causes the aircraft’s nose to drop. Moving the stick right and left, or
applying lateral stick, controls the ailerons. For example, moving the stick left
causes the aircraft to roll left; moving it right rolls the aircraft to the right.
INTRO
FLIGHT CHARACTERISTICS
An aircraft’s maximum turn performance can be characterized in two ways —
instantaneous and sustained. The acceleration felt during a turn is the load factor.
LIMIT SPEED
CORNER SPEED
IM
IT
TL
LIF
2
1
OG LINE
STALL
-2
0
Vs
Vc
AIRSPEED (KIAS)
3.9
Vd
APPENDIX
-4
SPEED
(1G)
0
Sustained Turn
Capability. In a sustained turn, the aircraft maintains a specific turn rate and
radius for some time.
The load factor must
be at least 1G to maintain current lift and
MULTI
LOAD FACTOR (in Gs)
4
MISSIONS
A Vn diagram is a graphical representation of the load factor versus the airspeed. Above the 0G line, the aircraft pulls positive Gs; below it, the aircraft
pulls negative Gs. Lift
limits for various airMAXIMUM
STRUCTURAL LIMIT
7
speeds and load factors
STRUCTURAL G
6
are also shown on the
graph.
COMBAT
Instantaneous Turn Capability. This refers to an aircraft’s best turn performance at any one instant in time. As speed and altitude change, so does
the aircraft’s instantaneous-turn capability. The amount of lift an aircraft can
produce relates directly to instantaneous-turn performance.
FLIGHT
Load Factor. This is a component of the centrifugal acceleration created
during a turn. Making a turn increases the aircraft’s acceleration and adds
G-force — this is called the load factor. The higher the airspeed, the greater
the load factor during a turn.
COCKPIT
An aircraft’s turn performance is its ability to change direction during flight.
This is often referred to as maneuverability. The number of Gs an aircraft
can pull in a turn is a general indication of how tightly it can turn.
INTERFACE
TURN PERFORMANCE
TOC
Flight characteristics are a collective set of tendencies that reflect an aircraft’s
stability and maneuverability. An aircraft’s shape, weight, external stores
and built-in flight control systems determine it’s basic flight characteristics
in a specified flight envelope. As changes occur in the center of gravity, lift,
speed and momentum, the flight characteristics may vary. A fully loaded
aircraft traveling at Mach 2 at an altitude of 30,000 feet isn’t going to act the
same as a lightly loaded plane.
INTRO
altitude. At higher load factors, turn performance improves, but drag
increases. The overall sustained turn capability of an aircraft depends on its
thrust-to-weight ratio and its lift capability.
INTERFACE
T URN R ATE AND T URN R ADIUS
Max
Turn
Rate
COCKPIT
TURN RATE
(DEG/SEC)
0
0
Stall Speed
Corner Speed
Max Dive Speed
AIRSPEED
FLIGHT
Turn performance is measured
in terms of turn rate and turn
radius. Turn rate is the number
of degrees per second a particular aircraft can turn. Higher
airspeeds and smaller bank
angles slow down the turn
rate. Turn radius is the radial
distance required to complete
the turn. The radius increases
with velocity and decreases
with a more extreme bank
angle. A high turn rate and a
low turn radius yield the best
turn performance.
TURN RADIUS
(FT)
RT
MIN
0
0
VS
VC
V
D
APPENDIX
The Vn diagram above shows corner speed. Note that the corner speed
occurs at a velocity that provides maximum lift at the structural boundaries
of the aircraft.
MULTI
For any given altitude, the speed at which maximum lift occurs without
structural damage during a turn is known as the corner speed. The corner
speed gives the best turn performance — that is, the highest possible turn
rate with the lowest possible turn radius. At the corner speed, the aircraft
experiences its maximum instantaneous turn performance.
MISSIONS
C ORNER S PEED
COMBAT
Angle-of-attack (AoA) affects
turn performance. During a
maximum turn (the tightest
KTAS
turn possible), the AoA should
be near (but not exceed) 30 units. In an optimum turn (the fastest turn possible), the intent is to save momentum while sacrificing turn radius. The AoA
during this type of turn is less, usually falling inside the 16-22 unit range.
3.10
TOC
Lower airspeeds yield optimal sustained turns — in general, the lower your
airspeed (to a point), the more quickly you can execute a turn. This gives
credence to the old fighter pilots’ adage “Slow down, and get there faster.”
INTRO
AUTO-CONTROL SYSTEMS
FLIGHT DISRUPTIONS
APPENDIX
3.11
MULTI
Most flight disruptions have early cues that, if noticed, can be addressed
before the situation becomes more severe. Under each discussion, you’ll find
cue and recovery entries — study these, and you’ll be equipped to recognize
problems as they occur. If you stay within the aircraft’s limits, most problems can be avoided.
MISSIONS
While modern aircraft have overcome many aerodynamic limitations, they’re
still not completely immune to problems. If airflow is sufficiently disrupted
by a steep AoA or yaw maneuver, the aircraft can depart from its normal
flight path and enter a spin or stall. The next sections talk about adverse
flight conditions under which disruptions might occur and describes how to
recover from them.
COMBAT
The AFCS can adjust for unbalanced weapon and fuel loads and singleengine failure. It can also make certain adjustments when the aircraft is in
its landing configuration. However, if the AoA is too high during these conditions (over 30), undesired yaw may occur.
FLIGHT
Aircraft handle differently at higher Mach numbers and angles-of-attack,
and it’s easy to overcompensate with the flight controls. The F-15E’s
Automatic Flight Control System (AFCS) helps bridge this gap by modifying
each control input you provide so that the adverse effects of changing
speeds and AoA are minimized. This allows you to take advantage of the
Strike Eagle’s entire flight envelope.
COCKPIT
Another system used in the F-15E is the Pitch Trim Compensator (PTC),
which automatically trims the aircraft’s pitch. (The process of trimming
involves using the aircraft’s onboard computer to automatically make fine
adjustments to maintain stable, 1G flight.)
INTERFACE
The first of these is the Control Augmentation System (CAS), which attempts
to stabilize the G-forces the aircraft experiences during normal flight within
the flight envelope. The CAS is designed to automatically modify your original pitch, roll and yaw inputs to account for varying flight conditions. If
CAS is operating correctly, you can maintain a certain stick force and a certain G-force during flight, regardless of speed or load changes.
TOC
Each aircraft has unique handling capabilities that result from the aircraft’s
shape, size, weight and structural strength, and the F-15E is no exception.
The Strike Eagle has several systems that assist you in handling the aircraft.
INTRO
In the F-15, the CAS automatically compensates for adverse yaw by adding rudder input. However, during a high-speed, high-AoA turn, problems can result.
Recovery. The AFCS automatically compensates for this. However, you can
reduce AoA and apply more rudder in the direction of the turn until the slip
ball in the HUD is centered.
3.12
APPENDIX
Recovery. If you watch for early signs of a stall, you can usually prevent
departure. If it does occur, quit pushing the flight stick sideways, and
reduce AoA by pushing forward on the stick. You can apply additional rudder if the departure is severe.
MULTI
Cues. High AoA can contribute to departure. The first indication normally
resembles an early stall, and a yaw tone may sound. As departure occurs, the
aircraft starts yawing or rolling to the right or left without any input from
you. If you don’t deal with this immediately, the aircraft may enter a spin.
MISSIONS
Departure is a general term used to describe an undesired change in the aircraft’s flight path. In most cases, departure occurs when AoA is high and
directional stability (stability on the wing-wing axis) is disturbed by uneven
weapon and fuel loads. Departures often occur at high altitudes and high
AoA, when the center of gravity is too far forward, or when you give control inputs in the wrong direction while the aircraft is unstable.
COMBAT
DEPARTURE
FLIGHT
Cues. The slip indicator and/or velocity vector indicates sideslip in one
direction. In a roll maneuver, the roll rate may decrease, or the roll may
reverse direction.
COCKPIT
Adverse yaw is the movement of the aircraft’s nose (or rear) to one side, also
known as sideslip. The nose points in a different direction than the aircraft is
actually flying. This occurs naturally when you use the aircraft’s ailerons to
make a banked turn — the wing that dips during a left-hand bank incurs less
drag than the opposite wing. This makes the airplane yaw to the right, even
though the turn is to the left. In some aircraft, you must apply rudder in the
direction of the turn to overcome undesired yaw and make a coordinated turn.
INTERFACE
ADVERSE YAW (HIGH AOA)
TOC
If the aircraft is not responding to any flight control inputs, it is out of control. Not much can be done to regain normal flight until the controls
respond. In some cases, the only choice may be to bail out. Sometimes, you
can use the flight controls to neutralize the undesired movement. Other
times, it’s best to leave the controls alone.
INTRO
AUTOROLL
Recovery. To prevent autorolling, don’t apply sharp rudder while AoA is
high, and don’t make quick pitch/yaw motions. If it does occur, apply rudder in the direction opposite the roll and lower the AoA. Once the roll slows
down, the nose will drop.
FLIGHT
A spin is a type of coupled motion that occurs when one wing (but not the
other) loses a significant amount of lift. It is almost always preceded by
departure. The wing drops, pulling the aircraft into a rotating, spiral dive
that combines roll and yaw. A spin can consume several thousand feet of
altitude per revolution, and spin recovery may require several revolutions.
Spins at low altitude are extremely dangerous.
COCKPIT
SPINS
INTERFACE
Cues. The aircraft rolls and accelerates even after you neutralize the flight stick
and rudder. AoA remains high, and the HUD registers a negative G-force.
TOC
True to its name, the autoroll is a prolonged roll that continues even after
the flight stick and rudder are in neutral positions. This is one type of coupled motion, usually caused by starting a roll using the rudder while AoA is
high and airspeed is between 200-300 knots. If all you do is reduce AoA, the
roll simply speeds up.
There are several different types of spins:
3.13
APPENDIX
An inadvertent nose high or nose low spin occurs when you make a steep vertical climb at low airspeed. The aircraft loses speed and the controls fail until
the aircraft falls back and regains airspeed through a dive.
MULTI
An inverted spin can occur if you stall while experiencing negative G-forces.
Most often, this happens when you suddenly drop the nose by pushing the
stick forward, then apply full rudder or roll inputs. The yaw rate nears 45
degrees per second (a full circle about every eight seconds) and remains constant, and AoA is usually around negative 60.
MISSIONS
An oscillatory spin resembles severe yaw, at least from your perspective as a
pilot. One wing is stalled (or close to stalling), and control attempts fail. The
yaw rate usually falls between 60 and 90 degrees per second (a full circle
every four to six seconds), and AoA usually exceeds 70 units.
COMBAT
A flat spin is characterized by high negative G-forces (up to -4G). The yaw
rate is between 75 and 135 degrees per second (a full circle every two to five
seconds) and, for the most part, remains constant. AoA is low, accounting
for the “flatness” of the spin.
INTRO
S PIN R ECOVERY
2.
Apply full opposite rudder.
3.
Push your joystick forward slightly to keep the nose down.
4.
Maintain these stick and rudder positions until the aircraft stops spinning. You will generally find yourself in a low-speed dive — a perfect
target for enemy aircraft. Increase throttle until you reach a speed of
around 200 knots, gently pull out of the dive and return to normal flight.
5.
If the aircraft is still unwilling to recover after the steps above, go through
the procedure again.
6.
If it still doesn’t work, eject.
FLIGHT
Center your joystick. Using the ailerons to bank often aggravates the spin.
COCKPIT
1.
INTERFACE
In the game, use the following steps if you find yourself in a spin:
TOC
A spin used to be nearly unrecoverable. However, spin recovery procedures
possible in the F-15 make most spin situations survivable. You’ll need several
thousand feet of altitude to recover from a spin, so make sure you’ve got
room to try. (For major emergencies, you can command the PILOT_EJECT
s E function.)
Dive Recovery — Emergency Pull-Out Chart
9
Dive Angle at Pull-out
7
90°
6
5
60°
COMBAT
4
3
2
30°
1
0
0
100 200 300 400 500 600 700
Initial Indicated Airspeed (in knots)
MISSIONS
Altitude Loss (in thousands of feet)
8
MULTI
APPENDIX
3.14
INTRO
STALLS
.6
Bo
un
da
ry
La
ye
r
Coefficient of Lift (CL)
.8
Stall
Region
4
16
.4
.2
2
6
8 10 12 14
Angle of Attack
18
•
Take particular care to avoid stalls at low speeds and altitudes. If you
can’t dive to regain speed, you’re going to buy the farm.
•
To recover from a stall, push the stick forward to reduce your angle-ofattack and add engine power.
MULTI
Always monitor airspeed, especially if you’re pitching above 45°. Watch
your external stores as well. If you’re carrying a full load of air-toground weapons, your aircraft will be heavier, and it will require more
airspeed for adequate lift.
MISSIONS
•
COMBAT
0
S TALL AVOIDANCE /R ECOVERY
APPENDIX
3.15
FLIGHT
The adjacent generic graphic
illustrates that increasing AoA
will increase lift up to a point,
called the “critical AoA.”
Beyond this point, the effective
surface area on the top of the
wing that is being used to create lift is reduced.
COCKPIT
If AoA passes the critical point, the layer of air moving around the airfoil
becomes turbulent. It no longer separates and flows around the wing in an
optimal fashion. Stability is
Generic CL vs. AoA Graph
reduced, lift vanishes, and
the aircraft can literally fall
1.6
out of the sky. This is known
MAX LIFT
as a stall. Increasing AoA in
1.4
Critical AoA
an attempt to pull out of a
1.2
stall will aggravate the stall.
1.0
INTERFACE
As an aircraft flies straight and level, its wings meet airflow at a low AoA.
As the airplane pitches up, AoA increases and thus lift increases — up to a
point. If the angle becomes too steep, the force of the air pushing backward
is greater than the force of the air pushing up. Called the critical angle of
attack, this is the point past which the wings cease to create lift.
TOC
A stall occurs when AoA exceeds maximum allowable levels and smooth airflow over the wings is disrupted. It is the condition under which any
increase in AoA decreases lift.
INTRO
TAKING OFF AND LANDING
TRAINING MISSIONS
To practice, select a mission and left-click ACCEPT. Read the briefing text,
and when you’re ready to practice, left-click FLY.
COCKPIT
The game’s training simulator provides several missions that let you test your
takeoff and landing skills.
INTERFACE
The first rule to learn about takeoffs (and landings, for that matter) is that
you should use your throttle, not necessarily the flight stick, to control your
altitude. By throttling up or down, you can directly affect the amount of
available lift.
TOC
This section introduces the basics of flight and teaches you how to take off
and land in the F-15E. For information on the F-15E’s cockpit, see Cockpit,
Chapter 2.
TAKEOFF
•
Release the wheel brakes (WHEEL_BRAKES B).
•
Increase throttle to full by rolling your joystick’s throttle device all the
way forward (THROTTLE_AB \). (Afterburners automatically activate
when you operate at full throttle.)
•
Watch the boxed number on the left side of the HUD — this represents
your current indicated airspeed. (See Airspeed, p. 3.3.) The number
should be increasing.
•
When you gain enough airspeed (see chart), pull back on the flight stick.
APPENDIX
3.16
MULTI
Takeoff speed varies according to how much fuel you’re carrying, and
how many external weapons are loaded onto the aircraft. Lightly loaded
aircraft require less airspeed, while heavier aircraft must travel faster to
lift off the ground. The following chart gives general guidelines for
takeoff speeds at various weights.
MISSIONS
Make sure flaps are extended. (This is their default position at takeoff
in the game.) When flaps are down (extended), the green flap indicator
light on the right side of the console glows (FLAPS F).
COMBAT
•
FLIGHT
You can achieve a good takeoff by following a few simple guidelines:
INTRO
TAKEOFF SPEEDS - MAXIMUM THRUST (KIAS)
ROTATION
110
NOSEWHEEL
133
LIFT-OFF
159
45,000
115
136
162
50,000
120
140
166
55,000
125
145
169
60,000
130
150
173
Pitch the nose up slightly (between 10° and 20°, but don’t
exceed 30°).
•
Relative to the watermark, the horizontal ladder
lines in the middle of the HUD display your current
pitch (in degrees). The more angled the lines, the
greater the pitch angle. The tiny brackets on the
outside edges of each line point toward the horizon.
Positive angles are solid, while negative angles are
dashed.
Once you’re sure that you’re safely airborne, retract the landing gear
(LANDING_GEAR G).
•
Retract the flaps (FLAPS F).
Extending flaps increases lift during takeoff and landings, but also
increases drag. Raising flaps after takeoff reduces lift and drag during
normal flight.
3.17
Reduce throttle to the desired cruise setting. The most efficient airspeed
for climbing is around 300 to 350 knots.
APPENDIX
•
MULTI
•
MISSIONS
Don’t confuse pitch angle with AoA — the first compares
the angle of the aircraft’s nose relative to the horizon, while the second describes the angle at which the wing meets the air. AoA appears
just below the indicated airspeed on the left side of the HUD. See
Angle of Attack (AoA), p. 3.2.
COMBAT
•
FLIGHT
After takeoff, relax the pressure on the flight stick to neutral.
Keep an eye on your current radar altitude — the boxed number on the right side of the HUD.
COCKPIT
•
INTERFACE
Three speeds are listed. The first is rotation speed, the point at which
you initiate pullback. The second number indicates the speed at which
you will experience nosewheel liftoff. The third number gives the
speed at which you will become airborne. In between the first and second speeds, you should apply aft stick to maintain a pitch
angle of about 12 degrees.
TOC
GROSS WEIGHT (LBS)
40,000
INTRO
LANDING
To make a safe landing, you must first make a good approach, flying in at
the correct speed, altitude and direction. A number of factors come into play
when landing.
COCKPIT
Angle-of-Attack. Your current angle of attack appears on the left side of the
HUD. Remember, during landing, use the throttle primarily to control AoA
and altitude, not the flight stick. By throttling up or down, you can alter the
amount of available lift, and therefore, your altitude. Be careful about pitching the nose up and down — at low airspeeds, this can be problematic and
may cause a stall.
INTERFACE
Direction. Flying toward your last steer point should correctly orient you
so that you’re flying directly toward the airbase. When you can see the runway, make sure you’re aligned with it.
TOC
Landing is a challenging task, and a rewarding finale to a successful mission. If
you want to practice landing, try flying the landing tutorial mission.
During the final stages of landing, keep the AoA steady between 20-22
units. Use the throttle to adjust this as necessary.
This system places horizontal and vertical “needle” indicators onto your
HUD that help you line up with the runway. You can activate the ILS when
you’re about 10-20nm away from the runway.
•
Fly within approximately 10nm of the runway.
•
Make sure Navigation or Instrument master mode is active.
NAV or INST should be glowing yellow on the master mode pushbut-
MISSIONS
Activating ILS
COMBAT
To correctly align your aircraft with the runway — especially at night or
under reduced visibility — you’ll need to rely on the Instrument Landing
System (ILS) and indicators on your HUD.
FLIGHT
I NSTRUMENT L ANDING S YSTEM
ton (near the bottom of the cockpit display — if not, left-click that
button). You can also use the MASTER_MODE_SELECT M key.
Press the ILS pushbutton (PB #5) in the UFC. (The text will then read ILS ON.)
3.18
APPENDIX
In this manual, the MPD and UFC pushbuttons are numbered 1-20, beginning in the upper left and moving counterclockwise. PB #5, for instance,
refers to the bottom left UFC pushbutton. See Cockpit: Multipurpose
Displays (MPDs), p. 2.24 and Up-Front Controls, p. 2.64.
MULTI
•
INTRO
Glideslope Deviation
Scale/Indicator
Localizer Steering
Bar
Localizer Deviation
Scale/Indicator
Velocity Vector
3.19
APPENDIX
When landing, keep the velocity vector centered over the lined-up localizer
and glideslope steering bars. Steer toward the center of the cross. This will
give you the ideal landing approach.
MULTI
Velocity Vector (Flight Path Indicator). The velocity vector is a circle that
moves around on the HUD. It indicates the direction in which your aircraft
is actually moving (which is often different from the direction in which your
nose is pointing).
MISSIONS
Localizer Deviation Scale/Indicator. This row of dots in the center of the
HUD measures your deviation from a dead-on (straight-ahead) approach to the
runway. A vertical arrow marks your current deviation. The center circle marks
a dead-on approach. The leftmost circle marks a 2.5° deviation to the left of the
runway, and the rightmost circle marks a 2.5° deviation to the right.
COMBAT
Localizer Steering Bar. This vertical line indicates your horizontal lineup
with the runway. If you are to the left of the runway, the velocity vector will
be to the left of this line. If you are to the right of the runway, the velocity
vector will be to the right of the line. This bar shows your position relative to
the center line of the runway and doesn’t depend on your heading.
FLIGHT
Glideslope Deviation Scale/Indicator. This scale on the left side of the
HUD measures your deviation from the recommended 3° glideslope. A small,
v-shaped caret shows your current deviation. The center of the scale marks
the recommended glideslope. The top tick marks 1° above the glideslope,
while the bottom tick marks 1° below.
COCKPIT
Glideslope Steering Bar. This horizontal line indicates your altitude relative to a 3° glideslope (the optimal angle for descent.) If you are above this
glideslope, the velocity vector will be above this line. If you are below this
glideslope, the velocity vector will be below the line.
INTERFACE
Glideslope
Steering Bar
TOC
The ILS has several indicators that help you correctly line up. The idea is to
maneuver so that the horizontal and vertical steering bar lines form a cross
and fall on top of the velocity vector indicator. These indicators appear on
the ADI as well.
INTRO
M AKING THE L ANDING
Follow these steps to make the final approach.
•
Make slight throttle adjustments to gain or reduce airspeed and lift as
necessary. Use the rudder if you need to make slight yaw adjustments
to stay lined up with the runway.
•
Overlap the horizontal and vertical ILS steering bars so that they form a
symmetrical cross. Then, center the velocity vector over this cross.
When this happens, you are descending at the correct glideslope angle
(3°). Finally, use your throttle and rudder to keep the lines crossed and
centered on top of the velocity vector.
•
Check your pitch angle. Just prior to touch down, it should read about
12° or so, and your AoA should be approximately 21 units.
•
At touch down, reduce throttle to idle (move the throttle device all the
way back).
•
(Optional) Activate the speed brake S. At the same time, maintain a
pitch angle of 12° or so. This helps soften the nose wheel landing, and
also uses wind resistance against the aircraft to bleed off some speed.
•
When your speed slows to about 80 knots, drop the nose down onto
the runway.
•
Apply the wheel brakes (WHEEL_BRAKES B).
MISSIONS
Use the throttle to keep the AoA between 20-22 units.
COMBAT
•
FLIGHT
At 230 knots, lower the landing gear and flaps (GEAR G, FLAPS F).
COCKPIT
•
INTERFACE
Adjust thrust so that you’ve got about 300 knots of airspeed. If the
throttle is about 25% power and you’re still going too fast, use the
speed brake to bleed off some airspeed.
TOC
•
MULTI
APPENDIX
3.20
INTRO
A BORTING A B AD L ANDING
•
Retract the flaps and speed brake (if active).
•
Raise the landing gear.
•
Climb back to an altitude of 6,000 feet.
•
Make a wide 180° turn to the left, straighten out, and try a second
approach from the original direction.
NAVIGATING
TERMS
Before exploring the wild blue, you should be familiar with the following
navigational terms:
TACAN. Tactical Aid to Navigation, which refers to signals broadcast by
airbases and aircraft. These signals act as beacons and can aid in navigation.
APPENDIX
3.21
MULTI
Heading. Direction relative to true north, measured in degrees from 0° to
360°. If you’re heading north, your heading is 0°. If you’re flying due
south, your heading is 180°. If you’re flying southwest, your heading is
225°. You can always determine what your current heading is from the
heading scale (see p. 2.6).
MISSIONS
Bearing. Lateral direction relative to your plane’s nose, measured in
degrees from 0° to 360°. An enemy directly to your right has a bearing of
90°, no matter what direction you’re traveling.
COMBAT
Sequence point. A set of coordinates denoting a geographic location.
These points are stored in the aircraft’s computer and collectively form
your flight route. A graphical representation of these points appears in a
cockpit display called the Tactical Situation Display Page (see p. 2.34).
FLIGHT
This section describes basic navigation terms and covers different navigational tasks that you’ll use every time you fly. It also covers in detail the
various navigational functions of important cockpit displays.
COCKPIT
Punch your throttle to 100% (move the throttle device all the way forward), but don’t change course.
INTERFACE
•
TOC
If you’re too low, too high, too fast or too slow, you may not be able to
correct your landing in time. If this happens, abort the landing and try
again:
INTRO
TACAN SIGNALS
INTERFACE
Not all missions contain TACAN objects. In the ones that do, you can activate
different TACAN channels in the UFC display via the TACAN submenu. To
access this display, select the TCN pushbutton in the UFC (PB #2).
TOC
TACAN stands for Tactical Aid to Navigation, a system that many friendly
ground stations and airborne tankers use to emit a signal broadcasting their
position. TACAN channels provide pilots with positional information. Each
TACAN object (such as an airfield or tanker) has a different station ID and
operates on a unique TACAN channel.
COCKPIT
Initially, the selected channel defaults to the initial TCN channel, if one is
available. (If not, “XXX” appears.) When one is available, a channel number
will appear, followed by a letter. Ground stations have the letter “Y” after
the channel number, while airborne aircraft have an “X.”
FLIGHT
To select a TACAN signal:
COMBAT
•
Select the TCN pushbutton on the UFC display (PB #2).
•
Cycle through available TACAN channels. To select the previous channel, click the PREVIOUS pushbutton (PB #4). To select the next one, click
the NEXT pushbutton (PB #7).
APPENDIX
3.22
MULTI
Select the dark gray MENU pushbutton on the UFC keypad to return to the
UFC main menu display.
MISSIONS
The station ID (name) of the current channel station appears in parentheses. Its bearing and range appear on the left above the name, and the
estimated time-to-arrival (or time-on-route, if selected) appears on the
right above the name.
INTRO
To follow a TACAN signal:
Select a TCN station as previously described.
•
Switch to Navigation master mode, if it isn’t already active, by selecting
the NAV master mode pushbutton at the bottom of the screen.
•
Once you switch the tracking method, more information displays on the
HSI. The line with the arrow is called the course pointer and points toward
the physical location of the TACAN station. If the object is within HSI range,
that station will appear on the HSI as an icon.
A second, parallel line called the course deviation indicator indicates how far
off course you are relative to the course pointer. It drifts left or right, but
should ultimately be centered on the course pointer.
FLIGHT
The row of five dots is the course deviation scale, which remains perpendicular to the course pointer. Try to line up the course deviation indicator with
the center dot. Each dot from the center represents 5° of error. If you have
more than 10° error, the course pointer will be pinned to the edge of the
compass rose.
COMBAT
MISSIONS
Course Deviation
Scale (dots)
TACAN Station
Position
Course Deviation
Indicator
Return to Main
MPD Menu
APPENDIX
Select TACAN/NAV Steering Mode
MULTI
Course
Pointer
3.23
COCKPIT
Select the TCN pushbutton (PB #6) in the HSI MPD or select the TCN STR
pushbutton (PB #6) in the UFC display (see Cockpit: Up Front
Controls, p. 2.64). This activates TACAN steering, meaning that the
navigational system will now track TACAN signals instead of sequence
points in the HSI.
INTERFACE
The Nav master mode activates the Air-to-Air Radar MPD (left display),
Horizontal Situation Indicator (HSI) MPD (right display) and Tactical Situation
Display (TSD) MPD (low, center display). In addition, it places a bank angle
indicator and information about the current sequence point on the HUD.
TOC
•
INTRO
•
Adjust your heading so that the HSI course pointer arrow faces the
top, and the course deviation indicator is directly on top of it. If you
continue on this course, you’ll be flying toward the TACAN signal.
The TSD and its navigation and color map information can be useful when
navigating — see Cockpit: Tactical Situation Display Page, p. 2.34.
Base point. The original airbase from which you took off is marked by a
homeplate-shaped base icon.
Target points. Target points are marked by numbered triangles, and indicate
areas at which air-to-ground weapons will be launched — see Combat:
Finding and Designating Targets, p. 4.51.
APPENDIX
3.24
MULTI
Initial points. An initial point indicates a steer point just prior to a target
point. Initial points are numbered squares.
MISSIONS
Steer points. Series of geographical points that mark the route you are to
fly. In the TSD, they are represented by small, sequentially numbered circles.
COMBAT
Steer
Target Initial
Point Base Point Point
FLIGHT
A pictorial representation of them appears in your Tactical Situation Display
(TSD) MPD. In the TSD, steer points, initial points and target points are connected by lines that indicate your planned flight path. You may be able to
change some of these points before taking off.
COCKPIT
Sequence points denote navigational paths that are set before flight in the
Briefing Screen and stored in the aircraft’s computer. (See Interface:
Briefing, p. 1.6.) Generally speaking, you fly to steer points, initial points and
target points to complete your mission flight path. It isn’t required that you
visit points other than your target location, but the preplanned sequence
points indicate the best probable path for accomplishing the mission.
INTERFACE
SEQUENCE POINTS
TOC
With TCN steering active, you can also select an autopilot mode that
will automatically follow the chosen TACAN signal. See Autopilot
Modes, p. 3.27, for details.
INTRO
N AVIGATING T HROUGH S EQUENCE P OINTS
To change the selected Sequence Point:
•
Press the STR pushbutton (PB #10) in the upper right corner of the UFC.
INTERFACE
See Cockpit: Steering Data, p. 2.68, for more information about sequence
point numbering.
TOC
All sequence points — steer, target and initial points — are numbered, and
may be followed by a letter (3A, for example). You follow the points in order.
Once you are within range of a particular point, the navigation system automatically selects the next sequence point. You can manually change sequence
points as well.
The number of the currently selected navigation point appears to the right of
next sequence point in order. You can also cycle through sequence points by
assigning this function to the keyboard. (See Cockpit, p. 2.71, for details.)
To fly toward the next Sequence Point:
•
COCKPIT
STR. Each time you click the pushbutton, the number changes to reflect the
Center the command heading bug on the heading scale.
MISSIONS
If the bug moves off the scale, a small number appears to the right or left of
the scale, indicating the heading for that sequence point. Bank toward the
number until the command heading bug reappears in the HUD.
COMBAT
If you’re already headed in the right direction, a small, heavy line will
be directly underneath the heading scale. (See Cockpit: HUD, p. 2.5.)
This line, called the command heading bug, indicates the heading of
your current sequence point. Try to keep this line centered on the
scale. Bank slightly if necessary.
FLIGHT
To see what direction you’re currently flying, look at the heading
scale at the top of the HUD. It gives your current heading in tens of
degrees (36 indicates 360°, etc.).
MULTI
APPENDIX
3.25
INTRO
To view Sequence Point information on the HUD:
•
Command heading bug
Gun cross
Heading scale
Waterline
Indicated
airspeed
Angle of attack
Barometric
altitude
Radar altitude
True airspeed
Velocity vector
Available Gs
Steering data
block
FLIGHT
Mach ratio
Current Gs
COCKPIT
Pitch ladder
INTERFACE
When one of these master modes is active, the HUD displays three lines of
text in the lower right corner. This text is collectively known as the steering data block and gives you information about your current sequence
point. The top line gives the alphanumeric description (2A, for example).
The second line gives the compass direction, followed by the range in nautical miles. The third line gives an estimated time of arrival (ETA) or estimated time en route (ETE). See Cockpit, p. 2.7.
TOC
Switch to NAV, A/G or INST master mode. (Press a master mode pushbutton just below the UFC keypad.)
COMBAT
MISSIONS
MULTI
APPENDIX
3.26
INTRO
S TEERING
See Horizontal Situation Indicator Page, p. 2.32, for more information about this
MPD.
MISSIONS
Course Deviation
Scale (dots)
TACAN Station
Position
Return to Main
MPD Menu
3.27
APPENDIX
Select TACAN/NAV Steering Mode
MULTI
Course Deviation
Indicator
Course
Pointer
COMBAT
No matter which steering mode is active, the bottom right corner displays
range, bearing and estimated time-to-arrival information about the current
sequence point. The bottom left corner displays the same information for the
current TACAN signal, if one is active in that mission.
FLIGHT
When TCN steering is active, a long line with an arrow (course pointer) gives
you a constant idea of what heading adjustments you need to make to fly
toward the TACAN signal. A second, parallel line (course deviation indicator)
shows your horizontal alignment with respect to the TACAN signal — if it’s
not centered on the course pointer, you need to yaw or bank toward the signal. (See the picture below.)
COCKPIT
When NAV steering is active, your next scheduled sequence point appears as
a circle. As you fly, the circle moves to reflect where you are in relation to
that sequence point.
INTERFACE
The HSI appears on the right MPD by default in Navigation master mode and
shows a top-down view of the area around your aircraft. Your position is
marked by the small aircraft symbol in the center of the display, with the
nose always oriented to the top of the display. The current steering mode is
boxed. To switch modes, select the TCN or NAV pushbutton (PB #6 or #10).
TOC
You can select a steering mode in the Horizontal Situation Indicator (HSI)
MPD by selecting a steering type (TCN — the system tracks TACAN signals,
or NAV — the system tracks sequence points). See TACAN Signals, p. 3.22,
for information about TACAN beacons.
INTRO
AUTOPILOT MODES
To switch modes:
Press the A/P pushbutton (PB #9) in the UFC. This displays the autopilot submenu.
•
Select a mode. An asterisk appears next to the active autopilot mode.
You can select either ALT HOLD or STR MODE.
MISSIONS
ALT HOLD (Altitude Hold) Maintains your current radar (or barometric) altitude. The currently selected altitude type appears on the next
line as RAD or BARO — you can toggle between them by pressing the
pushbutton next to the name (PB #5).
COMBAT
STR MODE (Steering Mode) Puts autopilot in coupled steering mode,
meaning that the autopilot will fly toward something. In the HSI, you
can use pushbuttons (PB #6 and #10) to choose between TCN (flies
toward the selected TACAN signal) or NAV (flies toward the selected
navigational steer point). The currently selected steering mode appears
on the next line as TCN or NAV. You can also switch steering modes by
pressing PB #6 in the UFC main menu.
FLIGHT
•
COCKPIT
Most autopilot modes deactivate automatically when AoA exceeds 20 units,
bank angle exceeds ± 60°, pitch angle exceeds ± 45°, G-force exceeds available Gs or speed falls below 250 knots.
INTERFACE
If neither ALT HOLD or STR MODE autopilot is selected via the UFC (which is the
default state), the autopilot automatically defaults to one of two modes. If you
are banked beyond 7°, you automatically enter into an attitude-hold autopilot
mode (which maintains your current pitch and bank angle). Otherwise, if your
bank angle is less than 7°, you go into a heading hold autopilot mode (which
maintains level wings, along with your current heading and pitch attitude).
TOC
The F-15E’s autopilot system is complex and has several modes available.
You activate autopilot by selecting the AUTO pushbutton (PB #9 in the UFC
menu), and you set the mode using the UFC. You can also use the
AUTO_PILOT function mapped to the keyboard (A).
A UTOPILOT AND T ERRAIN -F OLLOWING R ADAR
3.28
APPENDIX
Terrain-following radar autopilot mode automatically deactivates if your airspeed falls below 375 knots.
MULTI
Whenever you activate terrain-following radar by pressing the TF pushbutton in the UFC (PB #4), it overrides any active autopilot functions and resets
the autopilot mode to OFF. The reason this happens is that when you turn off
terrain-following radar at low altitudes, you don’t want to resume with an
old autopilot mode active — especially if there’s a mountain in front of you.
INTRO
REFUELING
Activate the HSI MPD, if it’s not displayed. (Select HSI from the MPD
main page.)
•
Press the TCN pushbutton in the lower left corner of the HSI (PB #6).
This activates TACAN tracking — see p. 2.66 for details.
•
Locate a tanker and get its TCN bearing. Not all missions have tankers
available. (Campaign missions will list tankers in the mission briefing.)
You can locate tankers in one of two ways:
Activate communications (RADIO2_TRANSMIT
st) and select AWACS. (Press the key corresponding
to the number of the message.) If an AWACS aircraft is
available, that message option will be bolded. Select
REQUEST CLOSEST TANKER. The AWACS will radio the TACAN
bearing of the closest tanker, if a tanker is also available in
that particular mission.
Once you have the tanker’s TCN bearing, adjust your heading so that
you’re flying toward the tanker. The range and bearing of the tanker
appear in the HSI.
APPENDIX
3.29
MULTI
One quick way to approach the tanker is to activate TCN steering mode
and use your aircraft’s autopilot function. To do this, select A/P in the
UFC, then STR MODE to set autopilot to follow a selected TCN signal. (See
Autopilot (A/P) Submenu, p. 2.70, for more details on changing modes.)
You can then activate autopilot by left-clicking the AUTO button on the
cockpit console or you can use the keyboard command AUTOPILOT A.
If you use this method, be sure to deactivate autopilot when you’re
within 5nm of the tanker.
MISSIONS
Method 2.
COMBAT
Select the TCN pushbutton in the UFC (PB #2). Keep clicking NEXT in the UFC until TANKER appears in the description
field (see picture on p. 3.30). When this happens, you’ve got
the tanker’s TCN signal locked. The tanker’s heading and
channel appear below the name in the window.
FLIGHT
•
Method 1.
COCKPIT
•
INTERFACE
You can use the game’s Auto Refuel function to automatically refuel
(AUTO_REFUEL aF). Or, you can follow these steps:
TOC
If you’re on a long mission, chances are that a tanker aircraft will be available for refueling. By locating and radioing a tanker, you can approach it
and link up in mid-air to replenish your fuel supply. Be forewarned, however, that good refueling hookups take a lot of practice. Also, at higher difficulty levels, the allowable margin of error decreases.
INTRO
•
When the range is about 15nm or so, activate communications and send
a TANKER REQUEST message (RADIO1_TRANSMIT t).
TOC
The tanker will acknowledge your request and change its holding pattern to
match your current bearing. It will relay its new bearing, current speed and
refueling altitude in thousands of feet (“Angels 10,” for instance, means
10,000 feet of altitude).
INTERFACE
•
Once you’re about 5nm away from the tanker, set your radar to SNIFF
mode (press the SNIFF pushbutton — PB #18) to disable the radar. The
radar won’t transmit, and existing data on the display is not updated.
(Pressing the EMIS LIMIT E pushbutton accomplishes the same thing.
The WSO will select EMIS LIMIT if you forget.)
FLIGHT
•
Change your altitude and heading as necessary to approach the tanker’s
position. The TCN display in the UFC provides up-to-date range and
bearing information.
•
Approach the rear of the tanker. Your altitude should be slightly lower
than that of the tanker. Once you’re within 100 feet or so of the tanker,
you’ll start receiving more specific cues from your WSO. After you are
past the pre-contact position, he’ll tell you to come left, right, etc.
•
You’ll see the boom in front of you. The nose of your aircraft should
line up with the base of the tanker’s right wing.
•
Once the boom connects with your aircraft, follow the tanker’s light
cues to stay in position — the two light strips on the bottom of the
tanker will display green lights for slight adjustments (detailed below),
while red lights indicate more pronounced adjustments.
COMBAT
Look for the tanker in your A/A Radar page (the default left MPD in
Navigation master mode).
COCKPIT
MISSIONS
MULTI
APPENDIX
3.30
•
INTRO
Right Strip — Aft/Forward Indicator Lights (A/F)
You’re too far back/forward. Move toward
front/back of tanker.
Solid green rectangle
You’re slightly too far back/forward. Move toward
front/back of tanker.
TOC
Solid red rectangle
Striped green rectangle You’re centered. Stabilize your forward position.
Your pitch angle is too high/low. Move vertically in
direction of arrow.
Green arrow
Your pitch angle is slightly too high/low. Move vertically in direction of arrow.
Striped green rectangle You’re centered. Stabilize your vertical position.
D
20.0°
21.5°
23.5°
24.5°
26.0°
30.0°
34.0°
35.5°
37.0°
38.5°
A
18.3 FT
16.3 FT
14.3 FT
15.3 FT
13.3 FT
12.2 FT
11.1 FT
9.1 FT
10.1 FT
8.1 FT
•
Wait. In a few moments, you’ll receive a Refueling Success message,
and the analog fuel gauge will read full.
APPENDIX
Once you’re in the correct position, the tanker will broadcast a
“Stabilize” message. At this point, your altitude and airspeed should
remain constant — don’t change any of the flight controls.
MULTI
•
MISSIONS
6.1 FT
F
COMBAT
40.0°
U
For instance, you get a red arrow and green arrow when you’re 6.5° to 7.5°
off vertically. Pitch down a couple of degrees, and you see only one arrow.
As you get closer to the optimal vertical position, you’ll get a green arrow
and a striped green rectangle. Finally, when you’re aligned vertically, you
see only the striped green light.
3.31
FLIGHT
The graphic at
right shows the
lights and their
range indications.
Since the constraint ranges for
the outer and
inner indicator
lights overlap,
more than one
light may glow at
once. This indicates the end of
one light’s range
and the beginning
of the next light’s range.
COCKPIT
Red arrow
INTERFACE
Left Strip — Down/Up Indicator Lights (D/U)
INTRO
HOME
COMBAT
Taking Care of Business — or your time over target, during which
your primary objective is your actual mission objective.
•
Getting Out — or your egress from target, during which your primary
objective is surviving and possibly (depending on how smoothly the
first two phases went) conserving fuel.
MISSIONS
Add to this a preliminary, but all-important Combat Loadout phase, in
which you ensure you have the weapons and fuel necessary to make it
through all three phases as they apply to the specific mission at hand, and
you have the basic structure of this chapter.
COMBAT
•
FLIGHT
Getting In — or your ingress to target, during which your primary
objective is staying intact and hanging on to your ordnance.
COCKPIT
•
INTERFACE
This said, most F-15 missions can be divided into three phases, based on
your objectives:
TOC
The F-15E was designed as a strike fighter, with primary responsibility to
deliver weapons against ground targets. Typically, a strike fighter’s air combat is limited to self-defense on the way in and self-defense on the way out;
however, the F-15E is well-equipped for such self-reliance. Getting in is typically the hardest part of any mission — the aircraft is at maximum weight,
loaded with a full complement of air-to-ground ordnance and enough fuel to
complete the mission. Air-to-air combat against nimble interceptors in these
conditions is, needless to say, difficult. If you can fire off a few well-placed
AIM-120s before the enemy even realizes you’re there, you can probably get
out of there quickly enough to make it to your target point. If you miss (or
the opposition calls in backup) and it comes to a dogfight, you’ll probably
have to jettison your air-to-ground ordnance to survive. And even if you’re
able to dance your way out of this with your loadout intact, the fuel you
expend afterburning in a combat-weight strike craft could leave you out of
fuel before you’ve completed your mission.
MULTI
APPENDIX
4.1
INTRO
Combat Loadouts, p. 4.3, gives an easy-reference chart of the weapons and
targeting systems that can be loaded from the Select Loadout screen and a
brief discussion of things to consider when loading your aircraft.
FLIGHT
COMBAT
Getting Out, p. 4.70, briefly discusses how the air-to-air skills described
under Getting In apply on your egress from target — when your plane is
lighter, but may have less ordnance and less fuel. Air combat theory and
basic fighter maneuvers are described in this section.
COCKPIT
Taking Care of Business, p. 4.51, covers everything you need to know
about delivering a payload to target:
•
Switching to A/G master mode
•
Finding and designating targets (using the A/G radar and the targeting
IR camera)
•
Selecting weapons and bomb modes (using the A/A Arm page)
•
Engaging (with unguided weapons, AGM-65s, GBU-15s and Paveways)
INTERFACE
To further underscore the principle that a fully loaded strike aircraft was
not meant to dogfight, air combat theory and maneuvers are described
under Getting Out.
TOC
Getting In, p. 4.11, discusses the skills you need for a successful ingress:
•
Avoiding detection
•
Switching to A/A master mode
•
Detecting aircraft beyond visual range (using the A/A radar and TEWS)
•
Acquiring and tracking BVR targets (using the A/A radar)
•
Engaging (with the M61A1, AIM-120As, AIM-7s and AIM-9s)
•
Managing your flight
MISSIONS
MULTI
APPENDIX
4.2
INTRO
COMBAT LOADOUTS
This chart provides a quick reference for all of the weapons you can carry.
For more in-depth information, see Weapon Advisor, p. 1.14.
MPD Name. Lists the abbreviation used for the weapon on the A/A Arm or
A/G Arm MPD pages.
COMBAT
Guidance. Sensor used to guide the weapon to target. Laser- and datalinkguided weapons are guided by a laser-designator or datalink pod mounted
on the launching aircraft. SARH missiles require the aircraft’s radar for guidance until they reach the target. All other entries refer to the seeker mounted on the nose of the weapon itself.
FLIGHT
Max Loadout. Maximum number of weapons of this type you can have
loaded on your aircraft. Loading the maximum of one type may preclude
you from loading the maximum of another type — for example, if you have
8 AIM-120s loaded, you won’t be able to load 4 AIM-7s. Also, your hardpoints limit the different sets of weapons you can load — you can’t load 2
AIM-120s and 4 CBUs together on the same station, for example. See
Interface: Arming, p. 1.10.
COCKPIT
Weapon. Lists the designation and name of the weapon as they appear on
the Weapon Inventory screen.
INTERFACE
KNOW YOUR WEAPONS
TOC
A successful mission begins with a successful loadout. You want to be sure
the equipment you have meets the situation you’re going to face. How do
you know what you’re going to face? Read your briefing. Read the intelligence files. Look at the briefing map. They’re given to you for a reason —
take advantage of them.
MISSIONS
MULTI
APPENDIX
4.3
INTRO
Weapon Type. What the weapon is designed to do. (Preferred targets are
listed in parentheses when they are not obvious.)
500
Unguided
20mm cannon
(aircraft/soft ground targets)
AIM-7F Sparrow
7F
4
SARH
Medium range anti-air
AIM-7M Sparrow
7M
4
SARH
Medium range anti-air
AIM-9L Sidewinder
9L
4
IR
Short range anti-air
AIM-9M Sidewinder
9M
4
IR
Short range anti-air
AIM-9P Sidewinder
9P
4
IR
Short range anti-air
AIM-120A AMRAAM
120A
8
Radar
Medium range anti-air
AGM-65D Maverick
AGM65D
6
IIR2
Stand off precision attack
(armored vehicles)
AGM-65G Maverick
AGM65G
2
IIR2
Stand off precision attack
(hardened targets)
BLU-107 Durandal
BLU107
12
Unguided
Taxiway/runway cratering
BSU-49 (MK-82 AIR)
BSU49
12
Unguided
Low altitude general purpose
BSU-50 (MK-84 AIR)
BSU50
7
Unguided
Low altitude general purpose
CBU-52
CBU52
12
Unguided
Anti-personnel/-materiel
CBU-58
CBU58
12
Unguided
Anti-personnel/-materiel
CBU-58A
CBU58A
12
Unguided
Anti-personnel/-materiel
(incendiary)
CBU-71
CBU71
12
Unguided
Anti-personnel/-materiel
CBU-71A
CBU71A
12
Unguided
Anti-personnel/-materiel
(incendiary)
CBU-78
CBU78
12
Unguided
Anti-armor
CBU-87
CBU87
12
Unguided
Anti-personnel/-materiel
CBU-89
CBU89
12
Unguided
Anti-armor
CBU-97
CBU97
12
Unguided
Anti-armor
MULTI
n/a
MISSIONS
M61A1 1
COMBAT
Weapon Type
FLIGHT
Guidance
COCKPIT
Max Load
INTERFACE
MPD Name
TOC
APPENDIX
4.4
Weapon
INTRO
Weapon
MPD Name
Max Load
Guidance
Weapon Type
5
Laser
Precision attack
GBU10E
5
Laser
Precision attack
GBU-10G Paveway II
GBU10G
5
Laser
Precision attack
(hardened targets)
GBU-12 Paveway I
GBU12
11
Laser
Precision attack
GBU-12D Paveway II
GBU12D
11
Laser
Precision attack
GBU-15 (v)-1
GBU15L
2
TV/Datalink3
Stand off precision attack
IIR/Datalink
Stand off precision attack
2
TV/Datalink3
Stand off precision attack
(hardened targets)
GBU-15 (v)-32
GBU15S
2
IIR/Datalink2,3 Stand off precision attack
(hardened targets)
GBU-24 Paveway III
GBU24
3
Laser
Precision attack
GBU-24A Paveway III
GBU24A
3
Laser
Precision attack
GBU-28
GBU28
3
Laser
Precision attack
(underground targets)
Mk 20 Rockeye II
MK20
12
Unguided
Anti-armor
Mk 82
MK82
12
Unguided
General purpose ground
attack
Mk 84
MK84
7
Unguided
General purpose ground
attack
1 Mounted on aircraft and cannot be removed. Max Loadout lists maximum
number of rounds loadable.
launching aircraft before launch/release.
3 If AN/AXQ-14 datalink pod loaded, can be steered after launch. Seeker
head transmits normal (TV) or IIR video to the launching aircraft.
MISSIONS
2 Has imaging infrared (IIR) seeker head which transmits FLIR video to the
COMBAT
2
GBU15S
FLIGHT
GBU15L
GBU-15 (v)-31
COCKPIT
GBU-15 (v)-2
2,3
INTERFACE
GBU10
GBU-10E Paveway II
TOC
GBU-10 Paveway I
MULTI
APPENDIX
4.5
INTRO
KNOW YOUR TANKS AND PODS
TOC
In addition to weapons, you can load sensor pods, extra fuel tanks, and
countermeasures on your aircraft. You may or may not need these, depending on your mission.
CHAFF AND FLARES
You have three options when it comes to countermeasures:
120 chaffs/60 flares
180 chaff/30 flares
60 chaff/90 flares
COCKPIT
AN/ALE-40 (1)
AN/ALE-40 (2)
AN/ALE-40 (3)
INTERFACE
Countermeasures are a valuable line of defense against surface-to-air missiles
and enemy interceptors. They can help you escape a long-range engagement
without a dogfight, plow through SAMs flanking a vital enemy target, or
ward off undetected IR missiles if it does get down and dirty.
AN/AAQ-13
Use the terrain-following radar
•
Use the NAVFLIR (navigation FLIR)
AN/AAQ-14
•
Use the targeting IR camera to view IR video of your targets
•
Use laser-guided weapons (i.e., Paveways)
•
Use automatic weapon cueing for AGM-65s or GBU-15s (see Guided
Weapons, pp. 4.65-4.69)
4.6
APPENDIX
When you have the AN/AXQ-14 datalink pod loaded on your aircraft, you
will be able to steer a GBU-15 after launch, by using an indirect launch
mode. See Guided Weapons, p. 4.68.
MULTI
AN/AXQ-14
MISSIONS
This sensor pod is the targeting pod of the LANTIRN system. It gives the F15E its superior nighttime targeting and guidance capabilities. You must have
this pod loaded if you want to:
COMBAT
•
FLIGHT
This is the navigation pod of the Low-Altitude Targeting and Navigation
Infra-Red (LANTIRN) system. It gives the F-15E nighttime and low-altitude
flight capabilities. You must have this pod loaded if you want to:
INTRO
FUEL TANKS
TOC
PRESET LOADOUTS
INTERFACE
Relying on the preset weapon loadouts isn’t cheating. A real F-15 pilot
wouldn’t have control over what was loaded on his plane anyway, so you’re
actually that much closer to realism if you stick with the presets. And you
can be sure that all of the sensor packages you need for each specific
weapons loadout will also be loaded.
COCKPIT
The F-15E is capable of carrying three external fuel tanks in addition to its
internal fuel — one on the centerline and two on the wings. You carry
23,200lbs internally and each external tank carries a maximum of 3,900lbs
of fuel. With only the centerline tank loaded, you have a total of 27,100lbs
of fuel. With all three tanks loaded, you have 34,300lbs of fuel. See Combat
Fuel Flow, p. D.1.
DECIDING WHAT TO TAKE
FLIGHT
Also, if you like the CAS loadout (for example), but wouldn’t mind switching out the MK-20s for CBU-87s, you can load the CAS package onto your
plane and then click CUSTOM to fine-tune it all you want. See Interface:
Arming: Custom, p. 1.12,
CUSTOM LOADOUTS
This reference is accessible from the Custom Loadout screen. It can list either
all of the targets a certain weapon can be effectively used against or all of
the weapons that can effectively be used against a type of target. See
Interface, p. 1.14.
MISSIONS
W EAPON A DVISOR S CREEN
COMBAT
Many parameters affect what is necessary to win a given mission — ground
opposition, air opposition, distance to the target area, local time, whether you
have an element of surprise, etc. The following questions give you an idea of
the types of considerations that go into planning a loadout. You should be
able to find the answers to these in the briefing phase of any mission.
MULTI
APPENDIX
4.7
INTRO
Q UESTIONS TO A SK Y OURSELF
What is your primary objective?
COCKPIT
When in a campaign, you’ll also want to consider how difficult the mission is
likely to be and how important the target is to the campaign overall. Your stores
of guided munitions will be more limited than your stores of unguided ones.
INTERFACE
If the objective is to do a great deal of damage somewhat indiscriminately at
a target area, you’ll want to think in terms of large numbers of weapons and
CBUs. On the other hand, if you’re assigned a very precise strike on a very
particular target — say one building in a certain compound — you’ll need a
few precision-guided munitions to do the job.
TOC
It’s very important to match the durability of your target to the strength of the
warhead. It would be impossible to destroy hardened C&C bunkers with small
anti-personnel CBUs, for example. There’s no sense fighting your way to a target if you’re not very likely to be able to take it out when you get there. The
Weapon Advisor (p. 1.14) lists preferred targets for different kinds of weapons.
What type of ground resistance is expected? What type of profile do you
intend to fly? What type of weapon release profile do you intend to use?
MULTI
APPENDIX
4.8
MISSIONS
Lo-hi-lo. Used when SAM and air defense is heavy. You fly very low to avoid
detection, but climb to a higher altitude when on target to deploy your
weapons. If you have to climb quickly, you may not be able to get high enough
soon enough for guided, stand-off weapons, such as the GBU-15. These
weapons require you to maintain LOS to target while the entire time you are
guiding them, and you will need to be at a fairly high altitude to do this.
COMBAT
Hi-lo-hi. Used if the target is far away and enemy SAM/aircraft defense is
minimal. You fly at high altitudes to and from your target to conserve fuel,
but drop lower at the target area for more precise delivery. If you drop to a
significantly lower altitude for delivery, you will want to use retarded
bombs, such as the BSU-49 and -50, and the BLU-107 (for airfield/runway
attacks), which are slowed down after release by small parachutes, enabling
you to get out of the way before the weapon impacts the target. Likewise, if
you are using CBUs, you want to be sure you release them from a altitude
greater than their height of burst (HOB, set via the A/G Arm page, — see
Set CBU Height of Burst, p. 4.61). If you release them below their heightof-burst they will explode almost immediately. Note that a low-level delivery
may also prevent you from getting the LOS to target required to aim guided
munitions, especially over rough terrain.
FLIGHT
Deciding a flight profile is perhaps the most important factor in determining the
type and quantity of air-to-ground weapons to carry. A flight profile describes
the relative altitude you take during ingress, at the target and on egress:
INTRO
MISSIONS
MULTI
APPENDIX
4.9
COMBAT
If it’s a deep strike, and there’s no chance of refueling, you may need all
three tanks to get through the mission. However, when considering fuel
requirements, you have to balance the increase in endurance time with the
increase in weight and decrease in performance. The greater your weight,
the more sluggish your aircraft, and the more fuel it requires to climb and
maneuver. In addition, endurance varies greatly with altitude. The higher
you fly, the less quickly you burn fuel and the greater your endurance. See
F-15 Fuel Flow, p. D.1, for a chart illustrating the relationship between airspeed, altitude and fuel flow.
FLIGHT
How much fuel do you need?
COCKPIT
In addition to flight profile, your weapon release profile, or the actual attitude of your aircraft when releasing weapons, also affects which weapons
you use and vice versa. All weapons — guided, unguided, stand-off, retarded, etc. — can be released from level flight. Level and loft deliveries are the
best choices for guided munitions. (In a loft delivery, you release weapons
with a nose-up attitude. This gives the weapon an extra push upward for a
greater glide distance — particularly effective with GBUs, which have fins
designed to increase glide range. This also helps keep your aircraft from
masking the laser-designator.) Pop-up and dive deliveries are best used in
conjunction with CDIP bombing mode (see Select a Bomb Mode, p. 4.61)
and unguided weapons. Pop-up deliveries consist of flying at very low levels, then popping up and rolling inverted to acquire the target, then diving
to engage it. These are incredibly difficult to execute correctly, and they may
mask the targeting pod. Dive deliveries may not maintain LOS long enough
for guided weapons.
INTERFACE
Lo-lo-lo. A low-altitude delivery can get you in below minimum altitude for
most SAMs and undetected by aircraft, but requires more fuel and can thus
only be used when the target is nearby. Guidelines for weapon choice in a
lo-lo-lo delivery are similar to those described above under hi-lo-hi. In addition, plan on making a high-speed delivery — you’ll have to get in and out
quickly to minimize your exposure to AAA.
TOC
Hi-hi-hi. Used in deep strikes. High-altitude flight conserves fuel so you
can carry a heavier ordnance load. A high-altitude delivery can minimize
ground threats — not only are you above AAA ranges, but since the ground
range of most weapons increases the higher the altitude from which they are
dropped, you can conceivably drop your ordnance, bank hard and get out
without ever flying directly over your target and its attendant S-A defenses.
(Your weapons will continue flying along your original flight path due to
inertia.) However, higher altitudes also make it harder to hit a precise target
— with unguided weapons you run the risk of collateral damage to nearby
non-military structures.
INTRO
Depending on the situation, fuel conservation — flying slower than full military power, flying at high altitudes, and minimizing the use of your afterburners — is often better than adding fuel weight to your plane.
How large is your flight?
APPENDIX
4.10
MULTI
Before you leave the loadout screen, make sure you have all of the systems
you’ll need in order to use the weapons you’ve loaded. For example, the
GBU-15 requires an AN/AXQ-14 datalink pod if you want to steer the
weapon after release. All of the Paveways require the AN/AAQ-14 targeting
pod. If you’re flying at night or nap-of-the-earth (NOE) you’ll want the
AN/AAQ-13 navigation pod with NAVFLIR and a terrain-following radar.
MISSIONS
Do you have the guidance systems you need?
COMBAT
IR-guided weapons have a better chance of finding their targets at night.
The FLIR video images of the AGM-65, GBU-15-2 and GBU-15-32 are
enhanced. On the other hand, unaided vision is hampered — the conventional TV video of the GBU-15-1 and GBU-15-31 would be too dark to be
useful and visual references for dropping unguided weapons in CDIP mode
are less reliable.
FLIGHT
Are you flying at night?
COCKPIT
Keep in mind you can set separate loadouts for yourself and the other aircraft in your flight. If you are on a strike mission and expecting heavy air
opposition, you may need an “eight-ship” flight. You can give aircraft 5, 6, 7
and 8 (as numbered on the Select Loadout screen) air-to-air ordnance, and
give the other four air-to-ground ordnance. While enroute, you can assign
the division (which is comprised of aircraft 5, 6, 7 and 8) to cover you and
take on air objectives, while you (aircraft 1), your wingman (aircraft 2) and
aircraft 3 and 4 concentrate on your primary ground objectives. Keep in
mind that the aircraft in your flight will work in pairs —1/2, 3/4, 5/6, and
7/8. It’s a good idea to give a pair the same (or at least similar) ordnance.
INTERFACE
If air opposition is heavy on ingress and egress, you may have to sacrifice
some ground ordnance to take along a few extra air-to-air missiles. To make
up for the loss in numbers, it may be worth it to take precision-guided
weapons — you’re going to have to make every shot count. Less ordnance
means less weight, and added maneuverability.
TOC
How much air opposition do you expect, and when?
INTRO
GETTING IN
COCKPIT
Surprise has never been a better ally — if they don’t know you’re coming,
they won’t try to stop you. Once you drop your ordnance, they’ll have a
pretty good idea where you are, but if you can get in and strike without
being picked up by aircraft or GCIs (Ground Control Intercepts — groundbased warning and control systems) you’ll be able to deal with them unencumbered once you’ve blown your cover.
INTERFACE
AVOIDING DETECTION
TOC
This section deals with the skills and weapons systems you will need on your
ingress to target. The ingress phase of a mission is often the phase in which
you are most vulnerable. You are heavily loaded with both weapons and fuel,
so it is harder for you to maneuver. If the enemy knows you’re coming, or
finds out along the way, you’ll find yourself up against aircraft designed and
loaded solely for air combat. And then of course there are SAMs ...
STAY LOW
Drop down to the above-ground-level (AGL) altitude you want to maintain.
2.
Press PB 4 (TFF NORM/OFF) on the UFC main menu until NORM appears
beside the button. Activating the terrain-following radar also activates
the autopilot. The autopilot will maintain the AGL altitude you are flying at when the TF radar is activated.
4.11
APPENDIX
The absolute minimum AGL altitude you want to rely on the TF radar maintaining is 300 ft. Anything below that (and you will want to go below that)
you’d better fly manually.
MULTI
1.
MISSIONS
To use TF radar guidance for low-level flight:
COMBAT
NOE F LIGHT WITH THE T ERRAIN F OLLOWING (TF) R ADAR
Nap-of-the-earth flight is a challenge for fixed-wing aircraft flying several
hundred knots. It’s almost impossible without the terrain-following radar
housed in the AN/AAQ-13 navigation pod of the LANTIRN system. This
radar system sends signals down and in front of the aircraft and calculates
your altitude above the terrain from the returns.
FLIGHT
Flying at extremely low altitudes is the best way to remain hidden. Flying
below 500ft puts you below the minimum detection altitude for most ground
radar systems. Flying nap-of-the-earth (NOE), or hugging terrain contours,
decreases the chance you will be detected by aircraft by making it difficult
for radar to pinpoint and track your location among the “ground clutter.”
INTRO
COCKPIT
Additionally, there are “shadows” in the TF radar returns. When faced with
progressively rising terrain, the TF radar may not be able to drop you into all of
the valleys along your flight path — see the illustration below for an example.
INTERFACE
You can steer somewhat while the TF radar is on and the autopilot engaged,
but you should keep in mind that the TF radar is evaluating the terrain
directly in front of you. If you bank too quickly, it may not be able to detect
an obstacle quickly enough to avoid it.
TOC
Even at 300 ft, you’ll want to keep one eye on the autopilot. When the TF
radar detects a terrain feature in front of you, the autopilot will attempt to
climb above it and a FLY UP message appears in the center of the HUD. The
autopilot cannot pull more than 2Gs to excute a climb. If more than 2Gs are
required to avoid an obstacle detected by the TF radar, an OBSTACLE warning
message appears on the HUD, reinforced by an audio warning, and the OBST
light on the console lights up. This signals you to take control of the aircraft
to avoid crashing.
FLIGHT
COMBAT
MISSIONS
MULTI
APPENDIX
4.12
INTRO
M ANUAL NOE F LIGHT
LAW System
2.
The current altitude setting for the LAW system is displayed next to PB
2. Press PB 3 (UP) or 8 (DWN) to increase or decrease this setting.
3.
Click PB 5 to toggle the LAW system on (LAW ON) and off (LAW OFF).
See Cockpit: 1. Low Altitude Warning (LAW) System Submenu, p. 2.66)
FLIGHT
Radar altitude scale. If you manually fly NOE, you will rely heavily on the
radar altitude scale. This scale graphically represents your AGL altitude and
appears on the HUD when you drop below 1500 ft AGL, as long as your pitch
angle is less than ± 20° and your bank angle less than ± 60°. (These pitch
and bank angle limits are a result of where on the aircraft the radar altimeter
is mounted. See Customizable Basic Symbology, p. 2.9, for more details.)
COCKPIT
Click PB 9 (A/P ...) of the UFC main menu to call up the autopilot submenu (see Cockpit: UFC Main Menu, p. 2.65).
INTERFACE
1.
TOC
The LAW system is also indispensable when flying at low altitudes. With this
system you can set a minimum altitude and the aircraft will warn you (via both
a LOW ALT light on the left side of the console and a verbal cue) when you’ve
dipped beneath it. To set the altitude for the LAW system and enable it:
NAVFLIR
See Cockpit: 7. NAVFLIR (N-F), p. 2.69.
MISSIONS
PB 7 of the UFC main menu cycles the NAVFLIR between N-F NORM-WH
(white-hot — objects radiating the most heat appear brightest on screen),
N-F NORM-BH (black-hot — objects radiating the most heat appear darkest on
screen) and N-F OFF (no FLIR imagery is projected onto the HUD).
COMBAT
If you’re flying at night, you’ll also want to activate the NAVFLIR (navigation FLIR camera). This system projects FLIR video imagery onto your HUD.
Because terrain cools off more slowly than the air around it at night, terrain
features will show up more sharply against the sky in this FLIR image than
they will visually.
MULTI
APPENDIX
4.13
INTRO
LIMIT RADAR USAGE
INTERFACE
Your radar continues to emit, even when both the A/A and A/G Radar
pages are not visible. To prevent your radar from emitting, you must manually disable it using one of the methods listed below.
TOC
When you are using your radar, you become instantly more visible to enemy
ground and aircraft detection systems. Whereas their radar systems would
normally have to rely on their own emissions bouncing off your aircraft in
order to locate you, if your own radar is active you are broadcasting emissions for them like a beacon in the night. Limiting radar emission — i.e., preventing your radar from conducting a scan — helps you remain undetected.
SNIFF
COCKPIT
While flying without radar helps you remain undetected, it also blinds you.
When you must use your radar, use it in short bursts, making a quick scan
and then hitting the SNIFF button. (Of course, once you’ve been detected, you
can use the radar more liberally — they already know where you are.)
To suspend radar emissions:
•
On the A/G Radar page, you can also press PB 17 until FRZ (freeze) is boxed.
Freezing the radar display stops it from updating, so that the targeting or
map cursor can be more accurately placed. Freezing has the added advantage of halting radar emission, making you temporarily less visible.
See Cockpit: A/A Radar Pushbuttons, p. 2.53; Cockpit: A/G Radar
Pushbuttons, p. 2.48; and Create an HRM, p. 4.54.
COMBAT
Press PB 18 on the A/A Radar or A/G Radar page until SNIFF is boxed.
Press again to remove the box and allow the radar to continue emitting.
FLIGHT
•
To have your entire flight suspend radar emissions:
•
Press the FLT_TOGGLE_RADAR key. Each aircraft will radio back
standard acknowledgment (i.e., their flight number), indicating they
have heard and complied. Press this key again to have them re-enable
radar emission.
MISSIONS
•
Alternately, press the RADIO_1_TRANSMIT t key to call up a
flight communications menu. Press 4 to choose FLIGHT (SUBMENU), then
press 2 to select RADAR ON/OFF. Each aircraft will radio back standard
acknowledgment. Repeat the procedure to have them re-enable radar
emission. (Note that an aircraft will not disable its radar if it is tracking
a target.)
MULTI
4.14
APPENDIX
See Flight Commands, p. 4.44.
INTRO
J AMMER C ONTROL
Even when SNIFF is enabled, your jammer — which also produces detectable
emissions — can continue to emit. Jammers are designed to “fool” radars
and Radar Warning Receivers (RWRs) by sending out false and garbled radar
returns. Other aircraft will be able to detect these emissions, but they will
have a hard time pinpointing where and what they are coming from.
TOC
You can give the TEWS total control over the Internal Countermeasures Set
(ICS, a.k.a. the jammer). In this case it will remain in standby mode and only
emit when your RWR senses you are being tracked by a threat radar/SAM.
You can also control the ICS manually. Depending on the situation, you may
decide that turning your radar off but leaving ICS in standby provides you a
welcome bit of protection.
INTERFACE
To place the ICS on standby and control it manually:
COCKPIT
•
Click PB 20 (MAN/SEMI/AUTO) on the TEWS MPD page until MAN appears
next to the button. This gives you manual control over the jammer — it
will remain in standby until you press the JAMMER J key. Pressing
this key again toggles the jammer back to standby.
•
See Cockpit: 13. Tactical Early Warning System (TEWS) Page, p. 2.42.
To have your entire flight suspend jammer emissions:
•
Alternately, press the RADIO_1_TRANSMIT t key to call up a
flight communications menu. Press 4 to choose FLIGHT (SUBMENU), then
press 3 to select MUSIC ON/OFF. All aircraft will radio back standard
acknowledgment. Repeat this procedure to have them re-enable jammer
emission.
See Flight Commands, p. 4.44.
APPENDIX
4.15
MULTI
Press the FLT_TOGGLE_JAMMER key. Each aircraft will radio back
standard acknowledgment. Press this key again to have them re-enable
jammer emission.
MISSIONS
•
COMBAT
Click PB 20 (MAN/SEMI/AUTO) on the TEWS MPD page until AUTO appears
next to the button. The jammer will remain in standby until the TEWS
detects a threat painting you, at which point it begins to emit. It will
continue emit until the TEWS no longer detects a threat.
FLIGHT
To place the ICS on standby and give control to the TEWS:
INTRO
EMIS LMT
TOC
The EMS button on the keypad of the UFC enables and disables radar and
jammer emission. Whenever the EMIS LMT light (right side of the console) is
on, your radar and jammers cannot emit.
To prevent both the radar and jammer from emitting:
•
See Cockpit: Up Front Controls (UFC), p. 2.64, and Cockpit: Indicator
Lights, p. 2.73.
USE AWACS AND JSTARS
Press the RADIO_2_TRANSMIT st key. (Radio channel 2 lets
you talk to airfields, tankers, JSTARS, AWACS, etc.)
2.
A menu appears in the upper left corner of the screen. Press 1 to select
(1) AWACS SUBMENU.
MISSIONS
1.
COMBAT
To request AWACS information:
FLIGHT
AWACS and JSTARS will give you positions in “BRA” format — bearing,
range and altitude relative to your aircraft — or B/E format — bearing,
range and altitude from the bullseye point. A bullseye point is used to
radio positional information to a friendly unit without compromising the
friendly unit’s own position. The position of the Bullseye should be given
in your briefing. For more information on the Bullseye, see Mission
Builder: Bullseye, p. 5.50.
COCKPIT
AWACS (Airborne Warning and Control System) and JSTARS (Joint
Surveillance and Target Attack Radar System) aircraft can also provide you
with positional information for nearby targets, without your having to blow
your cover. AWACS will report air threats; JSTARS will report ground targets.
If things heat up, AWACS can also call in CAP and SEAD assistance, if it is
available.
INTERFACE
Click the EMS button on the keypad of the UFC until the EMIS LMT light is
lit. Click the button again to turn off the light and re-enable both systems.
MULTI
APPENDIX
4.16
INTRO
3.
3
(AWACS) REQUEST ASSISTANCE
If a Combat Air Patrol (CAP) wing
is available, the AWACS will redirect to your area. If no wing is
available, you will receive the message, “Negative. No assets are
available.” Note that while notified
of the area to patrol, the CAP wing
will find its own aircraft targets.
4
(AWACS) REQUEST WEASELS
If a Suppression of Enemy Air
Defenses (SEAD) wing is available,
the AWACS will redirect it your
area. If no wing is available, you
will receive the message,
“Negative. No assets are available.”
Note that while notified of the area
to patrol, the SEAD wing will find
its own targets.
5
(AWACS) REQUEST NEAREST TANKER If a tanker is available, the AWACS
will list its coordinates in BRA format. If no tanker is available, you’ll
receive the message “Negative. No
assets are available.”
MULTI
After a few seconds, the AWACs
will begin rattling off the position
of the group of enemy aircraft
nearest you. Position is given in
BRA format.
MISSIONS
(AWACS) REQUEST BOGEY DOPE
COMBAT
2
FLIGHT
After a few seconds, the AWACs
will list the positions of all enemy
aircraft detected in your area.
Positions are given in B/E format
— bearing, range and altitude relative to the bull’s-eye — if a bull’seye point has been designated.
Otherwise, positions are given in
BRA format.
COCKPIT
(AWACS) REQUEST PICTURE
INTERFACE
1
TOC
APPENDIX
4.17
On the submenu, press one of the following keys:
INTRO
To request JSTARS information:
Press the RADIO_2_TRANSMIT st key.
2.
A menu appears in the upper left corner of the screen. Press one of the
following keys:
(JSTARS) TARGET REQUEST
The JSTARS controller will give
you the location of a ground target
he’d like you to take (in B/E format
if there is a B/E; otherwise in BRA
format).
4
(JSTARS) NEXT TARGET REQUEST
If for some reason you can’t find or
can’t take the target he assigns
you, this command will have him
skip to the next on his list.
COMBAT
3
FLIGHT
When you check in with the
JSTARS controller (choose this
command for the first time in a
mission), he will give you the
ground target he’d like you to
engage (in B/E format if there is a
B/E; otherwise in BRA format).
When you check out (choose this
command for the second time) he’ll
know you are headed home, and
won’t assign you any more targets.
COCKPIT
(JSTARS) CHECK IN/OUT
INTERFACE
2
TOC
1.
MISSIONS
MULTI
APPENDIX
4.18
INTRO
SWITCHING TO A/A MASTER MODE
Press the MASTER_MODE_CYCLE M key to cycle through master
modes.
•
Press the MASTER_MODE_AA key to select A/A master mode.
•
Click on the A/A master mode button beneath the UFC.
See Cockpit: Master Modes, p. 2.3.
APPENDIX
4.19
MULTI
With the advent of longer-range missiles, air combat moved from close-range
visually-guided combat to the engagement of targets that were beyond visual range (BVR). Systems that could detect and/or acquire BVR targets were
invented, and the skillful use of these systems (such as radar and radar
warning receivers) became the deciding factor in modern missile combat.
These detection skills are discussed in this section.
MISSIONS
Any successful engagement begins with finding the enemy — most preferably finding him (even a split second) before he finds you. Letting him catch
you unawares could mean your untimely demise.
COMBAT
If you can’t make it to the target area undetected — perhaps the length of
your mission requires you to fly at a higher altitude to conserve fuel — your
next best strategy is taking out the air opposition with a single pass, before
they have a chance to lure you into a dogfight. Doing this requires great skill
and a thorough command of your air-to-air targeting weapons and engagement systems. It also requires cooperation with your wingman and intelligent
leadership of your flight — rarely will you face just a single bandit.
FLIGHT
DETECTING AIRCRAFT
BEYOND VISUAL RANGE
COCKPIT
The A/A Radar page, A/A Arm page and TSD page come up automatically in
the pilot’s cockpit. The A/A Radar page, A/A Arm page, TEWS page and
TSD page come up in the WSO’s cockpit. For information on changing these
default settings, see Cockpit: 6. Master Mode Programming, p. 2.37.
INTERFACE
•
TOC
A/A master mode configures all of your cockpit systems for air-to-air combat. The first thing you want to do when you expect trouble is switch to
this mode. You can do this in any of the following ways:
INTRO
USE THE A/A RADAR
C HOOSE A S EARCH M ODE
Range Gated High (RGH) mode performs similarly to RSWI mode. It
emits radar waves at a single intermediate PRF, but electronically processes the returns to extract data on both high- and low-closure targets.
•
Velocity Search (VS) mode does not display low closure targets at all,
and sorts targets according to their closure rate instead of according to
range. You will only use this mode to find very high-closure targets. See
Cockpit: The A/A Radar Grid, p. 2.54.
•
Vector (VCTR) mode takes twice as long to complete a scan as the
other modes, but uses this extra processing time to scan for smaller,
stealthier aircraft. You would only use this mode if you were concerned
about picking up frontal or tail aspect targets a great distance away. It
only emits at high PRFs, however, and therefore has the same difficulty
with low-closure targets as RWSH mode.
•
Track While Scan (TWS) and High Data TWS (HDTWS) modes are
used to search for contacts while you have a target designated (normally
when you designate a target, all other contacts disappear from your
screen).
APPENDIX
•
MULTI
RWS Interleaved (RWSI) mode will most likely be your primary
search mode. With each bar scanned, the radar alternates between high
and medium PRFs, returning data on both high and low closure contacts. This is the best general-purpose search mode to use if you don’t
know exactly what’s lurking out there — which is almost always the
case unless you’re warned in advance that certain high-speed interceptors or low-RCS aircraft will be zooming in over the horizon.
MISSIONS
•
COMBAT
RWS Medium (RWSM) mode, which emits medium PRF radar waves.
These cannot detect high closure contacts at as great a range as high
PRFs, but they are better at detecting low or no closure contacts.
FLIGHT
•
COCKPIT
RWS High (RWSH) mode emits high pulse repetition frequency (PRF)
radar waves, which are better at detecting high closure contacts (contacts moving at great speed with respect to your aircraft), which return
a stronger Doppler shift than low closure contacts. Low or no closure
contacts (a contact moving roughly the same speed and direction as you
are) may not show up at all, however. You would use this mode if you
were expecting fast interceptors moving in head-on, but not to target a
MiG you were tailing in a dogfight.
INTERFACE
4.20
•
TOC
Your radar has several possible air-to-air search modes, only one of which
can be active at a time. Each has its strong points and limitations.
INTRO
TOC
You can use either to search for targets without having a target designated, but their scan areas are severely limited (4° and 2°, respectively).
They are discussed in more detail under Acquiring and Tracking
BVR Targets, p. 4.27.
How to Activate a Search Mode
RWSH, RWSM or RWSI
RGH
VCTR
TWS or HDTWS
S ET S EARCH S CAN L IMITS
APPENDIX
4.21
Portion updated when
scan angle is 15°
MULTI
Portion updated when
scan angle is 60°
Be careful — in the
second example of the
diagram at left, the
outer columns of the
grid aren’t being updated. Yet even though
they are blank, bandits
could be lurking in this
sector.
MISSIONS
Press PB 12 (15/30/60) on the A/A Radar MPD page to limit the radar
azimuth scan to 15°, 30° or 60° to either side of the aircraft’s nose, or a 30°,
60° and 120° total scan angle. Note that the scale of the radar grid does not
change when you change the scan angle — the portion of the grid that is
updating changes. The radar azimuth limit balls (hollow circles along the
bottom of the grid) mark the boundaries of the portion that is updating.
COMBAT
Azimuth Limit
FLIGHT
When setting the radar’s scan limits, there is a trade-off between the area
you can cover and the time it takes to complete a scan. Setting a very large
scan area decreases your blind zone — the area to the sides, back, below
and above your aircraft that are not scanned — and minimizes the chance
that an aircraft will sneak up on you. A large scan area takes longer to scan,
however; contact information is updated less frequently, therefore the positions of contacts on the radar screen are less reliable.
COCKPIT
VS
Click PB 6 until the mode you want is boxed.
Click PB 7 to box RGH.
Click PB 8 to box VS.
Click PB 9 to box VCTR.
Click PB 10 until the mode you want is boxed.
INTERFACE
You will activate all search modes by clicking on the pushbuttons surrounding the MPD. A box appears around the button’s label indicates the currently selected search mode. Only one mode can be active at a time — selecting
a mode deselects all other modes.
INTRO
Elevation Limits
TOC
The elevation limit of a scan depends on the number of bars in the scan
(which controls the vertical angle of the scan) and the radar range setting.
Note that the elevation limit — the elevation of the scan at maximum range
— dwindles down to zero as it approaches your aircraft. Another aircraft
could be flying directly beneath you and you would never know.
INTERFACE
COCKPIT
FLIGHT
PB 2 of the A/A Radar page cycles through elevation settings — 1-, 2-, 4-, 6and 8-bar scans. (Elevation settings are predetermined for TWS modes,
depending on which azimuth angle setting you’ve selected — see Cockpit:
A/A Radar Search Modes, p. 2.50.)
Range Limits
T HE B LIND Z ONE
APPENDIX
4.22
MULTI
As hinted at in the sections above, it’s important to remember that the scan
area for air-to-air radar is a cone that tapers back to the point of emission. At
its widest azimuth angle it’s a fairly wide cone, but it still leaves 240° to the
sides and back of your aircraft totally “blind.” However, as long as you
remain conscious of the radar’s limitations and know that the blips on the
screen aren’t always the only aircraft out there, the radar is an indispensable
tool for picking enemy aircraft along your mission route.
MISSIONS
PB 13 of the A/A Radar page cycles through available radar ranges — 10, 20,
40, 60, 80 and 160nm. The currently selected range appears next to the button.
COMBAT
Besides limiting elevation coverage, the range setting determines how far from
the aircraft the radar scans. Note that this is not necessarily how far away aircraft are detected, however — for example, frontal and tail-aspect contacts
(contacts with a low radar cross-section) may not be detected at 80nm.
INTRO
USE THE TEWS
Detects and displays threats
AN/ALE-40
Countermeasures Dispenser (CMD)
Dispenses chaff and flares
AN/ALQ-135
Internal Countermeasures Set (ICS)
Emits jamming frequencies
AN/ALQ-128 Electronic
Warfare Warning Set (EWWS)
Cues the AN/ALQ-135
COCKPIT
FLIGHT
The AN/ALR-56C can also be used as an offensive tool to find enemy aircraft
even though it was designed for defensive use. Using the RWR to detect
enemy aircraft has one major advantage — it’s a passive radar detection system that doesn’t emit and therefore can’t be picked up by enemy radar. In
addition, the RWR returns information for an area 360° around your aircraft,
and can pick up ground radar emissions as well. Of course, the RWR has one
major drawback as well — it only picks up threats that are actively using
radar. When they turn off their radar, they disappear from the TEWS display.
INTERFACE
AN/ALR-56C
Radar Warning Receiver (RWR)
TOC
The Tactical Electronic Warfare System (TEWS) is a combination of four different defensive systems:
H OW THE TEWS D ISPLAYS C ONTACTS
The TEWS presents a top-down view of the area around your aircraft. Your aircraft is in the center of the display with its nose always oriented toward the top.
The following symbols mark threats:
Aircraft
Ground threat
Missile
A circle around a symbol indicates a threat with a radar lock on you.
MISSIONS
Threat Symbols
COMBAT
For more information, see Cockpit: 13. Tactical Early Warning Display
(TEWS) Page, p. 2.42.
A flashing symbol indicates a threat launching a missile.
APPENDIX
4.23
MULTI
An alphanumeric code inside the symbol identifies the type of aircraft or
ground threat. The Threat ID Code Table on p. 2.43 of the Cockpit chapter
lists the alphanumeric code for all threat objects.
INTRO
FLIGHT
The picture below depicts an aircraft about 40° to the left of the nose of
your aircraft. Its radar emissions are weaker than that of the ground threat,
which is displayed closer to your aircraft marker, at about 130° to the right
of your aircraft.
COCKPIT
The TEWS indicates a threat’s azimuth position relative to yours and how
strong its signal is, but does not give any direct indication of how far the
threat is from your aircraft. The stronger a threat’s emissions, the closer its
icon will appear to the marker representing your aircraft on the TEWS display. The weaker a threat’s emissions, the further from your aircraft marker
its icon is displayed. In some cases signal strength corresponds to range —
the stronger the emission, the closer the object, etc. However, signal
strength also varies according to the type of radar emitting — the radar on
an AWACS aircraft is much more powerful than the radars on fighter aircraft,
for example.
INTERFACE
Threat Location and Strength
TOC
Only missiles with active radar seekers (like the AIM-120) will show up on
the TEWS display. SARH missiles are guided by the launching aircraft, so
only the launching aircraft will appear on the display (the aircraft symbol
will flash while the missile is in flight, indicating that the aircraft is
launching). Likewise, IR missiles won’t show up — only the aircraft that
launched them will (and they will only show up if and when they are
emitting radar).
COMBAT
MISSIONS
MULTI
APPENDIX
4.24
INTRO
U SING C OUNTERMEASURES
Setting the Level of TEWS Control
SEMI
Semi-automatic control gives you control over when chaff is dropped
(again, you press the CHAFF d key), but the TEWS determines
how many are dropped with each key press. Flares are still dropped
manually and one at a time with the FLARES i key. JAMMER J
till controls the jammer as described above.
AUTO
Automatic control gives the TEWS total control over when and how
many chaff cartridges are released, and when your jammer is enabled
or disabled. Flares must still be released manually. (Note: Automatic
release of chaff tends to use the cartridges up rapidly.)
CHAFF
d
4.25
APPENDIX
Flares explode into hot, bright fireballs, creating an intense source of heat
between an oncoming infrared missile and your aircraft. Since IR-guided
missiles home in on heat sources, a well-timed and well-positioned flare has
a chance of luring the missile away from your exhaust. Since IR-guided missiles aren’t affected by jamming and do not show up on the TEWS display,
MULTI
Drop a chaff cartridge. With manual control of the
TEWS, one cartridge is dropped with each keypress. With semi-automatic control, the TEWS controls how many are dropped with each keypress.
This key has no function when control of the TEWS
is set to automatic.
MISSIONS
Chaff cartridges release clouds of small metallic strips that can distort the
radar waves guiding an SARH or active-radar-guided missile. The strips are
made of Mylar film or fine glass particles covered with aluminum or zinc,
and are cut to lengths that match the expected radar wavelengths.
COMBAT
Dropping Chaff and Flares
FLIGHT
Manual control gives you total control over countermeasures. You
must press the CHAFF d and FLARES i keys in order to drop
them, and one cartridge is dropped per key press. The jammer must
be enabled/disabled manually using the JAMMER J key.
COCKPIT
MAN
INTERFACE
You can give total control of countermeasures to the TEWS, or you can
assume some control yourself. To set the level of countermeasure control,
press PB 20 (MAN/SEMI/AUTO) until the level of control you desire appears
below the button.
TOC
In addition to providing information about radar threats, the TEWS also
controls the way countermeasures — jammers, chaff and flares — are used.
INTRO
flares and quick maneuvering are really the only defense against these deadly weapons.
i Drop a flare. One flare is dropped per keypress,
regardless of the TEWS control setting. Flares must
always be released manually.
Activating Your Jammer
JAMMER
J
Enable/disable your jammer.
COCKPIT
Jammers reflect false radar returns to a radar source. Part of the TEWS’s
function is to vary the intensity, frequency and direction of the jamming
transmission in order to best hide the exact position of your aircraft. With
manual and semi-automatic control of the TEWS, you must enable and disable the jammer manually.
INTERFACE
The number of chaff (CHF) and flare (FLR) rounds remaining on your aircraft
is marked in the upper right corner of the TEWS display.
TOC
FLARES
The status of your jammer is indicated in the upper left corner of the TEWS
display:
STBY Standby — EMIS LMT is off, but the jammer is not currently emitting.
FLIGHT
JAM EMIS LMT is off, and the jammer is currently emitting.
EMIS EMIS LMT is on, disabling the jammer.
COMBAT
Whenever the EMIS LMT light (right side of the console) is on, your radar
and jammers cannot emit. Press the EMS button on the keypad of the UFC
to re-enable radar and jammer emission. See EMIS LMT, p. 4.16.
MISSIONS
MULTI
APPENDIX
4.26
INTRO
ACQUIRING AND TRACKING BVR
TARGETS
SEND AN IFF SQUAWK
No IFF queries can be sent to other aircraft.
NORM
Currently displayed A/A radar contacts will be identified when you
press the IFF_INTERROGATE I key.
AUTO
The primary designated A/A radar target is automatically queried
when the radar locks onto it.
Denotes a friendly aircraft.
Denotes an unknown aircraft — enemy or neutral.
MISSIONS
After an IFF squawk is sent, the contacts that return a friendly response will
change from rectangles to circles on the radar display. Contacts that do not
respond — either enemy or neutral aircraft — will remain rectangular.
COMBAT
OFF
FLIGHT
You can manually control IFF interrogation or it can be automatic. Press PB 3
(IFF OFF/NORM/AUTO) on the UFC main menu to cycles through control options for
IFF interrogation. The currently selected option appears next to the button.
COCKPIT
Before you consider engaging a target, you want to be certain it isn’t a
friendly aircraft. Aircraft use “friend or foe” transponders to determine
another aircraft’s alignment. The transponders on allied aircraft will return a
“friendly” message when queried (or “squawked”) by another allied aircraft.
INTERFACE
For a description of the grid and contact symbology used by the A/A Radar,
see A/A Radar Symbology, p. 2.54.
TOC
Whether you initially find BVR (beyond visual range) targets with the radar
or the TEWS, you will need to pick them up with your air-to-air radar (or at
least have the air-to-air radar active) before you can acquire, track and
engage them. The following sections assume that you have already picked up
contacts on your radar.
MULTI
APPENDIX
4.27
INTRO
DESIGNATE THE TARGET
M ANUAL TARGET D ESIGNATION
COCKPIT
Once you have a PDT, the radar automatically switches to a tracking mode
— the default is Single Target Track (STT), but you can also select Track
While Scan (TWS) tracking using PB 10 of the A/A Radar page. See Track
the Target, p. 4.30.
INTERFACE
To designate a target manually, move your cursor over the radar screen and
click on a contact. The contact becomes your primary designated target
(PDT), and its contact symbol changes from a rectangle to a star. (If you have
a friendly targeted and an IFF squawk has been sent either manually or
automatically, the symbol will flash between a star and a circle. See Send an
IFF Squawk, p. 4.27.)
TOC
You can acquire a target in one of two ways — designating one manually or
having the radar designate one using one of five auto-acquisition modes.
A/A A UTO A CQUISITION M ODES
5
Super Search acquisition mode
ACQ_BST
6
Boresight acquisition mode
ACQ_LRBST
7
Long-Range Boresight acquisition mode
ACQ_VTS
8
Vertical Scan acquisition mode
4.28
APPENDIX
For more details on the symbology described below, see Cockpit: Head-Up
Display (HUD): Auto-Acquisition (ACQ) Mode Symbology, p. 2.10.
MULTI
Once the radar acquires its target, that target becomes your primary designated target (PDT), and its contact symbol switches from a rectangle to a
star. (If you have a friendly targeted and an IFF squawk has been sent either
manually or automatically the symbol will flash between a star and a circle.
See Send an IFF Squawk, p. 4.27.) The radar then automatically switches
to a tracking mode — the default is Single Target Track (STT), but you can
also select Track While Scan (TWS) tracking using PB 10 of the A/A Radar
page. See Track the Target, p. 4.30.
MISSIONS
The fifth auto-acquistion mode, Guns acquisition mode, is enabled automatically when you are in A/A master mode, you do not have a designated target, and you press the GUN_SELECT 1 key.
COMBAT
ACQ_SS
FLIGHT
Four of the A/A auto acquisition modes are controlled by hotkeys. Pressing
an acquisition mode key signals the radar to acquire a target, using the parameters set by the mode you’ve chosen.
INTRO
Super Search
Super Search projects a 20° circle onto the center of the HUD. The radar
acquires the first target within 10nm to enter this circle.
TOC
Boresight
Long-Range Boresight
Long-Range Boresight also projects a 4° circle onto the center of the HUD.
The radar acquires the first target within 40nm to slip into this circle.
MULTI
APPENDIX
4.29
5 nm
MISSIONS
Guns acquistion
mode covers a
rectangle of
roughly 60°
azimuth (30° to
either side of
nose) and
20° elevation
(10° above nose,
10° down), out to
a range of only
5nm. The first
target to enter
this area is targeted.
COMBAT
Guns
FLIGHT
Vertical Scan mode
changes the direction
of the radar antenna.
Instead of moving side-toside, it now moves up and
down, scanning between 5° and 55°
above the nose of your aircraft for targets. The azimuth width of the scan is
about 7.5°. The radar will lock on the first target within 10nm to slip inside this band. This
mode is useful for targeting the aircraft you are tailing
in a turning fight.
COCKPIT
Vertical Scan
INTERFACE
Boresight projects a 4° circle onto the center of the HUD. The radar acquires
the first target within 10nm to enter this circle.
INTRO
TRACK THE TARGET
Target Heading
A/A Radar
in Single Target Track (STT) Mode
Target Aspect
Elevation Caret
Missile RTR Range
Current Closure
Speed
Missile Min Range
Azimuth Caret
For more information on the symbology used in this mode, see Cockpit:
Symbology — Target Designated, p. 2.56, and Cockpit: Missile Mode
Symbology, p. 2.58.
MISSIONS
You must be in STT mode in order to launch an AIM-7.
COMBAT
Maximum/
Minimum TTI
Primary
Designated Target
FLIGHT
True Airspeed
COCKPIT
In STT mode, the radar displays range, azimuth, altitude, closure rate, true
airspeed, aspect and heading information for the PDT. A long heading vector on the PDT symbol visually indicates the direction the target is heading.
When you are in an A/A missile mode, missile mode symbology, such as
weapon range, shoot cues, etc., will also appear on the display.
INTERFACE
S INGLE -TARGET T RACKING (STT)
TOC
Once the radar has acquired a primary designated target (PDT), it begins to
track it. By default, the radar uses Single-Target Tracking (STT) mode,
tracking only the PDT. All other contacts disappear from the screen. This
doesn’t help you much if your target has company you want to keep an eye
on, so there is a Track While Scan (TWS) mode in which the radar will track
the PDT, but continue to update contact information in a small area surrounding it. You can choose this mode using PB 10 of the A/A Radar page.
MULTI
APPENDIX
4.30
INTRO
T RACK W HILE S CAN (TWS)
INTERFACE
A/A Radar
in Track While Scan (TWS) Mode
TOC
The symbology used to describe the PDT in TWS mode is the same as is the
symbology used on the STT display. In addition, however, TWS modes display non-target contacts on a small portion of the radar screen, and you can
designate additional secondary designated targets (SDTs, see instructions
below). Small heading vectors on non-target contacts indicate the contacts’
headings. The heading vectors on your primary and secondary designated
targets are twice as long as the heading vectors for non-target contacts.
Primary Target
COCKPIT
Secondary Target
FLIGHT
Using TWS Modes with a PDT
Select a TWS mode. Press PB 10 of the A/A Radar page to toggle between
DTWS and high data rate (HD) TWS modes. Both are TWS modes;
HDTWS simply scans a smaller area in a shorter amount of time than
DTWS. When one of these modes is boxed, the radar is in a TWS mode.
3.
Set the scan area size. In HDTWS, there is only one size — a 30°, 2-bar
scan. In DTWS mode, you can cycle between a 2-bar, 60° scan (more
useful for contacts flying at the same altitude); a 4-bar, 30° scan (more
useful for contacts in stacked formation) or a 6-bar, 15° scan (more useful for targets widely separated by altitude) by changing the radar’s
azimuth setting (PB 12 of the A/A Radar page).
See Cockpit: Other A/A Radar Pushbuttons, p. 2.53, for more information and diagrams of the HDTWS and DTWS scan area sizes.
APPENDIX
4.31
MULTI
2.
MISSIONS
Designate your target using one of the methods described under
Designate the Target, p. 4.28.
COMBAT
1.
INTRO
Acquiring Secondary Designated Targets (SDTs)
TOC
TWS mode is particulary useful when used in conjunction with AIM-120s.
In a TWS mode you can designate secondary designated targets (SDTs) as
well as primary designated targets (PDTs). Multiple AIM-120s can be fired
at all of these targets at the same time.
To designate SDTs:
2.
Switch to a TWS mode, using the steps described under Using a TWS
Mode with a PDT, above.
3.
Click on another contact to designate it. This contact becomes the PDT,
and the old PDT becomes an SDT. You can continue designating targets
in this manner, to a total of eight (1 PDT and 7 SDTs).
For more information on engaging these targets with AIM-120s, see Firing
an AIM-120, p. 4.34.
APPENDIX
4.32
MULTI
In STT mode, you will have to undesignate the target in order to designate
another. In a TWS mode, clicking on another contact designates the new
contact as a PDT and the old contact as an SDT (See Acquiring Secondary
Designated Targets, above). If you want to designate a new PDT without
making the old PDT an SDT, press the UNDESIGNATE b key first, and
then acquire your new target.
MISSIONS
U NDESIGNATING A TARGET /D ESIGNATING A N EW TARGET
To undesignate your target at any time, press the UNDESIGNATE b key.
COMBAT
You can select a TWS mode before you designate a target. When you do so, the radar picks
the closest contact and designates it as your primary non-designated target. Its symbol switches
from a square to a star (or a flashing circle and
star if you’ve made an IFF query and the contact
returned a friendly response), but its heading
vector remains the same size as that of non-target contacts. If you did not previously have a
PDT, and you designate one while in TWS
mode, you enter STT mode.
FLIGHT
Using TWS Modes without a PDT
COCKPIT
Designate a target using one of the methods described under Designate
the Target, p. 4.28.
INTERFACE
1.
INTRO
ENGAGING
Rounds Remaining
Cage/Uncage
Seeker Head
MULTI
Gun Rate
MISSIONS
The A/A Arm page displays all of your air-to-air ordnance on a rough topdown view of your aircraft. The nose of your aircraft is oriented toward the
top of the display. The large triangular “brackets” represent its wings. At
the rough location for each of the eight air-to-air ordnance stations on the
underside of your aircraft, the type and status of weapon loaded is indicated. (Only one weapon can be loaded at each station.)
COMBAT
C HECKING YOUR M ISSILE S TORES
FLIGHT
The IR-guided AIM-9 is a true “fire-and-forget” missile — once it is
launched, it homes in on the heat signature of its target. It has a much shorter range than the other two, however.
COCKPIT
The AIM-120A is by far your first line of defense. Not only does this missile
have a longer range than the others, but it also has an onboard active radar
seeker. Used in conjunction with the radar in a TWS mode, you can launch
and update multiple AIM-120s toward multiple targets — several missiles
can be in-flight maneuvering toward different targets at the same time. The
shorter-ranged, SARH-guided AIM-7, on the other hand, requires you to
keep a radar lock on a single target until the missile impacts.
INTERFACE
ENGAGE WITH MISSILES
TOC
When you are enroute to a strike target, taking out your opponent on the
first pass (which is always the goal of an air attack) is crucial. Successfully
detecting an enemy means acquiring him as your target by the time he is
within your weapon range, but before you are within his weapon range.
(This of course requires you to have longer-range weapons than his.) At this
point you have the advantage, and if you destroy him, you can keep it. If
you fail to destroy your opponent and are drawn into a dogfight, you will
probably find yourself (as a strike aircraft loaded with ordnance and fuel) at
a severe disadvantage. Thus your goal is to engage him from as far away as
possible and avoid the dogfight.
Missile Status
Missile Type
APPENDIX
4.33
Return to MPD
Main Menu
INTRO
The status of the missiles is indicated by the following:
SRM
An AIM-9 is loaded at this station.
STBY
You are in the correct mode to launch this missile (MRM or SRM),
but the missile is not next in sequence.
RDY
This is the next missile in sequence. It will launch when you press
the pickle (joystick button 2).
HUNG
The missile has malfunctioned, and remains on the rail after
launch (it hasn’t armed, so there’s no danger of explosion).
If nothing appears, there is no missile at this station.
M ISSILE M ODES AND L AUNCH S EQUENCES
AIM-120s
remaining
Missile mode
TD box
Shoot cue
Target aspect
Range
to target
Prelaunch
TTA/TTI
Postlaunch
min/max
TTA or TTI
APPENDIX
4.34
Target altitude
MULTI
Missile type
Radar range
scale
MISSIONS
Target aspect line
ASE circle
and dot
COMBAT
See the launch sequence diagrams under Cockpit: Missile Launch
Sequences, p. 2.27.
FLIGHT
There are two missile launch modes — MRM (medium-range missile) and
SRM (short-range missile). MRM mode is used to launch AIM-120s and
AIM-7s; SRM is used to launch AIM-9s. For each mode there is a designated
launch sequence. You can “step over” or skip a missile in the sequence, but
you can in no other way alter it.
COCKPIT
For more information on the symbology of the A/A Arm page, see A/A Arm
Symbology, p. 2.26.
INTERFACE
An AIM-7 or AIM-120 is loaded at this station.
TOC
MRM
INTRO
F IRING AN AIM-120A
Press MRM_SELECT 3 to switch to MRM missile launch mode. Check
to see that an AIM-120A is next in sequence. If not, step over your
AIM-7s until you get back to an AIM-120 (press MISSILE_REJECT 4
to “reject” or step over a missile), or proceed with the instructions for
the AIM-7.
3.
An Allowable Steering Error (ASE) circle and dot appear on the HUD.
When you have a designated target, this circle represents the maximum
steering error for a normal launch. Steer toward the heavy dot to place
it inside the large, dashed circle.
4.
Check the range scale on the right side of the HUD. The caret marks your
target’s current range and closure rate. The bars on the range scale delineate
certain ranges. These will give you an idea of when to release your target.
APPENDIX
4.35
MULTI
Ropt This marks the optimum range of the missile at your current altitude, against a target that flies straight and level until the missile
has almost reached it, then performs a 4G terminal escape maneuver. A missile fired at an unsuspecting target within this range has
a chance of hitting, if the target doesn’t realize a missile has been
launched at him (or at least doesn’t maneuver to avoid it) until the
terminal phase of the missile’s flight.
MISSIONS
Raero This marks the maximum aerodynamic range of the missile at your
current altitude. A missile fired at a target within this range has a
chance of hitting only if the target doesn’t do anything to avoid
the missile. It’s probably better to hold on to the missile a little
longer until you’re in better range.
COMBAT
This circle is essentially a function of target range relative to Raero and
target altitude, target aspect angle, and the difference in altitude
between you and your target. It will increase in size as you move closer
to your target, to a certain point, then may begin to decrease as target
aspect angle changes.
FLIGHT
2.
COCKPIT
Acquire a target using one of the methods described under Acquiring
and Tracking BVR Targets, p. 4.27. A TD box appears, tracking the
position of this target on the HUD. (If this target has been queried by IFF
and returned a friendly response, an X appears through this box.) If you
want to fire at multiple targets, designate secondary targets according to
the instructions under Acquiring Secondary Designated Targets
(SDTs), p. 4.32.
INTERFACE
1.
TOC
In order to fire an AIM-120A, an AIM-120A must be the next missile in
sequence.
INTRO
Rmin Minimum range of the missile at your current altitude. The missile
will not be able to hit a target inside this range.
On your radar display and on the HUD, the range between Rtr and Rmin
will be bracketed.
Press the WEAPON_PICKLE key or button (typically joystick button
2) to launch your missile. If you have multiple targets designated, continue pressing and releasing the WEAPON_PICKLE key or button to
launch missiles at each of these targets.
For more information on AIM-120 symbology, see Cockpit: MRM
Symbology, p. 2.12.
Target elevation
TD box
MULTI
Radar scale
ASE circle & dot
MISSIONS
If the target moves within your minimum missile range before you launch, a
large X (called a “break X”) appears on the HUD and the radar screen. You
will have to switch to a shorter-range missile, or break off and reposition
yourself for another launch.
COMBAT
5.
FLIGHT
Your decision should in part be influenced by whether the target has a
positive or negative closure rate (displayed next to the caret marking
the target’s range on the range scale). If he has a positive closure, he’s
moving toward you, continually decreasing the distance the missile will
travel and the time it has to lock on to the target and arm. If he’s moving away from you, he’s increasing the distance the missile will travel.
COCKPIT
The shoot cue (a six-pointed star) appears under the TD box when your
target is between Raero and Rmin. Depending on the situation, you may
not want to fire until the target is within Rtr and Rmin, at which point
the shoot cue will flash.
INTERFACE
MAR dot Indicates missile activation range — the range at which
AIM-120 active seeker attempts to acquire the target.
TOC
Rtr This marks the maximum turn-and-run range of the missile at
your current altitude. Within this range, it is hard for the target
to out-maneuver or out-run the missile, even if it begins evasive
maneuvers as soon as you launch. (Of course, a target’s use of
mechanical and electronic countermeasures can still decrease the
missile’s chance of hitting.)
Target aspect
4.36
APPENDIX
Shoot cue
INTRO
F IRING AN AIM-7
In order to fire an AIM-7, an AIM-7 must be the next missile in sequence.
Acquire a target using one of the methods described under Acquiring
and Tracking BVR Targets, p. 4.27. A TD box appears, tracking the
position of this target on the HUD. (If your target has been queried by
IFF and returned a friendly response, an X appears through this box.)
TOC
Do not switch to TWS once you’ve acquired your target. You must be
in STT mode (entered automatically when you acquire a target) to fire
an AIM-7.
INTERFACE
1.
Press MRM_SELECT 3 to switch to MRM missile launch mode. Check
to see that an AIM-7 is next in sequence. If not, step over your AIM120As until you get to an AIM-7 (press MISSILE_REJECT 4 to “reject”
or step over a missile) or proceed with the instructions for the AIM-120A.
3.
An Allowable Steering Error circle and dot appear on the HUD. When
you have a designated target, this circle represents the maximum steering error for a normal launch. Steer toward the heavy dot to place it
inside the circle.
Check the range scale on the right side of the HUD. The caret marks
your target’s current range and closure rate. The bars on the range scale
delineate certain ranges. These will give you an idea of when to release
your target.
APPENDIX
4.37
MULTI
Ropt This marks the optimum range of the missile at your current altitude against a target that flies straight and level until the missile
has almost reached it, then performs a 4G terminal escape maneuver. A missile fired a an unsuspecting target within this range has
a chance of hitting, if the target doesn’t realize a missile has been
launched at him (or at least doesn’t maneuver to avoid it) until the
terminal phase of the missile’s flight.
MISSIONS
Raero This marks the maximum aerodynamic range of the missile at
your current altitude. A missile fired at a target within this range
has a chance of hitting only if the target doesn’t do anything to
avoid the missile. Its probably better to hold on the missile a little
longer until your in better range.
COMBAT
4.
FLIGHT
This circle is essentially a function of target range relative to Raero and
target altitude, target aspect angle, and the difference in altitude
between you and your target. It will increase in size as you move closer
to your target, to a certain point, then may begin to decrease as target
aspect angle changes.
COCKPIT
2.
INTRO
On your radar display and on the HUD, the range between Rtr and Rmin
will be bracketed.
Press the WEAPON_PICKLE key ( typically joystick button 2) to
launch your missile.
6.
You must maintain a radar lock on your target until the missile
impacts. Do not undesignate the target or allow it to move outside
your radar cone.
If the target moves within minimum missile range before you launch it, a
“break X” appears on the HUD and the radar screen. You will have to switch
to an SRM, or break off and reposition yourself for another launch.
APPENDIX
4.38
MULTI
For more information on AIM-7 symbology, see Cockpit: MRM
Symbology, p. 2.12.
MISSIONS
On the radar screen, missile fly-out dots appear on the target’s heading
bar, signaling a missile in flight toward it. The estimated time-toimpact, or TTI, appears at the bottom of the radar display and in the
lower right corner of the HUD.
COMBAT
5.
FLIGHT
Your decision should in part be influenced by whether the target has a
positive or negative closure rate (displayed next to the caret marking
the target’s range on the range scale). If he has a positive closure, he’s
moving toward you, continually decreasing the distance the missile will
travel and the time it has to lock on to the target and arm. If he’s moving away from you, he’s increasing the distance the missile will travel.
COCKPIT
A triangular shoot cue appears under the TD box when your target is
between Raero and Rmin. Depending on the situation, you may not want
to fire until the target is within Rtr and Rmin, at which point the shoot
cue will flash.
INTERFACE
Rmin Minimum range of the missile at your current altitude. The missile
will not be able to hit a target inside this range.
TOC
Rtr This marks the maximum turn-and-run range of the missile at
your current altitude. Within this range, it is hard for the target
to out-maneuver or out-run the missile, even if it begins evasive
maneuvers as soon as you launch. (Of course, a target’s use of
mechanical and electronic countermeasures can still decrease the
missile’s chance of hitting.)
INTRO
F IRING AN AIM-9
Press the SRM_SELECT 2 key to switch to SRM missile launch mode.
3.
An FOV circle appears in the center of the HUD, locked onto the boresight. Steer so that your target is inside the missile FOV. When the missile has locked on to the target, it will generate an audio tone. The
strength of this tone varies according to the target’s distance, IR visibility and position in the missile’s FOV — the louder the tone, the better
the launch parameters.
4.
Once you’ve achieved a solid lock, you can:
4.39
APPENDIX
a) Press the WEAPON_PICKLE key (typically joystick button 2) to
launch your missile.
MULTI
2.
MISSIONS
b) Not optional: Get behind your target. The AIM-9P is a rear-aspect
only missile, so you will need to be at the rear of your opponent in
order for the missile to gain a lock.
COMBAT
a) Optional: Acquire a target using one of the methods described under
Acquiring and Tracking BVR Targets, p. 4.27. If you designate a target, you will see range, altitude and closure information for the target.
A TD box also appears, tracking the position of this target on the HUD.
(If this target has been queried by IFF and returned a friendly response,
an X appears through this box.)
FLIGHT
1.
COCKPIT
To fire an AIM-9P:
INTERFACE
You can launch either AIM-9
at a target without designating
the target, provided the it is
Radar within weapon range. Audio
range cues will tell you when the
scale missile seeker head has gained
an IR lock on the target, and
this will be your signal to
launch. If you fire without
designating, your target’s RWR will not alert him that he is being “painted,”
and he is less likely to suspect you are firing missiles at him.
TOC
The sysmbology displayed for the AIM-9L/M and AIM-9P differs slightly,
because the AIM-9L/M is cued to the radar’s boresight and the F-15’s computer can track the movement of its seeker head on the HUD. The AIM-9P
lackes this capability. Thus, the steps for firing an AIM-9 differ slightly,
depending on whether an AIM-9M/L or AIM-P is selected, and whether or
not you have a radar target designated.
INTRO
Radar range scale
ASE circle and dot
Target altitude
Missile FOV
centered in TD box
Target aspect
Range to target
To fire an AIM-9L or M with a designated radar target:
The missile’s seeker head is automatically slaved to the radar antenna
LOS (a small circle on the HUD indicates the current position of the
seeker head — it may lag a bit from the TD box during heavy maneuvers as the seeker head readjusts).
4.
When the seeker head has locked onto the target, you will hear a loud
lock tone, and an Allowable Steering Error (ASE) circle and dot appear
in the center of the HUD — keep the dot inside the circle.
5.
Uncage the missile seeker head by clicking on PB 14 of the A/A
Armament page or pressing the AIM9_SCAN U key until SCAN is boxed.
This step is not always necessary, but it helps ensure that the seeker head
continues to lock onto the designated target, as well as track it. When the
seeker is uncaged and locked on, the ASE circle doubles in size.
6.
Check your range cue to make sure the target is between the missile’s
maximum and minimum range. A triangular shoot cue flashes next to
the TD box when the seeker head is locked on and the target is in range.
7.
Press the WEAPON_PICKLE key ( typically joystick button 2) to
launch your missile.
APPENDIX
3.
MULTI
Press the SRM_SELECT 2 key to switch to SRM missile launch mode.
MISSIONS
2.
COMBAT
Acquire a target using one of the methods described under Acquiring
and Tracking BVR Targets, p. 4.27. A TD box appears, tracking the
position of this target on the HUD. (If your target is a friendly, an X
appears through this box.)
FLIGHT
4.40
1.
COCKPIT
Target locator line
INTERFACE
If the target moves within minimum missile range, a “break X” appears on
the HUD. You will have to switch to guns or break off and reposition yourself for another launch.
TOC
b) Click on PB 14 of the A/A Armament page or press the AIM9_SCAN
U key until SCAN is boxed. The missile will uncage from the boresight
and track the target — a continuous tone indicates successful tracking.
When you are ready to launch, press the WEAPON_PICKLE key (typically joystick button 2).
INTRO
If the target moves within minimum missile range, a “break X” appears on
the HUD. You will have to switch to guns or break off and reposition yourself for another launch.
For more information on AIM-9 symbology, see Cockpit: SRM Symbology,
p. 2.15.
S ETTING G UN R ATE
COMBAT
You can set the gun’s rate of fire from either the A/A Arm or A/G Arm MPD
pages. PB 2 of either page toggles your gun rate between HIGH (6000 rounds
per minute) and LOW (4000 rounds per minute). The currently selected rate
appears by the button. The number of ammunition rounds you have remaining is listed below this rate.
FLIGHT
Besides the raw thrill of shooting down your opponent at close range, a
guns-only kills saves a missile, and you never know when you might need
that missile. Still 500 rounds of ammunition won’t last long, even with a low
gun rate, and the gun requires you to get in close, which you want to avoid
on your ingress to target.
COCKPIT
ENGAGE WITH THE M161A CANNON
INTERFACE
The instructions are the same as those listed for the AIM-9P, except that a
seeker head position will move around the HUD when the seeker head is
uncaged. (This circle will always remain locked to the boresight when an
AIM-9P is in priority, even if the seeker head is uncaged — the seeker head
is still moving about, but the computer cannot track its position.)
TOC
To fire an AIM-9L or M without a designated radar target:
N O TARGET D ESIGNATED
MISSIONS
A/A FNL is the only gun sight available when:
•
You are in A/A master mode
•
You do not have a target designated
•
You press the GUN_SELECT 1 key to select your gun.
The radar will simultaneously switch to GUNS acquisition mode and attempt
to aquire a target. See A/A Auto-Acquisition Modes, p. 2.10.
APPENDIX
4.41
MULTI
The funnel represents a target with a 40ft wingspan at ranges between 250
ft (the wide end of the funnel) and 5000 ft (the narrow end of the funnel).
There are dots along the funnel marking 1000, 2250 and 4000 ft ranges.
Bullets travel down the center of this funnel.
INTRO
Funnel
1000ft
Range to target
To engage a target with the A/A FNL sight:
1.
Line the target up inside the funnel based on how far away you think it is.
2.
Press the gun trigger (joystick button 1) to fire.
TARGET D ESIGNATED
Line the target up with the center of the pipper. The GDS FNL provides
the funnel for additional guidance.
2.
A radar range scale is provided on the right side of the HUD — the
caret indicates your target’s current range and closure rate, and the tick
mark indicates the gun’s maximum range. Be sure that the target is
inside the gun’s maximum range.
3.
Press the gun trigger (joystick button 1) to fire.
APPENDIX
4.42
MULTI
For more information on the symbology described here, see Cockpit: GDS
and GDS FNL Sight Symbology, p. 2.17.
MISSIONS
1.
COMBAT
To engage a target with the GDS or GDS FNL sights:
FLIGHT
The GDS and GDS FNL gun sights become available when you are in A/A
master mode, you have a target designated and you select your gun. If you
designate your target before you select your gun, GDS symbology will
appear by default. Otherwise, you are in A/A FNL and will have to cycle
through gun sights to get to GDS. Once you have a target designated, all
three sights are available, and the GUN_SELECT 1 key cycles through
them. If you lose radar lock on the designated target, the gunsight will
automatically revert to FNL, and the radar will switch to GUNS ACQ mode
and attempt to re-acquire the target.
COCKPIT
For more information on the symbology described here, see Cockpit: A/A
FNL Sight Symbology, p. 2.17.
INTERFACE
4000ft
Target aspect
TOC
Target altitude
2250ft
INTRO
MANAGING YOUR FLIGHT
INTERFACE
THE STRUCTURE OF A FLIGHT
TOC
You are the flight leader for a flight of up to eight aircraft. Depending on the
task at hand and expected level of resistance, you may want all eight aircraft
to play similar roles in the mission, or (for example) you may direct some to
take up escort duties while the others perform a strike. Whatever you decide,
you will want to arm all of the aircraft in you flight accordingly. Once the
mission is underway, their ability to carry out their part of the mission hinges
in large part on your ability to effectively communicate with them.
Flight
COCKPIT
Element
Division
4
6
8
11
3
5
7
A flight can consist of up to eight aircraft. You, as flight leader, are always
in aircraft 1, and your wingman is in aircraft 2. When you issue flight (FLT)
commands, all aircraft in the flight will respond (see below).
APPENDIX
4.43
MULTI
Each division consists of one or two elements. As division leader, you have
control over your element, and the element comprised of aircraft 3 and 4.
When you issue element commands (ELM), only aircraft 3 and 4 will respond
(see below). Your wingman will wait for direct wingman (WN) orders from
you, and aircraft 5 has control over the elements in his own division.
MISSIONS
An “eight-ship” or “six-ship” flight consists of two divisions. You are division leader of one of these, which consists of aircraft 1, 2, 3 and 4. Aircraft 5
is the division leader of the other, which consists of the remaining aircraft.
You do not have control over the individual aircraft in aircraft 5’s division,
but his entire division will respond as a unit to any division (DIV) commands you give (see below).
COMBAT
Before you can successfully manage a flight, you will need to understand its
structure.
FLIGHT
2
INTRO
FLIGHT COMMANDS
Command controls aircraft 2 (wingman)
ELM
Command controls aircraft 3 and 4 (element)
DIV
Command controls aircraft 5, 6, 7 and 8 (division)
FLT
Command controls entire flight
1) WINGMAN (SUBMENU) (commands for aircraft 2)
2
2) ELEMENT (SUBMENU) (commands for aircraft 3 and 4)
3
3) DIVISION (SUBMENU) (commands for aircraft 5-8)
4
4) FLIGHT (SUBMENU) (commands for all aircraft)
The following list of commands can be used to direct your wingman, element, division or the entire flight, depending on which prefix the keyboard
command name has or what menu the command is chosen from.
Key Command Suffix. Lists the keyboard function name suffixes for the
same commands as they appear on the keyboard mapping screen. (The prefix to the commands — WN, ELM, DIV and FLT — indicates who
responds to a command, while the suffix indicates what the response is.)
MISSIONS
Menu Option. Lists the command options as they appears on the WINGMAN,
ELEMENT, DIVISION and FLIGHT submenus described above. Press the key corresponding to the number listed in front of an option to select the option.
COMBAT
G ENERAL C OMMANDS
FLIGHT
1
COCKPIT
Alternatively, you can access any of these commands by pressing the
RADIO_1_TRANSMIT t key. A menu will appear in the upper left corner of the screen. Each of the menu options calls up a submenu, press the
key corresponding to the number listed in front of an option to select it
Unavailable options are grayed out.
INTERFACE
WN
TOC
The general key commands listed in the table below can be used to control
your wingman, the element, the division or the entire flight, depending on
which prefix it has. FLT_ENGAGE tells the whole flight to engage, whereas
ELM_ENGAGE orders only aircraft 3 and 4 to engage.
MULTI
APPENDIX
4.44
INTRO
Action. Describes what the selected aircraft will do when you press the key
command or choose the menu option.
ENGAGE BANDITS
COVER
Do one of three things — A)
begin a CAP, if a CAP was
assigned to them for this steer
point; B) begin their escort, if
escort is assigned for this steer
point; C) cover you, otherwise.
See Steering Data, p. 2.68, for
an explanation of steer point
assignments. (Not available for
FLT or from FLIGHT submenu.)
MULTI
Fly out 90° to the left of your
flight path, using air radar to
search for targets. They will
radio back the position of any
they find. If they don’t find any,
they will return to formation.
(Not available for FLT or from
FLIGHT submenu.)
MISSIONS
SANITIZE_LEFT
COMBAT
APPENDIX
4.45
SANITIZE_RIGHT Fly out 90° to the right of your
flight path, using air radar to
search for targets. They will
radio back the position of any
they find. If they don’t find any,
they will return to formation.
(Not available for FLT or from
FLIGHT submenu.)
FLIGHT
COVER ME
Engage any enemy air targets
they find. If they can’t find anything, they will radio you and
continue normal flight. If they
have acquired targets and want
to engage, but you haven’t given
the OK, they will ask you for it.
COCKPIT
SANITIZE LEFT
ENGAGE
INTERFACE
SANITIZE RIGHT
Key Command Suffix Action
TOC
Menu Option
INTRO
Menu Option
Key Command Suffix Action
ORBIT
ORBIT HERE
REJOIN FLIGHT
REJOIN_FLIGHT
Break off attack and return to
formation.
RETURN TO BASE
RETURN_TO_BASE
Return to the airfield where you
began your mission.
Intercept Submenu
FLIGHT
ATK_ANY_GRND Call up the GROUND ATTACK submenu. (See below)
COCKPIT
GROUND ATTACK
INTERFACE
Call up the INTERCEPT submenu.
(See below)
INTERCEPT
TOC
Circle the area until you ask
them to return to formation.
They will not follow you if you
go elsewhere. You can combine
this command with another like
ENGAGE to order aircraft to
remain in one place and carry
out a specific task. (Not available
for FLT or from FLIGHT submenu.)
None of these options are available for FLT or from the FLIGHT submenu.
BRACKET RIGHT
BRACKET_LEFT
APPENDIX
Pull to the left (while you pull
to the right) of the group of
enemy fighters currently targeted. Targets are chosen as
described above.
MULTI
4.46
BRACKET_RIGHT Pull to the right (while you pull
to the left) of the group of
enemy fighters currently targeted. If an element or division
leader does not have a target, he
will ask the aircraft under his
control for a target. If no one
under his control has a target,
he will try and determine which
target you wish him to bracket.
If he cannot, he will radio this
to you, and continue normal
flight. (See diagram.)
MISSIONS
BRACKET LEFT
Key Command Suffix Action
COMBAT
Menu Option
INTRO
Menu Option
Key Command Suffix Action
SPLIT LOW
SPLIT_LOW
Dive below (while you climb
above) the group of enemy fighters currently targeted. Targets
are chosen as described for
BRACKET RIGHT.
your target
Split High
enemy
aircraft
aircraft in
your command
COMBAT
Drag Right
Bracket Left
Lead your target away to the left
of you so you can get a better
shot at him. Targets are chosen
as described above.
FLIGHT
DRAG_LEFT
DRAW LEFT
COCKPIT
DRAG_RIGHT Lead your target away to the
right of you so you can get a
better shot at him. Targets are
chosen as described above. (See
diagram.)
DRAW RIGHT
INTERFACE
SPLIT_HIGH Climb above (while you dive
below) the group of enemy fighters currently targeted. Targets
are chosen as described for
BRACKET RIGHT. (See diagram.)
TOC
SPLIT HIGH
enemy
aircraft
you
aircraft in
your command
you
MISSIONS
you
aircraft in
your command
MULTI
APPENDIX
4.47
INTRO
Ground Attack Submenu
Menu Option
Key Command Suffix
Action
GROUND TARGET
Attack the secondary
mission objective (usually a ground target) as
defined in the mission
brieing.
ATTACK GROUND TARGETS
ATK_ANY _RND
Attack whatever
ground targets they
find.
OF OPPORTUNITY
COCKPIT
ATK_SECONDARY
GROUND TARGET
INTERFACE
ATTACK SECONDARY
TOC
ATK_PRIMARY Attack the primary
mission objective (usually a ground target) as
defined in the mission
briefing.
ATTACK PRIMARY
W INGMAN -S PECIFIC C OMMANDS
Menu Option
Key Command Action
ATTACK MY TARGET
WN_HELP cH
Drop what he’s doing
and come to your aid
unless he’s in hot water
himself, in which case
he’ll tell you you’re on
your own.
MULTI
APPENDIX
4.48
Engage your designated air or ground target. If you don’t have
a target designated,
he’ll continue normal
flight.
MISSIONS
HELP ME
WN_ATK_MY_TARGET cA
COMBAT
Calls up TACTICAL submenu. (See below)
TACTICAL
FLIGHT
In addition to the general commands listed above, the following commands
will help you work more closely with your wingman in a dogfight.
INTRO
Tactical Submenu
Menu Option
Key Command Action
Turn hard right.
WN_BREAK_LEFT Turn hard left.
BREAK HIGH
WN_BREAK_HIGH Turn hard up (vertical turn).
BREAK LOW
WN_BREAK_LOW Turn hard down (vertical turn).
F LIGHT-S PECIFIC C OMMANDS
Menu Option
Key Command Action
RADAR ON/OFF
FLT_JAMMER_TOGGLE
List off all contacts they see,
without attempting to sort (see
below).
REPORT CONTACTS
Call up the STATUS submenu. (See
below.)
Call up the CHANGE FORMATION
submenu. (See below.)
APPENDIX
4.49
FLT_STATUS cA
MULTI
CHANGE FORMATION
List off their targets. They will
attempt to describe the targets
in a way that will help you
determine which blips on your
radar screen they are referring
to, using cardinal directions relative to your aircraft and lead,
trail and middle 1, 2, 3, etc. to
describe relative range within a
group of fighters. If the situation is confusing, they’ll list the
type of aircraft they are targeting — Striker, CAP, etc.
MISSIONS
STATUS (SUBMENU)
FLT_SORT_BANDITS
COMBAT
SORT BANDITS
Enable/disable jammer emission.
FLIGHT
MUSIC ON/OFF
FLT_RADAR_TOGGLE Enable/disable radar emission.
Note that an aircraft will not
disable its radar if it is tracking
a target.
COCKPIT
In addition to the general commands listed above, there are several formation commands and information requests that you can only issue to the
flight as a whole.
INTERFACE
BREAK LEFT
TOC
WN_BREAK RIGHT
BREAK RIGHT
INTRO
Status Submenu
Menu Option
Key Command Action
Radio in just their
flight numbers (if
undamaged) or their
flight numbers and
amount of damage
they’ve taken.
FLIGHT WEAPONS CHECK
FLT_WEAPON_CHK cW
List off their air-to-air
ordnance.
INTERFACE
FLT_STATUS cS
TOC
FLIGHT SYSTEMS CHECK
Change Formation Submenu
Key Command Action
FLT_LOOSEN_FORMATION Move further apart in
formation — doubling
the current spacing.
LOOSEN
CURRENT FORMATION
TIGHTEN
FLT_TIGHTEN_FORMATION Move closer together in
formation — halving
the current spacing.
FLT_WEDGE_FORMATION Form a wedge formation. (See diagram.)
WEDGE FORMATION
ECHELON FORMATION
flight leader
FLT_ECHELON_FORMATION Form an echelon formation. (See diagram.)
FLT_TRAIL_FORMATION Form a trail formation.
(See diagram.)
flight leader
flight leader
MISSIONS
TRAIL FORMATION
FLT_LINE_FORMATION Form a line formation.
(See diagram.)
COMBAT
LINE ABREAST FORMATION
FLIGHT
CURRENT FORMATION
COCKPIT
Menu Option
Line Abreast Formation
Echelon Formation
Trail Formation
APPENDIX
Wedge Formation
4.50
MULTI
flight leader division leader
INTRO
TAKING CARE OF BUSINESS
See Cockpit: Master Modes, p. 2.3.
APPENDIX
4.51
MULTI
Air-to-ground target designation differs from air-to-air target designation in
one crucial way — when you designate an air target, you make the object
you intend to hit with your weapons your target; when you designate a
ground target, you make the point on the ground you intend to hit with
your weapons your target. For stationary targets like structures and relatively stationary targets like radar installations, finding the target involves finding the general target area and scanning an HRM of this area to locate the
structures. For Ground Moving Targets (GMTs), finding your target involves
scanning the general target area in GMT radar mode and cueing the targeting IR to an area of movement.
MISSIONS
FINDING AND DESIGNATING
TARGETS
COMBAT
The A/G Radar page, A/G Arm page and the TSD page come up automatically in the pilot’s MPDs. For information on changing these default settings
and set defaults for the WSO MPDs, see Cockpit: 6. Master Mode
Programming, p. 2.37.
FLIGHT
Press the MASTER_MODE_CYCLE M key to cycle through master modes
or press the MASTER_MODE_AG key or click on the A/G button beneath
the UFC to select A/G master mode.
COCKPIT
A/G master mode configures all of your cockpit systems for air-to-ground
targeting and engagement. As you near your target area (perhaps when you
reach the initial point just before the target point), you’ll want to switch to
this mode.
INTERFACE
SWITCHING TO A/G MASTER MODE
TOC
This is the point at which you actually achieve the job you were sent out to
accomplish — your Time Over Target (TOT). In some ways, the computer
cues for dropped guided and unguided weapons are so extensive, and the
smart bombs so smart, that it may seem like getting the whole package to
the target is the hardest part of a mission. Still, your altitude, airspeed and
flight attitude at the time of an air-to-ground drop affect the weapon’s trajectory, and coordinating these while dodging AAA, SAMs and perhaps a few
defensive aircraft is no mean feat.
INTRO
ORIENTING YOURSELF WITH THE TSD
• Steer points
Declutter
Range Markers
Choose Position Displayed
HRM Cue
Increase/Decrease
Display Range
Present Position Marker
A/G Radar Search Cue
4.52
APPENDIX
RETURN TO
MDP MAIN MENU
MULTI
Targeting Point (triangle)
MISSIONS
For additional information on TSD functions and symbology, see Cockpit: 5.
Tactical Situation Display (TSD) Page, p. 2.34.
COMBAT
To see where your sensors are currently looking, press PB 7 to choose the
A/G radar (RDR) or targeting IR camera (FLIR). The selected option appears
above the button, and the corresponding cue for this sensor will appear on
the display. If you choose the RDR cue, and the A/G radar is in HRM mode, a
polygon appears on the TSD, indicating the area displayed in the map. This
polygon is connected to the aircraft present position marker by a line indicating the radar LOS. In any mode other than HRM, a “V” appears on the
TSD, indicating the area currently being scanned by the A/G radar. If you
choose the FLIR cue, an arrowhead indicates where the targeting IR camera is
aimed. Again, the line extending from the arrowhead to the present position
marker indicates the sensor’s LOS to the scan area.
FLIGHT
You can cycle forward and backward through TSD display ranges with PBs
13 and 14. Available ranges are 10, 20, 40 and 80nm — the currently selected range appears between the buttons.
COCKPIT
Ordinary navigational waypoints along your mission route,
represented by small circles.
• Initial points Steer points just prior to a target point, represented by squares.
• Target points Steer points where you are intended to deliver weapons,
represented by triangles.
INTERFACE
Your route is marked by a series of lines connecting sequence points. Sequence
point is a term used to describe F-15E navigation symbols. Sequence points can be:
TOC
The Tactical Situation Display (TSD) page displays a digitized satellite map
of the area of operation. Superimposed on this map are steer point and flight
path symbology. You can focus on your current position, or “look ahead” to
other upcoming steer points. It provides mostly navigation and terrain information — even at its highest resolution (10nm) it cannot show individual
structures. However it can give you a top-down reference indication of
where in relation to your mission route you are currently scanning with
radar, creating an HRM or aiming the Targeting IR camera.
INTRO
TARGETING STATIONARY GROUND TARGETS
To put the radar in RBM mode, click PB 6 (RBM/HRM/GMT/IGMT) of the A/G
Radar page until RBM appears above it.
PB 9
PB 13/14 Cycle through radar ranges — 4.7, 10, 20, 40 and 80nm. The currently selected range is displayed between the two buttons.
COMBAT
Cycle through azimuth scan angles — FULL (50°, or 25° to either
side of your aircraft’s nose), HALF (25°) or QTR (12.5°). Lowering the
arc size decreases the amount of time it takes the radar to scan, but
limits the scan area.
FLIGHT
Setting A/G Radar Scan Limits
COCKPIT
RBM mode displays radar returns bounced off terrain features in an arc in
front of your aircraft (your aircraft is at the bottom center of the display). It
updates with a sweep of 90° per second and has a minimum range of 4.7nm
and a maximum range of 80nm (actual ranges are dependent on LOS).
INTERFACE
M AKE A R ADAR S CAN OF THE A REA IN RBM M ODE
For more information on the symbology used on the radar display, see
Cockpit: 14. Air-to-Ground Radar (A/G RDR) Page, p. 2.45.
TOC
Once you are within radar range of the target area, you will use the A/G
radar in Real Beam Map (RBM) mode to scan the area and pinpoint a location you want to view in greater detail with a High Resolution Map (HRM).
RBM mode is far too low-res for targeting — you could be off hundreds of
feet, which, depending on the size of your target and munition, could result
in your missing it entirely.
Freezing the Radar Display
APPENDIX
4.53
MULTI
To freeze the radar display, press PB 19 (FREEZE). This option is boxed when
the radar is frozen; click PB 19 again to unfreeze the radar.
MISSIONS
Selecting FREEZE stops all data collection and RF transmission, saving the current state of the scan on the display. This can be useful when you are trying
to accurately place the map cursor. Exact coordinates for the cursor position
(azimuth and range from the aircraft) are given in the upper left corner
(these do not freeze when the radar is frozen).
INTRO
C REATE AN HRM
Map
cursor
Press PB 7 on the A/G Radar page to change the cursor function to MAP.
(MAP appears above the button.)
2.
Select the HRM display window (DW) size using PB 8. Available sizes
are .67, 1.3, 3.3, 4.7, 10, 20 and 40nm; the current DW size is displayed
above the button.
3.
Position the mouse cursor over the radar display. The exact azimuth
and range of the cursor with respect to your aircraft is displayed in the
upper left corner of the A/G Radar page.
4.
HRM Limits
APPENDIX
4.54
MULTI
Azimuth limits. Ideally, you should make patch maps in the area between
30° and 50° to the left and right of the nose. This are the HRM “sweet
spots” — due to the nature of the Synthetic Aperture Radar, maps can be
constructed more quickly and more accurately in these zones. You cannot
make a map within 8° to the left or right of the nose (the HRM “blind
zone”) or more than 60° to the left or right of the nose (outside the radar’s
gimbal limits).
MISSIONS
Left-click to command a map. A timer in the lower left corner counts
down until the map is ready. When the timer reaches zero, the patch
map you’ve created replaces the RBM display.
COMBAT
An error message will appear at the bottom of the display if the cursor
is not within mappable limits. See Cockpit: A/G Radar Messages,
p. 2.49, for details on what these messages mean.
FLIGHT
This option controls how far an HRM map is zoomed in when one is
commanded — when it is set to 1.33 for example, the HRM will be 1.33
x 1.33 nautical miles. (It does not affect the range of an HRM that is
already visible on screen.)
COCKPIT
1.
INTERFACE
To create a map:
TOC
High-Resolution Maps (HRMs), or
“patch maps,” are static, high-detail,
top-down Synthetic Aperture Radar
(SAR) images. They are used to view
an area in greater detail for targeting.
Each HRM requires about 4-10 seconds to create.
INTRO
TOC
Alt AGL
400
500
1000
Max R
22.9
25.6
36.2
MULTI
APPENDIX
4.55
MISSIONS
The table on the next page lists the max and min cursor ranges for different
HRM display window sizes (DW sizes, in nautical miles). These are the maximum and minimum distances (in nm) where you can place a cursor on the display to command a map. (For example, if the radar range is set to 20nm, a cursor at 10nm of range would be in the middle of the display.) Resolution is the
minimum size (in feet) an object must be to appear on the map. A resolution of
17ft, for example, indicates that objects under 17ft cannot be seen on this map.
COMBAT
DW size vs. range. The display window size you have chosen for the HRM
also limits the range at which you can map an area. Generally speaking, the
smaller the DW size, the shorter the range at which the map must be commanded. If you attempt to create a map outside the range possible given the
DW size setting, a “DW SIZE LIMIT” message will appear at the bottom of the
radar display.
FLIGHT
Max R
8.1nm
11.4
16.2
19.8
COCKPIT
Alt AGL
50 ft
100
200
300
INTERFACE
Altitude vs. range. Mapping from the ideal altitude for the range (to the
area being mapped) produces an image of greatest quality. Fly too low and
you could limit the air-to-ground radar’s range. Fly too high and you could
lose detail. The table below lists the maximum range of the radar (Max R, in
nautical miles) at different altitudes above ground level (Alt AGL, in feet)
over flat terrain. Note that these ranges are LOS-dependent — if the terrain
is mountainous, you may have to climb significantly to afford the radar the
same range.
INTRO
Min cursor
DW size range
2.7
2.7
2.7
2.8
20
40
50
80
8.5
17
42
59
10
20
40
6
12
24
Max cursor
range
Resolution
80
80
80
127
253
507
TOC
.67
1.3
3.3
4.7
Max cursor
Min cursor
range
Resolution DW size
range
D ESIGNATE THE TARGET
Using the Radar
2.
Position the mouse cursor over the radar display. The exact azimuth
and range of the cursor with respect to your aircraft is displayed in the
upper left corner of the A/G Radar page.
3.
Click on a point to designate it as your target point. Note that you are
designating a point on the ground and not an object. When designating
ground targets, you are simply giving the computer the coordinates of
the point where you want to deliver weapons.
A triangle appears over the point you have designated. It will show up
on the A/G Radar page and the Targeting IR page, whenever range and
LOS allow. A diamond marks the same target point on the HUD.
If you can see the structure or area you wish to designate through your
HUD, you can designate it by placing the cursor over the HUD and clicking.
Position the mouse cursor over the HUD.
2.
Click on a point to designate it as your target point. Again, note that
you are designating a point on the ground and not an object. When
designating ground targets, you are simply giving the computer the
coordinates of the point where you want to deliver weapons.
4.56
APPENDIX
A diamond appears on the HUD over the point you have designated. A
triangle marks the same point on the A/G Radar page and the Targeting
IR page.
MULTI
1.
MISSIONS
Using the HUD
COMBAT
Press PB 7 on the A/G Radar page to change the cursor function to target (TGT). (TGT appears above the button.)
FLIGHT
1.
COCKPIT
It may take several HRMs to get a good picture of your target — you may have
to climb, fly closer to the target and/or change your heading somewhat to get
an image with a high enough resolution to find a specific structure or other target. Once you’ve found it, however, you can click on it to designate it.
INTERFACE
Once you have located your target, you can designate it using the radar or
the HUD.
INTRO
TARGETING GROUND MOVING TARGETS (GMTS)
FLIGHT
Click PB 6 on the A/G Radar page to cycle through radar modes until GMT or
COCKPIT
In Ground Moving Target (GMT) and Interleaved GMT modes, the A/G
radar is capable of detecting targets moving on the ground (e.g., trucks and
Scuds). GMT mode has no map background; IGMT places the GMT information on the RBM map terrain. Even in GMT and IGMT modes, however,
the radar isn’t finding an actual object, so much as a geographical area where
movement is occurring. Note too that finding and engaging ground moving
targets (GMTs) is relatively close-range work — regardless of the current
radar range, GMTs can only be detected up to 32nm away. Areas where
motion is detected are marked by crosses on the display.
INTERFACE
M AKE A R ADAR S CAN OF THE A REA IN GMT OR IGMT MODE
TOC
Finding moving ground targets is a bit trickier than finding stationary
objects. The reason isn’t simply because they are moving, for their speed in
relation to yours is very small. Rather it is the relatively small size of mobile
SAMs, tanks and trucks combined with their motion that renders them
impossible to pick up on even the highest-rez HRM. Instead the A/G radar
has two special modes — GMT and IGMT — designed to pick up motion.
You can then cue the targeting IR camera to the source of this motion and
examine it.
IGMT is boxed.
Press PB 7 on the A/G Radar page to change the cursor function to target (TGT). (TGT appears above the button.)
2.
Position the mouse cursor over over a GMT on the radar display.
3.
Click to designate this area as your target point. (Note that you are designating a point on the ground and not the object.) A triangle appears
on the radar display over the point you have designated. This triangle
will also appear on the targeting IR page, marking the same point. If
LOS allows, a diamond will mark the target point on the HUD.
MULTI
APPENDIX
4.57
1.
MISSIONS
The radar can only indicate where it detects movement — the position of
the moving object could be off by hundreds of feet, and no information on
the type or size of the object can be determined. The targeting IR camera
allows you to get a better look at a GMT and the area surrounding it. To cue
the IR targeting camera to a GMT, you must first designate it as your target.
COMBAT
M AKE A P RELIMINARY TARGET D ESIGNATION
INTRO
V IEW A REA WITH TARGETING IR C AMERA
From the MPD main menu, press PB 12 to call up the targeting IR camera.
2.
Pan the camera to get a better look, if necessary; using the arrow pushbuttons (PBs 3, 8, 13 and 18) on the Targeting IR page. PB 12 re-centers the
camera on the boresight (its unpanned position, aimed forward and aligned
with the waterline on your HUD). Zoom the camera in and out using PB 7.
See Cockpit: Targeting IR Pushbuttons, p. 2.38.
Toggle Laser Designator On/Off
Pod Azimuth
Activate/Deactivate
Continuous Designation
Declutter
Pod LOS Cue
Tracking Gate
NFOV Markers
Pan Camera Right
Toggle White-Hot or
Black-Hot Display
Return to Main Menu
Toggle Tracking Mode
Activate/Deactivate
Target Track
Select FOV
Pan Camera Down
2.
Enable target track (TRK) by pressing PB 10 on the Targeting IR page.
(When enabled, TRK is surrounded by a box.) The camera will begin
tracking the area or object in the center of the tracking box. (Note
again that the camera tracks the target point you’ve designated, not the
movement of the target.)
3.
Activate continuous designation (CDES) by pressing PB 1. When active
(CDES is surrounded by a box), the current object or area being tracked
by the targeting IR camera (TRK is boxed — see PB 10, below) will be
designated as the current A/G target.
4.58
APPENDIX
For more information on the targeting IR camera, see Cockpit: 12.
Targeting IR Camera, p. 4.58.
MULTI
Center your target in the tracking gate using the pushbuttons described
above.
MISSIONS
1.
COMBAT
Pan Camera Left
FLIGHT
Pod Elevation
Pan Camera Up
COCKPIT
D ESIGNATE THE TARGET
Once you’re certain you’ve found your target, you can use the targeting IR
camera to designate it.
INTERFACE
1.
TOC
The IR targeting camera automatically cues toward your currently designated A/G target. You can then call up the Targeting IR page and pan the camera to look around.
INTRO
SELECTING WEAPONS
AND BOMB MODES
•
Choose how the weapons will be released.
•
Set the number to be released and intervals at which they are released
(ripple releases only).
•
Set the height of burst (HOB — for CBUs only).
•
Choose a bomb mode.
SELECT STATION(S)
1.
From the MPD main menu, press PB 3 (A/G ARM) to call up the A/G Arm page.
Right wing pylon
Right conformal pylons
Centerline pylon
PB 19
PB 20
Left conformal pylons
Left wing pylon
Below each the quantity and designation weapons carried on that
station are listed.
PB 20
Left Wing
Pylon
PB 18 Center Line Pylon
PB 17
Right
Conformal
Pylon
PB 16
Right
Wing Pylon
MULTI
PB 19
Left
Conformal
Pylon
MISSIONS
PB 16
PB 17
PB 18
COMBAT
Pushbuttons 16-20 of this menu select and deselect air-to-ground
weapon stations:
APPENDIX
4.59
FLIGHT
Most of the actions described below will be performed using the A/G Arm
page. For more additional information on the symbology and pushbutton features of this page, see 3. Air-to-Ground Armament (A/G ARM) Page, p. 2.28.
COCKPIT
Select the stations to release ordnance.
INTERFACE
•
TOC
Unlike air-to-air weapons, which are fired according to a predetermined
launch sequence, you must set up the type and quantity of and intervals at
which ground ordnance is released. You will need to take into consideration
the size and number of your targets, how close together they are, how
durable they are and what types of weapons you are using when determining the quantity and intervals for release. For each run you will:
INTRO
2.
Weapons can be released from the stations you have chosen in one of three
different ways:
•
Ripple single weapon (RP SGL). With each pickle, the total quantity of
weapons you have specified will be dropped one at a time at the interval you’ve set.
•
Ripple multiple weapons (RP MPL). With each pickle, one weapon is
dropped from each selected station at the interval you’ve specified until
the total quantity of weapons you’ve specified has been dropped. In other
words, if you have 2 stations (containing 4 weapons each) selected, and
you’ve specified 8 weapons to be dropped, then once you press the pickle
key, weapons will be released two at a time until all eight are released.
COMBAT
To choose an option, press its pushbutton on the A/G Arm page — PB 6
(1/STA), PB 7 (RP SGL) or PB 8 (RP MPL). Only one option can be selected at a
time — the selected option is boxed on the display.
FLIGHT
One weapon released per station (1/STA). With each pickle (i.e., each
time you press the WEAPON_PICKLE key or button), one weapon is
dropped from each selected station. If two stations are selected, two
bombs drop. If three stations are selected, three bombs drop.
COCKPIT
•
INTERFACE
CHOOSE A WEAPON RELEASE OPTION
TOC
Press the PB for each station from which you wish to drop weapons.
Multiple stations can be selected, but only if they are carrying weapons
with the same designation (i.e., GBU-10, BLU-49, etc.). A box appears
around the weapon designation when a station is selected. Press the
button again to deselect this option.
SET THE QUANTITY OF WEAPONS RELEASED
Controls the tens digit
PB4
Controls the ones digit
4.60
APPENDIX
If 1/STA (one weapon per station) is your currently selected release option,
this setting will have no effect on the total quantity of weapons released.
Total quantity is instead determined by the number of stations you have
selected.
MULTI
PB 3
MISSIONS
You must specify the total quantity of weapons released per pickle command
when either RP SGL or RP MPL weapon release option is active. This quantity
can range from 1 to 29, but the actual quantity dropped is limited by the
number of weapons loaded on the selected stations. The current quantity
setting appears between PBs 3 and 4 on the A/G Arm page.
INTRO
SET THE INTERVAL BETWEEN RELEASES
You must specify an interval for weapon release when either the RP SGL or RP
can range from 0 to 990ft — an interval of 200 would mean a weapon was
dropped every 200ft. The current interval setting appears between PBs 12
and 13 on the A/G Arm page.
Controls the hundreds digit
Controls the tens digit
If 1/STA (one weapon per station) is your currently selected release option,
this setting will have no effect on the weapon release interval. All weapons
are released at once.
Cluster Bomb Units (CBUs) have different radii of effect, depending on the
size and type and the height above the ground at which they explode. You
determine the size and type when you choose which CBUs to release. You
can set the height of burst on the A/G Arm page.
Set height of burst (HOB) — cycle through 300, 600, 1000, 1500
and 2000ft above ground level. The higher the CBU explodes, the
larger the area it will damage, but the less intense the damage.
Bomb modes control what symbology is displayed on the HUD to guide the
pilot through weapon release, and how much of the release procedure is controlled by the computer. PB 5 of the A/G Arm page cycles through these modes.
•
AUTO mode can be used with any type of delivery or weapon. The HUD
•
4.61
AUTO LOFT mode is the same as AUTO mode, except it assumes you want a
loft trajectory for the weapon released.
APPENDIX
provides you with azimuth steering information to help you align with
the target, calculates when the weapon should be released and gives
you a countdown. If you are pickling (i.e., pressing and holding the
WEAPON PICKLE key or button before the countdown reaches zero,
the weapon(s) are automatically released.
MULTI
Continuously Displayed Impact Point (CDIP) mode is perhaps most
effective when combined with a dive or pop-up delivery. The point where
the weapon will impact on the ground is continually re-calculated and projected onto the HUD, and a dive delivery (in which your aircraft is nosedown) or pop-up delivery (in which your aircraft is inverted) helps ensure
that this impact point is visible on the HUD until the weapon is released.
(In a level or loft delivery, the impact point can drop below the HUD FOV.)
MISSIONS
•
COMBAT
SELECT A BOMB MODE
FLIGHT
PB 14
COCKPIT
SET THE CBU HEIGHT OF BURST
INTERFACE
PB 12
PB 13
TOC
MPL is active. Intervals are determined in terms of feet of weapon range and
INTRO
ENGAGING
TOC
UNGUIDED WEAPONS
AUTO B OMBING M ODE
ASL
Command
Heading Cue
TD Diamond
Time to Release
Current
Bomb Mode
3.
From the A/G Arm page, press PB 5 until AUTO appears next to the button. Steering symbology will appear on your HUD.
4.
Steer toward the command heading cue to align yourself with the target. Center the Azimuth Steering Line (ASL) over the A/G reticle to
fine-tune the alignment. When your steering error is less than 20° (i.e.
your nose is positioned no more than 20° to the right or left of your
target’s azimuth position), time-to-release (TREL) is displayed at the bottom right of the HUD.
5.
When TREL is at 10 seconds, a release cue appears on the ASL. It will
move down to intersect the flight path indicator as TREL goes to zero.
Press the WEAPON_PICKLE key or button before TREL reaches zero,
and hold it down until TREL reaches zero.
6.
When TREL reaches zero, the weapon is dropped. If multiple weapons have
been selected for release, the release cue will reposition itself automatically
and the process will begin again. Continue to hold down the pickle and
center the ASL until all selected weapons have been released — the release
cue will disappear, and the A/G reticle will begin to flash at this point.
APPENDIX
Make sure a weapon station is selected, and that the release option,
quantity, interval and height of burst are set to your satisfaction. See
Selecting Weapons and Bomb Modes, p. 4.59.
MULTI
2.
MISSIONS
Designate a target, using one of the methods described under Finding
and Designating a Target, pp. 4.51.
COMBAT
1.
FLIGHT
4.62
Ground Range
to Target
COCKPIT
Frag Cue
A/G Reticle and
Range Arc
INTERFACE
AUTO bombing can be used with level, loft or dive deliveries. The HUD provides you with azimuth steering information, a target designator and information on when to expect the computer release of the bombs.
INTRO
TOC
If your steering error is greater than 20°, TREL and the release cue disappear from the screen. Re-align the ASL over the A/G reticle to bring them
back. For more information on symbology, see Cockpit: AUTO and AUTO LOFT
Bomb Modes, pp. 4.62-4.63.
AUTO LOFT B OMBING M ODE
2.
Make sure a weapon station is selected, and that the release option,
quantity, interval and height of burst are set to your satisfaction. See
Selecting Weapons and Bomb Modes, p. 4.59.
3.
From the A/G Arm page, press PB 5 until AUTO LOFT appears next to the
button. Steering symbology will appear on your HUD.
4.
a) Steer toward the command heading cue to align yourself with the
target. Center the Azimuth Steering Line (ASL) over the A/G reticle to
fine-tune the alignment. Time-to-release (TREL) and time-to-pull
(TPULL) are displayed at the bottom right of the HUD when the target
is within weapon range. TPULL counts down the time you have left
before you need to pull up to give the weapon its loft profile.
6.
When TREL reaches zero, the weapon is dropped. If multiple weapons
have been selected for release, the release cue will reposition itself automatically and the process will begin again. Continue to hold down the
pickle and center the ASL and ESL until all selected weapons have been
released — the release cue will disappear, and the A/G reticle will
begin to flash at this point.
4.63
APPENDIX
If your steering error is greater than 20°, TREL (or TPULL) and the release
cue disappear from the screen. Re-align the ASL over the A/G reticle to
bring them back. For more information on symbology, see Cockpit: AUTO
and AUTO LOFT Bomb Modes, pp. 4.62-4.63.
MULTI
Meanwhile, when TREL reaches 10 seconds, a release cue appears on
the ASL. It will move down to intersect the flight path indicator as
TREL goes to zero. Press the WEAPON_PICKLE key or button before
TREL reaches zero, and hold it down until TREL reaches zero.
MISSIONS
5.
COMBAT
b) The Elevation Steering Line (ESL, a horizontal bar) will appear five
seconds before TPULL expires. Pull up until the ESL is centered over
the A/G reticle.
FLIGHT
Designate a target, using one of the methods described under Finding
and Designating a Target, pp. 4.51.
COCKPIT
1.
INTERFACE
AUTO LOFT is similar to AUTO bombing mode, except it assumes a loft trajectory for the weapon and provides steering symobology to help you achieve it.
A loft trajectory gives the weapon a greater range.
INTRO
CDIP B OMBING M ODE
4.
In CDIP mode, the A/G reticle respresents the point where your
weapon(s) will impact. Steer so that the A/G reticle is aligned along the
azimuth with the TD diamond (if you have a designated target) or visual target, yet below it.
5.
When the A/G reticle is directly over your target, press and hold the
WEAPON_PICKLE key or button. The computer designates the point
where the A/G reticle was at the time of pickle as your A/G target, then
shifts to AUTO bombing mode to begin releasing weapons so they will
strike this target.
6.
Continue to hold the pickle down and center the ASL through each
weapon release until all weapons are released — the A/G reticle will
flash to signal you. If you let up on the pickle, the computer will revert
to CDIP mode and the next press of the pickle button will designate a
new target point.
4.64
APPENDIX
The frag cue represents the edge of predicted frag envelope for the currently selected weapon. To avoid the frag envelope, make sure your exit
maneuver brings this frag cue below the flight path indicator before the
weapon detonates.
MULTI
From the A/G Arm page, press PB 5 until CDIP appears next to the button. Steering symbology will appear on your HUD.
MISSIONS
3.
COMBAT
Make sure a weapon station is selected, and that the release option,
quantity, interval and height of burst are set to your satisfaction. See
Selecting Weapons and Bomb Modes, p. 4.59.
FLIGHT
2.
COCKPIT
Optional: Designate a target, using one of the methods described under
Finding and Designating a Target, pp. 4.51. You do not have to have
a target designated to use CDIP mode, but it is easier to align your run
if you do.
INTERFACE
1.
TOC
CDIP bombing mode
DIL
works best with a dive or
pop-up delivery — the
Frag Cue
computer projects the
impact point of the select- A/G Reticle
and
ed weapon onto your
HUD, and this point often Range Arc
outside the HUD FOV (i.e.,
not visible on the HUD)
unless you are nose-down or inverted.
INTRO
GUIDED WEAPONS
AGM-65 M AVERICK
Pointing Cross
Elevation Tick Marks
Toggle FOV
FLIGHT
Toggle Weapon Cueing
Return to MPD
Main Menu
COCKPIT
Azimuth and Elevation
INTERFACE
The Maverick is an air-to-ground missile. Once you have a lock, you simply
fire the missile. You will not need or see any bombing mode symbology.
TOC
The AGM-65D/G has an imaging IR seeker head capable of automatically
attempting to lock on to your currently designated target. You can also aim
it manually before launch via a video display in the Weapon Video page.
Needless to say, having the seeker cue automatically is much less of a hassle
for you. Occasionally, however, the seeker for some reason won’t be able gain
a lock or you might decide to fire a Maverick without designating a target.
To aim an AGM-65 automatically:
2.
Make sure an AGM-65 weapon station is selected. Only one AGM-65 can
be released at a time. See Selecting Weapons and Bomb Modes, p. 4.59.
3.
From the MPD main menu, press PB 19 to call up the Weapon Video
page, and press PB 6 on this page until AUTO appears next to the button.
The seeker head attempts to lock onto the target — when the targeting
cross hairs are centered over the target, you have a lock.
4.
Press and hold down the WEAPON_PICKLE key or button to launch
the Maverick.
Optional: Designate a target, using one of the methods described under
Finding and Designating a Target, pp. 4.51.
2.
Make sure an AGM-65 weapon station is selected. Only one AGM-65 can
be released at a time. See Selecting Weapons and Bomb Modes, p. 4.59.
APPENDIX
4.65
1.
MULTI
To aim an AGM-65 manually:
MISSIONS
Designate a target, using one of the methods described under Finding
and Designating a Target, pp. 4.51.
COMBAT
1.
INTRO
3.
a) From the MPD main menu, press PB 19 to call up the Weapon Video
page, and press PB 6 on this page until MAN appears next to the button.
4.
Press and hold down the WEAPON_PICKLE key or button to launch
the Maverick.
For more information on the symbology and pushbuttons used on this page,
see Weapon Video: AGM-65, p. 2.59.
Missile in Standby (when boxed)
Missile Ready for Launch
Slew Seeker Head,
Control Yaw In-Flight
Slew Seeker Head,
Control Yaw In-Flight
Return to Main Menu
Nose Index
Activate Target Track
Toggle Launch Mode
(Auto/Man)
APPENDIX
4.66
Slew Seeker Head,
Control Pitch In-Flight
MULTI
Toggle Weapon
Cueing (Auto/Man)
MISSIONS
Return Missile
to Boresight
Aiming Crosshairs
COMBAT
Slew Seeker Head, Control Pitch In-Flight
FLIGHT
The GBU-15 has two launch modes — direct and indirect. In direct (Lock on
Before Launch, or LOBL) launch mode, you simply designate your target,
aim the seeker head toward it, gain a lock and release — the seeker head can
be manually or automatically aimed to target. In indirect (Lock on After
Launch or LOAL) launch mode, you can also steer the weapon after it is
released using the video information displayed in the MPD. You must have
an AN/AXQ-14 datalink pod mounted on your aircraft to do this — this
feeds the steering information to the GBU-15.
COCKPIT
GBU-15
INTERFACE
c) When you have the cross hairs over your target, press PB 10 (TRK) to
signal the missile to begin tracking this target.
TOC
b) Slew the targeting cross hairs to center them over your target, using
PBs 3, 8, 13 and 18. (PB 7 Toggles between wide and narrow FOVs and
may help you zero in on your target.)
INTRO
To release a GBU-15 in direct mode with automatic weapon cueing:
2.
Make sure a GBU-15 weapon station is selected — only one GBU-15 can
be released at a time. Select a bombing mode — the GBU-15 was designed
to be released from standoff range, so AUTO LOFT is the preferred bombing
mode. See Selecting Weapons and Bomb Modes, p. 4.59.
3.
a) From the MPD main menu, press PB 19 to call up the Weapon Video
page. Press PB 9 on this page until DIR (direct launch mode) appears
next to the button.
4-6. Continue with steps 4 through 6 as described under AUTO Bombing
Mode (p. 4.62), AUTO LOFT Bombing Mode (p. 4.63) or CDIP
Bombing Mode (p. 4.64), according to which bombing mode you are
in. (AUTO LOFT is the preferred mode for the GBU-15.)
1-2. As above.
3.
b) Press PB 6 on this page until MAN appears next to the button.
d) When you have the cross hairs over your target, press PB 10 (TRK) to
signal the missile to begin tracking this target.
APPENDIX
4.67
MULTI
4-6. Continue with steps 4 through 6 as described under AUTO Bombing
Mode (p. 4.62), AUTO LOFT Bombing Mode (p. 4.63) or CDIP
Bombing Mode (p. 4.64), according to which bombing mode you are
in. (AUTO LOFT is the preferred mode for the GBU-15.)
MISSIONS
c) Slew the targeting cross hairs to center them over your target, using
PBs 3, 8, 13 and 18. (PB 7 toggles between wide and narrow FOVs and
may help you zero in on your target.)
COMBAT
a) From the MPD main menu, press PB 19 to call up the Weapon Video
page. Press PB 9 on this page until DIR (direct launch mode) appears
next to the button.
FLIGHT
To release a GBU-15 in direct mode with manual weapon cueing:
COCKPIT
b) Press PB 6 on this page until AUTO appears next to the button. The
seeker head attempts to lock onto the target — when the targeting
cross hairs are centered over the target, you have a lock.
INTERFACE
Designate a target, using one of the methods described under Finding
and Designating a Target, pp. 4.51.
TOC
1.
INTRO
To release a GBU-15 in indirect mode:
For indirect launch mode to be available, you must have an AXQ-14 D/L
(datalink) pod loaded on your aircraft. See AN/AXQ-14, p. 4.6.
3.
a) From the MPD main menu, press PB 19 to call up the Weapon Video
page. Press PB 9 on this page to select indirect (IND) launch mode.
TRANS
Transitional profile — you can control the weapon’s yaw (heading), but not its pitch, after launch.
TERM
Terminal profile — you can control the weapon’s pitch and yaw
after launch.
c) Slew the seeker head using PBs 3, 8, 13 and 18 until the aiming cross
hairs are centered on the target.
4-6. Continue with steps 4 through 6 as described under AUTO Bombing
Mode (p. 4.62), AUTO LOFT Bombing Mode (p. 4.63) or CDIP
Bombing Mode (p. 4.64), according to which bombing mode you are
in. (AUTO LOFT is the preferred mode for the GBU-15.)
GBU-15 is locked onto a target, it will attempt to fly itself to that target.
For more information on the symbology and pushbuttons used on this page,
see Weapon Video: GBU-15, p. 4.66.
MISSIONS
After launch, control the missile’s yaw with PBs 3 and 13 (TRANS or
TERM profiles). Control pitch with 8 and 18 (TERM profile only). Once the
COMBAT
d) When you have the cross hairs over your target, press PB 10 (TRK) to
signal the missile to begin tracking this target.
FLIGHT
The weapon flies ballistically (i.e., with an unguided trajectory)
for 1.75 seconds after release, then automatically enters a transitional (TRANS) profile.
COCKPIT
NORM
INTERFACE
b) As soon as you select indirect launch mode, three launch profiles now
become available. PB 7 cycles through them, and the currently selected
mode appears above the button. The launch profile determines the
amount of steering control you will have over the weapon after launch.
7.
TOC
1-2. As on previous page.
MULTI
APPENDIX
4.68
INTRO
PAVEWAYS
1-6. Follow steps 1 through 6 as described under AUTO Bombing Mode
(p. 4.62).
8.
When TIMPACT is around 20 seconds or less, begin lasing the target.
Click on PB 19 of the Targeting IR page to enable the laser designator
— LASE appears next to the button when the laser is enabled. Keep an
eye on this cue — if the word “MASK” appears, something is blocking
the laser LOS and the target is no longer being designated. If the laser
becomes masked, the Paveway will continue ballistically (i.e., in an
unguided trajectory), and may or may not hit the target. If you are able
to unmask the laser and re-lase the target, the missile may or may not
be able to re-acquire the laser signal and re-orient to target.
To engage a target:
2.
Wait until the target is within range — the range arc on the reticle
marks your target’s range in the same way as the range arc in CDIP
bombing mode. Each tick mark on the reticle represents 1000ft of range
— the range arc moves counter-clockwise as range decreases. When
only half of the reticle is covered by the arc, the target is at the gun’s
maximum range of 6000ft. Minimum gun range is 0ft.
3.
Press the gun trigger (joystick button 1) to fire.
APPENDIX
Steer to position the A/G reticle over your target.
MULTI
4.69
1.
MISSIONS
The CDIP sight is used to aim the gun while in A/G master mode. When you
press the GUN_SELECT 1 key to select your gun while in A/G master
mode, this symbology appears on your HUD. Note that the gun is mainly a
defensive weapon to be used against air threats. It is only effective against
soft ground targets.
COMBAT
M1A61 CANNON
FLIGHT
From the MPD main menu, press PB 12 to call up the Targeting IR page.
COCKPIT
7.
INTERFACE
AUTO bombing mode is the preferred mode for Paveways — in this mode,
time-to-impact (TIMPACT) is displayed in the bottom right corner of the
HUD (and mirrored on the bottom center of the Targeting IR page) after
weapons are released. You will use TIMPACT to determine when to begin
lasing your target.
TOC
Paveways are laser-guided bombs. You release them as you would ordinary
weapons, except that post-release and prior to impact you guide them to target using the laser-designator mounted in the targeting pod of the LANTIRN
system.
INTRO
GETTING OUT
•
•
•
You’re out of A/A ordnance
You’re low on fuel
You’ve taken significant damage already
COCKPIT
In any of these cases, get strategic — check the systems status and air ordnance for the aircraft in your flight (press the FLT_STATUS cS and
FLT_WEAPON_CHK cW keys, or press the RADIO_1_TRANSMIT t
key to access the flight communications menu). Use your strongest and bestarmed aircraft judiciously.
INTERFACE
The only factors that might limit your desire to dogfight on egress are —
TOC
The principle of getting out is the same as getting in — keep your aircraft
intact. Now, however, you are not loaded down with air-to-ground ordnance
and don’t need to be so eager to avoid an air skirmish. This is a good thing,
because those bombs you dropped gave everybody a really good idea where
you are.
For a review of flight command hotkeys, see Flight Commands, p. 4.44.
If you are low on fuel, remember that flying at high altitudes conserves fuel,
especially when flying at higher speeds. Flying at cruising speed at any altitude (Mach 0.8 or so) conserves fuel at any speed. See Combat Fuel Flow,
p. D.1, for a chart of fuel flow at different altitudes and speeds.
FLIGHT
COMBAT THEORY
COMBAT
POSITIONAL GEOMETRY
4.70
APPENDIX
To develop a complete understanding of air combat, you need to know a few
geometrical concepts: angle-off, aspect angle, closure rate, turn rate/radius and
corner speed. All describe the differences in position, speed and flight path
between your aircraft and an air target.
MULTI
Geometry plays a large role in air combat, even when you never achieve
visual contact with your opponent. Positional geometry aids your missile in
reaching its target, can keep you from entering a combat area prematurely,
and can help get you out of a dangerous situation.
MISSIONS
The F-15E is called a Strike Eagle because it is primarily assigned “strike” —
air to ground — missions. This means that for at least part of the mission, it
is loaded down with ordnance, and should not be involved in any closerange fighting. The goal is to gain a good aspect angle (firing position) on
your opponent while he is BVR (Beyond Visual Range). Once you have a positional advantage, you can fire missiles at the enemy from a prudent distance.
INTRO
A SPECT A NGLE
C LOSURE R ATE (V C )
MISSIONS
An aircraft’s turn rate is the number of degrees it can pivot per second. An
aircraft with a high turn rate can turn quickly. An aircraft’s turn radius, is
the distance it requires to turn. An aircraft with a low turn radius can turn
sharply. Note that an aircraft can have a fast turn rate, but require a large
turn radius, or vice versa.
COMBAT
T URN R ATE /R ADIUS
FLIGHT
Closure also impacts weapon performance. At a high positive closure rate,
the range to the target is rapidly decreasing. A missile doesn’t have as far to
fly, since the target reduces range by flying into the missile. If the closure
rate is high and negative, the target is moving away and the missile must fly
farther to overtake it.
COCKPIT
Closure describes your aircraft’s speed relative to the speed of your target.
The closure rate appears next to the Target Range caret. A positive closure
means the target is approaching you; a negative closure means it is moving
away. The larger the number, the faster the range is changing. A closure of
-700 knots means the target is moving away from you very quickly while a
closure of +70 knots means the distance is decreasing.
INTERFACE
A “9R” aspect angle means you are perpendicular to your target, facing its
right wing. At “4R”, you see the target’s right wing as it crosses your flight
path at a 40° angle. At “0” aspect angle, you are facing the aircraft’s tail,
and at 180°, you are facing its nose.
TOC
Aspect angle indicates which aspect of the target is facing you, and is measured in degrees. Think of it as a numerical way of expressing what part of
the target you’re looking at. With radar lock, the target aspect angle appears
next to the altitude of the target.
MULTI
APPENDIX
4.71
INTRO
PURSUIT CURVES
To initiate lead pursuit, bank your aircraft so that your nose is headed
for a point just ahead of your opponent’s nose. (Keep in mind that
tighter turns bleed off kinetic energy — continually turning will cause
you to lose speed.
FLIGHT
COMBAT
In an unencumbered F-15E, you are about mid-way down the charts regarding
agility, i.e., you’ll be able to out-turn about half the aircraft that are out there.
If you’re lucky enough to be in the aircraft with the smaller turn radius, lead
pursuit tactics can give you a continuing advantage. By making sharper turns
than your opponent, you cut across his flight path. This, in turn, reduces
your target aspect angle, brings you closer to your opponent, and increases
your closure rate. (If you’re in a loaded Strike Eagle, you won’t be able to outturn anyone, and should avoid getting in a turning fight at all costs.)
COCKPIT
As its name implies, lead pursuit refers to predicting the flight path of a target. You guess where the threat will be in the immediate future, and then
point your nose at that predicted position. By redirecting your flight path so
that it crosses the target’s flight path, you stand a better chance of striking
the enemy with your weapons. Lead pursuit is the best position to be in for
firing missiles; it doesn’t have to adjust its course as much. Of course, the
trick is to accurately predict where your opponent is going to go.
INTERFACE
L EAD P URSUIT
•
TOC
There are three types of pursuit — lead, lag and pure. While these are useful
in close-range fighting, they can also be used to keep an appropriate distance from the enemy. Depending on the situation, you may find all three
necessary.
MISSIONS
MULTI
APPENDIX
4.72
INTRO
L AG P URSUIT
•
Turn rates/radii
0°
19
0°
25
Slower, more
Faster, less
Pure pursuit is a direct chase — simply point your aircraft directly at
the target and follow its maneuvers as closely as possible.
APPENDIX
4.73
MULTI
Pure pursuit is most useful when firing weapons at close range, where you
can place your sight directly over the target and fire. Don’t overlook the
danger of overrunning your opponent. In pure pursuit, if you pass by the
enemy, you are the perfect position to be shot down: directly ahead of him.
MISSIONS
P URE P URSUIT
•
COMBAT
By using lag pursuit, the outer pilot is matching the other aircraft’s turn
rate. The end result is that you fly in a concentric circle outside the other
plane’s flight path, ending up directly on his tail.
FLIGHT
maneuverable
maneuverable
Why shouldn’t the outer pilot try to
plane
plane
bring the inner aircraft into position
with lead pursuit? If he does, he’ll put a tremendous strain on his F-15, plus
risk overshooting his opponent — thereby putting himself at risk.
Additionally, his aircraft will rapidly bleed off speed as drag increases, wasting his initial velocity advantage. However, using lag pursuit would keep
him from overshooting and conserve his energy (in the form of speed).
COCKPIT
The diagram on the right compares the
turn rates (measured in degrees per
time allotted) of two aircraft. At the
low speed needed for a 4G turn, the
inner, more maneuverable aircraft
obviously has a significant turn rate
and turn radius advantage over the
other aircraft.
INTERFACE
Lag pursuit is the exact opposite of lead pursuit. Instead of making a tight
turn in the direction your opponent is headed, you use a “softer” turn with a
larger radius to follow a point just behind the tail of the enemy aircraft. The
potential advantages of lag pursuit are illustrated in the following example.
TOC
To execute lag pursuit, pull back on the stick until the target aircraft is
positioned just above the flight path indicator in your HUD. Then, ease
up slightly on the stick to maintain the enemy’s position in your HUD.
INTRO
SPEED VS. ALTITUDE
The energy elements of speed and altitude are the core components of aerial
combat. Altitude is a measurement of the aircraft’s potential energy, which
can be converted to speed by diving. Speed is a measure of an aircraft’s kinetic energy, which can be turned into altitude by climbing. Think of kinetic
energy as energy in motion, and potential energy as energy in reserve.
TOC
At any given instant, an aircraft possesses both a certain amount of kinetic
energy (speed) and a certain amount of potential energy (altitude). This
energy translates directly into maneuverability. Air Combat Maneuvering, or
ACM, is a game of managing energy to maximize maneuverability and defeat
the enemy. Finding the balance between speed and altitude requires skill
and timing.
INTERFACE
4.74
APPENDIX
You can take one of two approaches when you find yourself in a combat situation — you can choose the energy fight or the turn fight. The F-15 is a
workhorse much more adapted to an energy fight. Give real thought into
who your opponent is before committing to a turning fight — and if you are
carrying air-to-ground ordnance, don’t even consider it.
MULTI
When you’ve got an enemy on your six that’s about to fire at you, you need
to extract every ounce of maneuverability possible from your airframe. And
when you’re out of energy, you have to get some back. You can do so by
applying thrust, relaxing your turn radius or diving to gain airspeed. In
some cases, you may even need to bleed off speed by climbing or pulling
tight turns.
MISSIONS
Because you want maximum maneuverability from your aircraft at all times,
you must ration your energy use, always maintaining a sufficient supply for
whatever maneuver you might execute. For example, don’t go into a tight
turn at a high speed if you can accomplish the same task with a slow turn.
Before expending energy, determine whether what you get in return (such as
a shot opportunity) is worth the loss of energy.
COMBAT
A cardinal rule of air combat is that an aircraft with energy has maneuvering
options; an aircraft without energy becomes a target. Maneuvering uses energy, and every unnecessary maneuver you make “burns” kinetic energy. When
it’s gone, you can’t easily get it back. “Low and Slow” is a deadly situation.
FLIGHT
Potential and kinetic energy are exchangeable. An aircraft at high altitude
and low speed has lots of potential energy, but little kinetic energy. By diving, the aircraft can convert its altitude into speed and increase its kinetic
energy. Similarly, the aircraft can convert some kinetic energy back to potential energy by climbing. The aircraft slows down, but its altitude increases.
COCKPIT
E XCHANGING E NERGY
INTRO
CHOOSING YOUR ATTACK
Remember, it is easier to transition from an energy fight (high speed) to a
turning fight (low speed) than the other way around.
COCKPIT
Second, estimate your energy status. If you enter a fight 200 or 300 knots
above your corner speed, don’t waste all of that energy and decelerate to
achieve your aircraft’s corner speed. Instead, initiate an energy fight and
make use of your power. A well-flown energy fight is difficult to beat.
INTERFACE
First, estimate your turn performance versus your opponent’s. Maintaining
your corner speed (the optimal balance between turn rate and airspeed)
means nothing if the bandit can out-maneuver your best turn.
TOC
Unarguably, the first few seconds of a fight are the most important and can
often determine the outcome. Most dogfights last less than one minute,
meaning that whoever gains the initial advantage usually wins. Every fight
is different, and an aircraft designed for turn fighting may find itself better
suited for an energy fight. How do you decide which to use?
T HE E NERGY F IGHT
4.75
APPENDIX
The energy fight requires discipline, though. One speed-bleeding turn, and
you immediately lose your energy advantage.
MULTI
If you execute the initial turn correctly, you’ll remain outside your enemy’s
weapon envelope (range at which his weapons are effective) for nearly the
entire fight. You choose when and where to engage, always bringing the
fight on your terms. Thanks to your speed surplus, you can enter and exit
the fight almost at will.
MISSIONS
While the bandit busily executes a high-G turn to enter the fight, you (as the
energy fighter) zoom away in a spiraling dive or climb. Eventually, you can
execute a wide turn (to conserve airspeed) and make another offensive pass.
COMBAT
When you choose the energy fight, you basically concede turn performance to
the enemy and rely instead on speed. With an F-15E that’s a good choice, your
speed is almost always going to be superior to your turning ability. You must
keep your airspeed extremely high, minimizing the distance between you and
your enemy’s aircraft as you make a series of head-on attacks. The idea is to
strike, then outrun your opponent’s weapon range (not too difficult if the bandit
has only guns or heat-seeking missiles). The Strike Eagle is a beautiful energy
fighter, because it has powerful engines that can give it speed enough to attack
and then get out of the range of most other aircraft.
FLIGHT
In an energy fight, you take advantage of the F-15’s superior speed and
avoid unnecessary turning. Ideally, you want to start the fight in an advantageous position, such as directly behind the bandit in his 6 o’clock low
blind spot. Most of the time, however, that’s not an option. You must rely on
your energy advantage and skills to overcome your adversary.
INTRO
T HE T URNING F IGHT
APPROACH AN ENEMY HEAD-ON
MULTI
APPENDIX
4.76
MISSIONS
Sometimes, however, you’ll find yourself in a turning fight regardless of your
intention. In this case, take a moment to consider what aircraft you are pitted
against. If it is your equal, or better, save yourself and jettison all your air-toground ordnance. You’ll scrap the mission, but it’s better than losing everything.
COMBAT
Surprise is a decisive factor in successful air-to-air combat. The goal is to take
out an intercept team before they’ve even spotted you, you save yourself a
costly dogfight which you (usually an overloaded strike team) were likely to
lose. Often however, you’ll pick up a bandit closing in on you rapidly headon at about the same time he’s found you. You’re in a race to get off a missile
hit first, but if neither of you is successful on this crucial first pass, you’re
both going to have to loop around and try it again — or you take advantage
of an opportunity to make a break for it. Remember, if you’re on a strike mission your primary goal is delivering your air-to-ground ordnance to target.
You want to avoid having to jettison this ordnance if at all possible.)
FLIGHT
There are situations where a turning fight is could turn out well for an F-15,
but usually only when your side outnumbers the enemy. It takes teamwork
for an F-15E to make a turning fight work successfully against more nimble
opponents.
COCKPIT
The merge, or meeting the bandit head on, generally leads to one of two
types of turning fights: one-circle or two-circle. You should choose a twocircle fight when you’re flying a more maneuverable aircraft than your
enemy. Use a one-circle fight if you have all-aspect missiles (or if you believe
the enemy doesn’t have them).
INTERFACE
The idea behind a turning fight is to reduce the amount of room in which
the enemy can make a turn. You accomplish this during the merge (head-on
pass) by minimizing lateral separation, or the horizontal distance that separates your aircraft from your enemy’s.
TOC
The less optimal choice in combat is to enter a maneuvering fight and rely
on your turn performance to win the day. Since the F-15E is less agile than it
is fast, if you get caught in a turning fight it’s usually the result of poor
planning, being on the defensive, or misjudging your opponent.
INTRO
Two-Circle Fights
Two-Circle
Fight
TOC
Lateral Separation
Conversely, if the bandit has significantly better turn performance than your
aircraft, deny him the chance to use it by closing in at maximum speed with
as little lateral separation as possible.
COMBAT
One-Circle Fights
One-Circle Fight
MISSIONS
One-circle fights commence when
you and your opponent loop in the
same direction (instead of the opposite direction, as in two-circle fights).
One of you loses lateral separation,
relying instead on turn radius to outmaneuver the enemy. In general,
only use the one-circle fight when
you have a significant turn radius
advantage over the bandit.
Lateral Separation
MULTI
APPENDIX
The one-circle fight tends to keep
you and your target closer together
than the two-circle fight. If you choose to turn away from your opponent,
you’ll momentarily lose sight of him as he crosses your tail. In fighters with
poor rearward visibility, this loss of visual contact can be devastating. Since
taking the one-circle approach surrenders the lateral separation to the bandit,
you should minimize lateral separation during your next head-on approach.
4.77
FLIGHT
In two-circle fights, always attempt to minimize lateral separation. If the
enemy aircraft has substantially worse turn performance than you, don’t
give him any extra room to work with — keep lateral separation to the bare
minimum you require for your turn.
COCKPIT
Two-circle fights rely more on turn
rate than turn radius. You create
only enough lateral separation at
the merge point to allow for your
full turn radius, and then rely on a superior turn rate to bring your nose
back to bear on the threat. Two-circle fights keep your target in view at all
times and tend to increase the lateral separation between the two aircraft.
INTERFACE
After you and your opponent pass
each other (or merge), you both loop
around in opposite directions, trying
to get on each others’ tail. The distance between your flight paths is
turning room that both of you use.
The turn radii of your aircraft overlap.
INTRO
Making the Initial Turn
TOC
Timing the initial turn in a head-on approach is critical to maintaining the
advantage during a fight. Turning too soon pulls you across the bandit’s
nose, which not only gives him a snapshot opportunity, but also puts you
on the defensive. Turning too late, on the other hand, puts you out of position and allows the bandit to gain a better target aspect angle on you.
A perfectly timed turn will deny the bandit any advantage while maximizing your own performance. However, while the initial turn is important, you
may soon find yourself in a twisting, turning fight. When this happens, you
need to apply additional air combat skills and maneuvers (discussed in the
next section).
INTERFACE
BASIC FIGHTER MANEUVERS
COCKPIT
The following section examines various air-to-air maneuvers and describes
how to use them to your advantage during combat. It is assumed that you
have jettisoned any air-to-ground ordnance before you begin maneuvering.
MISSIONS
Firing Solution. In the world of combat, getting into position for a good
shot is often called “achieving a firing solution.” It can happen in half a second, or it may take several minutes. The manner in which you attain this
position differs from conflict to conflict, so it’s imperative that you develop a
good reserve of combat maneuvers.
COMBAT
Call for help. For most of the combat you’ll encounter, the most effective
maneuver you can try is simply calling in the cavalry to take care of enemy
fighters. There are usually F-15Cs flying Combat Air Patrols nearby, and
they are the solution to most problem situations. When they don’t arrive in
time, however, you’ll need to know the best ways to face down a bandit.
FLIGHT
Although a loaded-down Strike Eagle is slow and unwieldy, an unencumbered F-15E in its own right is a perfectly fine fighter. In fact, as far as fighters go, it’s about midway down the pecking order. You can hold your own
against about half the fighters you might encounter, but you’ve got to watch
out for the other half.
BREAK TURN
Use the break turn to evade enemy fire. Follow with a turn in the opposite direction.
•
Initiate a break turn by banking (push the joystick to one side, and then pull it
sharply toward you).
4.78
APPENDIX
The break turn is the most basic combat maneuver, for it rapidly increases
MULTI
•
INTRO
COCKPIT
Once you move through the break turn, immediately follow it with another
maneuver. Sustaining a break turn too long is dangerous — it makes you a
wide-open, predictable target. As a rule, your next maneuver should further
remove you from the bandit’s weapon envelope. Try an immediate scissors turn
in the opposite direction. Your opponent will be going too fast to lead your
turn, and you may be able to maneuver into a more advantageous position.
INTERFACE
You can make a tight, instantaneous break turn (in which you lose speed, but
increase aspect angle), or you can make a sustained break turn (in which you
conserve speed, but may decrease aspect angle). Making a hard break turn
bleeds airspeed, which in turn, can cause your enemy to overshoot. Generally,
the closer you think the enemy is to firing, the harder you should turn.
TOC
the aspect angle (angle between you and your enemy’s flight path) when a
bandit is preparing to shoot you. It is a high-G maneuver that takes advantage of a maximum instantaneous turn rate and forces your attacker to take a
high-aspect angle shot.
BARREL ROLL
FLIGHT
•
Defensively, use the barrel roll to force your attacker to overshoot and
pass you.
•
Initiate a barrel roll by rolling slightly and applying pitch. Keep the
nose pitched to spiral around the axis of your flight path.
O FFENSIVE B ARREL R OLLS
4.79
APPENDIX
If you find yourself traveling too fast, you may both overshoot your foe and
fly directly into his gun envelope. This happens because your closure rate is
too high, and you overtake your target. The barrel roll provides an effective
solution by wasting speed.
MULTI
The barrel derives its name from the flight path the aircraft performs, circumscribing the shape of a barrel as the aircraft rolls around a central axis.
It is an energy management maneuver possessing both offensive and defensive potential.
MISSIONS
Offensively, use the barrel roll if you’re overtaking an enemy too quickly.
COMBAT
•
INTRO
TOC
If you can’t bleed enough speed with a barrel roll, pull back harder on the
stick and execute a roll opposite the direction of your current turn. The
increase in pitch reduces airspeed, and the rollout turns you away from the
target and keeps you from overshooting. As you complete the roll, you’ll be
back on your original course, but at a slower airspeed.
D EFENSIVE B ARREL R OLLS
•
Never purposefully enter a scissors fight — it bleeds off speed and altitude.
•
To break a stalemate, roll 180° during one of the passes.
4.80
APPENDIX
Once in a scissors, there’s nothing to do but keep turning into the bandit.
This bleeds off both speed and kinetic energy. The “winner” of a scissors
match is usually whoever can conserve enough energy to force his opponent
MULTI
If you’re an attacker, the only way you can get into a scissors duel is by
starting a maneuver too late and overshooting. If you’re on the defensive,
you correctly predicted his overshoot, but reacted too quickly and compounded the attacker’s error.
MISSIONS
Scissor moves reduce the forward velocity vector, or the fighter’s speed along
the axis of its flight path. The aircraft turns across the flight path at varying
speeds, reducing its average forward speed with every turn.
COMBAT
Scissoring refers to a series of reversing break turns in which two aircraft
turn back and forth toward each other, each trying to force the other out in
front. This usually begins when the attacker starts a late high yo-yo (see
next page) or barrel roll and realizes he’s going to overshoot his target. The
defender, predicting the overshoot, reverses his turn. Although this is the
right solution, he turns toward the attacker too soon, resulting in a fairly
neutral pass and initiating scissors.
FLIGHT
Scissoring occurs when an attacker overshoots, and the target reacts by making a reverse turn too early (before the attacker crosses his weapon envelope). You shouldn’t try this against more maneuverable aircraft. The outcome will always favor the most agile competitor.
COCKPIT
SCISSORS
INTERFACE
Defensively, the barrel roll can be used to force a quickly approaching
attacker to overshoot. It can also maintain enough angle-off-tail to put you
out of his lethal cone of fire. Defensive barrel rolls must be carefully timed,
however. Initiate the roll too soon, and the bandit will follow you through
it. Start too late, and the bandit will have several shot opportunities before
you begin the turn. Perfect timing requires that you both surprise the
enemy and deny him sufficient reaction time.
INTRO
TOC
out front and bring the aircraft’s nose around for a shot. More often than
not, scissoring ends when one aircraft loses so much speed that it stalls out
and plummets. If the other aircraft has any energy left, it can roll, dive and
take a shot before the falling aircraft can recover.
V ERTICAL R OLLING S CISSORS
Attacker
Defender
COMBAT
MISSIONS
Don’t try this if your enemy has IR missiles — the split-S invites a heat
seeker up your exhaust pipe. If you can’t get outside the bandit’s weapon
range, then you have to win the scissors fight. If you can’t win the fight by
out-turning the bandit, you’re as good as dead.
FLIGHT
In a guns-only environment, you may be able to escape scissors by executing
a split-S (see p. 4.83) immediately after crossing your opponent’s tail. Then,
by rapidly increasing your speed, you can outrun his guns.
COCKPIT
Alternatively, two pilots about to engage may begin a series of barrel rolls
instead of break turns. The resulting vertical rolling scissors is a speedreducing maneuver as well, draining kinetic energy during the series of
climbs, reverse turns and overshoots. Each time the aircraft cross paths, they
risk both collision and gunfire. Allowing too much lateral separation (passing too far apart) affords your opponent a shot opportunity, while passing
too close may result in a crash.
INTERFACE
Scissors
MULTI
APPENDIX
4.81
INTRO
HIGH-SPEED YO-YO
•
Perform by relaxing a turn, then
pulling up into a sharp climb.
Invert, then apply pitch to slide
back down onto the threat’s tail
at a reduced aspect angle.
High-Speed Yo-Yo
Attacker
Defender
R OLLAWAY
MISSIONS
A variation of the high-speed yo-yo, the rollaway involves rolling away from
the target’s turn as you invert. By diving and reversing direction with a 180°
turn, you can drop in behind the defender’s tail as he ends his break turn.
COMBAT
Don’t make the yo-yo too extreme. Once you commit to a large one, you’ll be
unable to respond to any sudden changes the bandit may make. Patiently
work small yo-yos by bringing the nose just above the horizon.
FLIGHT
Roll out slightly when your enemy initiates a break turn (maintaining lag
pursuit), then pull the nose up. At the apex of the climb, invert and roll
back down onto your target’s six o’clock position. You’ll be further away
from him, but in a better firing position.
COCKPIT
The high-speed yo-yo is a basic
component of offensive air combat
and reduces target aspect angle at the cost of increasing the distance
between you and your target. The yo-yo begins during a turning fight when
you have assumed an aggressive position behind the bandit, but are stuck in
lag pursuit and unable to bring your nose to bear. In this case, you can use
gravity to your advantage.
INTERFACE
Use the high-speed yo-yo to
reduce target aspect angle and
bring a target into your firing
cone.
TOC
•
MULTI
APPENDIX
4.82
INTRO
LOW-SPEED YO-YO
•
Low-Speed Yo-Yo
This maneuver decreases
range at the cost of increasing
target aspect angle.
•
Execute by diving inside of a
target’s turn and gaining airspeed. Then, pitch up and
slide onto his tail once more.
Attacker
Defender
Use the low-speed yo-yo when you have a good shot opportunity, but you’re
still outside your weapon’s maximum range. This often occurs in chases
where the bandit has superior speed and is trying to run home in level
flight. You’re chasing him, but he remains just outside your weapon’s effective envelope.
FLIGHT
To get closer to your target, lower your nose below the horizon and dive.
This increases speed, but almost always forces you into lag pursuit and
increases target aspect angle. A low yo-yo, therefore, almost always requires
an immediate high yo-yo to correct the angle problem generated by the
increase in speed.
COMBAT
C OUNTERING A L OW -S PEED Y O -Y O
MULTI
If you anticipate your attacker’s low-speed yo-yo, try making a half-roll
toward the end of your break turn, then roll out of the turn instead of carrying through with the original break turn. By rolling in the opposite direction, you face your attacker’s nose as he emerges from his dive. This brings
the fight back to a merge pass.
MISSIONS
Be careful not to dive too steeply during this maneuver — you may be unable
to bring your nose to bear on the target if it ends up too far above you.
APPENDIX
4.83
COCKPIT
The low yo-yo is the logical opposite of the high yo-yo, and achieves the
exact opposite effect. While the purpose of the high yo-yo is to decrease target aspect angle (at the cost of increasing range), the low yo-yo is intended
to decrease range (at the cost of increasing target aspect angle).
INTERFACE
•
TOC
Use the low-speed yo-yo when
you have a good firing angle
but need to bring the target in
range.
INTRO
UPHILL TURN (IMMELMAN)
•
Immelman
DOWNHILL TURN (SPLIT-S)
Use the Split-S to increase airspeed or
bleed off altitude.
A Split-S is a diving half loop used to disengage a threat. It requires a lot of vertical airspace, so make sure you’re at least several
thousand feet above the ground beforehand.
APPENDIX
4.84
MULTI
The split-S makes a great escape maneuver in a guns-only environment
because the rapid speed gain moves you out of gun range. It’s usually ineffective against missiles, though, since they have significantly longer ranges.
MISSIONS
Defender
The split-S has the advantage of
providing a quick burst of speed.
Additionally, rolling inverted adds
the aircraft’s lift vector to gravity,
thus increasing the force of acceleration and adding speed. On the
down side, however, this increased
speed increases the vertical turning
radius, making it hard to pull the
nose up into level flight. Starting a
split-S from low altitude, or maintaining too much speed during the
dive, can prevent the aircraft from
pulling out of the dive.
COMBAT
Attacker
FLIGHT
During a turn, invert by rolling, then immediately pull back on the stick to
go into a dive. Your aircraft will rapidly accelerate and gain airspeed. Pull
back on the stick until the aircraft levels out, then ease into level flight.
You’ll be un-inverted, and you’ll
have a higher airspeed and lower
Split-S
altitude.
COCKPIT
•
INTERFACE
The Immelman is a high-thrust maneuver that
changes your bearing and increases your altitude. By pitching the nose up and climbing,
you can execute one-half of a loop. To terminate, you roll level. This leaves you flying in
the opposite direction, but at a higher altitude.
TOC
Use this maneuver to increase altitude
and reverse direction.
INTRO
HOME
DESIGNING A MISSION
DESIGN QUESTIONS
•
How many flights of what friendly aircraft?
•
What type of loadouts?
What type of ground targets?
•
How many?
•
How many flights of enemy fighters?
•
What type?
•
What kind of loadout will they have?
•
Where do you want the individual enemy flights to arrive?
•
When?
Will you have “non-threat” enemies, such as aircraft on bombing runs, that will
ignore the player? Non-threat enemies means the player has to think more.
•
How much thinking should the player have to do?
•
How many “realism” details (i.e., non-mission specific aircraft and objects)
do you want?
•
What events do you want to be mentioned in the debrief?
TESTING QUESTIONS
Does the mission work under “normal” circumstances? (I.e., in the correct
waypoint order, default loadout, etc.)
•
If you start it up, and don’t play it for 20 minutes or so, do you get a
“Mission Accomplished” message? You don’t want the computer AI to be
APPENDIX
5.1
•
MULTI
•
MISSIONS
(A common mistake is to have most of the enemies near the start of the
mission, leaving the rest of the flight empty.)
COMBAT
•
FLIGHT
(Allied loadouts should complement yours, but not overwhelm it. You don’t
want other aircraft killing all the opposition before you get there.)
COCKPIT
The more that can be decided beforehand, the easier it is to create a mission. It is
useful to have answers to at least the following questions.
INTERFACE
A great deal of time can be saved if a mission’s design can be fully (or mostly, or even
partially) thought out before the design implementation is begun. Many of the elements of design are interactive, and having an idea of what will happen in the mission will make it easier to design events in a logical order.
TOC
Before you start learning the nuts and bolts of mission design, take a step back
for a minute and think about what you’re trying to accomplish.
INTRO
MAIN SCREEN
TOC
Open Mission p.5.13
Add Aircraft p.5.14
Remove Aircraft p.5.21
Remove Moving
Vehicle p.5.24
Add Ground
Object p.5.24
Remove Ground
Object p.5.26
Add Waypoint p.5.27
Remove Goal p.5.42
Remove Area Goal p.5.43
Add JSTAR p.5.50
Remove JSTAR p. 5.50
COMBAT
Add Area Goal p.5.43
FLIGHT
Add Goal p.5.41
Remove Waypoint p.5.41
COCKPIT
Add Moving
Vehicle p.5.21
INTERFACE
New Mission p.5.12
MISSIONS
MULTI
APPENDIX
5.2
INTRO
Save Mission p.5.13
TOC
Aircraft Information p.5.21
INTERFACE
Moving Vehicle Information p.5.24
Ground Object Information p.5.26
COCKPIT
Waypoint Information p.5.41
Goal Information p.5.43
FLIGHT
Mission Events p.5.43
JSTAR Information p.5.50
COMBAT
MISSIONS
MULTI
Zoom Area
Zoom Out
5.3
Revert
Center on Cursor
APPENDIX
Zoom In
INTRO
Remove Bullseye p.5.51
Debriefing p.5.53
Add GCI Link p.5.58
Delete GCI Link p.5.59
Add TACAN p.5.61
Delete TACAN p.5.61
Add FAC p.5.62
Delete FAC p.5.62
Delete Mission
Label p.5.63
Destroy This
Object p.63
Undestroy This
Object p.5.63
COMBAT
Add Mission
Label p.5.63
FLIGHT
Filters p.5.57
COCKPIT
Environment p.5.56
INTERFACE
Briefing p.5.52
TOC
Add Bullseye p.5.50
MISSIONS
MULTI
APPENDIX
5.4
INTRO
TOC
Alternate Path p.5.51
Mission Information p.5.56
INTERFACE
Builder Options p.5.57
Groups p.5.59
COCKPIT
TACAN Information p.5.62
Rules of Engagement p.5.62
FLIGHT
Distance Between Two Points p.5.63
COMBAT
MISSIONS
MULTI
5.5
APPENDIX
Filters 1-5
INTRO
This is one way (out of many ways) to create a mission. Use it as an example of how you might proceed.
Place the player’s aircraft. (Add Aircraft, p. 5.14)
2.
Set up Initial Action (p. 5.21).
Usually this is Takeoff. Put the F-15 on the runway, centered on one
end so it has enough room to take off.
3.
Place a ground object. (Add Ground Object, p. 5.24)
Ground objects are more important in Air-to-Ground type missions. If
you’re planning a CAP mission, ground objects have less importance.
Set Goal. Must Destroy. (Goal, p. 5.41)
5.
Place Ground Defenses, SAM sites, Early Warning Radar. (p. 5.24)
6.
Add GCI links as appropriate (p. 5.58).
7.
Make sure filters are all on (p. 5.57).
8.
Make Groups (Add Group, p. 5.59).
Add enemy aircraft.
10. Set the Initial Action (p. 5.21).
11. Plot player’s route into target. (Add Waypoint, p. 5.27)
MULTI
CAP is a good one to start off with. Set direction and range. Make
sure the Range is at least as long as the distance between that aircraft
and a target or the player. Otherwise it’ll never become part of the
action.
MISSIONS
MiGs are always good enemy aircraft. Don’t forget to change the Type to
enemy.
COMBAT
It adds to the overall re-playability if you add a few Packages. For
instance, Team 1 (40% Chance of Appearing), Team 2 (30%), and Team
3 (30%).
FLIGHT
4.
COCKPIT
Notice that objects placed by you have a black box around them.
9.
INTERFACE
1.
TOC
SAMPLE MISSION
CREATION ORDER
At least one waypoint should be over the target.
5.6
APPENDIX
12. Set Action to Bomb (p. 5.31).
INTRO
13. Set Aircraft 1 to bomb target.
14. Set player’s Altitude, etc. (p. 5.18).
TOC
The Bombing screen appears automatically when the Action Bomb
Target is selected.
15. Add friendly aircraft, assign Actions.
Don’t forget to place: a TACAN at player’s home base, a tanker if the
mission is more than 200 nautical miles, AWACS, etc.
17. Make a Briefing describing the mission’s purpose (p. 5.52).
INTERFACE
16. Place the rest of the Ground Objects.
18. Make Debrief, based on goals (p. 5.53).
COCKPIT
Debriefs are complex, but remember the game is just as fun if the
debriefs are short, non-existent (or even incorrect). Concentrate on
messages pertaining to the mission goals.
19. SAVE MISSION!
FLIGHT
COMBAT
MISSIONS
MULTI
APPENDIX
5.7
INTRO
INTRO TO MISSION BUILDER
Select builder from the Single Mission main screen.
The Mission Builder interface is straightforward.
INTERFACE
•
TOC
The Mission Builder function, available from the Single Main Screen, is the
same program that Jane’s F-15 designers used to create the game missions. It
is a powerful and complex tool that allows you to implement designs for
custom missions.
COCKPIT
Maps are the image of the mission terrain that appears to the left of the button panel.
COMBAT
Screens refer to the entire visible Mission Builder editor, and includes both
the image of the mission terrain on the left, and the button panel on the
right. The screen generally remains the same, but will change to accommodate complex design situations.
FLIGHT
Screens, Windows and Maps. Throughout this section there will be references to screens, windows and maps.
Windows are “pop-up” data entry interfaces.
Clicking OK at the bottom of a window will record all the new information,
and return to the previous window or screen. Pressing e is usually, but
not always, the equivalent of pressing OK.
5.8
APPENDIX
Drop Down Menu. A text box with a white triangle “arrow” indicates
a drop down menu for choice selection. An example would be the
Select Aircraft window. Clicking on a white arrow will show the list of all
possible aircraft. Use the scroll arrows to see the entire list. To select an item
from a list, double-click on it.
MULTI
Clicking CANCEL (pressing q) will close the window, and will erase any
new information that was input while that window was open.
MISSIONS
OK and Cancel. These appear at the bottom of every information window.
INTRO
Click-and-drag. An object that is placed on the Mission Map can be moved at
any time by simply left-clicking on it, and dragging the cursor to the new location. (If there is a discrepancy between the icon and the cursor, the icon will
“snap to” the place where the cursor is when the mouse button is released. )
MISSION BUILDER FEATURES
Builder features are the buttons (such as New Mission and Open Mission)
that are used in creating custom missions. They are tools to aid in the development stage, and will not appear in the mission.
APPENDIX
5.9
MULTI
Mission Text give the player instructions and feedback on the mission. Any
text that the player sees must be first entered by you. Although the game
cannot spontaneously create text itself, it can vary what text is shown
according to whether certain goals were accomplished during the mission.
These variations need to be anticipated by you if they are going to seem
authentic.
MISSIONS
Function features provide the action in the game. They are essentially
“scripting”, a kind of programming, where you designate what the situation
is, how objects interact with one another, and when actions will occur. Like
Placement, Function can be more or less realistic depending on your aspirations. In a realistic scenario, most of your time is spent working out the
details of the mission’s functions.
COMBAT
Placement features allow you to put objects into the mission. Nearly everything that appears in the game, from fighters to storage sheds, is put there
one at a time. Placement itself is a straightforward process, and can be done
with a high degree of realism (including objects that have nothing to do
with the mission you’re designing) or with no more than the necessary
objects to complete the mission.
FLIGHT
The features of the Mission Builder fall roughly into four categories: Builder,
Placement, Function and Mission Text.
COCKPIT
Occasionally objects will be too small to “grab.” In these cases, zoom closer
and try again.
INTERFACE
Text boxes. To make changes in a text box, click in the box and use
B to back over the default entry. Type in the new information.
TOC
On/Off Toggle. A box beside an option (with or without a black
check mark) indicates an element that can be either on or off, such as
“Display on Briefing Map.” When there is a black check mark in a box, that
element is ON. Clicking on the black check mark turns it off, and the check
mark disappears. Clicking on an empty box turns the option on, and displays the black check mark.
INTRO
BUILDER
Save Mission
Save changes to the mission template.
Aircraft Information
Show list of the aircraft placed in the mission.
Moving Vehicle Information
Show list of the Moving Vehicles placed in
the mission.
Ground Object Information
Create text that appears whenever you
wants a list of the ground objects.
Waypoint Information
Show list of the Waypoints placed in the mission.
Goal Information
Show list of the mission goals.
JSTAR Information
Show information on any JSTARs in the mission.
Builder Options
Set up custom settings for the Mission
Builder itself.
TACAN Information
Show list of the TACANs placed in the mission.
Distance Between Two Points
Gives the distance, in nautical miles.
PLACEMENT
Add/Remove Moving Vehicle
Place/remove a ground vehicle on the map.
Add/Remove Ground Object
Place/remove a stationary ground object.
Add/Remove Waypoint
Place/remove a waypoint.
Add/Remove Goal
Place/remove a mission goal.
Add/Remove Area Goal
Define/remove an area goal.
Destroy/Undestroy This Object
Destroy the object, leaving a crater.
FUNCTION
Edit Waypoint
Provide details for the waypoint, including actions.
Add JSTAR
Define what targets will be “called out” to
the player.
Remove JSTAR
Remove a target from the game’s list of
“called out” targets.
APPENDIX
Provide details for the aircraft, including actions.
MULTI
5.10
Edit Aircraft
MISSIONS
Place/remove an aircraft on the map.
COMBAT
Add/Remove Aircraft
FLIGHT
Open a previously saved mission template.
COCKPIT
Open Mission
INTERFACE
Create a new mission template.
TOC
New Mission
INTRO
Debrief
Create the mission summary text that the
player receives after the mission.
Environment
Choose the weather for the mission.
Filters
Select what is visible on the mission map
to the player during the mission briefing.
Add/Remove GCI Link
Connect/disconnect radar stations GCI links
that have been created for the mission.
Groups
Simulate random Aircraft appearances in missions.
Add/Delete TACAN
Place/remove “homing beacons” that feed
location information to the player.
Add/Delete FAC
Place/remove a Forward Air Controller on
the map that can tell the player precisely
where targets are.
Rules of Engagement
Sets the rules of engagement for the mission.
Event
Set up actions that will occur whenever
certain conditions are met.
Filters
Makes certain objects “invisible” in the
Mission Builder.
Briefing
Create the explanatory text that the player
reads during the Mission Briefing.
Mission Information
Create text that appears in the upper-left
window of the Load Game screen when
the Mission Name is highlighted.
APPENDIX
5.11
MULTI
Mission Label/Delete Mission Label Create/delete a label for the mission.
Appears in the Load Mission Screen, to
provide some information on the mission
the player is about to load.
MISSIONS
TEXT
COMBAT
Zoom In/Out/Area, Revert, Center Adjusts the map view.
FLIGHT
Simulate an emergency sub-mission that
occurs during flight.
COCKPIT
Alternate Path
INTERFACE
Set/remove a secret reference point that the
player and his computer allies will use to
“code” locations.
TOC
Add/Remove Bullseye
INTRO
COMMON INSTRUCTIONS
•
Click the appropriate REMOVE button.
•
Click on the icon of the item to be deleted.
•
Confirm the deletion by clicking OK.
ITEM INFO
Objects are listed in chronological order (i.e., the first object added is at the
top of the list). The information includes the information typed in when the
goal marker was assigned.
NEW MISSION
APPENDIX
5.12
MULTI
Clicking the NEW MISSION button gives a blank slate, so to speak, of the
Middle Eastern area. What actually exists in real life (what you’d see on a
satellite photo) has already been placed, but anything else must be added by
you. Before a player will be able to do so much as fly around, some basic
objects (such as an F-15 to fly) must be added to the blank map.
MISSIONS
MISSION FEATURES
COMBAT
View a list of all items assigned to the Mission Map by clicking the appropriate item INFO button.
FLIGHT
You cannot remove an item that has an assigned role in a mission (e.g.,
goal marker, etc.). Once you remove the role, you can remove the object.
COCKPIT
Removing items is only applicable to items that you have placed. (I.e., if the
item appears on a brand-new map, it cannot be removed.) Designer-placed
items are identifiable by the black box around each item. Upon selecting an
item for deletion, a window will appear to confirm the item removal. It is
not uncommon that the design map for a mission becomes cluttered with a
variety of objects, so be sure to double-check before confirming deletion.
INTERFACE
REMOVE ITEM
TOC
These instructions apply throughout the following instructions. Rather than
repeating for each “Remove” or “Information” button, they’re listed here, at
the beginning, just once.
INTRO
OPEN MISSION
•
Click the OPEN MISSION button.
•
Double-click on the mission to be revised.
Click the SAVE MISSION button.
•
Click on the MISSION folder.
•
Click in the name field.
•
Type in the name of the new mission.
•
Click SAVE.
It’s a good idea to save often during the process of creating a mission.
Save. If the mission has previously been saved, press e to save the mission.
DELETE MISSION
To delete a mission, exit the game entirely and go to the F-15 Mission folder.
(Double-click MY COMPUTER, F-15, MISSIONS.) Any custom missions will have a
.MMP (Mission Maker) extension.
Find the name of the mission to delete.
•
Click on the file name to highlight it.
•
Select DELETE from the File menu.
MULTI
APPENDIX
5.13
•
MISSIONS
If a different name is entered before e is pressed, there will be two versions of the mission: one (with a new name) with all of the changes made
since the last time you saved, and one (with the old name) with all of the
changes made prior to the last save. (See below for how to delete a mission.)
COMBAT
Saving with names longer than eight letters can cause error problems if you
are saving to a network drive that only supports eight-character file names.
FLIGHT
Save As. If there are no previously saved the mission designs, the pop-up
window will be a “Save As” window. The new mission must be named at
this point. Mission names can be difficult to read if longer than approximately 25 letters.
COCKPIT
•
INTERFACE
SAVE MISSION
TOC
Previously saved missions can be opened from the pop-up list, to be either
completed or modified.
INTRO
ADD AIRCRAFT
TOC
INTERFACE
Click on the ADD AIRCRAFT button.
•
Click on the place on the map where the aircraft will begin the mission.
•
Adjust elements in the Aircraft Selection window.
•
Click OK.
Adding aircraft can be a simple or a multi-step process, depending on how
much detail and realism will go into the mission.
MISSIONS
Any mission has to have at least one aircraft — the one the player flies.
Most missions will include enemy aircraft to fly against or to add flavor to
the environment. Enemy aircraft are not always necessary, since a mission’s
threats could be exclusively AAA and SAMs, but enemy aircraft can add a
real challenge to a mission.
COMBAT
There are 14 different elements to adding an aircraft, and although almost all
of them may be skipped, the more elements that are included, the more “finished” the mission will look.
FLIGHT
Repeat the above procedure for each aircraft to be added.
COCKPIT
•
MULTI
APPENDIX
5.14
INTRO
TYPE AIRCRAFT
TOC
Keep in mind that in Jane’s F-15, the only aircraft the player can fly is an
F-15E. Any other type of aircraft will be part of the environment, as an
enemy, ally or neutral force.
Some Available Aircraft
A-50
AWACS (Airborne Warning and Control System); looks for air
targets
AC-130
Ground support gunship
B-52G
Heavy strategic bomber
C-130
Cargo aircraft
C-17
Modernized cargo aircraft, designed to operate from smaller
airfield
Cruise Missile Missile that can fly long distances to target
Escorts friendly strike packages, jams enemy radar, SEAD
capable
EF-111
Escorts friendly strike packages, jams enemy radar
F/A-18
Naval fighter/bomber
F-111
Low-level precision attacker
F-117A
Stealth tactical fighter/bomber
F-14
Long-range air interceptor
F-15C
Air superiority fighter
F-15E
All purpose fighter/bomber (only aircraft the player can fly)
F-16
All purpose fighter/bomber; SEAD & Wild Weasel capable
F-4
Multi-role fighter/bomber
F-4G
SEAD, Wild Weasel
F-5
Lightweight day fighter
Il-76
Cargo aircraft
Jaguar
Tactical support aircraft, strike fighter
KC-135
Tanker refueler aircraft
APPENDIX
EA-6B
MULTI
JSTARS (Joint Surveillance Target Attack Radar System), battlefield command-and-control, side-looking radar; finds tanks
MISSIONS
E-8
COMBAT
AWACS (Airborne Warning and Control System); looks for air
targets
FLIGHT
5.15
E-3
COCKPIT
Commercial passenger jet
INTERFACE
707
INTRO
Lightweight day fighter
MiG-23
High-speed sweep-wing air superiority fighter
MiG-25
High-speed interceptor/recon aircraft (set world speed record
for fighter aircraft)
MiG-29
4th-generation lightweight fighter
Mirage F-1
Fighter/strike aircraft
Su-22
Fighter/bomber
Su-25
CAS (Close Air Support) aircraft
Su-27
4th generation air superiority fighter (same class as F-15)
Tornado
Low-level strike aircraft
Tu-22
Medium bomber
COCKPIT
MiG-21
INTERFACE
Transport helicopter, one of the best in the world
TOC
Mi-17
NUMBER IN FLIGHT
The Mission Builder will support up to eight aircraft per strike package.
FLIGHT
The aircraft in any given flight will always be the same type of aircraft, but
you can always have multiple flights of different aircraft flying along the
same waypoints.
SIDE
Choose whether the aircraft will be friendly, enemy or neutral.
Any aircraft, regardless of model, can be called a “friendly” aircraft. The
computer doesn’t care what kind of aircraft it is. If it’s called “friendly” in
the Mission Builder, it will be an ally in the game — i.e., you can assign
MiGs to the American side, if you want.
Available Sides
Enemy
Neutral
APPENDIX
5.16
Friendly
MULTI
Friendly and enemy computer aircraft will attack each other on sight,
under the higher Rules of Engagement. The player doesn’t have to be in
the area for combat to begin.
MISSIONS
It is not necessary to have enemy aircraft always aligned with the enemy
side, but it certainly makes things more readily apparent to the player. If
MiG-29s fly as allies, or F-16s fly for Iraq, it is a good idea to mention it
prominently in the Mission Briefing.
COMBAT
•
INTRO
CALLSIGN
TOC
Callsigns are dependent on the aircraft/object type. Certain types of objects
get their callsigns from a specific list, and they can only be changed within
those parameters.
Callsign groupings: SAR; FAC; JSTAR, AWAC & Tanker; F-15Es; Fighters,
Bombers & Everybody Else.
Available F-15E Callsigns
Edsel
Outlaw
Packard
Charger
T-Bird
Stingray
Dodge
Buick
Sheriff
COCKPIT
Chevy
Firebird
Deputy
INTERFACE
If there is more than one aircraft in a flight, all aircraft use the same callsign,
numbered in sequence (e.g., Dodge 1, Dodge 2, and so forth). The callsign
by itself (without a number) refers specifically to the flight leader. In the
player’s strike package, the player is always #1.
SPEED (IAS KTS / TAS KTS)
Common sense should be applied when setting an aircraft’s speed. If an aircraft is grounded at the time of the mission’s start, it should have a speed of 0.
450 knots (the default) is a good cruising speed for fighter/strike aircraft.
If a speed is too high for the aircraft, the simulation will automatically
adjust it down.
MISSIONS
True airspeed could also be called “ground speed” — it’s the speed of the
aircraft’s shadow. Indicated airspeed will decrease as altitude increases.
COMBAT
True airspeed is how fast an aircraft is moving, corrected for variations due
to air density and altitude. This is the speed that can be manually adjusted.
Indicated airspeed is how fast the aircraft is apparently moving, based on
current air density and altitude.
FLIGHT
There are two ways to specify an aircraft’s speed: indicated airspeed and
true airspeed. Both are measured in knots.
MULTI
APPENDIX
5.17
INTRO
ALTITUDE
For the F-15, 200ft or less is usually good to avoid detection on an attack run.
If there are AAA and light SAMs, 8000ft or above is good. If there is ever a
heavy SAM threat, stay under 200ft or use terrain to mask your approach.
Loadouts vary with aircraft. Each aircraft has its own selection of loadouts
to choose between.
CONTROL
Available Controllers
Human
Computer
MISSIONS
Aircraft control will always be Computer, except in the case of the player’s
aircraft. There can only be one human-controlled aircraft.
COMBAT
Loadouts are used in assigning ordnance to non-player aircraft only.
Loadouts assigned to the player will be overridden by the default loadout
for that type of mission (although the player can always adjust his ordnance
in the Briefing stage).
FLIGHT
LOADOUT
COCKPIT
The default altitude of 10,000ft is a good cruising altitude for most aircraft,
although this might vary according to mission and type of aircraft.
INTERFACE
Some care must be taken in placing an aircraft in relation to its environment.
If it is important to the mission design that friendly flights appear at a certain waypoint later in the game, don’t start them off at a medium altitude in
the middle of a SAM corridor. Likewise, don’t give an aircraft an altitude of
500ft and expect it to make it across a nearby mountain range. The lower
the altitude, the greater the risk of a computer pilot not being able to recover from an unexpected obstacle or problem.
TOC
Altitude sets the aircraft’s height above sea level at the time the mission
starts. Grounded aircraft can be placed at an altitude of zero, while most aircraft feel comfortable at anywhere from 5000 to 15,000 feet or more.
MULTI
APPENDIX
5.18
INTRO
NAME/LABEL
•
Accept default.
Click in text box.
•
Backspace over current label.
•
Type in new label.
Labels appear in the Aircraft Info list, and next to the map icon.
COCKPIT
Labeling the items that are placed in the mission map is a way of keeping
track of everything during the complex process of game design. Labels can
be displayed next to the icon on the map, and are worth the few seconds it
takes to type in some basic information. The most useful label information is
what the aircraft is, and what it is going to do (e.g., F-15 tankplink). It needs
to be short, however, as there is only a limited amount of room per label.
INTERFACE
•
TOC
Or
DISPLAY ON BRIEFING MAP
Toggle on/off.
Displays the aircraft on the Briefing Map.
The best approach is to only put those things on the map that are important
to the mission about to be flown: player wingmen and waypoints, locations
of known enemy bases, possible backup support and targets.
•
Toggle on/off.
Displays the aircraft on the Threat List.
MISSIONS
DISPLAY ON THREAT LIST
COMBAT
The Briefing Map isn’t supposed to show everything out there. That would
clutter up the map and make the important objects difficult to locate and
decipher.
FLIGHT
•
ROUTE COLOR
APPENDIX
5.19
MULTI
Having separate route colors for different items, flights, or for sides, is a convenient way to keep them easily identifiable. They are for design purposes
only, and are visible to the player only when the aircraft is “Displayed on
Briefing Map.”
INTRO
LABEL COLOR
CHANCE OF APPEARING
Click in the text box next to CHANCE OF APPEARING.
•
Backspace over the text.
•
Add the percent chance for that aircraft to appear.
Chance of Appearing is exactly what it sounds like: you are assigning a percentage chance of an aircraft appearing in the mission.
MISSIONS
When adding a Group aircraft, it will already have a percentage chance of
appearing assigned to it, and this percentage will appear in the Chance of
Appearing box. A Group aircraft’s Chance of Appearing cannot be altered by
changing the number in this box; the number will be fixed. To change a
Group aircraft’s Chance of Appearing, modify it in the Group window (p. 5.59).
COMBAT
Any aircraft (or moving vehicle) that has a goal attached must, of course,
have a 100% chance of appearing. The same goes for the player’s aircraft: it
must also be assigned a 100% chance. For more detail, see Packages and
Chance of Appearing, p. 5.60.
FLIGHT
This is used primarily to give a mission replay value: aircraft won’t appear in
the same places every time a player flies through a certain area. Sometimes
there may be MiGs lurking behind the mountains, other times they may
encounter nothing more than a recon flight in the distance.
COCKPIT
•
INTERFACE
Although Labels can be chosen to correspond with Route Colors, they can
be used to distinguish any number of elements, including type of aircraft or
vehicle, type of mission, friendly vs. enemy, etc.
TOC
The designated label (see Name/Label, p. 5.19) can be assigned different
colors. In the same way that choosing separate route colors helps keep different aircraft’s routes separate, Label Colors can keep different elements distinct in the editor. Labels are invisible to the player, and are only used in
distinguishing different elements of the mission.
GROUP
Click on the white arrow in the GROUP box to view a drop-down menu
of every group you’ve created. See Group, p. 5.59.
•
Click on the name of the group to which the new aircraft will belong.
MULTI
APPENDIX
5.20
•
INTRO
PACKAGE
Click on the white arrow in the Package box to view the drop-down
menu of packages created in that Group.
•
Click on the name of the specific package to which the new aircraft will
belong.
INITIAL ACTIONS
Initial Actions are identical to Waypoint Action choices (pp. 5.29-5.40).
COCKPIT
Aircraft have actions associated with them at each waypoint. Initial
Actions are only associated at the first waypoint. All other waypoint
actions are simply called “Actions.” Not all Actions are available as Initial
Actions (e.g., Bomb Target), and are not listed.
INTERFACE
•
TOC
Packages are sets of specific aircraft in groups, and are established during
the process of creating a Groups (see p. 5.59).
EDIT AIRCRAFT
Right-click on the aircraft’s icon.
It is possible to return to the Aircraft window and adjust previously entered
information.
See Common Command: Remove Item, p. 5.12.
AIRCRAFT INFO
ADD MOVING VEHICLE
Click on the ADD MOVING VEHICLE button.
•
Click on the place on the map where the vehicle will originate.
•
Adjust elements on the Moving Vehicle Selection window.
•
Click OK.
MULTI
•
MISSIONS
See Common Command: Item Information, p. 5.12.
COMBAT
REMOVE AIRCRAFT
FLIGHT
•
Repeat the above procedure for each aircraft to be added.
5.21
APPENDIX
“Moving Vehicles” include all ground-based objects that can move, regardless of whether they actually do move. Only after a vehicle is assigned waypoints will it actually travel from one point to another.
INTRO
Assign waypoints in the same way that you assign waypoints for aircraft.
(See Add Waypoint, p. 5.27.)
NUMBER
Choose how many (1-8) of the currently selected vehicle to appear.
Choose whether the vehicle will be friendly, enemy or neutral.
CHANCE OF APPEARING
A moving vehicle does not have to be assigned to a group or package, but that
is the only way to assign a moving vehicle a percentage chance of appearing.
•
Click on the white arrow in the Group box to view a drop-down menu
of every group you’ve created. See Groups, p. 5.59.
•
Click on the name of the group to which the new vehicle will belong.
Click on the white arrow in the Package box to view the drop-down
menu of packages you’ve created in that Group.
•
Click on the name of the specific package to which the new vehicle will
belong.
Packages are specific sets of vehicles in groups, and are established during
the process of creating a Group (see p. 5.59).
5.22
APPENDIX
•
MULTI
PACKAGE
MISSIONS
The GROUP button under ADD MOVING VEHICLE is for assigning a vehicle to a
group, and placing it on the map. Before assigning it to a group, at least one
group must have been created by using the GROUP button on the Mission
Builder’s main screen.
COMBAT
GROUP
FLIGHT
Reflects the package’s percentage chance of appearing. This is determined
when the Group is designed, and cannot be changed in the Add Moving
Vehicle window. For details, see Groups and Chance of Appearing, pp.
5.59, 5.60.
COCKPIT
SIDE
INTERFACE
Choose the type of vehicle to be placed. There are a wide variety of types,
including land-based vehicles and ships. There are also some aircraft available that can be used to simply taxi on a runway.
TOC
VEHICLE TYPE
INTRO
T IME
F LAG
I NVISIBLE U NTIL S TART
All objects in the group will stay invisible until the appropriate conditions
(Starting Condition flags) are met.
This is the same as in Add Aircraft. See Add Aircraft: Display on Briefing
Map, p. 5.19.
COCKPIT
DISPLAY ON BRIEFING MAP
INTERFACE
Choose the event (see Event, p. 5.43) that will signal when the vehicle
begins to move to its next waypoint.
TOC
Set the time, in minutes, to elapse before the vehicle begins to move to its
next waypoint. Zero minutes (default) sets it moving immediately.
DISPLAY ON THREAT LIST
FLIGHT
This is the same as in Add Aircraft. See Add Aircraft: Display on Threat
List, p. 5.19.
NAME/LABEL
ROUTE COLOR
This is the same as in Add Aircraft. See Add Aircraft: Route Color, p. 5.19.
This is the same as in Add Aircraft. See Add Aircraft: Label Color, p. 5.20.
STARTING CONDITION
MISSIONS
LABEL COLOR
COMBAT
This is the same as in Add Aircraft. See Add Aircraft: Name/Label, p. 5.19.
This is the same as in Event. See Event: Starting Condition, p. 5.46.
MULTI
APPENDIX
5.23
INTRO
REMOVE MOVING VEHICLE
See Common Command: Remove Item, p. 5.12.
TOC
MOVING VEHICLE INFO
See Common Command: Item Information, p. 5.12.
Click ADD GROUND OBJECT button.
•
Select the Ground Object Type, and other options.
•
The object will be “attached” to the cursor.
•
Click on the map to place the object.
Many Ground Objects are too small to be seen on the default view of the
Mission Builder. Zoom in three or four times, until the Ground Object is
visible.
There are certain types of ground objects that cannot be placed next to
other ground objects. If you have trouble placing an object on the map,
try placing it farther away from other objects.
FLIGHT
Objects placed by the player have a black outline. Objects that “came with
the map” cannot be deleted.
COCKPIT
•
INTERFACE
ADD GROUND OBJECT
COMBAT
MISSIONS
MULTI
APPENDIX
5.24
INTRO
GROUND OBJECT TYPE
TOC
A Ground Object is any man-made structure that does not fall into the categories of Vehicle or Aircraft. Primarily, however, Ground Objects comprise
offensive weapons such as AAA, SCUD and SAM sites.
See below for a brief explanation of types.
Oil Tank Farm
Ammo Depot
Power Plant
Armored Position
Republican Guard Armored Position
Artillery
Ruin
Artillery Site
SAM Site
Communications Relay Site
Satellite Uplink
Early Warning Radar/Operations
SCUD
Electric Substation
Special Forces
Factory
Straight Flush
Fire Trench
Tank Park
Oil Field
Target
Oil Pumping Station
Warehouse
SIDE
COMBAT
Airfield
FLIGHT
Oil Refinery
COCKPIT
AAA
INTERFACE
Some Possible Objects
Label which side the object is on: friendly, enemy or neutral.
MISSIONS
With a few notable exceptions of deep penetration forces, J-STARs, etc., it’s
best to keep the sides fairly straightforward. Objects in enemy territory
should usually be enemy objects. Objects in the player’s territory should
generally be friendly. If there is going to be an Iraqi airfield allied with the
player, it’s best to make that clear in the Mission Briefing.
MULTI
APPENDIX
5.25
INTRO
DISPLAY ON BRIEFING MAP
Is the object integral to the mission? If it is a target, definitely display it. If
it is an empty airstrip, or off the beaten path, probably not.
DISPLAY ON THREAT LIST
A good general rule of thumb is that if an object is shown on the Briefing
Map, and has offensive capabilities, it should be displayed on the threat list.
EDIT GROUND OBJECT
•
FLIGHT
In other words, known SAM sites should be listed, but enemy factories may
be omitted.
COCKPIT
It’s generally a good idea to let the player know what sort of things to
expect, such as the existence of AAA in the ingress corridor, but not to tell
them how many. Surprises are half the fun in any mission.
INTERFACE
Would military intelligence know about the object? If the object is a herd of
camels, probably not. If it is a commercial airstrip, they’ve known where it is
for years. If it is a SAM site, they probably know about some, and don’t know
about others, since they can be built quickly and under cover of darkness.
TOC
When deciding whether an object should appear on the Briefing Map, consider a few things.
Right-click on the Ground Object.
REMOVE GROUND OBJECT
GROUND OBJECT INFO
See Common Command: Item Info, p. 5.12.
MISSIONS
See Common Command: Remove Item, p. 5.12.
COMBAT
It is possible to return to the Ground Object window and adjust the previously entered information.
MULTI
APPENDIX
5.26
INTRO
ADD WAYPOINT
First Waypoint.
Click on the ADD WAYPOINT button.
•
Click on the icon of an aircraft or vehicle.
•
Click on the location on the map where the aircraft/vehicle will go.
•
Click on the ADD WAYPOINT button.
•
Click on the last waypoint of the aircraft or vehicle.
•
Click on the location on the map where the aircraft/vehicle will go.
FLIGHT
You can move a waypoint, once placed, by click-and-dragging it to a new
location.
COCKPIT
Waypoints are defined destinations for vehicle and aircraft movement. At
the beginning of the mission, the aircraft/vehicle appears where its icon was
placed (see Add Aircraft, p. 5.14, or Add Moving Vehicle, p. 5.21). Unless
it has been given other instructions (see Actions, p. 5.29), it will immediately proceed to the next waypoint, performing whatever actions have been
specified.
INTERFACE
Subsequent Waypoints.
TOC
•
Information about distance appears between consecutive waypoints:
Nautical Miles and Estimated Time of Arrival (ETA).
APPENDIX
5.27
MULTI
ETA. Estimated Time of Arrival for a waypoint is when that waypoint
should be reached. It is calculated based on the assigned speed of the plane
or vehicle and the total distance covered to reach that waypoint. It does not
take into account any time delay assigned in Initial Action.
MISSIONS
The notation of miles between waypoints is useful due to the necessity of
zooming in and out during mission creation. Because neither the size of the
aircraft (or vehicle) icons or the waypoint circles change size as the map
zooms in and out, it can be difficult to gauge distance between two points
by looking at the length of the waypoint line.
COMBAT
Nautical miles. Nautical miles is a straight, as-the-crow-flies measurement
of distance. If the terrain is hilly, the actual ground distance may be greater.
Nautical miles is the most applicable unit of measurement for aircraft.
INTRO
TOC
WAYPOINT DETAILS —
ADDING/EDITING
INTERFACE
Right-click on the Waypoint circle on the Mission Map to bring up the
Waypoint window.
COCKPIT
•
Waypoints have two purposes: mid-mission aircraft destinations, and locations where specific events are assigned on an aircraft-by-aircraft basis.
Waypoints are referred to by number, with an aircraft’s first assigned destination being Waypoint 1. The information in the Waypoint field cannot be
changed manually, but will automatically adjust as you add and delete
waypoints.
MISSIONS
WAYPOINT
COMBAT
When details are added, you program the computer pilot’s actions. Altitude
and speed can be adjusted, and specific tasks assigned to take place at that
location. Therefore, if an aircraft is going to accomplish a specific task, such as
bombing a tank farm, a waypoint must be placed over the tanks themselves.
FLIGHT
Even with living, thinking pilots, mission briefings are never as simple as “get
in your aircraft and fly in a big circle,” or “go out and find some tanks and
blow them up.” Pilots need coordinates, destinations and specific targets.
Computer pilots need much, much more. Waypoints, at their simplest and
with no added details, are a way of saying “go here, then here, then here.”
MULTI
APPENDIX
5.28
INTRO
AIRCRAFT
ALTITUDE
The plane gradually changes altitude while it is on the way to the waypoint.
It is at the correct altitude when it arrives.
SPEED (IAS KTS/TAS KTS)
JUMP POINT
LABEL
EDIT IN BRIEFING
Edit in Briefing gives the player the opportunity to adjust waypoint details
during the mission briefing.
ACTIONS
5.29
APPENDIX
A well designed mission will give the appearance that there is a human-like
intelligence guiding all the aircraft in the environment. This is the result of
careful planning, however, not something that is automatically created when
an aircraft is placed on the map.
MULTI
Edit in Briefing is unnecessary when designing waypoints for computer-controlled aircraft. Computer pilots never ask to edit their upcoming missions.
MISSIONS
This is a courtesy generally extended to the player, although not always.
For instance, if the mission is a combat air patrol and all the challenges
could be avoided by moving the waypoints around, you might decide that
the waypoints not be movable.
COMBAT
Labels are invisible to the player, but can greatly help a designer keep track
of what activities/events are planned for what locations.
FLIGHT
A Jump Point is like a stop sign that can be assigned to a waypoint: it tells
the player’s aircraft where to stop after the aircraft “jumps” to that point. It’s
a good idea to check JUMP POINT for each of the player’s waypoints, but it is
not necessary for computer-controlled aircraft.
COCKPIT
See Add Aircraft: Speed on p. 5.17.
INTERFACE
Altitude is how many feet above ground the aircraft is when it arrives at the
waypoint. The default height is 10,000ft.
TOC
The type of aircraft is determined in the Aircraft window, and cannot be
changed in the Waypoint window.
INTRO
Note that the computer always performs actions from top to bottom, exactly
as they appear in the Actions list.
This action should only be used for aircraft on runways — it is specific to
aircraft waiting for takeoff.
A LTERNATE PATH
This triggers an Alternate Path for the player.
An Alternate Path is a predetermined route for an alternative mission that
overrides the original mission partway through flight. For example, the
player might be en route to bomb a runway. Part way through the mission
he is told that there are downed pilots needing air support. The new waypoints that appear, leading the player to the downed pilots, marks the
Alternate Path.
FLIGHT
Alternate waypoints will be invisible to the player until the Alternate Path
is triggered. Once on an Alternate Path, the player will not be able to return
to the primary path.
COMBAT
AWACS PATTERN
APPENDIX
This can only be assigned to an AWACS aircraft: they patrol a certain area
and feed target information to nearby F-15s. Assigning an action of AWACS to
an aircraft sets it on an orbital patrol around the waypoint.
MULTI
Even though you know that the original mission won’t be completed, all
the Primary Path waypoints should be put in anyway, so that the Primary
Path appears complete to the player in the briefing. Likewise, the Alternate
Path should have an ending, i.e., a final waypoint and a landing site.
MISSIONS
Assigning an Alternate Path to an aircraft is one part of a three-stage
process. There must also be a flag set (See Action Types: Alternate Path,
p. 5.30) to indicate when the player should be given the new assignment,
and the Alternate Path waypoints must be created (Alt Path, p. 5.30).
5.30
COCKPIT
Reaction Range. This establishes the distance, in nautical miles, at which
an aircraft will respond to an enemy threat. This can be set at any range, but
a good average is forty nautical miles.
INTERFACE
A LERT I NTERCEPT
TOC
Without the appropriate commands, a computer-controlled aircraft will
blindly travel from Waypoint A to Waypoint B, although it will defend itself
from threats. The careful assignment of actions is the first step to a realisticlooking mission.
INTRO
Duration
Duration establishes how long the AWACS patrol will last. When the time
elapses or the flag is set, the aircraft will proceed to the next waypoint.
TOC
Time
Time (in minutes) that the aircraft will perform the action.
Certain events will signal the end of the action.
Indefinite — The action will continue until the end of the mission.
Ammo Depleted — action ends when all ammunition is spent.
INTERFACE
Flag
User Flag — action ends when a certain flag is set. (See User Flags, p. 5.44.)
COCKPIT
B OMB TARGET
Undesignate Target
Flight Positions
FLIGHT
Designate Target
COMBAT
When selecting Bomb Target, the Create Mission screen will change to a
Bomb Target screen. The new screen is easily recognizable by the predominantly gray color, and eight large numbered buttons.
APPENDIX
5.31
MULTI
Note that an aircraft can only bomb one target per waypoint. You can send
in multiple aircraft, each with its own assigned targets, and can also assign
multiple aircraft to the same target.
MISSIONS
When creating an aircraft with orders to bomb specific targets, it is best to
first zoom in close enough that the intended target is clearly visible. The aircraft can always be dragged to the appropriate starting location after assigning its target.
INTRO
TARGETING
•
Locate the target to be bombed in the Mission Builder window.
•
Choose among those in your flight, 1 through 8. (Player is #1.)
•
Click on the target (white dot) to be bombed.
•
Click on the designated target to erase it as a target.
Bomb Profile
•
COCKPIT
Undesignate Target
INTERFACE
Designate Target
TOC
The exact target must be designated for each bomber. All potential targets
have small white dots, and one of these dots must be selected to designate
the bombing target. This is easier to do if the area is close enough to see
individual objects clearly.
Choose the method of bomb delivery.
In general, Level delivery is best if the bomber is approaching from a low
altitude or is too big (like a B-52). Loft is best for bomb delivery in standoff attacks, when you don’t want to overfly the target. Pop-Up is best for
delivery when you’re in a low-attack profile against a target. Dive is best
for high-altitude attacks.
FLIGHT
Available Profiles
COMBAT
Level
Loft
Pop-Up
Dive
Add Label/Delete Label
Flight Position
This button is used in conjunction with the DESIGNATE TARGET button to assign
certain targets to certain wingmen. The numbers are wingmen numbers.
MISSIONS
Use the labels to keep track of which objects are targeted by which aircraft.
MULTI
APPENDIX
5.32
INTRO
Zoom In/Zoom Out/Centering
For explanation, see Zoom In and Zoom Out, p. 5.64.
•
Select EXIT when finished selecting a bombing target for the aircraft.
During Combat Air Patrol missions, there is no particular target, but rather a
patrol over friendly territory searching for enemy aircraft to engage. An aircraft will continue this patrol for either the duration of the mission, or until
an event occurs that triggers it to change mission plans.
Heading
•
Available Headings
North
East
South
West
North East
Southeast
Southwest
Northwest
Range is how close an intruding aircraft must be before the CAP aircraft
reacts, expressed in nautical miles.
Duration establishes how long the Combat Air Patrol will last. When the
time elapses or the flag is set, the aircraft will proceed to the next waypoint.
Time
MISSIONS
Duration
COMBAT
Range
FLIGHT
The heading establishes the long axis of an elliptical orbit. This should
be set in the direction of the expect threat.
COCKPIT
Where the CAP is designated (either the starting position or a waypoint) an
elliptical orbit is begun. If an aircraft encounters an enemy aircraft, it will
engage in combat until either it or the enemy is destroyed.
INTERFACE
CAP
TOC
Exit
Time (in minutes) that the aircraft will perform the action.
Certain events will signal the end of the action.
MULTI
Flag
Indefinite — The action will continue until the end of the mission.
User Flag — action ends when a certain flag is set. (See User Flags, p. 5.44.)
5.33
APPENDIX
Ammo Depleted — action ends when all air-to-air missiles are spent.
INTRO
CAS
TOC
Close Air Support is similar to a Combat Air Patrol, except that the goal is to
protect allies on the ground by doing an advance sweep of the enemy, concentrating on ground targets.
On CAS, an aircraft will be less likely to chase more distant enemy aircraft,
concentrating instead on preventing immediate threats to the ground troops.
Search Range is the distance, in nautical miles, that the aircraft will be able
to search for and attack enemy ground units.
Duration establishes how long the Close Air Support will last. When the
time elapses or the flag is set, the aircraft will stop whatever it is doing and
proceed to the next waypoint.
COCKPIT
Duration
INTERFACE
Search Range
Time
Flag
Certain events will signal the end of the search.
FLIGHT
Time (in minutes) that the aircraft will perform the action.
Indefinite — The action will continue until the end of the mission.
User Flag — action ends when a certain flag is set. (See User Flags, p. 5.44.)
D ESTROY T HIS O BJECT
Assigning a “Destroy This Object” Action to a Moving Vehicle can provide
terrorist-type attacks.
APPENDIX
5.34
MULTI
E SCORT
This assigns an aircraft the task of safely escorting another aircraft through
an area: the task of the escorting aircraft is to deter any air threats. The
Waypoint path which the escort and escorted aircraft follow are doublelined. This will continue until the Action RELEASE ESCORT (p. 5.38) is assigned
to a waypoint by the escorted aircraft.
MISSIONS
Assigns the aircraft to destroy all the aircraft in that flight. This guarantees
that a specific object will be attacked, to provide an exciting environment or
kamikaze effect.
COMBAT
Ammo Depleted — action ends when all air-to-ground ammunition is spent.
INTRO
Escort is only available during certain conditions: at least two aircraft must
be on the map, and you must assign the action to the last waypoint of the
escorting aircraft. (After the escort is over, the aircraft may do other things.)
•
Click ACTION.
•
Select ESCORT.
•
Click OK.
•
Click on the aircraft to be escorted.
•
Confirm by clicking OK.
If a flight reaches a Fighter Sweep waypoint, the aircraft will search for any
enemy aircraft in range ahead of them until the duration is over, or until
they reach the next waypoint. This is similar to a mobile CAP, except that
enemies behind the flight will not be engaged.
Search Range is the maximum distance, in nautical miles, within which the
aircraft will be able to detect enemy aircraft.
FLIGHT
Search Range
COCKPIT
F IGHTER S WEEP
INTERFACE
Right-click on the last waypoint of the escorting aircraft.
TOC
•
Duration
Time (in minutes) that the flight will look for enemies, or engage in combat
between this particular waypoint and the next. After the time is up, the
flight will continue to the next waypoint.
Certain events will signal the end of the action.
Indefinite — action will not be called off, ever. It will continue until the
end of the mission.
MISSIONS
Flag
COMBAT
Time
Ammo Depleted — action ends when all air-to-air missiles are spent.
F ORM O N
5.35
APPENDIX
Form On is identical to Escort, except the “attached” aircraft will not break and
attack any enemies — it will only accompany the “master” aircraft. The waypoint
path which the master and following aircraft fly along are double-lined. This will
continue until the Action RELEASE FORM ON (p. 5.38) is assigned to a waypoint.
MULTI
User Flag — action ends when a certain flag is set. (See User Flags, p. 5.44.)
INTRO
Form On is only available during certain conditions: at least two aircraft must be
on the map, and the action must be assigned to the last waypoint of the escorting aircraft. (After the escort is over, the aircraft is free to do other things.)
•
Click ACTION.
•
Select FORM ON.
•
Click OK.
•
Click on the aircraft to be followed.
•
Confirm by clicking OK.
INTERFACE
Right-click on the last waypoint of the aircraft to “form on” the
other’s wing.
Aircraft with the Action of Formation will proceed through their waypoints
in the chosen formation. The formation is changed when they reach a waypoint with a new formation assigned.
Overhead View
Overhead View
Box
same altitude
different altitudes
Cruise
Ladder
different altitudes
same altitude
Trail
different altitudes
same altitude
L AND
An aircraft with the Action of Land will land at the nearest airstrip on its
assigned course.
MULTI
This is used primarily to give a feel of realism. Not all aircraft are starting
their missions when the player enters the game. Some aircraft should begin
in mid-mission, and others should be returning to base.
MISSIONS
Wall
COMBAT
Combat Spread
FLIGHT
Parade
COCKPIT
F ORMATION
same altitude
TOC
•
Only use this when the waypoint is near an airport.
APPENDIX
5.36
INTRO
M ESSAGE
TOC
Messages can be text (maximum 320 characters), sound (any .WAV file) or both.
They are usually triggered by the player coming within range of another aircraft, but they can also be triggered by a flag being set (see User Flags, p. 5.44).
Messages are the only “secondary” Action that can be assigned to an aircraft’s waypoints.
•
Type in the message the player will see.
Sound File
•
INTERFACE
Text Message
Type in the location of the sound file the player will hear.
O RBIT
The Orbit command tells an aircraft to circle over one location.
Time
Time (in minutes) that the aircraft performs the action.
Flag
Indefinite — action will not be called off, ever. It will continue until the
end of the mission.
Ammo Depleted — action ends when all ammunition is spent.
MISSIONS
Certain events will signal the end of the action.
COMBAT
Duration
FLIGHT
If the exact location of the sound file is unknown, and therefore cannot be
typed into the Sound File text box, browse for it by clicking the BROWSE button. Click through the directories until the appropriate file is found, then
select it by double-clicking on it.
COCKPIT
Browse
User Flag — action ends when a certain flag is set. (See User Flags, p. 5.44.)
None
Player Arrives — orbiting enemy aircraft will break and attack; orbiting
friendly aircraft will fly to next assigned waypoint.
Form On — an aircraft that has been assigned a Form On Action arrives
at the last waypoint of its “Form On” assignment.
5.37
APPENDIX
Escort Arrives — orbiting aircraft will fly to next assigned waypoint.
MULTI
Or Until
INTRO
R ELEASE E SCORT
This ends the escorting action of the attached aircraft, from that waypoint on.
TOC
R ELEASE F ORM O N
This ends the “following” action of the attached aircraft, subsequent waypoints will have other assignments.
Suppress Enemy Air Defense missions are the predecessors to airstrikes.
Specialized aircraft are sent to take out as many SAM sites and AAA as can
be found, making a corridor of relative safety for the slower bombers.
Search Range is the maximum distance, in nautical miles, within which the
aircraft will be able to perform the action.
COCKPIT
Search Range
INTERFACE
SEAD
Duration
Time (in minutes) that the aircraft will perform the action.
Flag
FLIGHT
Time
Certain events will signal the end of pursuit.
Ammo Depleted — action ends when all air-to-ground weapons are
expended.
S TANDOFF J AMMER
Tells a jamming aircraft (e.g., EA-6b Prowler) to attempt to jam ground
defenses along a certain heading.
•
Choose the heading it will concentrate its jamming on. The closer the
ground defense, the more effective the jamming.
MULTI
Heading
MISSIONS
User Flag — action ends when a certain flag is set. (See User Flags, p. 5.44.)
COMBAT
Indefinite — action will not be called off, ever. It will continue until the
end of the mission.
Duration
Time (in minutes) that the aircraft will perform the action.
5.38
APPENDIX
Time
INTRO
Flag
Certain events will signal the end of the action.
TOC
Indefinite — action will not be called off, ever. It will continue until the
end of the mission.
Ammo Depleted — action ends when all ammunition is spent.
TAKEOFF
Even during wartime, not all aircraft are in the air at all times. You can place
aircraft on the ground (0 altitude) that either take off a certain amount of
time after the mission begins, or in response to user flags.
Time
FLIGHT
When
COCKPIT
The level of detail is up to you. Airstrips that the player will likely never
see can be designed to have regularly departing air patrols, or they can be
left empty. Aircraft can take off when enemy territory is bombed, when
the player reaches certain waypoints, at the start of the mission, or any
other Condition. The most realistic missions have grounded aircraft that
respond to enemy activity.
INTERFACE
User Flag — action ends when a certain flag is set. (See User Flags, p. 5.44.)
How long after the start of the mission, in minutes, before the aircraft takes off.
Immediately — the aircraft takes off as soon as the mission begins. See
the caution, above, about using time rather than a user flag to establish
takeoff time.
APPENDIX
5.39
MULTI
User Flag — the aircraft takes off as soon as a certain flag is set. (See User
Flags, p. 5.44.)
MISSIONS
Flag
COMBAT
Be careful when using Time, rather than a specific User Flag, to establish
when an aircraft’s takeoff occurs. Sometimes the player will delay between
starting the mission and actually taking off. If such a delay would cause
the game’s timetable to get out of synch (such as all the enemies having
come and gone before the player’s delayed arrival), it is better to use a flag,
rather than a set time.
INTRO
TANKER PATTERN
Time
Time (in minutes) that the aircraft will perform the action.
Flag
INTERFACE
Duration
TOC
This can only be assigned to tanker aircraft: they orbit a certain area and
provide a refueling opportunity to F-15s on longer missions. Assigning an
action of TANKER PATTERN to an aircraft sets it on an orbital patrol around the
waypoint.
Certain events will signal the end of the action.
Ammo Depleted — action ends when all ammunition is spent.
COCKPIT
Indefinite — action will not be called off, ever. It will continue until the
end of the mission.
User Flag — action ends when a certain flag is set. (See User Flags, p. 5.44.)
FLIGHT
COMBAT
MISSIONS
MULTI
APPENDIX
5.40
INTRO
REMOVE WAYPOINT
See Common Command: Remove Item, p. 5.12.
See Common Command: Item Information, p. 5.12.
GOAL
Click the GOAL button.
•
Click on the individual target’s icon or targeting dot.
Goal
•
Select whether the target must be destroyed, or must survive.
Type in a label to describe the goal.
This is important! See Goal State (Change) Event below and on p. 5.47.
Click OK.
•
Repeat until all are appropriate targets are labeled.
It’s possible to designate a target without assigning a goal, but in order to
give the player feedback, you need to assign the target goal.
APPENDIX
5.41
MULTI
In the context of creating a mission, the goal — or purpose — of the mission is what the player is trying to accomplish. For instance, a mission’s goal
could be the destruction of a tank farm. In this case, there could be approximately 14 goal markers, one on each tank that must be destroyed.
MISSIONS
Goals are what give a mission purpose; it is justification for the time,
expense and danger that a flight into enemy territory entails. Each time a
player takes off, there should be a clear understanding of what should be
accomplished (see also Briefing, p. 5.52). Should a truck be destroyed?
Should a flight of MiGs be eliminated? Perhaps the mission is an escort — in
that case, there must be a “target” aircraft designated as “must survive.”
COMBAT
•
FLIGHT
Label
•
COCKPIT
•
INTERFACE
WAYPOINT INFO
TOC
When one waypoint is removed, the aircraft’s path is automatically adjusted
to go from the previous waypoint to the next consecutive waypoint. All subsequent waypoints are renumbered
INTRO
DELETE GOAL
Click REMOVE GOAL.
•
Click on the goal to be deleted — either the icon or the white dot.
•
Confirm the deletion by clicking OK.
MULTI
•
MISSIONS
Essentially, a Goal State Event dictates that if the state of a specific goal is A,
the game will respond one way, and if the state is B, the game will respond
another way. For example, if the mission goal is to destroy a factory, you will
want a message saying “Congratulations, you succeeded!” if the factory is
destroyed, and a message saying “You failed, report back to base!” if the factory is not destroyed.
COMBAT
Setting events can get complicated, and it’s worth the extra time to make
goal labels understandable. One good way to label goals is to use short
descriptions of the object, if it is friendly, and numbers to differentiate
between similar targets. Example: tank goal, factory goal, MiG goal 1, MiG
goal 2, friendly factory.
FLIGHT
Goal Labels. It is important to clearly label the goals. After goals have been
assigned to the mission, you will set up Goal State Events. (See Mission
Events: Goal State (Change) Event, p. 5.47.)
COCKPIT
Often, these white dots cannot be seen from the default view of the Mission
Map, so you must zoom in on the individual target until the white targeting
dots can be seen. Smaller targets, such as vehicles or structures, will have
only one targeting dot per object. Larger objects, such as runways, may have
a dozen or more.
INTERFACE
Ground vs. Airborne. Structures, vehicles and aircraft can all be targets.
They are tagged with a goal marker in the same way, with one exception.
Airborne and vehicular targets have icons that you select. Ground targets
have white dots, one per target site, that must be selected.
TOC
Goal Markers. By tagging an individual object with a goal
marker, the mission designer is saying “this is part of the overall goal.” There are two types of goal markers. A green flag with an “X” on it
means that particular object must be destroyed for the mission to be successful. A green flag with a dot on it means that target must not be destroyed;
the mission is only successful if it survives.
REMOVE GOAL deletes a previously placed goal marker.
5.42
APPENDIX
If a goal is being used by an event or debrief condition, it cannot be deleted.
INTRO
GOAL INFO
See Common Command: Item Info, p. 5.12.
Click the AREA GOAL button.
•
Click-and-drag on the Mission Map to place the Area Goal.
A mission can only have one Area Goal.
An Area Goal is a way of determining a player’s proficiency. The computer
keeps track of how much ordnance was used, and compares it to how much
damage was inflicted. From that information is calculated the success ratio.
•
Click DELETE AREA GOAL.
EVENT
COMBAT
Because there can be only one Area Goal on the Mission Map, simply clicking the DELETE AREA GOAL button is sufficient to remove it.
FLIGHT
DELETE AREA GOAL
COCKPIT
Different levels of success can be used to trigger different debriefs. (See
Event: Area Event, p. 5.46 and Debrief: Select the Conditions, p. 5.54.)
Rather than just win or lose, proficiencies can be cited. For instance, if the
player uses two bombs to take out four targets, the debrief can be more positive than if the player dropped eight bombs and only hit one target.
INTERFACE
•
TOC
AREA GOAL
MISSIONS
APPENDIX
5.43
MULTI
Events are the heart of the Mission Builder. Designing Events into a mission
makes things move, makes things happen at the right time, makes things
react to what the player does. When a player gets the feeling of “reality” —
that Jane’s F-15 is as close to a real combat situation as a computer game can
get — it is the result of careful Event design.
INTRO
An Event is essentially a way of saying “Make this Action happen, whenever that
Condition occurs,” in such a way that the computer program can understand it.
The interactivity of Events can quickly become a complex network of
actions and reactions. You should expect setting up Events to take time, forethought and practice.
TOC
Before Setting Up Events
INTERFACE
Events rely heavily on the mission environment. For example, it’s impossible to make an aircraft react to the destruction of a target if either the aircraft or the target haven’t been placed on the Mission Map. It is easiest to
have everything ready before setting up the events.
Place any aircraft, friendly and enemy, that will have an active role in
the mission.
•
Assign each of them waypoints.
•
Place any other objects that will have an active role in the mission,
particularly those that will be used as targets.
•
Assign the Goals (including the Area Goal, if there is one) for the mission.
•
Place other aircraft and objects to make the mission feel realistic.
(User flags start in the FALSE or OFF state. They can only be set to TRUE or
turned on.)
•
Click ADD to add a Mission Event.
•
Select the type of Event — User Flags are usually, but not always, Goal
State Events, since they tend to hinge on whether a goal has been
destroyed. (See Event Types, next page)
•
Fill out information specific to the type of event. (See Event Types,
next page.)
APPENDIX
Click EVENT button.
MULTI
5.44
•
MISSIONS
A User Flag is a name assigned to an occurrence that you consider important to the mission. For instance, if you want a flight of MiGs to take off
when a SAM site is destroyed, then the destruction of the SAM site could
be labeled User Flag 1. Then, when assigning an action to the MiGs, you
would select the action Take Off and then select User Flag 1 from the Flag
drop-down menu.
COMBAT
USER FLAGS
FLIGHT
•
COCKPIT
Therefore, the probable order of design is:
INTRO
Action — Set up User Flag “name”
•
Click on SET FLAG.
•
Select a User Flag number.
•
Set the Operator to “=”.
•
Set the Value to True.
•
Click OK.
The User Flag name (User Flag 1, User Flag 2, etc.) which you have assigned
should then have an event/condition assigned to it.
The drop-down menu lists possible events (See Condition Types, p. 5.48).
At the bottom of the list are the mission goals.
Click ADD under Condition.
•
Click on the check mark on the Goal/Flag menu to bring up a list of all
possible events.
•
Select the event that will trigger the new User Flag.
FLIGHT
•
COCKPIT
Condition — Set up event that triggers User Flag
INTERFACE
Click ADD under Action.
TOC
•
EVENT TYPES
•
Click ADD to add a Mission Event.
•
Select the type of Event.
•
Fill out information specific to the type of event.
•
Select Actions. See Event Action Types, p. 5.47.
•
Select Conditions. See Condition Types, p. 5.48.
T IME E VENT
(See also Event Action Types, p. 5.47, and Condition Types, p. 5.48)
APPENDIX
5.45
MULTI
A time event says “When this Starting Condition is met, this Action will take
place, if these Conditions are met.”
MISSIONS
Click the EVENT button.
COMBAT
•
INTRO
Starting Condition
You have a choice of a starting condition of Time or a User Flag.
FLIGHT
Timer. Setting a timer, in minutes, delays how long after the Flag and any
Conditions are met before the action takes place. For example, the Flag is the
destruction of two certain targets, the Condition is the death of the Wingman,
the Action is that a MiG takes off — and the Timer is set to 10. Consider that
the player destroys the targets 3 minutes into the mission, and then 8 minutes
later his wingman is killed — 10 minutes after that, the MiG will take off.
COCKPIT
Label. The Label for a Time Event doesn’t have to outline everything that
occurs, but it should be distinguishable from any other Time Event.
INTERFACE
User Flag. Using a Flag to set off an event is a much better way of controlling
when an event takes place. Of course, you must create a User Flag (Event: User
Flag, p. 5.44) before it can be assigned as a Starting Condition.
TOC
Time. Setting time as a starting condition is good if you want to have something happen at a certain time, regardless of where the player is. However,
having an event hinge on the passage of a certain amount of time can be a
problem if the player must be in a certain place at a certain time. Don’t
assume the player will take off the first moment of the mission, and fly in a
straight line at a predetermined speed. It’s usually better to set up a User
Flag to act as the Starting Condition.
A REA E VENT
Click the AREA EVENT button.
•
Click-and-drag to establish a blue Area Event box.
•
Enter the details, including Action and Condition.
•
Click OK.
(See also Action Types, p. 5.47, and Condition Types, p. 5.48.)
Label. The Label for an Area Event should make it distinctive from other
Area Events.
5.46
APPENDIX
Do not confuse the Area Event Box with the Area Goal. There can only be
one Area Goal. There can be many Area Event boxes, each with one or more
events associated with it.
MULTI
When. An Area Event is based on the player ENTERING or EXITING the designated Area Event box. EVERY TIME means that as long as the conditions are
met, the Action will happen when the player enters or exits the area.
MISSIONS
An Area Event says, “When the player enters the Area Event box, this
Action will take place, if these Conditions are met.”
COMBAT
•
INTRO
Duration.
Always. The Action will occur every time the player enters (or exits) the Area.
TOC
1 Time. The Action will occur only the first time the player enters (or exits)
the Area.
G OAL S TATE (C HANGE ) E VENT
(See also Action Types, below, and Condition Types, p. 5.48.)
Label. The Label for a Goal State Event should make it distinctive from
other Goal State Events.
COCKPIT
Goal. You choose the Goal whose state change will trigger an Action. Only
targets that have been marked as Goals will appear in the drop-down menu.
INTERFACE
An Goal State Event says, “When this Goal’s state changes (such as no damage becomes 20% damage, or no damage becomes destroyed), this Action
will take place, if these Conditions are met.”
Extra care should be taken when labeling Goal State Events, as there will
probably be more of these than any other kind of Mission Event.
Event Actions (Actions that are assigned in the Events window) are what
happens when all the given Conditions are met.
M ESSAGE ( EVENT ACTION MESSAGE )
Event Action Messages can be spawned by any Condition. If User Flag 1 is “Pilot
enters Area Goal,” the message might be “Ready for Action!” If it is “Out of
A/G,” the message could be “I’m out of bombs, you guys are on your own.” If it
is linked to the destruction of your wingman, then it might be a death scream.
Sound files must be .WAV format.
MULTI
Text messages have a 320- character maximum.
MISSIONS
Event Action Messages can be text, sound or both. They are triggered by a set
of conditions, and are usually from allies either on the ground or in the air.
COMBAT
Do not confuse these with Aircraft Actions! Aircraft actions take place
at waypoints. Event Actions take place at certain times, and under certain
Conditions.
FLIGHT
ACTION TYPES (EVENT ACTION TYPES)
Text Message
5.47
Type in the message the player will see.
APPENDIX
•
INTRO
Sound File
•
Type in the location of the sound file the player will hear.
A LTERNATE PATH
See Action: Alternate Path, p. 5.30.
This assigns a “name” to a set of conditions: User Flag 1, User Flag 2, etc.
The User Flag is later named as a Condition for either an Aircraft or Event
Action.
COCKPIT
S ET F LAG
INTERFACE
If the exact location of the sound file is unknown, and therefore cannot be
typed into the Sound File text box, browse for it by clicking the BROWSE button. Click through the directories until the appropriate file is found, then
select it by double-clicking on it.
TOC
Browse
There are two reasons to use the Set Flag to name a set of conditions.
The most important one is that some drop-down menus only have the capability to choose from a list of User Flags. Therefore conditions must be
named as User Flags before they can be chosen. (For example, you can’t
assign conditions for an aircraft to end an Orbiting Action unless those conditions are part of a User Flag. See Orbiting Action, p. 5.37.)
FLIGHT
The second reason is that some sets of Conditions are used more than once, and
it saves you the trouble of entering in the same Conditions over and over again.
COMBAT
FAC
The FAC will stop broadcasting when the mission is successful, or the FAC
object is destroyed.
G OAL /F LAG
MULTI
EVENT CONDITION TYPES
MISSIONS
The FAC, as an action, turns the FAC (Forward Air Controller — soldier
locating valuable enemy targets) on. It keeps the FAC from talking constantly
to the player from the beginning of the mission.
User Flag
5.48
APPENDIX
A set of conditions may be designated as a User Flag. (See Events: User
Flags, p. 5.44. See also, Action Types: Set Flag, p. 5.48.) The User Flag can
then be used as a Condition.
INTRO
Out of A/G
TOC
Out of Air-to-Ground Ammunition usually signals the end of an aircraft’s
usefulness. Often this condition triggers a message (Event Action Message,
p. 5.47) stating the situation.
Out of A/A
Flight 1 (Player) Destroyed
Flight 2 (Wingman) Destroyed
COCKPIT
The mission may not have failed, but the game is definitely over — except
for any last message (Event Action Message, p. 5.47) the player can get out
before the crash.
INTERFACE
Out of Air-to-Air Ammunition, similar to Out of A/G (above), means an aircraft is helpless should it encounter opposition. This condition usually triggers a message (Event Action Message, p. 5.47).
This can be accompanied by an Event Action message of his last words,
comments by other flight members, or even an Alternate Path.
Same as above, for Wingman Destroyed.
FLIGHT
Flight 3 (through Flight 8) Destroyed
Crossed Fence
Mission Goals
E VENT O PERATOR
MISSIONS
Mission Goals are the most common sort of conditions, as they hinge on the
actual purpose of the mission. At the end of the list of Event Conditions, the
labels that were assigned to each Goal object, and whether they must be
destroyed or must survive, appear in the order in which they were created.
COMBAT
Crossed Fence refers to crossing the line between friendly and enemy territory.
There are only two operators in the Mission Event Conditions.
“!=” means “is not equal to” the Value.
APPENDIX
5.49
MULTI
“=” means “equal to” the Value.
INTRO
JSTAR
Click JSTAR.
•
Click on a ground object.
•
Repeat for every object the JSTAR will “see.”
In Desert Storm, the JSTARs were converted Boeing 707s designated as E-8s.
DELETE JSTAR
Click DELETE JSTAR.
•
Click on the object with the JSTAR marker.
JSTAR INFO
FLIGHT
•
COCKPIT
A JSTAR (pronounced Jay-star) is a type of reconnaissance aircraft, fitted
with a similar type of radar as an F-15E. The JSTAR flies over the combat
theater, finds moving ground targets and relays the information, via radio,
to the F-15E pilots.
INTERFACE
Assigning objects to a JSTAR is one part of a two-step process. You must
also place a JSTAR aircraft somewhere on the map, within 200 nautical miles
of its target.
TOC
•
See Common Command: Item Info, p. 5.12.
•
Click on BULLSEYE.
•
Click the place on the map where this mission’s Bullseye will be.
A Bullseye is a location on the Mission Map, determined prior to a mission
and kept secret from everyone not having “need to know” status. It is used
to help pilots refer to locations over radio, without having the enemy know
where they are, where they are going, or where exactly the target is.
5.50
APPENDIX
For instance, consider a fighter pilot who is shot down en route to Baghdad.
He’s on the ground and needs to use his radio to let Search and Rescue know
where to find him. If he says “I’m five miles south of Baghdad,” then any
listening enemy — and they are listening — knows exactly where to find
MULTI
The Bullseye should be in a noticeable location, near something the player
will see, pass by or notice.
MISSIONS
A mission can have only one Bullseye.
COMBAT
BULLSEYE
INTRO
him. If the Bullseye is exactly 20 miles south of Baghdad, he can say “I’m
fifteen miles north of Bullseye.” Search and Rescue will know where he is,
but listening enemies won’t.
TOC
Bullseyes are changed daily.
If you set a Bullseye, don’t forget to let the player know where it is during
the Mission Briefing.
Selecting DELETE BULLSEYE automatically erases the current Bullseye from the
mission. You don’t have to click on the Bullseye itself, since there’s only one.
Click ALT PATH.
•
Click the location on the map where the replacement mission will start.
•
Right-click the new waypoint.
•
Add details to the new waypoint. See Waypoint Details:
Adding/Editing, p. 5.28.
•
Continue to add waypoints to complete the mission.
FLIGHT
•
COCKPIT
ALT PATH
INTERFACE
DELETE BULLSEYE
Also
Create a Flag to trigger the Alternate Path. (See User Flags, p. 5.44)
•
Create a Message to announce the Alternate Path. (See Message Info,
p. 5.37)
5.51
APPENDIX
Alternate waypoints will be invisible to the player until the Alternate Path
is triggered. Once on an Alternate Path, the player will not be able to return
to the primary path.
MULTI
An Alternate Path is a predetermined route for an alternative mission that
overrides the original mission partway through flight. For example, the
player might be en route to bomb a runway. Part way through the mission
he is told that there are some downed pilots needing air support. The new
waypoints that appear, leading the player to the downed pilots, mark the
Alternate Path.
MISSIONS
Alternate Paths only affect the Player. You cannot assign an Alternate Path
to a computer-controlled aircraft. Computer controlled aircraft can respond
to the events that occur during an Alternate Path mission, but their waypoints will not change.
COMBAT
•
INTRO
Assigning an Alternate Path to an aircraft is one part of a two-stage process.
There must also be a flag set to indicate when the player should be given the
new assignment (See Action Types: Alternate Path, p. 5.30).
BRIEFING
Click the BRIEFING button.
•
Click in the text field.
•
Type in the briefing information.
•
Click OK to save the briefing text.
Minimal information should include what type of mission (CAP, SEAD,
bombing run, etc.) is about to be flown. The player needs to know what to
expect in order to choose the appropriate loadout.
APPENDIX
5.52
MULTI
Of course, nothing limits the amount of information that can be given.
Current weather conditions, time of day, recommended loadout, etc., can be
included at your discretion.
MISSIONS
A more detailed briefing would include possible enemy threats, the current
military situation (are the player’s allies about to make a strike? are they on
the defensive?), and the goals the player is expected to achieve.
COMBAT
The Briefing is the what the player is told prior to the mission. It can be as
brief or as detailed as you would like.
FLIGHT
•
COCKPIT
Even though you know that the original mission won’t be completed, all
the Primary Path waypoints should be put in anyway, so that the Primary
Path appears complete to the player in the briefing. Likewise, the Alternate
Path should have an ending, i.e., a final waypoint and a landing site.
INTERFACE
Alternate waypoints will be invisible to the player until the Alternate Path
is triggered. Also, once on an Alternate Path, the player will not be able to
return to the primary path.
TOC
Paths between the Alternate Path waypoints appear to you as dotted lines on
the Mission Map. However, the path between the Primary Path and the
Alternate Path will not appear, because the Alternate Path might be triggered by many things, and may not always start at the same place.
INTRO
EDIT BRIEFING
Click the BRIEFING button.
•
Edit the text.
•
Click OK to save changes.
TOC
•
There is only one briefing per mission.
B deletes the letter directly before the cursor, or any highlighted text.
D erases the letter directly after the cursor, or any highlighted text.
Click-and-drag highlights text.
WASZ + c move the cursor in one-word steps.
c + C copies text, c + V pastes text.
COCKPIT
WASZ move the cursor in one-space steps.
INTERFACE
Most common text editor commands work in Jane’s F-15 text boxes.
h/j moves the cursor to the front/end of the text line.
DEBRIEF
•
Click the DEBRIEF button.
•
Click ADD to create a new Debrief.
•
Click the Condition in the Condition Statement list that will end the
Debrief process.
•
Click in the STOP DEBRIEF PROCESSING IF TRUE box.
•
Repeat for any other Conditions that should halt the Debrief process.
5.53
APPENDIX
While the mission is being played, as each specified Condition is achieved, a
message is coded to the Debrief. When the mission is over, the player sees a
debrief which has been built “behind the scenes.” If you decide that with a
MULTI
Note that letting the debriefing process continue will often result in a more
robust debriefing message. It is not necessary to halt the debriefing process.
MISSIONS
S TOP D EBRIEF
COMBAT
Creating a Debrief is essentially assigning a message to any (or each) of a
long list of possible events. There are many different flags, and the first 50
or so are repeated for each of the 8 flights. It is up to you which of these
Events deserve to be mentioned in the debriefing.
FLIGHT
c + h/j moves the cursor to the start/end of briefing.
INTRO
certain Condition (such as the player being shot down) no more messages
should be added, then the STOP DEBRIEF PROCESSING IF TRUE should be clicked
for such Conditions.
Name the Logic Group.
•
Click ADD to add Condition Statements.
DEBRIEF LOGIC STATEMENT
N AME THE L OGIC S TATEMENT
•
Type in the name of the Logic Statement.
If you combine the Conditions that Flight 2 and Flight 3, 4 and 5 are all
MIA, the Logic Statement might be named “All crew MIA” with a Logic
Statement message of “You lost ALL your wingmen!”
•
Click ADD to create a Condition Statement.
Goal/Flag
•
Select the Condition(s) for that Condition Statement.
APPENDIX
5.54
MULTI
Note that each window of possible Goal/Flags is nine entries long. Clicking
on the scroll bar (as opposed to the scroll arrows) scrolls down ten entries,
and therefore every tenth Goal/Flag can be accidentally skipped.
MISSIONS
S ELECT THE C ONDITIONS
COMBAT
A Logic Statement name will usually be the same as the Condition, unless
more than one Condition is selected. For example, if “Flight 2 Crew MIA”
creates a debriefing statement of “You lost your wingman!” the Logic
Statement might be named either “Flight 2 Crew MIA” or “Wingman MIA.”
FLIGHT
A Logic Statement is the name of a certain Condition or set of Conditions,
and appears in the Logic Group List.
COCKPIT
This is the meat of the Debriefing, where each Condition, or set of
Conditions, is given a message to be read by the player after the mission is
over. Debriefings will occur even in the event of the Player’s destruction
(unless you choose otherwise).
INTERFACE
•
TOC
DEBRIEF LOGIC GROUP
INTRO
Operator
•
Add a message to appear to the player. Make sure the message is applicable to all conditions included in that Logic Group.
TOC
There are six possible Operators for the Debrief Conditions.
“!=” means “is not equal to.”
“<” means “is less than.”
“>” means “is greater than.”
“<=” means “is less than or equal to.”
INTERFACE
“=” means “is.”
“>=” means “is greater than or equal to.”
In cases when the action is True or False (such as being Shot Down, Killed,
or Crossed Fence Boundary), Flag should be used, and True or False chosen.
In cases where there is a number involved (such as Number of Bombs,
Neutral Aircraft kills, or A/G Bomb hit ratio), Value should be used, and a
number typed into the field. For Instance the Number of Bombs could be
less than or equal to 4, or the Hit Ratio could be greater than 50 (percent).
The Messages are what the player actually sees at the end of a mission; all
the logic groups and statements will be invisible.
MISSIONS
All applicable Messages will appear on the Debriefing, in the order that the
Conditions occurred.
COMBAT
M ESSAGE
FLIGHT
Value
COCKPIT
Flag
MULTI
APPENDIX
5.55
INTRO
MISSION INFO
TOC
After a mission is created, it will appear as a choice in the Jane’s F-15 Load
Mission list. It is up to you to create the explanatory text that the player
will see.
The Mission Info window is primarily for convincing players that they
want to play the mission.
The name of the mission. This will appear in the Load Mission list.
AUTHOR
COMMENTS
ENVIRONMENT
TIME OF DAY
5.56
APPENDIX
Dawn is from 5am to 7am. Dusk is from 5pm to 7pm. Daylight is between
Dawn and Dusk, Night is between Dusk and Dawn. Choosing a Time of Day
sets the start of the mission at the start of the time period. Time then progresses throughout the mission.
MULTI
Time and weather add not only visual variety to the game, they change the
mission itself. A night mission is a different thing entirely from a daytime
mission, just as a Combat Air Patrol with cloudy skies provides more of a
challenge than one with clear skies.
MISSIONS
This is useful reminder when you feel that further design features would
improve the mission, but cannot take the time to stop and implement them
immediately. Comments are invisible to the player.
COMBAT
This serves as a brief summary of what the mission is about. When the player clicks on the Mission Title in the Load Mission list, this appears in the
upper-left window.
FLIGHT
MISSION SUMMARY DESCRIPTION
COCKPIT
This is who designed the mission. This is invisible to the player, and is
mostly used in the event that changes will be incorporated into a mission by
someone who did not originally create the mission. When only one designer
is working on a mission, this is not a vital piece of information. However,
when several people add details to the same mission, the Author should be
the one who has overall design control.
INTERFACE
TITLE
INTRO
WEATHER
The four choices are Clear, Partly Cloudy, Overcast and Stormy.
Put/remove check marks in the boxes to have those objects
visible/invisible during the design process.
•
Click SET.
•
Click on a button to assign it to the chosen filter selection.
•
Click OK.
The filter icons at the bottom of the Mission Builder panel will enable you to
easily alternate between types of filters during the design process.
COCKPIT
Filters are a design tool that allows you to choose what objects are visible on
the Mission Map at one time. By the time a mission is fully created, the map
can be full of objects, icons and lines. Filtering out specific items makes it
easier to concentrate on the task at hand.
INTERFACE
•
TOC
FILTER
Remap Filter Icon. There are five filter icons at the bottom of the Mission
Builder panel. These can be assigned to certain filters. For instance, one icon
could make only friendly aircraft and objects visible, while another would
show only enemy forces. Another icon could filter out everything but aircraft. It is up to you to decide what filters would be most useful.
FLIGHT
Remember that all objects will appear in the game. Be careful not to filter
something out and forget about it. The final check of a mission should
have all the objects visible.
COMBAT
The Mission Builder is designed to give more or less information to you, the
designer, according to what you find convenient. These customizations can
be adjusted at any time during the design process.
MISSIONS
BUILDER OPTIONS
ICON LAYOUT
5.57
APPENDIX
You cannot choose to have separate Icon Layouts for individual aircraft or
waypoints. The layout applies to all aircraft.
MULTI
Each aircraft icon can by surrounded by information about the aircraft it
represents. Up to six pieces of data can be assigned locations around the
icon: one piece of info on the top/bottom, and two on each side.
INTRO
None
Call Sign
Call Sign
Aircraft Type
Aircraft Type
Aircraft Name
Aircraft Name
Number In Flight
Waypoint Name
Altitude
Altitude
Speed
Speed
Heading
Jump Point
Control
Group
Top Action (i.e., not a secondary
Message Action)
Side
Waypoint Number
Loadout
COCKPIT
None
INTERFACE
Possible Waypoint Data
TOC
Possible Aircraft Data
Top Action (I.e., not a secondary
Message Action)
First
Next
Click the GCI LINK button.
•
Click on the first Radar Station (or radar-directed SAM/AAA site) to be
linked.
•
Click on the Radar Station nearest to the first to establish a link.
Continue connecting the Radar Stations until the GCI network is satisfactory.
5.58
APPENDIX
GCI links appear as thin black lines between Radar Stations.
MULTI
Ground Control Interception is a way of coordinating the information
between one radar station and the next. It’s an air control information relay
system, in which one station’s information is passed on to all other radar stations in the network. The GCI sites coordinate the air defenses of that side;
if one air-defense attacks an aircraft, the others know there’s something out
there. SAM sites can also be tied into the network and be alerted. There is
no limit and no range — it’s all modern telecommunications.
MISSIONS
•
COMBAT
Place a series of Radar Stations (see Add Ground Objects, p. 5.24) on the
Mission Map.
FLIGHT
GCI LINK
INTRO
DELETE GCI LINK
Click DELETE GCI LINK.
•
Click on the Radar Station that is to be removed from the network.
GROUPS
Create a group.
Click the GROUP button.
•
Click ADD to create a new group.
•
Type the name of the group into the Name field at the top of the new
window.
Add a package to the group.
•
Type a brief description of the package.
•
Assign a 1 - 100 percent chance of appearing.
•
Click ACCEPT.
•
Continue adding packages until the group is complete.
•
Click DONE when the group is complete.
How many packages per group is a designer decision. There are no restrictions on how many groups can be created, or how many packages each can
have. However, only one package per group will appear.
APPENDIX
5.59
MULTI
The purpose of using Groups is to add a random element to the mission. If a
mission has no randomization, there will be no reason for the player to
replay the mission — the same aircraft will arrive at the same place in the
same way, every time the mission is played. When a Group is created, however, and packages are assigned to it, only one of those packages will appear
per mission. That adds a random element to the enemy forces that the player
faces each time he flies the mission.
MISSIONS
Click ADD to add a package (one or more aircraft) to this group.
COMBAT
•
FLIGHT
•
COCKPIT
Groups can be either aircraft or ground vehicles. In the following description, the groups and packagesare composed of aircraft, but the same description applies to ground vehicles.
INTERFACE
A Radar Station that is not on the GCI Link network can still pass information to local SAM and AAA sites, but it cannot pass the information to
another radar station, and thus give the “advanced warning.”
TOC
•
INTRO
NAMES
TOC
Giving groups simple, descriptive names helps keep their purposes separate.
Some examples could be “MiGs from the south,” “Iraqi tank ambush” or
“Waypoint 3 scramble.”
PACKAGES AND CHANCE OF APPEARING
If there is no Group assignment, the aircraft will always show up.
MISSIONS
The last package. The percentage chance of a package increases when previous packages fail their chance to appear. The last package will have a
100% chance of appearing if all other packages fail to appear.
COMBAT
100% chance to appear. If the first aircraft created is given 100% chance
to appear, then it will always appear, and no other packages assigned to that
group will ever be seen: it will have been wasted effort to put other aircraft
in at all. However, if the second aircraft has 100% chance of appearing, you
are guaranteeing that something will appear each time, either the first aircraft, or failing that, the second.
FLIGHT
Only one package appears. Only one package per group will appear. If, for
instance, there are three packages, each with a 40% chance of appearing,
the computer will look at them in the order in which they were created. It
will compute the first package’s chance of appearing, and if it does appear,
the computer will not check the other packages. If the first package does not
appear, the computer will continue, and compute the second package’s
chance. If the second package is “chosen,” then the third package will not
be checked, and will not appear for that group.
COCKPIT
Packages can be made up of different types of aircraft, flying different missions. This way you can arrange that each package contains strike aircraft,
their escorts, SEAD aircraft, tankers, etc.
INTERFACE
Packages are assigned a percentage chance of appearing, and at the beginning of the mission the computer determines which will appear. The result
of careful group planning is that sometimes enemies will arrive from the
south, sometimes from the north, sometimes they’ll be more dangerous than
at other times, etc.
MULTI
APPENDIX
5.60
INTRO
TACAN
Click TACAN.
•
Click on a ground object or (refueler) aircraft.
TOC
•
When an object has a TACAN assigned to it, the player receives information
useful in approach.
Each TACAN station operates on a unique channel. Assign a channel number from 1 to 123 to the station.
Each station needs an ID to make it more easily recognizable to the player.
The ID can be either descriptive or numeric.
FIND NEXT AVAILABLE CHANNEL NUMBER
DELETE TACAN
Click DELETE TACAN.
•
Click on the TACAN icon to be deleted.
Deleting the TACAN emitter from an object makes it more difficult for the
player to approach it during the mission.
5.61
APPENDIX
It can sometimes be difficult to click on the object when the view is zoomed
out. Zoom closer to see details.
MULTI
•
MISSIONS
Select this button to have the computer scan through the TACAN information and offer the next available channel number. Click OK to accept.
COMBAT
STATION ID
FLIGHT
CHANNEL NUMBER
COCKPIT
In general, TACAN stations have very wide ranges, and will usually extend
far enough into enemy territory so as to preclude any gaps in the information. TACAN stations should be assigned to airstrips friendly to the player,
and to tankers.
INTERFACE
Tactical Aid to Navigation is a UHF transmitter that sends out a constant
message relaying distance and directional information. All military airports
have them, and the signal lets the player know where he is in relation to the
landing strip. It also enables the F-15 to create a graphical display of where
friendly aircraft are in relation to each other, useful information to have during combat.
INTRO
TACAN INFO
See Common Command: Item Info, p. 5.12.
Click FAC.
•
Click on a Mission Map object that will act as an FAC.
Placing an FAC is one part of a two-step process. After the FAC is placed, an
Event must be designed to make it “work.” See Event: FAC, p. 5.48. There’s
only one FAC per mission.
When designing the mission, for realism’s sake it’s best to place the FAC near
to one of the mission’s goals. FACs don’t usually have fancy equipment to
help them see more than a couple of miles in any direction.
•
Click DELETE FAC.
•
Click on the FAC icon to be deleted.
You can set the Rules of Engagement (when it’s “legal” to fire) for each side.
COMBAT
RULES OF ENGAGEMENT
FLIGHT
DELETE FAC
COCKPIT
Forward Air Controllers are essentially soldiers with walkie-talkies. They can
be in tanks, in buildings, or elsewhere. They are in enemy territory to find
ground targets, then call the information in for an air strike.
INTERFACE
•
TOC
FAC
It is described in military terms of “alerts.”
MISSIONS
Green (Alert) — Weapons Hold. It’s a non-combative situation. Don’t fire
on anyone unless they fire on you first, or lock you up in preparation to fire
a missile. (With Realistic TEWS the player would know this by the threat
being closer to the center.)
Yellow (Alert) — Weapons Tight. Fire only on confirmed enemies.
APPENDIX
5.62
MULTI
Red (Alert) — Weapons Free. It’s an emergency situation. Fire at will.
INTRO
MISSION LABEL
•
Click on the location on the Mission Map where the label will be added.
•
Enter the text that will appear.
•
Click OK.
Important locations on the map may sometimes require a label to help the
player recognize them. Bases, cities, anything that would be discernible from
a cruising height can be labeled. This can be fine-tuned during the testing
stage of mission creation.
INTERFACE
Click MISSION LABEL.
TOC
•
Labels are up to your discretion.
•
Click DELETE MISSION LABEL.
•
Click on the Mission Label to be deleted.
•
Click on the first position on map.
•
Click on the second position on map.
DESTROY THIS OBJECT
Click on DESTROY THIS OBJECT.
•
Click on an object’s white dot.
A war zone very rarely looks clean and unblemished. If you want to put
down some battle-scars, he can use DESTROY THIS OBJECT to replace some
objects with burned-out craters. This can be used both on objects that you
have put down and on objects that are inherent to the map.
•
Click on UNDESTROY.
•
Click on the white dot in the center of a crater.
5.63
APPENDIX
You can undo a Destroy This Object command, in case you change your mind.
MULTI
UNDESTROY
MISSIONS
•
COMBAT
The distance in nautical miles between the two points will then be displayed.
FLIGHT
DISTANCE BETWEEN TWO POINTS
COCKPIT
DELETE MISSION LABEL
INTRO
ZOOM IN
•
Click on the ZOOM IN button.
•
Click on the ZOOM OUT button.
The reverse of Zoom In, Zoom Out shows more map and less detail per click.
The map can be zoomed out until the territory displayed is approximately
1,425nm on a side.
Click on the ZOOM AREA button.
•
Click-and-drag the cursor to “box” an area.
•
Click again to zoom.
This allows you to zoom in on a specific area in the Mission Map. The smaller the box, the greater the magnification.
•
Click the TARGET button.
•
Click on the Mission Map.
MULTI
Centering an object in the Mission Map is primarily used in preparation to
zoom in on it. When centering an icon, try to click as close to the exact center of the icon as possible. As the zoom increases, any deviation from clicking the exact center of the icon will be magnified, and the icon will begin to
edge off the visible map.
MISSIONS
CENTER ON CURSOR
COMBAT
•
FLIGHT
ZOOM AREA
COCKPIT
ZOOM OUT
INTERFACE
The map zooms in on the center of the Mission Map window. To zoom in on
a particular object, first center it using the CENTER button.
TOC
Each time the ZOOM IN button is clicked, the Mission Map scale approximately doubles in size. The closer the zoom, the more detail you can see,
but the less actual territory is shown in the Mission Map window. The map
can be zoomed in until the window display is approximately .75 nautical
miles on a side.
REVERT
Click on the REVERT button.
Returns the Mission Builder to the previous view.
5.64
APPENDIX
•
INTRO
FILTERS 1 - 5
Turns predetermined filters on. See Filters, p. 5.57.
TOC
EXIT
Leave the Mission Builder and return to the Single Main Menu.
INTERFACE
Any design information added subsequent to the last Save Mission will
be lost! As such, when you click on EXIT, you will be prompted to confirm
your decision to exit. Answer YES only if you have saved your work.
COCKPIT
FLIGHT
COMBAT
MISSIONS
MULTI
APPENDIX
5.65
INTRO
HOME
MULTIPLAYER
Return
to Main
Screen
FLIGHT
Internet
Connection
COCKPIT
LAN
(Local Area
Network)
Connection
INTERFACE
Modem
Connection
Direct
Serial
Connection
TOC
Jane’s F-15 supports IPX/SPX network (LAN) play (up to eight players),
TCP/IP network (Internet) play (up to eight players), modem and direct serial play (two players). Multiplayer Connections (below) describes how to
set up each type of connection, while Game Setup (p. 6.10) explains how to
set up and play a deathmatch mission once you have a connection.
MULTIPLAYER CONNECTIONS
Modem
Set up a connection between two computers over a
modem line. See Modem, p. 6.4.
IPX/SPX Network
Connect 2-8 computers over a LAN (Local Area
Network). See p. 6.5.
TCP/IP Network
Connect up to 8 players with an Internet (dial-up)
connection. See p. 6.6.
Main
Return to the Main Menu.
6.1
APPENDIX
If you have problems connecting with another player, refer to If You Can’t
Connect (p. 6.3 for direct serial, p. 6.5 for modem, p. 6.5 for IPX/SPX network or p. 6.7 for TCP/IP network), or consult your network supervisor,
Internet service provider or hardware/modem documentation.
MULTI
Set up a connection by linking two computers
together with a direct serial cable. See Direct Serial
(Null-Modem), p. 6.2.
MISSIONS
Serial
COMBAT
To set up a multiplayer game, select one of the following options from the
MULTI menu.
INTRO
You can also get information on network and modem connections by going
to the Windows 95 START menu and clicking HELP:
•
For help with IPX/SPX connections, double-click USE A NETWORK.
•
For help with modem setup, double-click SET UP HARDWARE, then
SETTING UP A MODEM.
•
For help with TCP/IP connections, click the INDEX tab and type INTERNET in the box. Relevant topics are highlighted in the large box below
— click on a topic to view information about it.
If you and another gamer don’t own modems, you can use a serial connector
cord to link two computers. Visit your local computer shop and purchase a
null-modem connector (sometimes called a file transfer cable).
COCKPIT
DIRECT SERIAL (NULL-MODEM)
INTERFACE
Click on the CONTENTS tab, then double-click HOW TO.
TOC
•
STEP 1 — CONNECTING YOUR MACHINES
B.
You must know which COM port on each machine that the cable is connected to. There may be a label on the computer next to the COM connector, or the documentation for the computer may have a connection
diagram with communication ports labeled. COM ports are numbered
starting at 1 and going up, i.e. COM1, COM2, COM3, etc.
STEP 2 — SELECT SERIAL PORT SETTINGS
B.
A dialog box will appear asking if you want to HOST or JOIN. The first
computer will select HOST and then create a game session (see pp. 6.96.10). The second computer may then select JOIN.
C.
The Serial Connection dialog box will now appear. Select the correct
COM port and use the default settings for the remaining boxes, e.g.,
57600 baud, 1-stop bit, no parity and RTS/DTR flow control. When
done, select OK.
D.
The JOIN computer will now be in the Game Sessions screen and
should select ACCEPT.
6.2
APPENDIX
IMPORTANT: The HOST computer must complete Step C before the JOIN
computer does Step D.
MULTI
From the Multi screen, select SERIAL.
MISSIONS
A.
COMBAT
Plug one end of the connector cable into a serial port on one machine,
and the other end into a serial port on the second machine.
FLIGHT
A.
INTRO
STEP 3 — CONFIGURING THE MISSION
See Game Setup, p. 6.10.
TOC
IF YOU CAN’T CONNECT
If you’re having problems connecting, you may have a hardware conflict. (In
other words, two devices may think they’re occupying the same COM port.)
Click the Windows 95 START button.
2.
Click CONTROL PANEL, then double-click the SYSTEM icon.
3.
Click the DEVICE MANAGER tab.
4.
Click inside the circle next to View devices by connection. Check to
make sure only one device is listed next to the COM port your cable is
connected to. If something extra is listed, delete it.
COMBAT
CAUTION: Make sure you know exactly which COM port you’re looking
at and what you are deleting. (You don’t want to delete anything important.) Please contact Microsoft or your hardware manufacturer for help
with port conflicts.
FLIGHT
If your computer’s settings, the game settings and the other player’s settings
are identical and you still experience problems, try selecting another
Communications Port or lowering the baud rate (as described in Step 2 –
Serial Port Settings).
COCKPIT
1.
INTERFACE
To check for port conflicts:
MISSIONS
MULTI
APPENDIX
6.3
INTRO
MODEM
You can play another player across a 14,400-baud or faster modem.
TOC
STEP 1 — CONFIGURING THE MODEMS
Both players must be sure their modems are configured correctly to get a
successful connection:
Exit to Windows 95 and click START. Highlight SETTINGS, then CONTROL
PANEL. Double-click on the MODEMS icon.
C.
Click the CONNECTION tab, then click the ADVANCED button.
D.
Make sure there is a check mark in the Use flow control box. If not,
click in the box to put a check mark there.
E.
Make sure there is a black dot next to Hardware (RTS/CTS). If not,
click in the circle to put a dot there.
If you’ve made any changes to your modem settings in the steps above, go
ahead and restart Windows 95 before trying to connect. This ensures the
changes will be saved.
B.
A dialog box will appear asking if you want to HOST or JOIN. The first
computer will select HOST and then create a game session (see, pp. 6.96.10). The second computer may then select JOIN.
C.
The JOIN computer will now be in the Game Sessions screen and
should select ACCEPT.
D.
The Modem Connection dialog box will now appear. The HOST should
select ANSWER. The second computer should now enter the phone
number of the HOST.
C ONFIGURE
6.4
APPENDIX
As long as your modem is configured through Windows 95, you should not
have any trouble. If you do have difficulties, you can access the Windows 95
(Modem) Properties by clicking CONFIGURE on the Modem screen.
MULTI
From the Multi screen, select MODEM.
MISSIONS
A.
COMBAT
STEP 2 — CONNECTING WITH ANOTHER
MODEM PLAYER
FLIGHT
Click the PROPERTIES button. Make sure the maximum speed is set to the
highest level for your modem (at least 57600 is recommended). Make
sure that the Only connect at this speed box is not checked.
COCKPIT
B.
INTERFACE
A.
INTRO
If your modem is not configured properly, please consult your modem and
Windows 95 documentation.
See, p. 6.10.
Make sure your modem is set up correctly under Windows 95, and that
you don’t have multiple modem drivers loaded.
2.
Try connecting again, this time telling Jane’s F-15 what COM port your
modem is using instead of running autodetect. To find out the port
connection for your modem, follow Steps A and B under Step 1 —
Configuring Your Modems (previous page). Look for your COM port
number in the window that appears. Go through the steps under Step 2
— Connecting with Another Modem Player again, using this COM
port number in place of autodetect when you get to Step 3 —
Configuring the Mission.
•
From the Multi screen, select IPX/SPX. This takes you directly to the
Game Sessions screen.
MISSIONS
IMPORTANT NOTE: You must have an IPX/SPX-compatible protocol
loaded under Windows 95 (such a protocol ships with Windows 95). To
check, go to the START menu. Highlight SETTINGS, then CONTROL PANEL, and
double-click the NETWORK icon. Scroll down in the box to see if any kind
of IPX/SPX-compatible protocol is listed.
COMBAT
Two to eight players can “join” a specific game. Multiple sessions of Jane’s
F-15 can run concurrently on a network without disrupting normal network
activity. (During peak network hours, however, the game may run more
slowly.)
FLIGHT
IPX/SPX NETWORK
COCKPIT
1.
INTERFACE
IF YOU CAN’T CONNECT
TOC
STEP 3 — CONFIGURING THE MISSION
STEP 1 — CONFIGURING THE MISSION
IF YOU CAN’T CONNECT
6.5
APPENDIX
If your computer can’t find other players on the network, make sure you
have an IPX/SPX protocol loaded. (See Important Note in IPX/SPX
Network, just above.)
MULTI
See, p. 6.10.
INTRO
TCP/IP NETWORK
STEP 1 — SETTING UP FOR INTERNET PLAY
A.
Contact the other players (via chat board, telephone, etc.) and determine who has the fastest computer. This person should be the host.
The host will need to log on to the Internet, find out what his IP
address is and communicate this address to the other players. (Each time
you log on to the Internet you will have a different IP address, so the
host will have to check this each time.)
Without logging off of the Internet, double-click on My Computer.
•
Double-click on the C: DRIVE icon, then the WINDOWS folder.
•
Double-click on WINIPCFG.EXE (Windows IP Configuration).
•
Write down the number in the box next to IP ADDRESS.
Once the host knows his address, he must communicate this to the
other players.
MISSIONS
•
COMBAT
C.
Also decide the number of players connecting.
FLIGHT
•
B.
COCKPIT
If you have a web browser (e.g., Netscape or Internet Explorer) you can meet
in the chat room of the Jane’s Combat Simulations web page at
http://www.janes.ea.com. To reach this room, click the COMMO switch on the
left side of the Jane’s home page (or the COMMO SHACK link, if your browser
does not support frames). Click TEXT CHAT to get to the chat room.
INTERFACE
All players will also need to exchange IP addresses with the host once
they’ve logged on to the Internet. It is easiest to do this if everyone logs on
to a chat zone. If you do not know how to get into a chat zone, contact your
Internet service provider, or check their on-line help, if available.
TOC
You must have an account with an Internet service provider, LAN with
TCP/IP protocol, or other access to the Internet to play Jane’s F-15 through a
TCP/IP connection.
MULTI
APPENDIX
6.6
INTRO
STEP 2 — CONNECTING WITH OTHER PLAYERS
Log on to the Internet. Minimize your browser window, and load Jane’s
F-15 if you have not already done so.
B.
From the Multi screen, select TCP/IP. This displays an IP address screen.
C.
Type in the host’s IP address. Click OK.
Or
D.
Leave it blank to host a new game.
See, p. 6.10.
IF YOU CAN’T CONNECT
•
DISCONNECTING
If you disconnect in any of the following ways, the game will continue, even
if you’re the host.
Press any key during the connection process. (You will return to Jane’s
F-15 Main Menu.)
•
Exit the mission (q).
MULTI
APPENDIX
6.7
•
MISSIONS
Follow the steps on these two pages again, designating another computer as the host. (Try using the computer with the fastest Internet connection.)
COMBAT
If you have a TCP/IP-compatible protocol and are having no difficulty logging on to the Internet, but you are having trouble connecting with other
players:
FLIGHT
You must have a TCP/IP-compatible protocol loaded under Windows 95
(such a protocol ships with Windows 95). To check, go to the START menu.
Highlight SETTINGS, then CONTROL PANEL, and double-click the NETWORK icon.
Scroll down in the box to see if any kind of TCP/IP-compatible protocol is
listed. (If one isn’t listed, you probably won’t be able to connect to your
Internet service provider, either.)
COCKPIT
STEP 3 — CONFIGURING THE MISSION
INTERFACE
A.
TOC
Note: All participants must know the IP address of the host before setting
up a network game. (See Step 1, facing page.)
INTRO
GAME SESSIONS SCREEN
TOC
INTERFACE
COCKPIT
On this screen, all of the current game sessions currently in progress are listed on the right side of the screen.
View Game Details
Click on an entry to display game details (maximum and current number of players, and game options).
Changing Callsign
Click on your callsign, at the bottom of the screen.
•
Type in a new callsign.
Join a Session
Click on a game in the Current Games List.
•
Click ACCEPT.
Create a Game
•
Click HOST GAME.
•
Choose the options in the Host Game screen.
MISSIONS
•
COMBAT
•
FLIGHT
•
MULTI
APPENDIX
6.8
INTRO
HOST GAME SCREEN
TOC
INTERFACE
COCKPIT
The Host Game screen is where you establish all of the optional elements
within which your game will play.
Time of Day. Choose from DAY, NIGHT, DAWN or DUSK. (See Mission Builder,
p. 5.56.)
Loadout of Weapons. You may choose to either restrict every pilot (including yourself) to a predefined loadout, or to allow all the pilots the opportunity to select their own custom loadout.
Display Positions. If enabled, this allows other players to see where on the
combat arena everyone starts.
Ground Defenses. If enabled, ground defenses are capable of targeting
enemy aircraft.
6.9
APPENDIX
Session Name. Choose the name of the game as it will appear to other players on the Game Session screen.
MULTI
Regeneration. If enabled, this allows downed aircraft and pilots to be
restored to their original positions and fly again. If disabled, it makes the
game a single-death elimination contest. The last surviving aircraft is the
victor. Click ACCEPT when done.
MISSIONS
Configuration. If locked, then each player’s difficulty settings are established to be the same as the host player’s settings. Otherwise, the other
pilots may set their own difficulty selections.
COMBAT
Number of Players. IPX/SPX and TCP/IP can have two to eight players.
Modem and Serial can only have two.
FLIGHT
Weather. Choose from CLEAR, CLOUDY or STORMY.
INTRO
GAME SETUP
“Ready” Ball
INTERFACE
Team
Area
Sides and Teams
Note that it is possible to play cooperative battles by having multiple pilots
click-and-drag their own aircraft to a common team. Players on the same
team have the same color in the game.
On the pilot list, a red ball indicates “not ready.” Once you press the READY
button, the ball near your callsign will turn green.
Chat. You may toggle the Radio Speech chat box on and off by pressing CHAT.
APPENDIX
The READY button does not have to be selected to enter flight, and is used
only at your discretion.
MULTI
Ready. The READY button provides a way for players to enter the game
simultaneously. If previously agreed upon, each pilot can wait to enter the
arena until all the pilots have indicated a “ready” status, implying that they
have completed their aircraft setup.
MISSIONS
In the CURRENT PLAYERS screen is your name and a number. That number corresponds to your numbered icon on the Section Map. You may move your
Number Icon anywhere on the map to establish your starting position.
COMBAT
You may change the “team” you are flying for by click-and-dragging your
numeric icon on the map to a different area and releasing it. The team indicator on the list will update if any pilot chooses a different team.
FLIGHT
The battle arena, complete with eight different team boundaries, is displayed on the screen. Each geographical portion of the map represents a different “team” for which a pilot can fly. On the right side of the screen, a list
of players is found, along with status indicators which identify the team the
pilot is flying with, as well as the pilot’s “ready” status.
COCKPIT
Players’
Number Icons
6.10
TOC
Team
Color
INTRO
ARMING
•
Select FLY to enter the game.
You will jump into the game, already in flight, starting at the location of
your numbered icon on the Section Map.
INTERFACE
FLY
TOC
Unless the Arming option has been locked out by the host, arming is identical to the process of arming in Campaigns. See Campaigns: Arming, p.
1.10, for further explanation.
COCKPIT
FLIGHT
COMBAT
MISSIONS
MULTI
APPENDIX
6.11
APPENDICES
MISSIONS
MULTI
APPENDIX
A.1
COMBAT
While A-10s and F-16s pound tactical targets on clear days, the F-15Es strike
around the clock in any weather, eliminating many of Iraq’s most impenetrable targets. Facing concentrated AAA fire and SAMs, some pilots opt for
medium-to-high loft approaches to avoid the hellish barrage below. Others
dare the minimum-altitude flight for which the F-15E was designed, skimming the desert at 100 feet to thwart enemy radars and SAMs.
FLIGHT
The 335th and 336th Tactical Fighter Squadrons enter Saudi Arabia in
early August 1990, flying sorties from the newly constructed Al Kharj airbase until the cease-fire on 28 February, 1991. Together, these units
account for nearly 11 million pounds of ordnance. Each Strike Eagle’s
payload includes 24,000 pounds of external stores — Paveway II laserguided bombs, Combined-Effect Munitions, Mk82 and Mk84 unguided
bombs, AIM-9 Sidewinders and AIM-7 Sparrows. Because the F-15E is
rushed to combat before fully completing development, few USAF Strike
Eagles have the coveted AAQ-14 LANTIRN targeting pods for delivering
guided munitions. Despite this, F-15Es still achieve most of their strategic
missions, and by the end of the war, nearly all F-15Es have the AAQ-14.
COCKPIT
Following the territorial invasion of Kuwait in November 1990, the UN
Security Council authorizes the use of force to contain Iraq. The resulting buildup of forces on the Saudi-Iraqi border is dominated by 400,000
U.S. troops and coined Operation Desert Shield. Repeated warnings and
an ultimatum from the UN go unheeded, and Saddam Hussein’s gathering of forces along Saudi Arabia’s border continues. Confrontation with
Iraq seems inevitable, and on 17 January, 1991, the standoff is finally
broken as coalition forces deliver stiff retribution. The Persian Gulf
marks the combat debut for many weapon platforms, but most importantly, it becomes the proving ground for the F-15E Strike Eagle as a
dual-role fighter.
INTERFACE
DESERT STORM
TOC
APPENDIX A.
CAMPAIGN BACKGROUNDS
INTRO
HOME
INTRO
INTERFACE
COCKPIT
The F-15E then becomes a favored delivery tool for the Air Force, and is
capable of precision, night-time attacks in hostile airspace. Pound-forpound, it out-performs any other dual-role fighter in existence. Desert
Storm marks the evolution of the F-15 from strictly an air-to-air machine
to a dual-role fighter, and its accomplishments remain a menacing
reminder to those who dare to oppose it.
TOC
Initial missions concentrate the F-15E’s firepower on ground-based SCUDs
aimed at nearby Israel. SCUD-hunting attacks become standard fare for
Strike Eagle pilots, who work in pairs alongside the Synthetic Aperture
Radar-capable E-8A J-STARS. Later, the F-15E is adapted to “tank-plinking” (attacking armoured vehicles with laser-guided bombs) and “road
recce” (striking fixed interdiction targets, such as bridges and roads).
Several F-15Es operate in unexpected capacities, providing on-the-spot air
support for ground units in trouble. One F-15E from the 335th even tallies
an air-to-air kill against an enemy helicopter using a laser-designated
bomb. No air-to-air F-15E losses are incurred, although two F-15Es and
aircrews are lost to ground fire.
FLIGHT
COMBAT
MISSIONS
MULTI
APPENDIX
A.2
INTRO
IRAN
Despite a shaky peace, the turn of the century has not brought much change
to the Gulf region. Most Arab states still harbor a strong anti-American sentiment, and Turkey, Jordan and Saudi Arabia have fallen under conservative
rule. Intense pressure from Islamic religious leaders has compelled even
these key U.S. allies to question an American presence in their territory.
TOC
To further complicate matters, the American military has been impaired by a
reduction in force. U.S. bases in the Middle East have been closed or forcibly
relocated to remote deserts, reflecting the mindset of a “smaller, smarter military.” For the first time, the U.S. military finds itself in the highly vulnerable position of being unable to support dual conflicts.
INTERFACE
In contrast to the fading U.S. presence, Iran has now become a very real
threat to Gulf security. Obscured by the limelight of U.S.-Iraqi and U.S.North Korean tensions, Iran has spent five years bolstering its military forces
with aircraft, naval vessels and technical expertise. Increasingly offensive
training exercises remain unchecked due to a lack of a watchdog force.
COCKPIT
MULTI
APPENDIX
A.3
MISSIONS
Diplomatic attempts by the United Arab Emirates fail, and several U.S.flagged ships are attacked directly by missiles and indirectly by mines littering the Strait of Hormuz. Iran deploys its fleet of Kilo submarines and issues
a string of threats describing armed, chemically tipped “Scud-B” missiles. In
response, U.S. military forces in the region are placed on red alert, and a
USAF squadron is deployed. Facing a lack of carrier support, F-15s comprise
the major air arm in the region and must provide initial front-line support to
oust Iran from its newly acquired position.
COMBAT
Iran seizes this opportunity in an alarming string of events and flexes its
military might — first Iran’s president is assassinated; then, the government
is overthrown by conservative clerics that proclaim the Iranian military to
be “the sword of God.” Arab fears that Iran might use its new political position to invade its ill-armed neighbors turn out to be valid when Iran seizes
the disputed islands of Abu Musa, Tunb and Sirri — strategically located at
the mouth of the Gulf.
FLIGHT
The region grows more susceptible to conflict after world attention is drawn
to the far east, where border conflicts break out along the de-militarized
zone (DMZ) between North and South Korea. The increasingly brash incursions are viewed as North Korea’s desperate attempt to right its falling communist regime. Viewing this delicate situation as a preamble to war, U.S. and
other allied military forces deploy to the area. Most units transfer from the
Middle East, where a regional conflict is considered highly possible, but not
imminent.
INTRO
Air-to-Air
AAA
Anti-Aircraft Artillery.
AB
Afterburner capability; also Air Base
ACM
Air Combat Maneuvers.
ACQ
Acquisition
AGL
Above Ground Level
ALT
Altitude
AMRAAM
Advanced Medium-Range Air-to-Air Missile.
AoA
Angle of Attack.
A/P
Auto Pilot
ARMT
Armament
ASE
Allowable Steering Error
ASL
Above Sea Level.
AUTO
Automatic, an A/G weapons delivery mode.
AWACS
Airborne Warning And Control System.
AZ
Azimuth
BARO
Barometric
B-Hot
Black-hot FLIR polarity
BIT
Built-In Test
BRG
Bearing
BRST
Boresight
BRT
Brightness
Boresight
BVR
Beyond Visual Range
CAP
Combat Air Patrol
CAS
Close Air Support
CBU
Cluster Bomb Unit
APPENDIX
BST
MULTI
Air-to-Ground
MISSIONS
A/G
COMBAT
Attitude Director Indicator
FLIGHT
Air Data Computer
ADI
COCKPIT
ADC
INTERFACE
B.4
A/A
TOC
APPENDIX B. ACRONYMS
AND ABBREVIATIONS
Continuously Displayed Impact Point.
CDES
Continuous Designation
CFT
Conformal Fuel Tank
CMD
Countermeasures Dispenser. Also Command
COMM
Communication
CONT
Contrast. Also Continuous
DCL
Declutter
DIL
Displayed Impact Line
DTWS
Designated Track While Scan
DW
Display Window
Elevation
EMIS LMT
Emissions Limit
ESL
Elevation Steering Line.
EWWS
Electronic Warfare Warning Set
FAC
Forward Air Controller
FCC
Flight Control Computer
FCP
Front Cockpit
FLIR
Forward-Looking Infrared
FOV
Field of View
Guided Bomb Unit. Also known as a Smart Bomb.
GCI
Ground Control Intercepts
GDS
Gun Director Sight
H/C
Hot/Cold
HDTWS
High Data Rate Track-While-Scan
HOB
Height of Burst
HOTAS
Hands On Throttle and Stick
HPRF
High Pulse Repetition Frequency
HRM
High Resolution Map
Horizontal Situation Indicator
HUD
Head-Up Display
APPENDIX
HSI
MULTI
Gravity Force
GBU
MISSIONS
G
COMBAT
Electronic Countermeasures.
EL
FLIGHT
ECM
COCKPIT
CDIP
INTERFACE
Central Computer
TOC
B.5
CC
INTRO
B: ACRONYMS AND ABBREVIATIONS
INTRO
Internal Countermeasures Set
IFF
Identification Friend or Foe
ILS
Instrument Landing System
IND
Indirect
INST
Instrument
INTVL
Interval
IR
Infrared
JETT
Jettison
JSTARS
Joint Surveillance Target Attack Radar System
KTAS
True Airspeed in Knots
Lead Angle Error
LANTIRN
Low Altitude Navigation and Targeting, Infrared, for Night
LAW
Low Altitude Warning
LCFT
Left Conformal Fuel Tank
LCOS
Lead-Computing Optical Sight
LGB
Laser-Guided Bomb
LOS
Line of Sight
LPRF
Low Pulse Repetition Frequency
LR BST
Long Range Boresight
Menu
MAN
Manual
MAR
Missile Active Range
MAX
Maximum
MPD
Multi-Purpose Display
MPCD
Multi-Page Color Display
MPRF
Medium Pulse Repetition Frequency
MRM
Medium-Range Missile. E.g., AIM-7, AIM-120.
NAV
Navigation
Navigational FLIR
NDTWS
Non-Designated Track-While-Scan
APPENDIX
NAVFLIR
MULTI
Losing
M
MISSIONS
LSG
COMBAT
Kuwait Theater of Operations
LAE
FLIGHT
KTO
COCKPIT
ICS
INTERFACE
Hertz, Cycles Per Second
TOC
B.6
Hz
INTRO
N-F
OBST
Obstacle
PACS
Programmable Armament Control Set
PB
Pushbutton
PDT
Primary Designated Target
PGM
Precision Guided Munitions
RCS
Radar Cross Section
ROE
Rules of Engagement
PROG
Program
QTY
Quantity
RALT
Radar Altimeter
RBL
Radar Boresight Line
RBM
Real Beam Map
RCFT
Right Conformal Fuel Tank
RCP
Rear Cockpit
RDR
Radar
RDY
Ready
RGH
Range Gated High
RAERO
Maximum Aerodynamic Range
RMIN
Minimum Range
RNG
Ranging or Range
ROPT
Optimum Range
RP MPL
Ripple Multiple
RP SGL
Ripple Single
RTR
Range Turn and Run
RWR
Radar Warning Receiver
RWS
Range While Search
RWS-H
Range While Search – High
RWS-I
Range While Search – Interleaved
APPENDIX
Normal
MULTI
NORM
MISSIONS
Nautical Mile
COMBAT
NM
FLIGHT
Nap-of-Earth
COCKPIT
Narrow Field of View
NOE
INTERFACE
NFOV
TOC
B.7
Navigation FLIR
INTRO
RWSM
Suppression of Enemy Air Defense
SP
Sequence Point
SRM
Short-Range Missile. E.g., AIM-9.
SS
Supersearch
STBY
Standby
STT
Single Target Track
T
True Airspeed
TACAN
Tactical Aid to Navigation
TAS
True Airspeed
TCN
TACAN
TD
Target Designator
TERM
Terminal
TEWS
Tactical Electronic Warfare System
TF
Terrain Following
TFR
Terrain-Following Radar
TGT
Target
TOF
Time of Flight
TOT
Time on Target
TSD
Tactical Situation Display
TTA
Time to Active
TTI
Time to Impact
TTGT
Time-to-Target
TWS
Track While Scan
UFC
Up Front Controls
UNC
Uncage
VCTR
Vector Scan
VSI
Vertical Speed Indicator
WSO
Weapons Systems Officer
APPENDIX
Time-to-Release
MULTI
Time-to-Pull
TREL
MISSIONS
TPULL
COMBAT
SEAD
FLIGHT
Semi-Active Radar Homing
COCKPIT
Surface-to-Air Missile
SARH
INTERFACE
SAM
TOC
B.8
Range While Search – Medium
INTRO
Active. A radar missile currently using a self-guidance system to locate its target.
Airframe. Basic construction of the aircraft (doors, landing gear, seats, cabin, etc.).
Angels. Altitude in thousands of feet. “Angels ten” indicates 10,000 feet of altitude.
Angle of Attack (AoA). Aerodynamic angle formed between the chord of
an airfoil and the direction of the relative wind.
Attitude Director Indicator. Shows attitude of airplane relative to horizon.
Azimuth. Indicates a position on a horizontal plane surrounding your aircraft.
COCKPIT
Aspect Angle. Angle from which a target is viewed – the number multiplied by 10. “9R” means a view of the target’s right wing from a 90° angle.
INTERFACE
Airfoil. Curved wing or blade surface designed to produce lift when air
passes over it.
TOC
APPENDIX C.
GLOSSARY OF TERMS
Bandit. Confirmed enemy aircraft.
Barrage Fire. Anti-aircraft fire that “floods” an area with ammunition
rather than trying to specifically target and hit an aircraft.
FLIGHT
Barometric Altitude. Altitude above sea level, calculated from air pressure data.
Bent. An informative call indicating the identified equipment is inoperative.
Blind. An informative call indicating loss of visual contact with friendly aircraft.
Bogey. Unidentified aircraft (radar or visual contact).
Bogey Dope. A request for target information from GCI/AWACS
Break (Up/Down/Right/Left). A directive call to perform an immediate maximum
performance defensive turn in the direction indicated.
Buddy Spike (position/azimuth/altitude). An informative call indicating
reception of friendly AI RWR.
Chaff. Strips of metal film released to confuse and decoy radar-guided weapons.
Closing. Range to the bandit/bogey/target is decreasing.
C.9
APPENDIX
Chord. Imaginary line that passes through the leading and trailing edges of
an airfoil. See “Angle of Attack.”
MULTI
Bullseye. Code word for a specific reference point from which the position
of target aircraft are determined.
MISSIONS
Bracket. Fighter element attack geometry which places aircraft on opposing
sides of the target either laterally or vertically.
COMBAT
Bingo. When your aircraft has just enough fuel to get back to base and land.
INTRO
Closure. Relative velocity of one aircraft in relation to another.
Designate. Use of aircraft systems to identify a ground objective/aircraft as
a target for weapons employment.
Echelon. A call conveying groups/contacts/formation with wingmen placed
45° behind the leader’s wingline.
Egress. The outbound (exit) portion of an A/G attack profile.
Flare. A pyrotechnic device dispensed to defeat IR missiles.
Frag. Fragmentary range and duration of an ordnance.
Furball. A turning fight involving multiple aircraft.
COCKPIT
Element. A flight of two aircraft.
INTERFACE
Drag. Force that counteracts an object in motion through the air, such as
air resistance.
TOC
Corner Speed/Velocity. Minimum airspeed at which the maximum allowable aircraft G is generated. I.e., speed at which an aircraft can turn the
sharpest, given current altitude and attitude.
Guns. Air-to-Air or Air-to-Surface gunshot.
Hung. A/A or A/G weapon launch/release commanded, but the ordnance
remained on the aircraft.
Ingress. The inbound (entry) portion of an A/G attack profile.
Interleaved. Radar search mode alternating medium and high PRF waveforms.
MISSIONS
Indicated Airspeed. The speed you would be traveling (given engine performance) at sea level in still air. An aircraft flying at the same true airspeed
will show different indicated airspeeds at different altitudes and under different wind conditions.
COMBAT
Hot. Air-to-Air: a GCI informative call that the target is heading toward the
fighters. Intercept geometry which positions the fighters in front of the target. The leg of a CAP heading toward the anticipated threats. Air-to-Ground:
ordnance employment is authorized, anticipated, or completed.
FLIGHT
Heater. A slang term for an IR missile.
Initial Point. The location where aircraft turn to directly approach their
target – the steer point just prior to a target point.
Knot. Measure of speed equal to one nautical mile per hour. (See Nautical Mile.)
C.10
APPENDIX
Lag Pursuit. Refers to pointing an aircraft’s nose just behind an enemy’s
flight path during a turn.
MULTI
Jammer. Electronic countermeasure that emits microwaves to distort/confuse enemy radarscopes.
INTRO
Lead Pursuit. Refers to pointing an aircraft’s nose just ahead of an enemy’s
flight path during a turn.
Mach Ratio. The ratio of your aircraft’s speed to the speed of sound at the
same altitude.
Mark-82. 500-lb. general-purpose bomb.
Mark-84. 2000-lb. general-purpose bomb.
MiG. Common nickname for the Soviet designed fighter aircraft.
INTERFACE
Mark-20. Canister bomb containing smaller bombs; used against armored targets.
TOC
Mach. Speed of sound at sea level (760ft/s) used to measure rapid flight
(Mach I, Mach 2, etc.).
Mil Power. Maximum aircraft power, not using afterburner.
Ordnance. Military weapons – including expendable armament, such as
missiles and ammunition.
COCKPIT
Nautical Mile. Aeronautical measurement of distance equal to 6,076ft.
Padlocked. An informative call indicating the aircrew cannot take their
eyes off the target without a significant risk of losing tally.
Pickle. Act of pressing weapon release button.
Pipper. Visual aiming designator that appears on the HUD.
Radar Altitude. Altitude above ground level (AGL), in feet, calculated from
terrain-following radar returns.
Radar Signature. Measure of an aircraft’s visibility to radar; also called its
radar cross section (RCS).
Roland. (French) Surface-to-Air missile; effective at low altitudes.
SAM ring. A circle designating the outer range of a SAM’s threat to
overhead aircraft.
Scissors. Defensive maneuvering utilizing a succession of turn reversals
attempting to achieve an offensive posture following an attacker’s overshoot.
MULTI
Sanitize. A directive call to clear an assigned area with the radar searching
for additional threats.
MISSIONS
Rockeye. See Mark-20.
COMBAT
Point of Impact. Point along the leading edge of an airfoil where the air
separates and flows over the top and bottom of the airfoil.
FLIGHT
Patch Map. Radar image used for targeting.
Scramble. Launch the aircraft as soon as possible.
C.11
APPENDIX
Scud. Tactical surface-to-surface ballistic missile, medium-range, modified
and used by Iraq.
INTRO
Sequence Points. A set of geographical points to be overflown, including
steer points, initial points, and target points. Also known as Waypoints.
Sparrow. An AIM-7 semi-active radar missile.
Stall. “Loss of lift” condition that occurs when the angle of attack is too
steep or airspeed is too low for the airfoil to provide any lift. During a stall,
the normally streamlined flow of air over the airfoil is disrupted.
Tally. An informative call conveying visual contact with the bandit, the
opposite of “No Joy.”
Tankplink. Attack armored vehicles using laser-guided bombs.
COCKPIT
Straight Flush. Acquisition radar unit for SA-6 Surface-to-Air missiles.
INTERFACE
Sidewinder. An AIM-9 IR missile
TOC
Semi-Active. A missile/bomb guidance system where the missile receiver homes
in on radiation/reflection from the target that has been sent by a source other
than the missile itself. I.e., an aircraft (usually) bounces radar off the target, and
the missile homes in on the target.
Target Point. A steer point at which a pilot releases weapons.
Triple-A. Unguided, ground-to-air gunfire (12.7 - 100mm).
True Airspeed. Velocity relative to the ground, taking into account additions and subtractions to your indicated airspeed due to altitude, temperature, wind direction and speed, side slippage, etc.
Turn Radius. Radial distance required to complete a turn. The smaller the
radius, the tighter the turn.
Wilco. Will comply.
Wild Weasel. Aircraft (F-4Gs in Gulf War) that take out SAM sites in preparation for strike attacks.
MISSIONS
Weapon Envelope. Effective area of attack for a weapon. Enemies within
this envelope are vulnerable to fire from the weapon.
COMBAT
Turn Rate. Number of degrees per second a particular aircraft can turn. The
higher the rate, the faster the turn.
FLIGHT
Trailer. The last aircraft in a formation.
MULTI
APPENDIX
C.12
The Strike Eagle in Jane’s F-15 has a realistic fuel consumption model.
Having an idea of how long your aircraft can stay airborne before needing to
refuel is crucial both in flying longer missions and in designing them.
Note: This chart does not apply to afterburner usage, which has a significantly higher fuel consumption.
COCKPIT
70
60
50
2.0
40
1.8
30
FLIGHT
ALTITUDE - 1000 FT
INTERFACE
The chart below can be summarized by two basic concepts: the faster an F15 flies, the more fuel it uses; the higher an F-15 flies the less fuel it uses.
TOC
APPENDIX D.
F-15E FUEL FLOW
INTRO
D: FUEL FLOW
1.6
20
1.4
10
1.2
.8
1.1
1.0
.9
0
200
400
600
800
1000
1200
1400
1600
1800
2000
FUEL FLOW - POUNDS PER MINUTE
Number to the right of curved line indicates Mach number.
2200
2400
2600
2800
3000
COMBAT
0
MISSIONS
MULTI
APPENDIX
D.13
INTRO
Air Force Armament Laboratory, Static Stability and Drag Effects of Various
External Store Configurations on the F-15 Aircraft at Mach Numbers from C 6
to 1.3, AEDC-TR-78-73, Eglin Air Force Base, FL, 1975.
Anderson, Introduction to Flight, 3rd edition, McGraw-Hill, Inc., NY, 1989.
Cohen, Gulf War Air Power Survey, US Govt. DS79.724.U6G85, 1993.
Conduct of the Persian Gulf War, Department of Defense, Washington, 1992.
Duncan, A Wind Tunnel Investigation to Determine Dominant Forebody Strake
Design Characteristics for an F-15 Equipped with Conformal Fuel Tanks
(Thesis), Wright-Patterson Air Force Base, Ohio, 1983.
Etkin, Reid, Dynamics of Flight: Stability and Control, 3rd edition, John
Wiley & Sons, NY, 1996.
Fitzsimons, US Air Force, Arco Publishing Inc, NY, 1985.
Hallion, Storm Over Iraq: Air Power and the Gulf War, Smithsonian
Institution Press, Washington, 1992.
Huenecke, Modern Combat Aircraft Design, Naval Institute Press, Annapolis, MD,1987.
Hurt, Aerodynamics for Naval Aviators, NAVWEPS 00-80T-80.
E.14
APPENDIX
Iliff, Maine, Shafer, Subsonic Stability and Control Derivatives for an
Unpowered, Remotely Piloted 3/8-Scale F-15 Airplane Model Obtained from
Flight Test, NASA TN D-8136, NASA, Washington.
MULTI
Hubin, The Science of Flight: Pilot-oriented Aerodynamics, Iowa State
University Press, 1992.
MISSIONS
Gordon, Trainor, The Generals’ War: The Inside Story of the Conflict in the
Gulf, Little, Brown and Company, NY, 1995.
COMBAT
Dwinnell, Principles of Aerodynamics, McGraw-Hill Book Company, Inc., 1949.
FLIGHT
Dommasch, Sherby, Connoly, Airplane Aerodynamics, Pitman Publishing Co.,
3rd edition 1961.
COCKPIT
Atkinson, Crusade: the Untold Story of the Persian Gulf War, Houghton
Mifflin Company, NY, 1993.
INTERFACE
Agnew, Mello, Correlation of F-15 Flight and Wind Tunnel Test Control
Effectiveness, McDonnell Aircraft Company.
TOC
APPENDIX E.
BIBLIOGRAPHY
INTRO
E: BIBLIOGRAPHY
James, Radar Homing Guidance for Tactical Missiles, Halsted Press, NY, 1986.
Larson, The Effect of Constant vs. Oscillatory Rates on Dynamic Stability
Derivatives (Thesis), Wright-Patterson Air Force Base, Ohio, 1983.
McRuer, Ashkenas, Graham, Aircraft Dynamics and Automatic Control,
Princeton University Press, NJ, 1973.
Mesko, Ground War Desert Storm, squadron/signal publications.
Neidling, F-15 Wind-Tunnel/Flight Correlations, McDonnell Aircraft
Company, St. Louis, Missouri,1981.
Nelson, Flight Stability and Automatic Control, McGraw-Hill Book Company,
NY, 1989.
Pope, Aerodynamics of Supersonic Flight, Pitman Publishing Co., 2nd edition 1958.
Schubert, Kraus, The Whirlwind War, United States Army, Washington, 1995.
Skolnik, Radar Handbook, 2nd edition, McGraw-Hill, Inc., NY, 1990.
Smallwood, Flying the A-10 in the Gulf War, Brassey’s, Washington, 1993.
Stevens, Lewis, Aircraft Control and Simulation, John Wiley & Sons, Inc., NY, 1992.
Stimson, Introduction to Airborne Radar, Hughes Aircraft Company, El
Segundo, CA, 1983.
Von Mises, Theory of Flight, Dover publications, Inc., 1959.
APPENDIX
E.15
MULTI
Thornborough, Modern Fighter Aircraft Technology and Tactics: Into combat
with today’s fighter pilots, Patrick Stephens Limited, London, 1995.
MISSIONS
Smallwood, Strike Eagle: Flying the F-15E in the Gulf War, Brassey’s Inc.,
Washington, 1994.
COMBAT
Shaw, Fighter Combat: Tactics and Maneuvering, Naval Institute Press,
Annapolis, MD, 1985.
FLIGHT
Perkins, Hage, Airplane Performance Stability and Control, John Wiley & Sons, Inc.
COCKPIT
Morse, Gulf Air War: Debrief, Aerospace Publishing Ltd, London, 1991.
INTERFACE
McCormick, Aerodynamics, Aeronautics, and Flight Mechanics, John Wiley &
Sons, NY, 1979.
TOC
Kuethe, Schetzer, Foundations of Aerodynamics, John Wiley & Sons, Inc., 2nd
edition 1959.
INTRO
APPENDIX F. CREDITS
Executive Producer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Andy Hollis
TOC
Software Development
Producer/Director . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Greg Kreafle
Lead Programmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .John Paquin
Art Director . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Max Remington
F.16
APPENDIX
Video Production . . . . . . . . . . . .Concept, composition, editing — Terrence Hodge
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Post-production — Jay Mahavier
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Post-production — Tyson Culver
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Video capture, compression — Jeni Day
MULTI
Audio Production . . . . . . . . . . . . . . . . . . . . . . . . . . .Stretch Williams, Jason Cobb
MISSIONS
Additional Production Assistance . . . . . . . . . .Training missions — Graham Wood
. . . . . . . . . . . . . . . . .Alias animation — Paul Stankiewicz, Chris Yesh, Carol Roberts
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3D objects — Vince Lin, Janet Oh
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Aerodynamics consultation — TK Kawahito
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Administrative Goddess — Alison Rogers
COMBAT
Design . . . . . . . . . . .Campaigns, missions, wrapper architecture — Mike McDonald
. . . . . . . . . . . . . .Campaigns, missions, avionics, simulation research — Chris Martin
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Simulation — John Paquin
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Behaviors simulation — Scott Elson
. . . . . . . . . . . . . . . . . . . . . .Mission design, simulation research — Reece Thornton
FLIGHT
Art . . . . . . . . . . . . . . . . . . . . .Lead artist, video and wrapper art — Terrence Hodge
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3-D art, objects — Max Remington
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Cockpits, wrapper art — Erroll Roberts
. . . . . . . . . . . . . . . . . . . . . . .World visualization, texture generation — Todd Brizzi
COCKPIT
Programming . . . . . . . . . . . . . . .Graphics, simulation architecture — John Paquin
. . . . . . . . . . . . . . . . . . . . .Systems architecture, mission builder — Mike McDonald
. . . . . . . . . . . . . . . . . . .Flight equations, avionics, cockpit systems — Greg Kreafle
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .AI simulation — Scott Elson
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Avionics, cockpit systems — Jerry McKee
. . . . . . . . . . . . . . . . . . . . . . . . . . . . .Wrapper systems architecture — John Dugan
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Multiplayer, avionics — David McKibbin
. . . . . . . . . . . . . . . . . . . . . . . .3Dfx graphics, simulation systems — Tom Whittaker
. . . . . . . . . . . . . . . . . . . . . . . . . . .User interface, wrapper systems — Scott Ramsay
INTERFACE
Lead Designer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Mike McDonald
INTRO
F: CREDITS
Marketing/Game Materials
COCKPIT
Localization Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Dominique Iyer
Project Lead Translation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Frank Dietz
German Translation . .Frank Dietz, Ruth Germann-Ford, Kai Lebert, Christina Vollmer
Freelance Translators (G) . . . . . . . . . . . . .Adams Translation Services, Thomas Bosch
French Translation . . . . . . .Jean-Luc Chabrier, Jean-Claude Ducerf, Elizabeth Joffrain
Freelance Translators (F) . . . . . . . . . . . .Adams Translation Services, Olivier Desanti,
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Nathalie Ségneuret, Fabrice Collin
INTERFACE
Translations
TOC
Product Managers . . . . . . . . . . . . . . . . . . . . . . . . .Chris Plummer, Patrick Bradshaw
Marketing Assistant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Matt Orlich
Media Relations . . . . . . . . . . . . . . . . .David Swofford, Teresa Potts, Kristen McEntire
Internet Product Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Mike McCoy
Packaging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Catherine Cantieri
Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Chris Martin, Greg Kreafle,
. . . . . . .Incan Monkey God Studios (Melissa Tyler, Jennifer Spohrer, Tuesday Frase)
Documentation Layout . . . . . . . . . . .Catherine Cantieri and ORIGIN Creative Services
Quality Assurance
Additional Testers . . . . . . . . . . .Mike “SteeleCowboy” Sanchez, Mack “Rastus” Fair,
. .Jeff “Sea Shadow” Janczak, Gabe “Lord Onyxx” Nickelson, Kent “Hand” Raffray,
. . Adam “Snag” Richardson, Grant “Rogue” McDaniel, Myque “Hunter” Ouellette.
EA San Mateo Online Web Group
Manager Internet Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . .David Kozlowski
Internet Project Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Bobby Lew
Web Developer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Marty Weil
Web Production Designer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Ian Loyd
F.17
Sally Velthaus, Jane’s Information Group
Linda Smith, Jane’s Information Group
Crystal Henderson, Jane’s Information Group
4th Fighter Wing, Seymour Johnson AFB
1st Fighter Wing, Langley AFB
APPENDIX
All of the Jane’s Longbow team
Lt. Col. George Wargo, USAF (ret.)
1st Lt. Sean Long,
391st Fighter Squadron, USAF
William Blake, Aerospace Engineer,
Design Prediction Group, WPAFB
MULTI
Special Thanks
MISSIONS
Customer Service Liaison . . . . . . . . . . . . . . . . . . . . . . . .Todd “Jockey D” Swannack
COMBAT
Testers . .Dee “Dragon” Starns, Brandon “Arashi” Salinas, Christopher D. “Icaza” Errett,
. . . . . . . .Dustin “Kurgan” Cryer,Timothy “Quasimodo” Bell, Brian “Vertigo” Hotaling,
. . . . .Rand “Slayer” Van Fossen, Rhea “Jughead” Shelley, Todd “Lord Ares” Wachhaus,
. . . . . . . .Monte “Cpt. Squishy” Mathis, Kenny “Hottman” Hott, Paul “Paladin” Vaden.
FLIGHT
QA Supervisor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Evan “Psycho” Brandt
Project Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Scott “Mongo” Loyd,
. . . . . . . . . . . . . . . . . . . .Jeffrey “Smackalicious” Morris, Lance “Mudpuppy” Stites
INTRO
HOME
TOC
INTERFACE
COCKPIT
FLIGHT
EXPERT
FLIGHT MANUAL
CHAPTER SUMMARIES
Each chapter has its own table of contents with some active text links. You can
also click on bookmarks to view a topic
in that chapter.
APPENDIX
0.1
ocs.com
http://www.replacementd
MULTI
At any time, you can click the tabs on the
right to view another chapter.
MISSIONS
From the TOC, click purple links to
open a chapter and view a topic.
COMBAT
TABLE OF CONTENTS
INTRO
Incan Monkey God Studios and the IMGS logo are trademarks of IMGS, Inc.
ORIGIN Systems, Inc.
5918 West Courtyard Drive
Austin, TX 78730
INTERFACE
Jane’s is a registered trademark of Jane’s Information Group Ltd. Reference
work from Jane’s Library © 1996-99 Jane’s Information Group Ltd.
TOC
© 1998, 1999 ORIGIN Systems, Inc. Origin is a trademark or registered
trademark of ORIGIN Systems, Inc. in the U.S. and/or other countries.
Electronic Arts and the Electronic Arts logo are trademarks or registered
trademarks of Electronic Arts in the U.S. and/or other countries. All rights
reserved.
COCKPIT
FLIGHT
COMBAT
MISSIONS
MULTI
APPENDIX
0.2
1. Interface
General Instructions (p. 1.1). There are some elements of the interface that remain the same
throughout the pre-game screens and menus. These
are explained in a general overview.
Main Menu (p. 1.2). The Main Menu is the first
screen you see after the introduction; through it
you can access all the different elements of gameplay. This section is a quick introduction to its use.
Training (p. 1.3). Jane’s F-15 has a variety of
training missions that cover the basics of flying this
fighter, from takeoff to full combat situations.
Training covers how to select a pre-existing mission
and learn the skills you’ll need to know once you’re
in the cockpit of the Strike Eagle.
Campaigns (p. 1.4). The typical procedure of how
to prepare for a mission is thoroughly explained in
the Campaigns section from selecting pilots to fly
with you, to assigning targets and determining the
appropriate loadouts.
Instant Action (p. 1.16). When you just want to
jump into combat, the fastest way is to fly an
Instant Action mission. The customizable options
are outlined and explained in this section.
APPENDIX
How to Use (this section) tells you how to find the
information you need in this book through a
detailed table of contents that follows.
MULTI
0. Introduction
MISSIONS
Each chapter divider indicates a major chapter with
one or more sections.
COMBAT
Chapter Dividers
FLIGHT
Text in a gray box denotes additional information.
Although useful, this information is not required
to play the game.
COCKPIT
0.3
Shaded Text
INTERFACE
For ease of use, this book is divided into seven chapters, each with its own
tab marker. At the beginning of each chapter, you’ll find a detailed table of
contents. Page references include both the chapter and the page number —
2.25, for example, refers to Chapter 2, page 25.
TOC
SUMMARIES
INTRO
INTRODUCTION
INTRO
FLIGHT
COMBAT
MISSIONS
MULTI
APPENDIX
Front Seat vs. Back Seat (p. 2.1). This section
points out the basic features of both cockpits, with
references to the sections of this chapter that more
fully describe them.
Master Modes (p. 2.3). Master modes focus the F15E’s weapons systems and avionics for specific
tasks. This section explains how and when to select
each of the four master modes.
Head-Up Display (HUD) (p. 2.5). The HUD consists of computer -generated symbology projected
onto a sheet of glass in front of the pilot, minimizing
his need to look down at his instruments. This section explains the symbology used on this display.
Multi-Purpose Displays (MPD) (p. 2.24). MPDs
(and MPCDs) organize weapons, sensor and systems
information into a series of “pages” that appear in
video displays mounted in the cockpit. Elements of
the displays and systems are controlled by pushbuttons surrounding the MPDs. This section explains
how to select pages, and for each page describes the
symbology and pushbuttons that apply.
Up Front Controls (UFC) (p. 2.64). The UFC sits in
the middle of the pilot’s cockpit and displays information in a series of menus and submenus. The features of these menus, and how to select and control
them using UFC pushbuttons and the keypad, are
explained here.
Additional Cockpit Features (p. 2.73). This section describes the indicator lights, standby instruments and other switches and dials that appear in
the cockpit.
COCKPIT
2. Cockpit
INTERFACE
Single Mission (p. 1.20). Single Missions are
stand-alone and pre-designed. They are similar to
Campaign Missions in that you have the opportunity to adjust your loadouts, choose your wingmen,
and so forth.
Reference (p. 1.22). This details how to use Jane’s
F-15’s object viewer, which features graphics and
specifications on the major objects in the game.
These specifications come directly from Jane’s
Information Group.
TOC
0.4
Interface (cont.)
3. Flight
TOC
INTERFACE
COCKPIT
FLIGHT
COMBAT
MISSIONS
Flight Physics (p. 3.1). This section covers the
basic aerodynamic forces at work behind flight (lift,
drag and thrust) and explains angle-of-attack, altitude and airspeed.
G-Forces (p. 3.5) and Flight Envelope (p. 3.5).
These sections discuss G-forces incurred during
flight, as well as the structural, airspeed and altitude limits of the F-15E.
Flight Controls (p. 3.7). This section describes
pitch, roll and yaw, outlines the major control surfaces of the F-15E, and explains how to maneuver
your aircraft.
Flight Characteristics (p. 3.9). This section
discusses how to maximize turn performance and
gives an overview of how the F-15E’s flight control
systems assist you in flying the aircraft.
Flight Disruptions (p. 3.11). This section covers
the causes and recovery procedures for departures,
stalls and spins.
Taking Off and Landing (p. 3.16). This section is
a step-by-step guide that takes you onto the runway, into the air, and back onto the ground —
processes you’ll need to master as a pilot.
Navigating (p. 3.21). This section describes the art
of traveling from one sequence point to another and
covers the F-15E’s navigational capabilities, the
TACAN system and autopilot modes.
Refueling (p. 3.29). The final section covers the
process of refueling your aircraft in mid-air, one of
the most challenging tasks you can face under combat conditions.
INTRO
INTRODUCTION
MULTI
APPENDIX
0.5
INTRO
4. Combat
COMBAT
MISSIONS
MULTI
APPENDIX
0.6
Multiplayer Connections (p. 6.1). The step-bystep instructions for connecting with other players
are explained here. You can choose among using a
direct serial cable (p. 6.2), modem (p. 6.4), Local
Area Network (p. 6.5) or the Internet (p. 6.6).
Game Session Screen (p. 6.8). This is an
explanation of the screen used to create or join a
multiplayer game.
Game Setup (p. 6.10). The last steps of entering a
multiplayer game are described.
FLIGHT
6. Multiplayer
COCKPIT
Mission Builder buttons, and the page numbers
where the explanations can be found.
Sample Mission Creation/Designing a Mission
(pp. 5.6/5.1). Some concepts to help you get started in the mission design process are outlined at the
beginning of the Mission Builder section.
Introduction to Mission Builder/Common
Instructions (pp. 5.8/5.12). This is a brief
overview of the basic concepts and common functionality found in the Mission Builder.
Mission Features (p. 5.12). Each tool used in the
creation of a custom mission is described, in order
of appearance on the Button Panel.
INTERFACE
5. Mission Builder Main Screen (p. 5.2). A brief introduction of the
TOC
Loadouts (p. 4.3). Provides a chart of the weapons
that can be loaded on your aircraft and lists questions to consider when planning your loadout.
Getting In (p. 4.11). Discusses all the skills you
need to take out air opposition on your ingress to
target: detecting aircraft beyond visual range,
acquiring and targeting them, and engaging with
missiles and guns.
Taking Care of Business (p. 4.51). Explains air-toground engagement — how to find and target stationary and moving ground targets, how to select
weapons and weapon release features, and how to
release unguided and guided weapons.
Getting Out (p. 4.70). Gives information on Air
Combat Theory and Basic Fighter Maneuvers that
can be used on your egress from target.
7. Appendices
TOC
INTERFACE
COCKPIT
A. Campaigns (p. A.1). Information on the events
that led to each military action.
B. Acronyms (p. B.4). This section gives the full
name of objects and actions usually referred to by
acronyms (capital letter abbreviations).
C. Glossary (p. C.9). Here some definitions are
given for common military terms.
D. Fuel Flow (p. D.13). The specifics of fuel consumption under certain conditions is explained here.
E. Bibliography (p. E.14). This section provides a
list of the books which were most helpful in the
creation of the game.
F. Credits (p. F.16). This is a list of those people
who either created the game or were otherwise
indispensable during the creation process.
INTRO
INTRODUCTION
FLIGHT
COMBAT
MISSIONS
MULTI
APPENDIX
0.7
HOW TO USE THE
ELECTRONIC MANUAL
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COCKPIT
Click a tab on the side of any page to view a chapter.
INTERFACE
MANEUVERING IN THE DOCUMENT
TOC
For best performance. we recommend viewing the documentation with
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INTRO
HOME
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Scroll / Zoom
Search for a Topic in the Document
Main Screen
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MISSIONS
HOME
COMBAT
Zoom to 100% / Fit Page in View / Fit Page Width
FLIGHT
Undo a Change – Page or View / Redo a Change
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select it. You must print each chapter individually.
APPENDIX
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MULTI
PRINTING