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JetFighter IV: Fortress America – Windows Manual – English

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Manual
Platform
Windows
Language
English
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6.77 MB
Filename
jetfighter-iv-fortress-america_win_manual_en_cw7.pdf
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1

TABLE OF CONTENTS
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Running JetFighter IV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instant Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Multiplayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Database . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Story So Far . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Common Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Playing Single Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Takeoffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Following Waypoints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Air-to-Air Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Air-to-Ground Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Landings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Multiplayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Training Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Pilot Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Aerodynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Basic Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Pursuit Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Advanced Maneuvers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Emergency Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Mission Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instrument Landing System (ILS) / Carrier Landing System (CLS) . . . . . . . . . . . . . . . . . . . . . . .
Using the ILS/CLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Simulation Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Flight Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Engine Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Other Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Instrument Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Multi-Function Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Heads Up Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Combat Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Virtual Cockpit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
External Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
In-Flight Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Keyboard Assignments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2

CREDITS
MISSION STUDIOS and RD
SIMULATIONS, Inc.

Testers

BOB DINNERMAN of RD SIMULATIONS, Inc.
Simulation Designer and Programmer: 3D and 2D Engines, AI Engine, Flight Models,
Weapons, Multiplayer, LANTIRN, HUD
Avionics, Scenery object editing system.
BRIAN BOUDREAU
Project Director / Producer Art direction, Game Integration, Design, 3D Modeling,
Programming, Textures
MATTHEW HARMON
Studio Director / Executive Producer Technical direction, Technology Development, Interface
Programming

ROGER RAY
SCOTT WILSON
LISA NAWROT

Marketing Director
GREG BAUMAN
Marketing Manager
MARK MOON
Public Relations Director
MIKE GATHAGAN
Product Manager
AARON RIGBY

ROGER RAY
Lead Mission Design and Programming, Campaign Design

Marcom Coordinator
CHRIS LARKIN

MICHAEL WOODLEY
Scenery Database Design and Programming

Art Director
MIKE SNYDER

DAN KAUFMAN
Terrain Textures, Mission Generator Programming, Avionics
Programming

Business Manager
PEGGY ZOLTAN

ERIC SMITH
Mission Design and Programming, Mission Editor Programming
PAV KOVACIC
3D Models, Textures, Interface Art, Terrain Textures

Administration
LINDA WRATCHFORD
Webmaster
ROBERT FLETCHER
Technical Manager
PHIL SANTIAGO

AARON BUFKIN
Avionics Programming
BRIAN WEBER
External Art Coordination, 3D Models, Textures
3D Models, Textures
CEF GRIMA
SHAWN SULLIVAN

ERIC SMITH
MIKE MA
RON JOHNSON

STEVE ESTES
ROBERT FLETCHER

Technical Support
FRANK RUNGE
PETE STEWART
LISA ONDRAS
MIKE MA
JOSH ROSE

LISA NAWROT
RON JOHNSON
CHIEN YU
SCOTT WILSON
KATHY RICHARDSON

Sound Effects
JIM ROSE

Special Thanks To
Doug and Denise Bevard of Pegasus Enterprises for additional Testing

Mission Briefing and Intro Voices
DUDE WALKER

Special Thanks To
Anna for her patience and understanding

In Game Voices
AARON RIGBY
MIKE GATHAGAN
ASHTON V. FLETCHER III
GREG BAUMAN
PHIL SANTIAGO

TIM BEGGS
ERIC YOUNG
CHRIS MATE
DAWN SILWICK
CHRIS LARKIN

Voice Recording / Editing
TIM BEGGS

AARON RIGBY

Manual Authors
MATTHEW HARMON
ROGER RAY

MPEG Layer-3 playback supplied with the Miles Sound System from RAD Game Tools, Inc. MPEG
Layer-3 audio compression technology licensed by Fraunhofer IIS and THOMSON multimedia.

Take 2 Europe
TIM BEGGS

Special Thanks To
Sharon, DeAnne, Rebecca & Alex, Jill & Alyssa,
Alice, Amy, Beth, Jen, Michelle

TALONSOFT, Inc.

Producer
MIKE WENN
Associate Producer
NICK SNEDDON
UK Marketing Assistant
GARY SIMS
Group Production Manager
JON BROADBRIDGE

Producer
TIM BEGGS

Group Production Co-ordinator
CHRIS MADGWICK

Executive Producer
ROBB ALVEY

QA Manager
MARK LLOYD

General Manager
CHRIS MATE

Lead Testers
PAUL BYERS
KEVIN HOBSON

VP of Business Development
JAMIE LEECE
Graphic Artist
CHRISTINE LAGNA

TIM BATES

Testers
CHARLIE KINLOCH
DENBY GRACE
CHRIS BROWN
MATT HEWITT
WILLIAM CURTON
PHIL ALEXANDER

Illustrator
KURT MILLER
Background Story
BRETT BUTLER
Quality Assurance Leads
CHIEN YU

©2000 Take 2 Interactive Software. JetFighter IV:Fortress America, Mission Studios Inc.,
Talonsoft and Take 2 are trademarks of Take 2 Interactive Software. All other trademarks are the
property of their respective owners. Published by Talonsoft. Talonsoft is a brand of Take 2
Interactive Software.

ANDY MASON
JULIAN TURNER
LEE JOHNSON
JAMES CREE
ROBERT DUNKIN

LISA NAWROT

3

TECHNICAL SUPPORT
Every effort has been made to make our products as compatible with current hardware as possible. However if you are experiencing problems with running of one of our titles you may contact our Technical Support staff in one of several ways:
Before contacting Technical Support, please be prepared. In order to assist you as efficiently as possible, we will need to know as much information about your computer and the problem as possible. If you can not provide the information in the check list below, then please contact
your computer manufacturers technical support department before contacting Take 2 Interactive, otherwise we will be unable to solve your
problem.
The information that we will require is as follows :
Contact Details
Your name, e-mail address, daytime telephone number or postal address.
If you are from outside the UK, please specify which country you are contacting us from and the language version of the game you are playing.
System Details
PC Brand Name and model
Processor speed and manufacturer
CD-ROM Drive speed and manufacturer
Total amount of system RAM
The make and model of your Video Card / 3D Accelerator together with amount of Video RAM
The make and model of your Sound Card
Mouse and driver information.
Please describe the circumstances, including any error messages, of your problem as clearly as possible.
NOTE : PLEASE DO NOT CONTACT TAKE 2’S TECHNICAL SUPPORT STAFF IN SEARCH OF GAME HINTS. They are neither
permitted nor qualified to supply such information.
OUR TECHNICAL SUPPORT CONTACT DETAILS
Post:

Take 2 Interactive Technical Support
Unit A, Sovereign Park
Brenda Road
Hartlepool
TS25 1NN

Telephone +44 (0)1429 855046 (weekdays, 9:30am - 10:00pm)
Fax
+44 (0)1429 233677
e-mail [email protected]
[email protected]
Web Site
www.take2games.com

4

INSTALLATION
Below is a list of computer equipment required to run
JetFighter IV: Fortress America.

MINIMUM SYSTEM REQUIREMENTS:
Windows 95 / 98 operating system(s)
333MHz Processor

INSTALLATION

Before you install JetFighter IV, please be sure you have
met all the computer system requirements listed above.
If you are not sure that you have the correct equipment,
you may want to ask your computer dealer.

48 MB RAM

Your JetFighter IV game should contain this Pilot
Handbook and 2 game CD's.

Direct X Compatible 4 MB 3D Accelerator

INSTALLING THE GAME

CD-ROM drive
500 MB Available Hard Drive Space

RECOMMENDED SYSTEM
REQUIREMENTS:
400MHz Processor or better
64 MB RAM
Direct X Compatible 16 MB 3D Accelerator

RECOMMENDED FOR HIGH RESOLUTION
TEXTURES:
128 MB RAM
1.2 Gig Available Hard Drive Space
The following peripherals are also supported by
JetFighter IV:
Joysticks
Rudder pedals
Throttle controls

1. Launch Microsoft Windows 95 / 98.
2. Open your CD-ROM drive. Place the JetFighter IV:
Fortress America Disc 1 in the CD-ROM drive, then
close the CD-ROM drive.
3. JetFighter IV is an "AutoPlay" CD which means that
once you insert the CD into drive, the AutoPlay menu
appears allowing you to Install the program. Select Install
from the AutoPlay menu that appears then proceed to
step 4.
▼ If AutoPlay is disabled on your computer, you will

need to run the Install program manually.
▼ Double-click the "My Computer" icon on your desk-

top.
▼ Double-click your CD-ROM drive (usually the "D"

drive)
▼ In the file list, find and double-click Autoplay.exe.

Then click Install from the AutoPlay menu. The installation process will begin.
4. In order to proceed through the install, you must first
agree with the License Agreement. Click YES to agree
with the License Agreement and to continue the Install
process.
5. Follow the on-screen instructions to install JetFighter
IV to your hard drive.
6. JetFighter IV includes an optional CD-ROM of highresolution scenery. If you have enough hard disk space,
you can install this CD for improved visuals. You will be
given the option of installing this disc after the installation
of Disc 1 is complete. If you choose not to install the
high-resolution scenery now, you can install it anytime
later by simply inserting the CD.
Note: Be sure you meet the System Requirements
before installing the high-resolution scenery files.

5

RUNNING JETFIGHTER IV
UNINSTALLING THE GAME
To uninstall JetFighter IV at any time, follow these simple
instructions.
1. Click the Windows Start button.
2. Select Programs, JetFighter IV.
3. Select and click Uninstall JetFighter IV.
4. Follow the on screen instructions to uninstall the
game.
You may also uninstall JetFighter IV by clicking UNINSTALL on the JetFighter IV AutoPlay Menu.
Note that the uninstall program will not delete files
that you created, such as saved pilots or custom
generated missions. You must delete the root
JetFighter IV folder manually to remove these files
from your hard drive..

RUNNING JETFIGHTER IV
After you have successfully installed the game, you will
probably be eager to give it a try. Below is all you need
to do in order to run the game. These examples are for
people who installed JetFighter IV to the default drive
and directory C:\Program Files\Mission\JetFighter IV.
1. Launch MicroSoft Windows 95 / 98.
2. Place the JetFighter IV Disc 1 into your CD-ROM
drive.
3. If AutoPlay is enabled, Windows will automatically
detect the CD and the JetFighter IV AutoPlay menu will
appear.
4. Click on the Play button in the AutoPlay menu.
5. If AutoPlay is disabled, click the Start Button. Then
select Programs, JetFighter IV, then select and click
JetFighter IV.

“METASTREAM”
JetFighter IV includes the Meta Stream plug in for
enhanced viewing of the JetFighter IV website.
To install the plug in click the Start Menu then select
Programs / JetFighter IV/Install MetaStream. Then visit
the www.jetifghterIV.com to view the 3D Gallery

6

7

MAIN MENU / INSTANT ACTION
The first screen you will see is the JetFighter IV: Fortress
America Main Menu. Several categories are available
from this menu. Click on a category to proceed to more
specific menus under that category.

Instant Action is perfect for playing a favorite mission
from the San Francisco Campaign, practicing maneuvers
in Free Flight or generating a mission for some quick
action before dinner. And, if you want a surprise select
Random Mission to generate a unique mission
on the fly.

MAP WINDOW
For nearly all game types, the Map Window is available
on the Mission Select and Mission Briefing screens. The
Map Window is useful for scanning the terrain before flying a mission.
The Map Window centers on the location where a misINSTANT ACTION Random Mission, Single Mission,
Mission Generator and Free Flight
CAMPAIGN

Single Player Campaign and
Training missions

MULTIPLAYER

Host or Join a Multiplayer game

DATABASE

View 3D models, Credits, Scenery,
Intro and Latest Information

OPTIONS

Customize game play and tweak
performance

EXIT

Quit JetFighter IV and exit to
Windows

Note: In any menu, press the [Esc] key to go back to
the previous screen. You can keep pressing the
[Esc] key to return to the Main Menu.

sion begins. This could be a runway, the aircraft carrier,
or a location above the terrain. You will notice that the
Map changes as you cycle through different missions.
This is because you are stationed at various locations
throughout the campaigns.

MAP WINDOW CONTROLS
To easily scroll around the Map, simply left click and hold
within the map view window. Drag the mouse to scroll
the view.
You may also use the compass headings located on the
right side of the Map Window to scroll around the map.
Simply click on N, S, W or E to scroll the map in the
desired direction. Use the + and - buttons to Zoom In
and Zoom Out on the map, respectively. If your mouse
has a wheel, you can use it to zoom in and out as well.

RANDOM MISSION
As the name implies, clicking Random Mission generates a random mission for you to fly. Simply click RANDOM MISSION and you are instantly transported into a
newly generated mission. Note that you do not determine the parameters for the mission as in the Mission
Generator. Random Missions begin in the air, so there is
no need to take off or land.

INSTANT ACTION
8

SINGLE MISSION
SINGLE MISSION

LOADOUT

The Single Mission option allows you to select any mission from the San Francisco Campaign and Training
Missions, as well as missions created using the Mission
Generator. Additionally, there is a group of Sightseeing
Scenarios. These scenarios are just like Free Flight, but
we've done the work of finding some nice "sightseeing"
areas for you. Playing the Single Missions does not
count toward or against your Campaign Game. Click
SINGLE MISSION to proceed to the Mission Select
screen.

Depending upon the type of mission you are about to fly,
you will want to select the appropriate aircraft and arm it
accordingly (bear in mind, different aircraft have different
Loadout options). Clicking LOADOUT opens the Loadout
Selection screen.
When in the Loadout screen, click on AIRCRAFT
SELECT to choose the aircraft you wish to use for the
mission. Click on WEAPONS SELECT to cycle through a
selection of preset Loadout configurations. Click DONE
to return to the Mission Select screen.
Click ABORT or press [Esc] to return to the Mission
Select screen.
Click FLY to enter the mission.

DEBRIEFING SCREEN

Click the Left and Right Arrows at the top right of the
screen to select the Campaign from which you wish to
draw the missions. Campaigns include the San
Francisco Campaign, Training Missions and Mission
Generator missions.

When you've completed or exited out of the mission, you
will see the Debriefing Screen. The Debriefing screen is
full of mission statistics charting your performance. Use
this screen to see where you are most effective and
where you can improve. Click DONE to return to the
Mission Select screen.

Click on PREV MSN or NEXT MSN to cycle through the
available missions in a campaign.

Click ABORT or press [Esc] to return to the Instant
Action menu.
Click ACCEPT to proceed to the Mission Briefing screen
after you've decided on a mission.
The Mission Briefing shows Intelligence information, the
Commander's briefing and specific goals, in addition to
showing a larger section of the map that the mission covers. To view INTEL, ORDERS, or GOALS, simply click
on the appropriate word. Each time you click on the
word, the text scroll will start over as well as the audio for
each, if available - useful in case you miss something.

9

MISSION GENERATOR
MISSION GENERATOR
The Mission Generator allows you to quickly create and
fly an action-oriented mission. Missions created with the
Mission Generator are randomized, but you are in control of some basic settings that govern the overall makeup of the scenario. For example, you may choose to
have an intense dogfight against overwhelming enemy
forces, or attack a heavily defended ground target. The
Mission Generator randomizes the scenario within the
settings you choose. So, even if you leave the settings
exactly the same, each time you press CREATE, the
mission will be a little different. Click Mission Generator
to enter the Mission Generation screen.

friendly air support increases the number of non-wingmen aircraft that will support you in your mission. You
can't control their actions directly, but they will act on
their own to help achieve the mission goal.
ENEMY SAM/AAA ACTIVITY LEVEL: This parameter
determines how heavy enemy SAM and AAA is. The
more activity, the more you need to pay attention to
ground fire and the more friendly aircraft are likely to be
shot down.
FRIENDLY SAM/AAA ACTIVITY LEVEL: This parameter determines how heavy friendly SAM and AAA is. The
more activity, the more chance your friendly anti-air
assets will destroy enemy aircraft.
OVERALL DIFFICULTY: This parameter allows you to
choose the overall difficulty of the generated mission. It
has a subtle impact on many factors that make up the
mission, including how early the enemy can detect you,
how many planes he will have and the number and types
of weapons that enemy aircraft will carry.
CHOOSE AIRCRAFT: Choose from the F - 22 Raptor,
F/A - 18 Hornet, or the F-14 Tomcat.

Use the Map Window to determine your starting point
(latitude and longitude) on the map. Generated missions
begin in the air, so there is no need to take off or land.

PARAMETERS
Left click to cycle forward through option. Right click to
cycle back through option
MISSION TYPE: This determines the overall type of mission you will fly: Dogfights, Ground Target Attack, Ground
Target Defense, etc. Depending upon the type of mission
chosen, other options may become available. The
Mission Type has the greatest overall impact on the mission that will be created. You should always choose the
mission type first.
NUMBER OF WINGMEN: Select the number of wingmen that will follow you into battle. Adding more wingmen usually makes the mission easier to win.
Remember, you can command the actions of your wingmen.

10

CHOOSE TIME OF DAY: Fly your mission in the morning, noon, or evening.

OTHER OPTIONS
ALLOW NETWORK FRIENDLIES: Check this box to
allow other users to join your team.
ALLOW NETWORK ENEMIES: Check this box to allow
other users to join your enemy and fight against you.
UNIFORM FORMATION: Checking this box will force all
the aircraft in a formation to be of the same type.
CONCEAL MISSION GRAPHICS: If you'd prefer to
have the mission be a total surprise, you can check this
box to conceal the mission map window.
STARTING ALTITUDE: Click along the meter to determine your starting altitude. Generated missions begin in
the air.

ENEMY AIR OPPOSITION: Choose a light, moderate,
or heavy amount of enemy air opposition. Heavier air
opposition increases the number of enemy aircraft you
will encounter and makes the mission more difficult.

Click CREATE to generate your mission. You will see
graphics appear in the Map Window, showing the locations of your mission goals. Each time you click CREATE, a new mission is generated from your parameters.
If you don't like the layout of the mission, you can simply
click CREATE again to generate a new scenario.

FRIENDLY AIR SUPPORT: Choose a light, moderate,
or heavy amount of friendly air support. Adding more

Note: You must click CREATE before you can click
FLY.

CAMPAIGN
Click FLY to Take Off into your generated mission.

sions. Click CAMPAIGN to begin the adventure.

Click SAVE then type a name for your generated mission, then press [Enter], to save a generated mission.

You need to select a pilot in order to play through the
campaign. The very first time you select CAMPAIGN,
you are taken to the Create New Pilot screen.

This option is also available on the Mission Generator
Debriefing screen.
Click EXIT or press [Esc] to returns to the Instant Action
Menu.

DEBRIEFING SCREEN
The debriefing screen is essentially the same as the one
for Single Missions, however, you have the added option
of saving the mission if you found it particularly thrilling.

FREE FLIGHT
Free Flight allows you to pick any point in the terrain and
fly around just for fun, without worrying about bandits or
mission goals. Use the Free Flight option to practice
maneuvers and enjoy the awesome scenery. Click Free
Flight to enter the Free Flight Screen.
Use the Map Window to determine a starting point (latitude and longitude) on the map. Free Flight begins in the
air, so there is no need to take off or land.

Click in the name, callsign and taunt boxes, then type in
your pilot and taunt information. Click out of the box to
leave the information as typed.
Select a pilot portrait on the left side of the Create New
Pilot screen. Click CHANGE PORTRAIT to cycle through
all available pilot portraits until you find the one you like
best.
Click DONE to enter the Campaign screen.

Determine your Altitude, Speed and Heading by clicking
along the corresponding meter. You may also click and
hold on the corresponding meter, then move your mouse
left or right to decrease or increase your Altitude, Speed
and Heading accordingly.
Click the FLY button to proceed into the Free Flight mission.
Click the EXIT button or press [Esc] to return to the
Instant Action menu.

Select your pilot on the Campaign Screen. Click the
NEXT and PREV buttons in the Pilot Window to cycle
through available pilots. The information windows along
the right side of the screen show what campaign and
mission the pilot is currently flying.
Click NEW to go to the Create New Pilot screen and create another pilot. You can create multiple pilots, whose
statistics and progression through the campaign are
saved independently.

CAMPAIGN
This is the Single Player adventure where you must
defend the United States against a vicious invasion from
the Sino-Russian Coalition. The campaigns include Flight
Training missions and the San Francisco Campaign mis-

Click EDIT if you wish to change the selected pilot's
information, such as name, callsign and taunts. Once
inside the Edit Screen you also have the option of deleting a pilot by clicking DELETE PILOT. A confirmation
prompt appears so you do not mistakenly delete a
favorite pilot. Click DONE to return to the Campaign
Screen.
11

MULTIPLAYER
Click CHANGE CAMPAIGN on the bottom left to switch
between Flight Training missions and the San Francisco
campaign missions. When in the Change Campaign
screen, click on either mission group in the list on the
right, then click ACCEPT. Click ABORT or press [Esc] to
return to the Campaign Screen.
When you've decided on a pilot and a mission to fly, click
FLY MISSION to proceed to the Mission Briefing screen.
The Mission Briefing shows Intelligence information, the
Commander's briefing and specific goals, in addition to
showing a larger section of the map that the mission covers. To view INTEL, ORDERS, or GOALS, simply click
on the appropriate word. Each time you click on the
word, the text scroll will start over as well as the audio for
each.
If you wish, use the Map Window to scan the area before
taking off.

LOADOUT
Depending upon the type of mission you are about to fly,
you will want to select the appropriate aircraft and arm it
accordingly (bear in mind, different aircraft have different
Loadout options and sometimes you will not be able to
select your aircraft or weapons). Clicking LOADOUT
opens the Loadout Selection screen.
When in the Loadout screen, click on AIRCRAFT
SELECT to choose the aircraft you wish to use for the
mission. Click on WEAPONS SELECT to cycle through a
selection of preset Loadout configurations. Click DONE
to return to the Mission Select screen.

test their skills against other desktop Aces, click
Multiplayer on the Main Menu to venture into Human versus Human conflict.

CREATE A NETWORK GAME
To host a multiplayer game click CREATE A NETWORK
GAME. This takes you to the Create Network Game
screen. Here you can set up the Server Name and your
player name by clicking in the appropriate box and typing
the desired names.
To determine the Maximum Number of Players, click
along the corresponding meter.
If you wish to make your game password protected (to
avoid any unwanted Aces) simply click the check box
next to PASSWORD REQUIRED. When toggled ON,
you can then enter a Password in the password box.
Simply click in this box and type the desired password.
Toggle ON the LOG GAME WITH MASTER SERVER
option to make your game available to others on the
Internet. By logging your game with the master server,
you allow any other JetFighter IV user to see your server
in his server list. If you only want people on your local
area network to be able to join your game, then be sure
this box is not checked.
When you are all set, click CREATE GAME.

Click ABORT or press [Esc] to return to the Mission
Select screen.
Click FLY to enter the mission.

DEBRIEFING SCREEN
When you've completed or exited out of the mission, you
will see the De-Briefing Screen. The De-Briefing screen
is full of missions statistics charting your performance.
Use this screen to see where you are most effective and
where you can improve. Click DONE proceed to the next
mission in the Campaign.

MULTIPLAYER
While the AI produces formidable opponents in
JetFighter IV, you will find a greater challenge playing
against other human opponents. For those who wish to
12

JOIN A NETWORK GAME
To join an existing multiplayer game click JOIN A NETWORK GAME. JetFighter IV will automatically begin
searching the Internet for existing JetFighter IV games.
If you prefer to look for games only on your local network, click the LAN button. To start a new search for
Internet games, click REFRESH.
Scroll through the list of existing games and highlight the
game you would like to join. Click JOIN GAME to join
the server you have selected.

DATABASE
Once you have started or joined a game you will be
taken to the "Lobby". The Lobby is where Hosts and
Clients (those that join the games) meet up before taking
off. Here, only the Host can change options such as
Time Limit, Frag Limit and Resupply Delay, but all can
voice their opinions in the chat window.

MODEL WINDOW: The MODEL WINDOW is the large
box in the center of the screen where you see a model
and its file name. Click and hold the mouse pointer over
the model to move the model manually within the Object
Viewer.
PREV and NEXT: Cycles back and forth between available 3D models.
ZOOM + / ZOOM - : Zoom in on the model to see the little details. Zoom out to view some of the larger models.
UP / DOWN: Moves the model up and down on the X
axis.
LEFT / RIGHT: Moves the model left and right on the Y
axis.

By clicking along the appropriate meter, the Host determines the Time Limit, Frag Limit and the Resupply Delay
of the game.

Resupply Delay: For more intense Deathmatches, pressing [Shift-M] allows you to rearm your plane. The
Resupply Delay sets the amount of time that must pass
until players can use this function again.
Once all choices have been made, click FLY to enter the
multiplayer mission.

DATABASE
The DATABASE contains many features to choose from,
little extras to pass the time when taking a break in
between missions. Clicking DATABASE takes you to the
Database Screen.

OBJECT DATABASE
The OBJECT DATABASE allows you to view every
model within the game. There are several controls available to see the 3D models used in JetFighter IV from
every angle.

ROTATE: When clicked, the object slowing spins clockwise.
DONE: Returns you to the Database Information screen.

CREDITS
See who's behind all the action by clicking CREDITS.
Press RESET to restart the credit scroll. Click DONE to
return to the Database Screen.

LATEST INFORMATION
This option takes you to the JetFighter IV website, which
reveals last minute information that did not make it into
this Pilot Handbook. You may want to check this option
every so often in case there are updates or new information.

REPLAY INTRO
To see the Intro, click REPLAY INTRO. Click anywhere
in the window during the Intro scroll to return to the Main
Menu.

13

OPTIONS
OPTIONS
JetFighter IV includes a wealth of options for customizing
and "tweaking" your game in both personal preference
and performance. These include options such as
Sound/Music Volumes and Graphic Resolutions. You can
also apply Cheats to the game, making it as easy or as
challenging as you wish.
Clicking OPTIONS from the Main Menu takes you to the
Options screen, where you can change almost anything
in the game. For most options, simply click on the check
box next to the option to toggle it ON or OFF. A check in
the box means the option is enabled. An empty box
means the option is disabled.

GRAPHICS
The Graphics Options are available for you to set the
resolution of your game in addition to toggling ON and
OFF certain graphic effects. Many players find it helpful
to turn some graphic options OFF in order to increase
the frame rates of their games.
▼ Clouds: This option turns clouds ON and OFF. When

clouds are toggled OFF, your frame rate will improve.
▼ Sun Glare: When you look directly into the sun, the

overwhelming amount of light affects your ability to
see your surroundings. For enhanced realism,
JetFighter IV includes this option. Toggling this option
OFF is more of a minor adjustment and does not significantly increase frame rate.
▼ Redouts and Blackouts: Pulling maneuvers at great

speeds causes blood to rush forcefully towards or
away from the pilot's head. The "harder" the maneuver, the more likely a pilot is to have Redouts (blood
rushing to the head) and Blackouts (blood rushing
away from the head). Toggling these option OFF
means you can pull off the most gut-wrenching
maneuvers without the accompanying loss of consciousness.
▼ Look into Turns: Just as your head turns slightly

when you turn in an automobile, your head turns as
you bank in an aircraft. To have a steady view forward when banking, toggle this option OFF.
▼ Head G Effects: Given the speed at which your jet is

moving, there is a significant amount of gravitational
(or G) force applied to your body. Toggling Head G
Effects ON causes your "virtual head" to move as
you fly and pull maneuvers. Head G Effects are
14

greater or lesser depending upon how fast you are
moving and how hard you turn and pitch.
▼ On Screen Radar: Most players will want to play with

the On Screen Radar toggled ON. This option shows
a circular radar in the bottom left corner of the HUD
and alerts you to enemy presence. Several radar
ranges are available within the game to more accurately judge the enemy's distance.
▼ Autorange: Toggling Autorange ON will cause the On

Screen Radar to automatically select a range that
keeps the currently selected bandit in your radar.
▼ Sim Resolution: The Sim Resolution has the most

direct effect on the performance of JetFighter IV. The
lower the resolution setting is, the faster the frame
rate will be. The higher the resolution setting is, the
lower the frame rate will be. Of course, this also
depends on what your system specifications are.
Most newer computers with recent 3D graphic cards
can run JetFighter IV in any resolution, without negative effects on performance. If you have lower-end
hardware, you may want to keep the Sim Resolution
low to have a quality and consistent frame rate.
▼ Model Textures Resolution: A few levels of Model

Texture Resolution are available. Players who experience frame rate hits may want to select a lower resolution to speed up their game somewhat. Besides,
even the lower resolution model textures are very
clear and realistic. Users with less than 64
Megabytes of RAM may want to reduce the Model
Textures Resolution.
▼ Hi-Res Terrain Textures: This option is for players

with very high end computers. Even though the terrain textures are truly magnificent, there is an even
higher terrain texture resolution available for players
who wish to get the most out of their PCs. Click in
the box to toggle the option ON and OFF. Of course,
to see the Hi-Res Terrain Textures, you must have
installed them from Disc 2.

SOUND
Click SOUND if you wish to alter the volume of Menu
and in game sound effects, voices, and music.
Additionally you can turn OFF in game sound effects all
together.
To toggle Menu and In-game sound On and Off, check
the appropriate box.

CHEATS
To change the volume of Menu and In-game sound
effects, voices, and music simply click on the corresponding meter. You may also left click on a meter and
hold while simultaneously moving the mouse left or right
to decrease or increase volume.

JOYSTICK
The Joystick Screen allows you to map joystick buttons
to various in game functions. Click JOYSTICK if you
wish to customize your joystick controls.

NETWORK
In rare circumstances, some users may need to change
the default port assignments for network games.
Typically, this is not necessary. However, your network
administrator may request that you change the default
port to a new number.

CHEATS
A "Cheat" is a way of defying the "normal" rules in a
game. Cheats are handy for the player whose skills in
some areas are not yet developed, but they would still
like to play without getting "wiped out." First time users
benefit most from cheats, however, even the daredevil
pilot practicing low altitude maneuvers has been known
to use Cheats. For the most challenging game, we suggest you play JetFighter IV with all Cheats toggled OFF.
However, Cheat options are available in order to make
certain areas of the simulation easier to play.
▼ INVULNERABLE: Invulnerability is probably the

most popular of all Cheats. With the INVULNERABLE cheat toggled ON, your plane can not be damaged by enemy air or ground weapons. We recommend this cheat only be used in extreme situations,
e.g. you just can't seem to complete the mission on
your own, and the other Cheats are not helping
enough.
▼ UNLIMITED AMMO: UNLIMITED AMMO is another

popular cheat and allows you to fire limitless
amounts of missiles, bombs and cannon fire. With
this cheat enabled, press [Shift-M] at any time during
a mission to restock your ordnance. There is no limit
to the number of times [SHIFT-M] can be used. If you
find yourself in a no-win situation, we recommend
you toggle UNLIMITED AMMO On, before turning
Invulnerable ON. This cheat gives you an advantage
without making you omnipotent.

hold a certain amount of fuel and thus fly for a certain
amount of time (as in real life). With UNLIMITED
FUEL enabled ON, you will be able to re-fuel at any
time by pressing [SHIFT-F] during a mission.
NOTE: Ordinarily, you would land at an airport or the
carrier to re-arm or re-fuel.
▼ EASY GUN HITS: In the real world, using your can-

nons is not the easiest thing to do. Accuracy suffers
due to a combination of high speed, turbulence and
maneuvering. However, with the EASY GUN HITS
toggled ON, your cannon fire will hit its mark with
greater efficiency.
▼ EASY LANDINGS: If you would rather not worry

about the more challenging and realistic landings,
turn EASY LANDINGS ON to ease some of that
worry.
▼ NO GROUND CRASHES: Turning NO GROUND

CRASHES ON allows you to harmlessly dive into the
earth without a scratch. Instead of exploding on contact, your plane "bounces" off of the ground.
▼ NO COLLISIONS: When bandits litter the skies and

dog fights become intense, there is always the rare
chance of colliding mid-air with another plane, be it
friendly or enemy. Toggling ON NO COLLISIONS
allows you to harmlessly fly through other mid-air
objects.
▼ NO DAMAGE EFFECTS: When your plane takes

damage, be it missile or gun fire, you will notice a
decrease in the performance of your high tech jet.
Toggling this option ON allows you to fly and take
damage without negatively impacting the performance of your plane.
▼ NO GROUND TURBULENCE: When flying extreme-

ly low to the ground pilots notice a considerable
amount of ground turbulence, making more difficult to
control the plane at low altitudes. Toggling this option
ON allows you to fly low to the ground without the
negative effect on control.

▼ UNLIMITED FUEL: By default, your plane can only
15

17

PILOTS LOG
JANUARY 18, 2012: CVN GEORGE WASHINGTON
I heard reports early this morning that the Russians and Chinese signed a treaty. Looks like they are finally making a move to
challenge the U.S. as a superpower. The North Koreans signed also. It seems they want to restore more regional power to
places the U.S. protects. Some newscaster called it the "Sino-Russian Coalition," and I think that name is sticking. When it's all
boiled down, the pact seems to encourage regional powers to be more aggressive. If you ask me, this treaty was made just to
bust America's chops. Russia and China are just sick of being number two and want to take our number one slot. I'm not too
worried right now. If things were really serious we'd already have our orders to ship out, so obviously the government doesn't
want anybody bombed quite yet. Our C.O. says that this whole incident is just Russia and China puffing out their chests. As for
Korea, he said North Korea would join with South Korea if it meant getting America out of its hair. He also told us that the
Coalition has plans to perform joint naval exercises in the Pacific. Man I'd love to be out there for that, so I could see some of
their new jets up close. Word around the GW is that they have some new planes that we haven't seen in combat. They're supposed to be fast and maneuverable. Still, our training will give us the edge. China's supposed to have a new carrier too... ugly
bastard from what people say... but big. I was talking with some Seabees about it. They didn't seem impressed. According to them,
once you've been on one carrier, you've been on them all; and I suppose they would know. These guys are trained by the Navy to
go round fixing things on carriers while they are still out at sea. They get stationed all over the world until their job is done; then they
get re-stationed and move on to the next job. At least us pilots get to stay on one boat for our tour. Walking around today, I guessed
the reason the Seabees thought everything looked the same was because everywhere you turn there are bombs, torpedoes, and
heavy guns. In one way, the whole thing is scary, and in another, it's comforting to know I'm that protected.

JANUARY 25, 2012
The news today was all about how China is interested in bringing Taiwan under its control. It figures. Those guys are always trying to screw something up. This is just their latest way to challenge U.S. defense agreements. The whole situation between
America and China reminds me of two kids scrapping it up on the playground. Neither side is going to throw a punch, but both of
them like to make faces at each. The rest of the world, however, seems to think that China is going to duke it out with us and
that's causing problems. Reports are coming through the radio every day about "movement" in some trouble spots, but they
never say what this "movement" is. Still, the C.O. tells us we should be on our toes, so I'm keeping prepared.

FEBRUARY 10, 2012
I've been so busy this week. I've barely had time to rest, much less write down my thoughts. First of all, we got a bunch of new
pilots aboard the ship today and these guys are green, right out of flight school. The damn government doesn't think they have
enough carriers to maintain world peace right now so they're making up for it with more pilots. And that's just what these carriers
need-more pilots. There are already too many. This means that a lot of young guys are getting assigned to the ships too early. I
can see it in their faces. They're just not ready.
Way I see it is, all these fresh-cuts on board have something to do with the uprising in Kashmir, where India and Pakistan are
clashing again. Just when we thought that place settled down, somebody's got to start trouble. The rookies are fun to have
around, though. They give the old GW a youthful flare. As a matter of fact, they don't even call it the GW like the rest of us, or
the George Washington for that matter. They call it Old Wooden Teeth because they say the carrier's older than dirt. They joke
around that she's probably made of wood and named after her first admiral. Those kids are funny, but I'm worried about how
they'll act under pressure.

FEBRUARY 20, 2012
We lost two planes on Old Wooden Teeth this week and it couldn't have come at a worse time. On Monday, a few of the rookies
were assigned to perform night launch and landing ops in heavy-loaded Hornets. Even I can't do this easily, much less some
fresh face, and I've got a ton of hours logged. The whole crew has to be perfectly coordinated. On a normal land runway there is
no problem with the added weight: you just get the plane up to speed and pull up. On a carrier though, it's different. You only
have a football field's length to get up to speed, and if the cat pressure is not just right, you end up skimming the water. All it
takes is one mistake from the crew and you end up ass-wet, and that's exactly what happened to that rookie on Monday. His butt
skimmed the surf and the plane took a nosedive into the water. The poor kid suffered a concussion and a sprained wrist. I think
his pride was hurt worse though. Had he not been so green, he would've known to punch out before wetting his wheels. As if
that wasn't bad enough, on Wednesday another rookie trapped a landing way too early and much too hard. One of his rear
18

gears collapsed and smacked his right wing on the deck pretty hard. The pilot's fine, but I hate to see planes go down like that
because I know what's going to happen next. These things are public relations nightmares. You can't just call the insurance
adjuster to look at your $40 million Hornet! And even though nobody blames these two rookies for what happened, it still doesn't
look good for us flyboys…especially since the Sino-Russian Coalition started military exercises today in the Pacific. It was all
over the horn about how China was flaunting their new MiG-44's and S-37's. The 44 is Russia's latest design, and word is,
they've sold quite a few of them to China. The CVN John C. Stenson was there on site, broadcasting coverage of the exercises
to all the other U.S. carriers. Man o man, I've gotta say, those jets looked even better in the air than anything I ever read about
them. I hope I get the chance to see one up close some day, just to show those Ruskies what a real pilot can do in the air. While
we were all watching the broadcast, the sailor next to me told me that there were two Sino-Russian carriers in the water during
the exercises and only one U.S. carrier. That is scary! I would hope that we would have more than one carrier to send over
there. I mean we're the U.S. We hold the power. We should be able to flaunt it. Still, I'm worried if we only have one carrier
available in the Pacific right now. That says a lot. This Coalition is trying to show that their military is just as strong as ours. That
show of power is the kind of thing that could shake up the world. There is still no word about any of the air teams being shipped
out, and I couldn't be happier. I've got leave in a couple months and I'm going home to see Mom and Dad. Even though they've
sent me e-mail every week, I still miss seeing them. I definitely miss Mom's banana cream pie. If I think hard enough during the
day, I swear that I can smell it. Then the fantasy's always ruined by the rancid stench of burning jet fuel or mess hall meals that
seem to follow me everywhere I go on this boat.

MARCH 10, 2012
We just got the report an hour ago that ethnic cleansing has started back up in the Balkans. News like that assures me that I'm
going to be deployed soon. I just don't know where. As much as I miss my Mom and Dad, I know I'm not going to get my leave
to see them. There's just too much chaos around the world right now. I've never felt so trapped as I have this last week.
Everywhere I turn there's a sailor or a pilot in my face, taking up my space and getting in my way. I try to escape by reading in
my quarters, but my they are about the size of a prison cell and they feel like it too. Sometimes I go on deck to get a breath of
fresh air, but there's nothing fresh about carrier air. It's always polluted with the smell of exhaust or the sound of roaring engines-not to mention flooded with activity. Flight coordinators and mechanics buzz around the deck like drones, directing or fixing aircraft, rolling them into position or dragging them to a parking spot on the upper decks. But in an hour I'll finally feel free because
I get to fly; and I can't wait. Everyday, just the thought of being up in the air helps get me by. It's funny, up there, surrounded by
metal and glass, crammed up against dials and levers, sitting in a cockpit barely the size of my body. It's the only time I don't feel
claustrophobic. If it weren't for my time in the air, I couldn't stand the sight of this 1,052 ft metal island any more. At night I stay
awake, listening to the damn thing creak and bend like it's going to spring a hole any second and sink. I couldn't bare to watch
that happen. Losing that many planes would be awful.

MARCH 20, 2012
Now Indonesia's up at arms again. Early this morning reports came of random bombings in residential areas. It seems that all
the hotspots that America settled down over the past twenty years are all exploding in our faces. It's gotta be because of that
damned Sino-Russian Treaty. All of these outbursts started the day it was signed. Now I hear that the Sino-Ruskies are blocking
the U.N. from stopping the violence in Indonesia and Yugoslavia. Basically, they're not allowing us to go in and bomb the hell out
of them! I know it's not politically-correct, but I'm almost itching for some combat ops now. Not only do I think it may be our last
resort for peace, but I could sure use some more time out of these cramped quarters and into a cramped cockpit! Maybe it's due
to the tension that surrounds me or maybe it's the fact that the world is on fire. But every day I am becoming more irritable.
Before, I used to love going up to CIS to watch the planes taking off and landing and now I just want to be in them, flying around.
I flipped out on some rookie today because I saw him walking backwards on the runway. I screamed, "That's a good way to get
your ass sucked in!" And he thanked me. He actually freaking thanked me. I guess he thought I was yelling over the noise and
not at him. God, I felt like punching him, and I know I'm above physical fighting…especially with other pilots. Leave the bar fights
to drunken sailors. I'll just go to my quarters to take a nap.

APRIL 29, 2012
Yesterday was a big day for the world. Iraq decided to lob a few mobile missiles over at Israel on Saddam Hussein's birthday. It
was something they've done since the jerk died five years ago, so Israel was ready for it. Instead of blocking most of the missiles
19

and taking the rest on the chin like they usually do, last night Israel shot back, and it was ugly. They launched an intense, coordinated air strike that lasted for about 5 hours. And seeing as those are some of the best trained pilots in the world, they didn't
miss much. I tell you, Israel lit up our infra-red cameras in Iraq like a funhouse strobe light. Now today-- all day--the leaders of
the two countries have been making speeches on the radio and television, trying to rally their people to arms. Every time I listen
to the international broadcasts, one of them is screaming at a crowd or making threats. All of it kind of makes me hope I get
deployed to the Middle East because it looks like that's where the real action is.
What concerns me though, is that Israel hasn't consulted the U.S. once, before or after the retaliation. I think they've just given
up hope in America helping them. There's talk around Old Wooden Teeth that the only reason the Israelis fired back is because
they think we're losing our grip on the world. Well, so what if we are? We can get it back. We always have before. Still, there's
nothing I can do about it. OWT is still stationed outside of the Virginia Capes and there's no action here. Man, I would kill to see
some real action right now, just to get back in the air for something longer than a simple launch and landing drill. Those are getting really boring in my book. If all I wanted was to take off and land, I could have become a commercial pilot and made a hell of
a lot more money! I even walked up to the CIS today to look at the main radar. There were only a few contacts on it. That's it.
Two of the blips were our fighters and one was a commercial jet passing above the clouds. I tried to imagine what the radar
would look like when it was swarming with action-bleeps and blips lighting up all over the screen until it was almost impossible to
distinguish between enemy MiGs and our Tomcats. Then I imagined being up in a situation like that, fighting those new MiGs and
S-37s and I started to drool. I actually started to drool for the opportunity to get into a dogfight or go on a bombing raid.
Speaking of bombing raids, we're expecting to get a powerful upgrade to our LANTIRN targeting system. I haven't seen the stats
on it yet, but chances are that if I get deployed, I'll probably have to train on this new LANTIRN first. That's going to kick ass!
This thing is supposed to be the best. Clearer, sharper and more accurate. This new system might be the only good thing that
I've heard about since this damn Coalition was formed. If it's as good as everybody says it is, then it'll let us settle down these
hotspots in Iraq and wherever else pretty quickly…

MAY 2, 2012
After Israel launched missiles at Iraq last week, Syria, Egypt, and Saudi Arabia pulled their ambassadors out of Israel and called
for a U.N. resolution condemning Israel's actions. I think it's all crazy. Iraq can shoot missiles at Israel on the same date every
year and nothing happens, but the second Israel shoots back, everybody makes a big stink about it. The real issue here is about
faith. Israel doesn't have faith in American forces anymore. Neither does Iraq for that matter. We spent a decade bombing them
every time they switched on a radar, and now they don't even seem to fear the U.S. or else none of this crap would be happening. Iraq wouldn't be violating U.N. resolutions and Israel wouldn't be firing missiles without consulting us first. It's like they're all
challenging us and we haven't met the challenge yet. Do we even have any "friends" anymore? Really, the only thing the U.S.
has done is refused to carry out an U.N. order condemning Israel for bombing Iraq. And I don't see why Israel should be condemned. They were just fed up and fighting back. Self defense. Now the entire Arab world thinks that the U.S. is supporting
Israel because we refused the U.N. With all honesty, I don't even know if we are or aren't supporting them. I'm just a pilot.
Somebody tells me who to bomb and when, and that's what I do. But so far no orders have come through yet. Our C.O. is constantly reminding us to prepare for the worst, and that means twice as many hours in the air, starting today. And today really
sucks. The air outside is shrouded in such a dense fog that you can barely make out the lights on the deck. Not mention, the
seas are up to six foot swells (not that you can feel it that much on a carrier). In weather like this, you have to fly by instruments.
You live on a computer screen of crosshairs and lines, obeying your instincts, hoping they won't land you in the curl of one of
those six foot waves. Our C.O. says that a day like this is perfect to brush up our skills on the old LANTIRN system. The new
system, he says, will blow our current one out of the water. On a day like this, the new LANTIRN will illuminate the targets like
they were in broad daylight. That's all fine and good, but I'm more worried about keeping my plane in the air than seeing what's
on the ground. Well, I'm ordered to report on deck for a flight exercise. Keeping my fingers crossed, hoping that everything will
go okay. In this kind of weather, anything can happen.

JUNE 6, 2012
"U.S. Intends to Defend Without U.N." The headline appeared so boldly on the front cover of the newspaper I could almost hear
it. We're finally fighting back. The news said that America declared today that it will "defend its global interests and maintain
peace without the U.N.'s approval, if necessary." But let's face it, America has never been a country to just sit back and watch.
20

We're the country that gets in the game and kicks ass. I think we're starting to prove that now.
On the post board today was a communiqué written by the Arabs and some other Third World countries. They threatened that
America must get all of our forces out of the Middle East. I say screw them. How's that for gratitude. All these years, we've been
busting our humps to secure that part of the world so they don't blow each other up and they have the audacity to tell us that we
don't belong there! Man I hope I get a shot at some of them. I could really go for lighting up an Iraqi military base or outpost right
about now. It's a sure bet now that I won't be getting any leave so I might as well take out my frustrations on the other side. It's a
shame too, I was looking forward to seeing my family. I'm banking on one thing. I will definitely see some action, very soon.

JUNE 30, 2012
Well the pieces are moving into their respective places. Skipper ordered a satellite-radar printout that tells us where all the U.S.
carrier are in the world. Then, after seeing the printout, he bitched the whole day that we only had seven carriers in the water
and two headed for the boatyard. "We need twelve in the water to win this thing," he kept telling us. "Seven, or even eight, just
isn't enough." When the printout was posted, I caught a glimpse of it just out of curiosity, and it looked to me like we had carriers
all over the world. We've got two in the Arabian Sea, the Reagan and the Vinson, the Truman in the Mediterranean, the Stennis
in the Western Pacific, and the Lincoln in the Indian Ocean. Old Wooden Teeth and the Roosevelt are up on the Atlantic side of
North America and the Eisenhower is in the shipyard, undergoing a refuel and modernization. The only real problem I see is that
our carriers are spread out all over the world, but that's what happens when you're the world's babysitter. You have to be everywhere at once. Before, at the end of the Cold War, nobody cared that we only had seven carriers. Now it's the topic of every conversation in the mess hall.

JULY 1, 2012
I knew it. One month before I was supposed to get my leave, I got assigned my orders. I'm to report to Fallon for training on the
new LANTIRN system. I hope my family can wait. I'm just psyched to start training. I've wanted to use this new LANTIRN for
some time now and I'll finally have the opportunity. I'm going to run down to the docs office right now to see if any of the new
LANTIRN system manuals are available yet. Another positive for the day… I received a letter from Mom and Dad. They've seen
all the trouble on the news and are afraid that I'll be shipped out. I wish I could tell them not to worry, but I can't. It just wouldn't
sound right. "Hi Mom and Dad. I'm fine. There's nothing to worry about. Oh, and by the way, I'm getting shipped out tomorrow." I
think I'll just tell them I love them instead.

AUGUST 2, 2012: FALLON
I haven't been able to write in a while because of all the activity. For the past couple months I've been preparing for my assignment, wherever that may be. I'm actually so good now that I no longer worry about taking off and landing on the carrier. As a
matter of fact, when I landed at Fallon today, I thought it was too easy. I didn't have to snag an arrestor cable or stop in 200 feet.
Honestly, I think I prefer flying off of a carrier now. It actually takes a bit of skill. I saw the new LANTIRN system on one of the
jets in the field today. Just the look of it was so much more bad ass than the ones I've been working with. If these things play half
as cool as they look, I'm going to be in for a real treat. Once I got acquainted with Fallon, news came that the Coalition now has
four carrier groups throughout the Pacific. And all we have is the Stennis. These four carriers are constantly doing military exercises, and it looks like they're getting ready to do something big. If we don't get some more troops out to the Pacific soon, we
could really be in for a world of hurt. Pretty soon it might be too late. And as much as I want to try out this new LANTIRN, I'm
not really sure I want to be shipped out to the Western Pacific. The odds are overwhelming. They have roughly four planes to
every one of ours. Even on my best day, I could only hope to beat two in the air, but I guess that's why I'm at Fallon for
advanced training. They'll make sure we can handle anything.

AUGUST 5, 2012
It seems the focus of the world has shifted from China back to Iraq. The Arab country just blew the hell out of some Israeli cities
and invaded Kuwait. Then, as expected, Israel fired back and declared war against Iraq. War! That word hasn't been uttered in
twenty years. Now it's spreading like a virus, and the world is split on how to react. Some think that the Arabs should solve their
own problems, and others think the U.N. should step in. Even the U.S. seems to be floundering. In the past month, the entire
Middle East has disregarded the U.N. altogether. Even the U.S. has opposed it. Which begs the question, "What the hell is the
U.N. there for anyway?" All of their decrees are being ignored, and nobody's afraid of their threats. Maybe because there's no
one to carry them out.

21

The United States is still taking action, though. The President ordered the CVN Lincoln to move to the Arabian Sea to fix up the
Middle East before things get out of hand. We seem to be running into all of this pretty blindly. The U.N. hasn't given its approval
either. (Not like they've approved of anything we've done anyhow.) Anyway you look at it, this war in the Middle East is becoming
daily headline news. A lot more than the war back in '91. The world is really starting to get stirred up. All morning, pilots and soldiers have been glued to the television, watching everything that happens at a snail's pace. Looking back, I'm sure it's all going
to look like it happened over night.
The only good thing about all of this is that the Coalition hasn't responded to any of this crap in the Middle East yet. A lot of the
guys think the Chinese are waiting to see how we respond before they make their move. I'm pretty eager to see that myself. It
would beat sitting around here all day, wondering where I'm going to get shipped to next. Word has it that some of the countries
think we're siding with Israel, but not even that's for sure. Everything here is on a need-to-know basis and not even the C.O.'s
seem to know anything.
Orders blare over the loud speaker for us to fall out to the briefing room. Right now! Seems like everyday they tell us to concentrate on our training and to ignore the outside world. "You'll be out there soon enough," they constantly say. Dammit! I like to
know the odds before I beat them.

AUGUST 8, 2012
For two weeks I've been here at Fallon and I still haven't gotten a chance to use the new targeting systems yet. All we've been
doing is taking notes, listening to debriefings, and playing in the Sims. The simulators do, however, have the new LANTIRN
plugged into them, and if they are as accurate as the Sim makes them out to be… God! I just wish I could be up there using it
already. These things are so clear and accurate, I swear I could shoot out the tooth of a rat from a 40,000 feet. At night!
I heard another pilot talking in the hall today, and he said that we're going to get a chance in the air with the new LANTIRN this
week. Needless to say, I'm ecstatic. Maybe it's the fact that I grew up on video game systems, or the fact that I've always wanted
to fly, but I love being able to see my target below me, unaware of the danger lurking above him. I also love seeing the destruction my missiles and bombs leave behind when I'm through with a target.
There's a saying? Something like, things take time to create but can be destroyed in an instant. Whatever. Destruction is more
fun. This truly is my darker side, I realize that. But with this new LANTIRN, all that will be possible

AUGUST 9, 2012
War! War! And more War! Today, Syria, Egypt, and Libya all declared war on Israel and formed the "New Arab League." This
League was dumb enough to fly a plane past one of our carrier groups in the Mediterranean. Man, those ships turned that plane
into scrap metal before the pilot knew what hit him. Now the U.N. is denouncing the U.S.' actions, but who are they to condemn
us? From what I see, they haven't done anything at all to help us. If anyone, the U.N. seems to be helping the Sino-Russian
Coalition. Everything they say, the U.N. supports. Now the Commies are telling us that regional powers must settle regional disputes. Then they ordered all of the American forces out of the Middle East immediately. What kind of horse crap is that? Even
though they haven't said what they'll do if we don't move, it definitely won't be pretty. Seeing the world this screwed up makes
me wonder if anybody has control of it anymore.
Tomorrow is the day I've been waiting for. I've finally received clearance to fly a bird with that new LANTIRN. After all these
months, I'll get my chance to operate the most advanced night time, laser tracking and targeting device. With the way these
tracking systems are advancing, pretty soon, I won't even have to pull the trigger or fly for that matter. But until then, I'm ready to
get in the air and blow me up some bad guys.
Now it's my turn to take this crooked world and straighten it out!

22

One of the best ways to learn to fly JetFighter IV is to jump right in
and give it a try. After all, it’s a simulator, and there is fairly
little chance of you getting hurt. This section of the
manual lists some of the most common procedures that a
JetFighter pilot must know in order to takeoff, fly, fight and land.
If you are already familiar with other flight simulators, this
section will get you up and running in JetFighter IV very quickly.
If you are new to flight simulators, you can still use this section to
experiment, but you may want to read more to understand some of
the aviation concepts that are used here. Additionally, there are
many more controls and options than you see listed in this section.
Please refer to the Simulator Reference section of the manual for
more detailed information

23

PLAYING SINGLE MISSIONS
PLAYING SINGLE MISSIONS
In JetFighter IV, you can embark on a campaign, or you
can choose to fly a single, individual mission at a time.
To choose a single mission, select Instant Action from
the Main Menu. Then choose Single Mission from the
Instant Action menu. Use the controls on the Single
Mission screen to select the mission you want to fly.

CHOOSE THE CAMPAIGN
Missions are grouped into "campaigns". For example,
the campaign called Training Missions contains 10 missions that will help you learn to play JetFighter IV. The
campaign called Free Flight contains missions that can
be used for casual sight-seeing. You can change the
campaign by clicking the buttons next to the campaign
name.

CHOOSE THE MISSION
Once you have selected a group of missions, use the
Prev and Next buttons to cycle through the available
missions. A short description of each mission will appear,
along with a map of where the mission takes place.

RUN THE SIMULATOR
Once you have decided on a mission, you can select Fly
to start the simulation, or Loadout to change your aircraft
and weapons.

EXIT THE SIMULATOR
When you’re done flying, you can press [Esc] and use
the simulators menu to return to the Single Mission
screen.

PLAYING A CAMPAIGN
In JetFighter IV, you can choose to fly a series of connected missions that form a story - or campaign.
JetFighter IV includes two campaigns, the Training
Missions, and Fortress America. If you're new to
JetFighter IV, we strongly suggest you play through the
training campaign first.
When playing a campaign, you will also need to create a
pilot character. You can create many different pilots, and
each one will separately maintain his progress through
the campaigns.

CHOOSE YOUR PILOT

24

To start or continue a campaign, select Campaign from
the Main Menu. At the Campaign screen, you will see
the last pilot you were using. If this is your first time
playing a campaign, you will be taken immediately to the
New Pilot menu. Simply fill out the information and
press Done to return to the Campaign screen.

You can change the current pilot by using the buttons
next to the pilot portrait. The campaign in which the current pilot is flying will be displayed, along with the next
mission to be flown.

GET YOUR ORDERS
When you're ready to continue, press [[ ]] to accept the
mission. You will then be taken to the Briefing Screen
where you will receive instructions. Pay attention... they
may help save your life.

ARM YOUR AIRCRAFT
After receiving your orders, you may want to choose a
different aircraft to fly, or customize the weapon loadout.
You can do this by pressing the Loadout button.

FLY THE MISSION
Simply press Fly to run the simulator. Good luck, and
watch your six!

ENDING A MISSION
A mission can end several ways...
▼ You can successfully complete the goal, and return
for a landing. Your campaign statistics will be updated with your performance on this mission.
▼ You can complete the goal, but skip the landing by

using the "Auto Land" menu option from the in-flight
menu. We added this feature because many people
don’t want to have to fly all the way back to base
after completing the mission. Your campaign statistics will be updated just as if you had landed yourself.
Note that you may miss some action by skipping
your flight home!
▼ You can abort the mission without finishing it by

selecting "Abort Mission" or "Exit Program". The mission will NOT be counted toward your campaign
score.
▼ You may also crash, blow up, get shot down or other-

wise come to an early demise! You will be given the
option of resurrecting your character, but the mission
may not look so good on your record!

TAKEOFFS
TAKEOFF!
Watch the airspeed display on the left of the HUD. When
it approaches 18 (180 knots) begin your takeoff "rotation". Gently pull back on the joystick or hold down the
[Numpad 2] key. In just a moment you should be airborne! After you are a couple hundred feet in the air
press [G] to raise your landing gear

CATAPULT LAUNCH
You don’t "take-off" from an aircraft carrier, you
LAUNCH! A catapult launch is even easier than a ground
takeoff, and considerably more exciting. The following
steps will lead you through a catapult assisted carrier
launch.

GROUND TAKEOFF
Taking off from the ground is quite easy. This short procedure will help get you up in the air quickly.

WEAPONS TO SAFE
Be sure that no weapon selected. This will prevent misfires and the accidental injuring of personnel on the
ground. If necessary press [N] to disarm your weapons
and enter NAV mode.

TAXIING
If you need to drive to the end of the runway, press [+] 5
times to bring your engines to 5% military thrust. Use the
rudder keys [Z] and [X], to steer your aircraft. You can
press [B] to engage the wheel brakes if you need to slow
down. Pressing [B] again will release the wheel brakes.
Drive to the end of the runway and align the aircraft
pointing down the airstrip. If you need to turn around
sharply, use the [-] key to slow to 1% military thrust and
you will be able to turn in a tight circle.

WEAPONS TO SAFE
If necessary, press [N] to disarm weapons and enter
NAV mode. Note that "NAV" appears in the lower left of
the HUD.

FULL POWER!
After you receive the "ready for takeoff" message, press
[0] to spool your engines up to 100% military thrust.
Newer jet engines are so powerful that afterburners are
not required for carrier launches.

HOLD ON!
Once your engines reach full power, press [B] to release
your wheel brakes. This also signals the catapult to
launch you forward. You should pull back on the stick (or
press [Numpad 2]) to be sure to clear the deck once you
are free of the catapult. The ride down the catapult may
be a little bumpy!

POWER TO 90%
Bring the engines up to 90% thrust by pressing [9]. The
aircraft will begin to roll down the runway. If you’re not
moving, you may have the wheel brakes engaged. Press
[B] to release them. Use the rudder ([Z] and [X]) to stay
in the middle of the runway.

25

FOLLOWING WAYPOINTS
"CLEAN UP" THE AIRCRAFT

SET UP NAVIGATION MODE

After clearing the deck, quickly raise your gear by pressing [G]. You can also decrease the throttle after gaining a
little altitude. Of course, launching is the easy part.
Eventually, you will have to go back and land on the carrier!

Before using waypoints, you need to put the HUD into
Navigation mode so you can easily read the waypoint
displays. Press [N] to disarm your weapons and enter
NAV mode. You should see the letters NAV appear in the
lower left of the HUD. In the lower right of the HUD you
will see information about the current waypoint. Once in
NAV mode, the [N] key is used to cycle through waypoints.

EXAMINE YOUR WAYPOINT LIST

FOLLOWING WAYPOINTS
A waypoint is simply a position is space that a pilot may
want to fly to. A waypoint could be a target, or it may represent a point at which you are supposed to rendezvous
with another aircraft. Usually, however, a waypoint is a
location at which you are supposed to turn to the next
waypoint. These types of waypoints are called
Navigation Turn Points or NTPs.
Waypoints are grouped together to create a flight-plan or
course for your mission. They are usually designed to
keep you out of danger until you reach the target area.
By flying from one waypoint to the next, you can easily
navigate your way through a mission.

WAYPOINT
DESIGNATOR

NAVIGATION
DIRECTOR

VELOCITY VECTOR
CURRENT
WAYPOINT
CURRENT HUD
MODE

DISTANCE TO
CURRENT
WAYPOINT

Learning to follow waypoints is very important to flying
the missions in JetFighter IV. Luckily, it is also VERY
easy to do. This short procedure will walk you through
flying from waypoint to waypoint. If you need a mission
to experiment with, use the Single Mission menu and
choose Mission #2: Waypoints from the Training Mission
campaign.
26

Press [F7] to look at the right MFD. If necessary, press
[F7] again until the waypoint list screen appears. This
screen lists all the waypoints programmed into your aircraft for this mission. You can press [N] for the next and
[Shift-N] for the previous waypoints. Each waypoint has a
name, relative heading (bearing), and distance. After
looking at the waypoints, press [Shift-N] until you are
back at the first waypoint in the list.

DETERMINE THE DIRECTION TO THE
WAYPOINT
Press [F1] to return to the normal forward view. At the
top of the HUD is the heading display or "tape". Above
the heading tape is a solid green triangle. This is the
Navigation Director. It always indicates the direction to
the currently selected waypoint. If the Navigation Director
is left of center, you need to turn left. If it is right of center, you need to turn right. When the Navigation Director
is centered, you are flying toward the next waypoint.

TURN TO THE CORRECT HEADING
Bank your aircraft left or right and continue to turn until
the Navigation Director is centered in the top of the HUD.
Level your wings. If the pointer drifts off center, you can
use the rudder ([X] and [Z]) to yaw your aircraft and recenter it. You are now flying toward the waypoint.

FLY TO THE WAYPOINT DESIGNATOR
After you successfully turn towards the waypoint, you will
see a green outlined triangle in the HUD. This is the
Waypoint Designator; it shows you where the waypoint
actually is in. You can now fly up or down to the correct
altitude for the waypoint. Check the lower right area of
the HUD to see your distance to the waypoint. This information is also in the navigation MFD accessed by pressing [F7].

AIR-TO-AIR COMBAT
INDEX TO THE NEXT WAYPOINT
When you get within 1 mile of the current waypoint,
press [N] to choose the next waypoint in the list. As
before, turn your aircraft to center the Navigation Director
and fly to the next waypoint. That’s all there is to it!

AUTOPILOT
There is an autopilot feature that will guide you through
the waypoints in your NAV screen. The autopilot is very
basic, so be sure to keep your eyes open to avoid rapid
changes in the terrain!
To engage the autopilot, press [Shift-A]. The aircraft will
begin to turn and fly toward the currently selected waypoint. You will see "autopilot" appear in the lower right of
the screen. To disengage the autopilot, simply press
[Shift-A] again. The autopilot will also automatically disengage if you change the waypoint with [N] or [Shift-N].
When the aircraft reaches the currently selected waypoint, the autopilot will select the next waypoint and fly to
it. This process will continue until the autopilot is disengaged.
WARNING: Do not attempt to use the autopilot to
land! This system is not designed for precision
approaches.

AIR-TO-AIR COMBAT
When entering an air-combat environment, there are
several helpful procedures you can follow to configure
your aircraft properly and give you a better chance of
surviving a dogfight. This list is a good quick reference to
the functions you would normally perform to prepare for
a dogfight.

WEAPON NAME
TO USE

HUD ID

WHEN

M61A1
Cannon M61 target is 1 mile or closer Aim-9
Sidewinder SW
target is 1-5
miles away Aim-120
AMRAAM AM target is
There are three ways to check the current "combat environment": The Radar [F6], the Map [M], and the onscreen radar [Alt-R]. Determine which targets are most
threatening and which you can deal with later. The OnScreen radar [Alt-R] is particularly convenient because it
is superimposed on the screen and you don’t have to
change ‘views’. Symbols on the radar are color coded:
▼ GREEN - friendly
▼ RED - hostile
▼ WHITE - missile!
▼ BOLD - above your altitude
▼ BROWN - surface ship
▼ GREY - "spoofed" missile

SET IFF DISCRIMINATOR
Press [;] to cycle your IFF DISCRIMINATOR between All,
Friendly and Hostile. This setting determines what types
of objects are allowed to be targeted. Note the letter in
the bottom center of the HUD. It will cycle between A, H
and NH. You will probably want to set this to Hostile for
most missions.

SELECT A WEAPON
Select an Air-to-Air weapon by pressing [Enter] to cycle
forward and [Shift-Enter] to cycle backward through your
weapons. Here is a simplified list of which weapon to try:

"CLEAN-UP" YOUR AIRCRAFT
Before you enter a combat situation you should be sure
to raise your gear [G], retract your speedbrake [B] and
raise the arrestor hook [A] if, for some reason, any of
these are extended. You want your aircraft to be able to
achieve the best performance possible. You may even
consider jettisoning any unused bombs and Mavericks.
This will increase your ability to turn and accelerate
rapidly. You can check the systems display by pressing
[F8]. It details the conditions of your brake, gear and
hook. This information also appears in the upper right of
the HUD. If that area is clear, your aircraft is "clean".

TARGET
DESIGNATOR
ASPECT ANGLE
INDICATOR

CURRENT
WEAPON STATUS
HUD MODE

TARGET
DESIGNATOR BOX

AIMING RECTICLE

CURRET TARGET
RANGE TO TARGET
CLOSURE RATE

EXAMINE THE SITUATION
27

AIR-TO-GROUND: MAVERICKS
SELECT YOUR TARGET
Use one of the targeting controls to select a target. Press
[T] to cycle through targets, or [U] to target the object
directly ahead of you. [Y] will select the target closest to
you. Remember, the IFF Discriminator determines which
objects can be targeted.

CONFIGURE THE RADAR
Once you have selected a target, you can press [Ctrl][R]
to put the radar into "autorange" mode. In "autorange"
mode, the radar will automatically change range to keep
your current target visible on the radar display. If you
want to manually change range, press [R] and [Shift][R]
to cycle through different ranges. This will automatically
disable autoranging.

UNDERSTAND THE HUD
Once the HUD is in air-to-air mode, there are many symbols on the HUD which are vital to successful air combat.
Here is a summary:
▼ The Target Designator box surrounds your target. If

there is an X through it your target is a friendly! Don’t
Shoot!
▼ The Range Circle "fills up" clockwise as your target

gets closer!
▼ The Target Information area in the lower right of the

HUD lists the target type, distance and closure rate.
▼ The Weapon Information area in the lower left of the

HUD lists the currently selected weapon type, the
number remaining and the HUD mode.
▼ The target Aspect Angle Indicator lets you know what

direction the enemy is headed. If the dot is on the
bottom of circle, he is heading away from you… a
great opportunity to fire a missile at him! See the reference section for more information on the Aspect
Angle indicator.

AIR COMBAT MANEUVERING
Of course, this is the tricky part! Use the joystick, rudder
and throttle to maneuver to get the best shot at your target. This is what it is ALL about! Here are some simple
tips on a subject that really deserves volumes:
▼ In general, get BEHIND your target for the best shot.

Use the Aspect Angle indicator to judge this.
▼ If you’re flying too fast, you won’t be able to turn rapid-

ly enough. Try 90% military power [9].
28

▼ If you’re flying too slow, you will loose your target.

Worse yet, he may get behind you!
▼ Loose the sight… loose the fight. Keep your eye on

the target!
▼ Watch for other Bandits behind you that you may have

missed. Look at your radar often. Again, we recommend the on-screen radar [Alt-R].
▼ Watch for SAMs and other ground defenses when

over enemy territory!

TACTICAL VIEW
Pressing [F9] will initiate Tactical View. In this mode, the
computer will automatically "turn your head" to keep the
currently selected target in view. You may find it helpful
to keep the instrument panel visible ([P]) while in tactical
view to help maintain your orientation. Press [F9] again
to turn tactical view off.

LAUNCH WEAPONS!
Press the [Spacebar] to launch the currently selected
weapon. You can press ["] to fire the cannon no matter
what weapon is armed. You can press [F10] to get a
"weapon’s eye view" of the missile trying to seek the target. Press [F1] to return to the cockpit.

AIR-TO-GROUND: MAVERICKS
In many missions you will be asked to strike targets on
the ground or at sea. There is a variety of weapons that
can be used, including guided Maverick missiles.
Mavericks will seek their targets automatically once
released. You can even fire several missiles at several
different targets, one after the other.
This procedure will get you to the target and show you
how to attack it. Be sure you understand how to navigate
to waypoints before attempting a ground strike.

GET TO THE TARGET
Follow your waypoints up to the target. Usually, your target will actually be listed as a waypoint. Sometimes, you
may be attacking an "area", in which case you will need
to press [T] to find your target.

SELECT MAVERICK MISSILES
Select an AGM-65 Maverick by pressing [Backspace]
until "MAV" appears in the lower left of the HUD.

AIR-TO-GROUND: IRON BOMBS
SELECT THE TARGET

AIR-TO-GROUND: IRON BOMBS

You should already have the target waypoint selected. If
there are other pre-designated targets in the area, you
may need to press [T] or [Shift-T] to select other targets.
Notice the name and distance to target in the lower right
of the HUD. You can also use the LANTIRN system to
select targets for the Maverick. Read the section on
LANTIRN Targeting below.

The Mk82 and Mk84 iron bombs require more skill than
the Maverick missile because they are totally unguided.
They simply fall to the ground. The CCIP system is
designed to help you lay the bombs right on the target.

MAVERICKS AWAY!
The Maverick is the easiest air-to-ground weapon to use.
This missile will seek the currently selected target. Just
press [Spacebar] and the missile will be launched. Use
[F10] for a spectacular missile view.

SPECIAL NOTE
Mavericks are "smart" weapons. They seek out the
selected target under their own control. However
they do not know about the contour of the terrain
below them. A Maverick will NOT know to avoid a hill
between you and the target. Be sure you have a
clear "line of sight" before firing a Maverick.

CCIP stands for Continuously Computed Impact Point
and, just like it sounds, the system constantly calculates
where your bomb will hit if you release it at any given
moment. The CCIP takes into account your speed and
orientation, as well as the contour of the terrain out in
front of your aircraft.
The following procedure outlines arming a bomb, activating the CCIP system, and releasing your ordnance.

GET TO THE TARGET
Follow your waypoints up to the target. Once you are
there, press [T] to select the desired target.

CHOOSE YOUR WEAPON
Press [Backspace] until Mk82 or Mk84 appears in the
lower left of the HUD. You will also see CCIP indicating
that the CCIP targeting system is activated.

CHOOSE THE TARGET
If your target is pre-designated, you will see the target
designator box appear around the target. Check your
range to target in the lower right of the HUD. You may
need to press [T] or [Shift-T] to select nearby targets.

29

AIR-TO-GROUND: LASER GUIDED BOMBS
UNDERSTAND THE CCIP DISPLAY
After selecting the Mk82, the CCIP targeting system will
activate. A line will be drawn from the center of the HUD
down toward a circle. The point in the center of this circle
is where your bombs will impact the ground. This is the
"impact point". If the circle is below the HUD, this means
the bomb will impact at a point you can’t currently see.

MANEUVER FOR RELEASE
To use the CCIP system, you need to maneuver your aircraft until the "impact point" circle is over the target. This
can be difficult at first. It is important to remember that
when you release a bomb, air friction begins to slow the
bomb’s forward movement, so the impact point may be
below and behind your aircraft. Nose down until the
impact point appears in the HUD.

BOMBS AWAY!
When the impact point is over your target, press
[Spacebar] to release a bomb. CCIP aiming is quite challenging, so please consult the Reference section if you
are having trouble. There is also a training mission
devoted to CCIP bombing.

WATCH FOR DEBRIS
If you were bombing from a very low altitude, you should
accelerate and pull-up to avoid debris from the explosion. Also, you can be sure that the enemy will now
have even more incentive to shoot you down, so watch
your six!

AIR-TO-GROUND: LASER GUIDED
BOMBS
The GBU-24 laser guided bomb has the ability to sense
a laser reflection off a target and perform limited maneuvers in an attempt to score a direct hit. As you can
imagine, using this system is much more accurate that
using CCIP guided iron bombs.

Since the GBU-24 can steer itself to the target, your
most important concern is to release the bomb at the
appropriate time. This window of opportunity is often
called the "basket". As long as you drop your bomb "in
the basket" the bomb should be able to glide to the target.

BOMBS AWAY!
When the release bar lines up with the tick mark, release
the bomb. You may want to use the LANTIRN camera
to zoom in and see the impact.

THE LANTIRN TARGETING
SYSTEM
The LANTIRN targeting system uses a powerful camera
and a computer controlled system that allows you to
zoom-in on the ground and identify targets. It is perfect
for use when you know to expect a target in a general
area, but can't be assured of its precise location. It also
helps you verify that the target you have been asked to
attack is, indeed, what was expected by the mission
planners. The LANTIRN system also includes a laser
that "paints" the target so Mavericks and GBU-24 bombs
can guide themselves properly.
Using the LANTIRN system takes a little practice. You're
no longer only flying the aircraft, but positioning the LANTIRN camera and searching for targets all at the same
time. The following procedure will give you an idea of
what to expect.

PLOT YOUR COURSE

GET TO THE TARGET

Typically the LANTIRN system is used when you know
the general location of a target, but not its precise coordinates. For example, you may be ordered to destroy a
tank park near Waypoint 4. Using the LANTIRN system,
you can search for the targets near Waypoint 4 from a
far distance away.

Follow your waypoints up to the target. Once you are
there, press [T] to select the desired target.

SEARCH FOR TARGETS

CHOOSE YOUR WEAPON
Press [Backspace] until GBU-24 appears in the lower left
of the HUD.

CHOOSE THE TARGET

30

UNDERSTAND THE RELEASE CUE DISPLAY

If your target is pre-designated, you will see the target
designator box appear around the target. Check your
range to target in the lower right of the HUD. You may
need to press [T] or [Shift][T] to select nearby targets.

When you are about 15-20 miles from the target, you
can use the LANTIRN system to start scanning the area.
Press [L] to switch to LANTIRN view. Now, press [N] to
cycle through waypoints until you have selected the waypoint where the targets are expected to be. Press [>] if
you need to zoom in. Using the [[joystick]] you can now
pan the LANTIRN camera around the terrain until you
find your target. Once you have found your target,
press [T] to select it. The LANTIRN system is now
"locked on" to the target you chose. Press [L] to return
to normal view.

LANDINGS
ARM YOUR WEAPON
Both Mavericks and GBU-24s can guide themselves
toward the target selected with the LANTIRN system.
Choose the weapon best suited for the target.

CONTINUE ON COURSE
Now, continue to fly toward the target. You may want to
occasionally return to LANTIRN view to check your target. Some targets may be difficult to recognize from a
far distance, so you may need to confirm your selection.
Also, while the LANTIRN system can track moving targets, you need to be aware that your target may have
moved behind a hill or other obstacle. Keep in mind, if
the LANTIRN camera can't see the target, you can't
attack it.

FINAL CHECK AND RELEASE
As you approach the target, make one final LANTIRN
check to verify you have a "good" target. For Mavericks,
you can fire when the IN RNG symbol appears. For
GBU-24s, press the release button when the release
marks line up.

TURN AND BURN
After release, you should perform an "egress turn" and
get out of the area. The enemy will soon be very aware
of your presence! Be sure the LANTIRN camera can
keep the target in view, or your weapons may not track
the laser properly.

WATCH THE FIREWORKS!
The LANTIRN camera is great for getting a close-up
view of the action when your bombs hit!

GROUND LANDINGS
This procedure outlines the basics of landing at an airfield. There are several instruments and devices that can
help you, including Waypoints, the Instrument Landing
System and VASI lights.
Waypoints will lead you toward the runway and get you
"lined up" for an approach. The Initial Approach Fix is a
point about 10 miles away from the runway that is used
to align your aircraft with the approach pattern.

FOLLOW YOUR WAYPOINTS
If you have waypoints programmed to take you back to a
land base, follow them to the Initial Approach Fix (IAF)
point. You should be at 6,000 feet when you reach the
IAF. The proceed to the Final Approach Fix (FAF). See
the procedure on Following Waypoints if you need more
help.

FIND THE RUNWAY
APPROACH
Correct
To High
Too Low

FAR
red
white
red

NEAR
white
white
red

If you don't have waypoints programmed for the airport,
you will need to make an initial pass to determine which
runway you want and to verify there is no air traffic in the
way.

FINAL DESCENT
At the FAF, or 3 miles from the runway, press [5] to slow
to 50% military thrust. Lower your gear by pressing [G].
By watching the Velocity Vector symbol on the HUD, you
can determine where your aircraft is headed. Gently
pitch the aircraft up or down until the velocity vector symbol is on the near end of the runway.

ADJUST YOUR DESCENT RATE
On the left edge of most runways are VASI lights. These
Visual Approach Slope Indicator lights provide a visual
representation of your approach angle. One set of lights
is on the near end of the runway, and the other is on the
far end. Use these lights to adjust your altitude if necessary according to the following table:
You can remember this by the saying "Red - white... just
right. Red - red, you're dead!" Fly down toward the runway keeping the correct approach angle.

TOUCHDOWN FLARE
As you pass over the runway, gently raise the nose of
the aircraft by pulling back on the stick or pressing
[Numpad 2]. Reduce power to 20% by pressing [2]. Let
your aircraft "bleed off" airspeed. As you slow down, your
aircraft will touch down on the runway.

COME TO A STOP
Press [1] to slow your engines to 10% thrust. Use the
wheel brake [B] to stop your aircraft. You can shut off the
engine by pressing [~].

CARRIER LANDINGS
Carrier landings are one of the most difficult jobs any
pilot can face. JetFighter IV, has the most realistic and
exciting carrier landings available for your computer. You
will need to place your aircraft on a 400 foot landing strip
that is moving, pitching and rolling out in the middle of
the ocean.
31

MULTIPLAYER
If that sounds like a bit much, use the Cheat menu in the
simulator and set Landings to EASY. We strongly recommend this for beginners.

FOLLOW WAYPOINTS TO INITIAL
APPROACH FIX
Use the waypoint system ([N] and [Shift-N]) to fly to the
Initial Approach Fix (IAF).. This is a point slightly behind
the carrier. It will appear as "IAF" in the lower right of the
HUD. Be sure you are at the correct altitude, and keep
your power below 90%.

CONFIGURE FOR LANDING
At the Initial Approach Fix, lower your landing gear by
pressing [G]. Lower the arrestor hook by pressing [A].
Press [N] to select the next waypoint, FAF or Final
Approach Fix.

FLY TO FINAL APPROACH
Press [5] to slow to 50% military power. As you fly to the
Final Approach Fix, notice the dotted bars that have
appeared in the HUD. This is the ILS system and it will
help guide you to a successful landing. Once you reach
the Final Approach Fix, you should press [N] to select
the final waypoint, CVN.

IN THE GROOVE
Slow to 40% power by pressing [4]. During final
approach, you should pay attention to the ILS bars and
the velocity vector. Keep the velocity vector on the stern
of the carrier. Keep the ILS bars centered in the HUD. At
100 yards from the carrier, the ILS display will disappear
to give you a clear view of the deck.

POWER UP!
Just as you pass the stern of the carrier, press [0] to
bring your engines up to 100% thrust. Carrier pilots do
this as a life saving precaution. If the arrestor hook misses the 4 cables, you will need enough thrust to "bolter",
or take off again, in order to come around for another
pass.

MULTIPLAYER
If you're ready to pit your abilities against other fighter
jocks out in cyberspace, you can start or join a multiplayer game easily in JetFighter IV. Built-in features allow
you to find active games, and make your game available
to for others to play. To start or join a multiplayer game,
first choose Multiplayer from the Main Menu.

STARTING A GAME SERVER
32

To start a game, select Create A Network Game from the
Multiplayer Menu. You will need to name your game,
choose the number of players you want to allow, and
optionally supply a password. You can also choose
whether or not to make your game available to the entire
Internet, or just your local network. After making your
selections, press Create Game to start your game server.

JOINING A GAME SERVER
To join an existing game, select Join Network Game from
the Multiplayer Menu. JetFighter IV will automatically
begin searching the Internet for existing JetFighter IV
games. If you prefer to look for games only on your local
network, you can press the Lan button. To start a new
search for Internet games, press Refresh.
You can scroll through the list of existing games and
highlight the game you would like to join. Press Join
Game to join the server you have selected.

THE LOBBY
Once you have started or joined a game you will be
taken to the "lobby". In the lobby, you can chat with
other players and decide what settings you would like to
choose. Only the player that started the game can actually change the game's settings, by all players can voice
their opinions!
Once all choices have been made, press Fly to enter the
mission.

33

INTRODUCTION
Welcome to flight school! JetFighter IV includes a set of flight lessons that are a great way to learn to fly the simulator. If you have never flown a flight simulator before, we strongly recommend you start here. The lessons are designed to get you up and flying in no time. In fact, your first lesson begins in the air
above the mountains near Yosemite National Park. Your main objectives are to get a feel for the aircraft and enjoy the scenery!
Each lesson is intended for use in conjunction with the step-by-step manual instructions following the Flight Training Introduction. There are a total of eleven
lessons in JetFighter IV:
1.

Basic Flying Skills

2.

Runway Takeoff and Waypoint Navigation

3.

Follow the Leader

4.

Air-to-Air Weapons Training

5.

Carrier Catapult Launches and Wingman Commands

6.

Runway Landing and ILS Training

7.

Daytime Carrier Landings

8.

Air-to-Ground Attacks with Mavericks

9.

Air-to-Ground Attacks with Unguided Munitions

10. Air Combat Maneuvering
11.

Nighttime Carrier Landings

Don't worry, these lessons won't be boring! In fact, it might seem like events occur too quickly to follow the steps in this manual. Tailor the speed at which you
progress through the lessons by pausing or restarting them as often as necessary. Press [Ctrl-P] to pause the game if you need to catch up. When you are
ready to resume flight, press [Ctrl-P] again. To restart lessons, first press [Alt-X], then select the restart [R] option.
Have fun! You'll be bombing targets and winning dogfights in no time!
You can work through the training missions two different ways, as a Campaign, or individually. A campaign is simply a set of missions that link together. All of
the flight lessons are linked together into a campaign called "Flight Training." See the section titled "Common Procedures" for detailed information on how to fly

34

RUNNING THE TRAINING MISSIONS
missions individually or as a campaign. For now, we will assume you want
to fly the entire training campaign. From the main menu, select "Campaign".
If you haven't already created a new pilot, you will be prompted to do so. Go
ahead and fill out the pilot registration and press "Done" when complete.

Display (HUD).

LESSON #1 QUICK REFERENCE KEYS:
KEY

FUNCTION

New pilots automatically start in the training campaign, so you should be
ready to go. On the campaign screen you will see the name of the next mission to be flown, and a short description. Press "Fly Mission" to continue to
the briefing. Each mission contains a briefing that outlines the goals for the
flight. The Training missions refer you to this manual, so keep it open while
you fly. When ready, press "Fly" to start your mission.

[Esc]

Opens/Closes the In-Flight menu

[®] [] [√] [Ý ]

Move within the In-Flight menu

[Alt-A]

Toggle altimeter between MSUAGL modes

[0] - [9]

Adjusts power (in 10% increments)

[Alt-L]

Toggles Pitch Ladder on/off

After finishing each mission, you will be returned to the Campaign screen
and be given to opportunity to continue on. Keep working through the training missions, or press "Abort" to exit back to the main menu.

[Num 4]

Roll left

[Num 6]

Roll right

LESSON #1: BASIC FLYING SKILLS

[Num 8]

Pitch up

This lesson will give you a chance to get a "feel" for flying in JetFighter IV
and enjoy the scenery. In addition to some basic flight maneuvers, the following steps introduce some simple aerodynamics that will help you better
understand and fly your aircraft.

[Num 2]

Pitch down

[Z] or [Num 0]

Left Rudder

[X] or [Num Enter]

Right Rudder

Before beginning you should be familiar with two important terms: stall and
velocity vector. Once you begin flying you will see the velocity vector near
the center of the Head's Up Display (HUD). It appears as a small circle with
three small protruding lines. This symbol depicts a "vector' extending along
your FLIGHT PATH. The difference between where your aircraft is pointing
and your actual flight path is subtle, but important. Looking forward through
the HUD simply shows the direction the aircraft's nose is pointed. Your
flight path is the direction you are actually traveling. The direction of the aircraft's nose and its flight path are not necessarily the same. For example,
at a low airspeed, you may point the aircraft's nose up so you see mostly
blue sky and little ground. Although it may "appear" you are climbing, in
reality you are descending. The wings inefficiency at low airspeeds explains
this illusion. The velocity vector is most useful for navigating to an exact
location. Orient the aircraft so the velocity vector is on top of your destination (i.e. a mountain peak or the carrier deck). Keeping the velocity vector
on the same point ensures you will eventually reach your destination.

Completion Requirements: Fly around for at least six minutes practicing the
maneuvers outlined below.

While flying, you may stall the aircraft. An aircraft stalls when the smooth
airflow over the wings becomes disrupted and the wings can no longer produce enough lift to maintain flight. Most commonly, stalls result from an
excessively low airspeed. A horn and cockpit panel message warns you of
an imminent stall. To remedy the situation, pitch down (toward the ground)
and/or increase the power to about 80% [8]. Don't pitch down more than 5°
below the horizon. Press [Num 8] or push the joystick forward to pitch
down.

1. Once you are flying turn on the "No Crashes" option in the "Cheats"
menu. Press [Esc] to bring up the In-Flight menu. The simulator pauses
whenever you use the In-Flight menu. Press [®] several times until the
"cheats" heading is highlighted. Press [Ý] to open the cheats menu. Press
[Ý] several more times until you get to the "No Ground Crashes" option.
Press [Enter] until "YES" appears next to "No Ground Crashes." This allows
you to "bounce" off the ground instead of crashing into it!
2. Press [Esc] several times to return to flight mode.
3. Notice the altitude indicator on the HUD's right side. This "tape" displays
your Altitude in thousands of feet.
4. Adjust your altimeter to display Mean Sea Level (MSL) instead of Above
Ground Level (AGL) altitude by pressing [Alt-A]. (The reference section
describes the difference between MSL and AGL altitude.) [Alt-A] toggles
between the letters "S" and "G," which refer to MSL and AGL, on your altitude tape. Set the altimeter to "S." The altimeter should read about 21.5
(21,500 feet).
5. Press [0] to bring the engine up to 100% thrust. Watch the indicator in
the upper left corner of the HUD increase to 100%.
6. Activate the "pitch ladder" by pressing [L]. Use the pitch ladder to establish consistent pitch and bank angles during climbs and turns. Steady pitch
and bank angles yield smooth flight.

This lesson is very open ended. When it starts, you will be flying over a
mountain range near Yosemite National Park in California. Your throttle will
be set at 92% thrust as indicated in the upper left corner of your Heads Up
35

RUNNING THE TRAINING MISSIONS
7. Perform a climb by applying some "back pressure" on the joystick (or
press [Num 2] until the horizon is in the lower third of your screen. Applying
back pressure actuates a primary flight control called the elevator. The elevator is attached to tail of your plane and affects your pitch. Pitch is the
rotation about an aircraft's lateral axis--the axis that extends from wing tip to
wing tip. As you apply back pressure the horizon to appears to "drop" in
your screen. This is called "increasing your pitch" or simply "pitching up."
Be sure to keep the horizon in view since it provides important orientation
queues. Once you've adjusted your pitch, release the joystick (or release
[Num 8].)
8. USE A LIGHT TOUCH ON THE CONTROLS. Take it nice and slow;
make small and smooth movements. Resist the urge to jerk the stick
around. Save that for combat!
9. Notice your airspeed decrease as you climb. Deceleration occurs for the
same reason a car slows down when it goes up a hill.
10. Climb until the altimeter reads 25.0 (25,000 feet). Remember the
altimeter is the "tape" on the right side of the HUD.
11. Keep an eye on your pitch and altimeter to avoid excessive climbs.
Beginners tend to climb continuously or too steeply.
12. As your climb approaches 25,000 feet, apply some forward pressure on
the joystick, or press [Num 8], until you are level again. Again, remember to
do this BEFORE you reach 25,000 feet since the plane will continue to
climb as you level-off. Pilots refer to this as "leading you altitude."
13. Add some forward pressure on the joystick, or press [Num 8], to initiate
a descent. Pitch down until the horizon is in the upper third of your screen.
Again, don't over control the aircraft.
14. Move the joystick left, or press [Num 4], to turn the aircraft left. This
affects the ailerons--a primary flight control governing roll. Roll is the rotation of the aircraft about its longitudinal axis--the axis extending from the aircraft's nose to its tail.
15. After you roll about 30 degrees from level, release the joystick allowing it
to re-center (release the [Num 4] key). You will stay in a nice, easy bank.
16. Look at the strip of numbers along the top of the HUD. This indicator or
"tape" shows your heading. The numbers will be sliding to the right and
getting smaller. 27 means 270 degrees (west), 18 means 180 degrees
(south) and so on.
17. You may notice a slow altitude loss. In rolling, you redirected the wings
lift. This renders the wings less effective in opposing gravity; an altitude
loss results. To perform a level turn, apply a small amount of back pressure
on the joystick (or momentarily press [Num 2] as your roll angle increases.
18. Move the joystick to the right, or press [Num 6], and level your wings.
Release the stick slightly BEFORE you return to level, as the aircraft will
continue to roll while you center the controls.
19. The rudder is another primary flight control that adjusts your heading.
36

Rudder controls an aircraft's yaw. Yaw is the rotation of the aircraft about its
vertical axis. Think of this as a "flat" heading change; the aircraft changes
heading without rolling. Pilots usually coordinate the use of rudder and
aileron to initiate bank when they want to turn the aircraft. In a coordinated
bank turn, roll and yaw (ailerons and rudder) work together to turn the aircraft. The rudder is also useful for "fine tuning" your heading--making small
changes without rolling. [Z] and [X] control left and right rudder respectively.
20. Turn to a heading of EXACTLY north (00 on the heading tape). This
time, bank the aircraft using right aileron (right joystick or [Num 6] and right
rudder [X]). Again, use only a 30° bank angle (30° from level flight). The
rudder causes your heading to change more quickly--a useful tactic in dogfights!
21. As your heading approaches 00, release the rudder and roll your wings
level by moving the joystick to the left (or pressing [Num 4]. Remember to
lead your heading upon roll-out since your heading will continue to change
as you level your wings. Once level, use the rudder to "fine tune" your
heading. Do this by pressing [Z] or [X] for left or right rudder.
22. With your wings level, maintain a constant altitude by adding forward or
backward pressure on the joystick (or pressing [Num 8] or [Num 6]) until the
altimeter stops moving, Reduce power to 40% by pressing [4]. In addition
to slowing down, you will begin to loose altitude. Maintain a constant altitude by pitching up slightly. You are now in "slow flight."
23. Conversely, press [9] to increase your power to 90%. If you hold the
same pitch, you will begin climbing. Maintaining your altitude while accelerating by slightly decreasing your pitch.
24. Once you are comfortable with shallow banks and climbs, try some
steep maneuvers. Be careful though! A steep climb will result in a stall if
your airspeed gets too slow.
25. While in a steep bank, pull back on the stick (move the joystick back or
press [Num 2]). Watch your heading change much faster. This will come in
handy during dog-fights!
26. Great! Now spend some time flying around. Don't worry, if you hit the
ground. The "No Ground Crashes" option will bounce you back into the air.
The most important point is to spend some time getting the feel for the aircraft.
27. When you are done, access the In-Flight menu by pressing [Esc].
Select the "Game" menu, then select "Auto Land" or "Return to Carrier" and
press [Enter].

LESSON #2
LESSON #2: RUNWAY TAKEOFF AND WAYPOINT NAVIGATION
This lesson will teach you to safely take off from a land-based runway and
navigate using waypoints. You begin on the runway at Mammoth June
Lakes in California.
Waypoints are navigation aides that help you find your way from one location to the next. They play an integral role in each combat mission since
they guide you to and from your target. In this lesson you will fly a series of
waypoints that will take you on a tour of the area ending back at the airfield.
The HUD is in navigation mode as indicated by the abbreviation "NAV" near
the HUD's lower left corner. The HUD's lower right corner shows information about the currently selected waypoint (i.e. WPT1). The solid triangle on
the heading tape shows which direction you must turn to intercept the waypoint. This triangle is called the Navigation Director. Also, if the waypoint is
roughly ahead of you, a hollow triangle appears in the HUD. This represents the actual waypoint and is called the waypoint designator. Fly toward
the designator and you will eventually intercept the waypoint.

LESSON #2 QUICK REFERENCE KEYS.

Completion Requirements: Takeoff from the ground without crashing.
Navigate to within one mile of each waypoint. This mission has seven waypoints: WPT1 through WPT4, IAF, FAF, and RWY.
1. Take a look around to get oriented. Change to an external view [Num 1],
zoom out [<], and pan around with the keys [Num 7], [Num 9], [Num 3], and
[Num Del] for left, right, up, and down respectively. If you have a joystick,
pan around by holding button #2 down and moving the joystick. After examining the area, press [Fl] to return to the cockpit.
2. When you are ready to takeoff press [0] to bring your engines up to 100% thrust.
3. Use the rudder keys [Z] and [X] to stay in the center of the runway.
4. Watch the airspeed display on the left of the HUD. When your airspeed
approaches 18 (180 knots), begin your takeoff rotation. A takeoff rotation is
the pitch increase initiating the transition from ground to flight operation.
Gently pull back on the joystick or hold down the [Num 2] key. In a
moment, you should be airborne!
5. When you are a couple hundred feet in the air, press [G] to raise your
landing gear and [Ctrl-F] to retract flaps.

KEY

FUNCTION

6. Fly to WPT1 by keeping the waypoint designator centered in the HUD.

[Num 1]

External View

[<]

Zoom out

7. Check your Navigation Information Multi-Function Display (Nav MFD) by
pressing [F7] until you see "NAVIGATION INFO" (you may have to press it
twice if the "AIR TARGETS" display appears first).

[>]

Zoom in

Joystick Button #2

Pan using joystick

[Num 7]

Pan left

[Num 9]

Pan right

[Num 3]

Pan up

[Num Del]

Pan down

[F1]

Forward view. Also toggles virtual cockpit on/off

[+]

Increase power (1% increments)

[-]

Decrease power (1 % increments)

[~]

Cut power (0% thrust)

[B]

Toggles wheel brakes on ground and Speed
brake in air: on/off

[G]

Toggles gear: extended/retracted

[Alt-T]

Cycles through Time Compression Ratios: 1:1,
2:1, 3:1

[Ctrl-F]

Toggles Flaps: Deploy/Retract

8. Scroll through this screen, using [N] and [Shift-N], to view all available
waypoints. The currently selected waypoint is highlighted. REMEMBER TO
RE-SELECT WPT1 BEFORE CONTINUING.
9. Check your map display by pressing [M]. The waypoints appear as
green circles on the map.
10. Press [F1] to return the forward-looking virtual cockpit view.
11. Look at the cluster of data in the HUD's bottom right comer. It contains
information about the currently selected waypoint, including its name and
distance from you (in miles).
12. About 1 mile before you reach WPT1, press [N] to select WPT2. The
waypoint designator will move (possibly beyond the HUD's field of view) and
the navigation director on the heading tape will shift right. Since the navigation director shifted to the right, you should turn right for the next waypoint.
Look for the waypoint designator as you turn. Once the waypoint designator appears in the HUD, fly towards it like you did for the last waypoint.
13. Seek the next several waypoints in a similar manner.

37

LESSON #3
14. The last three waypoints have special names: IAF, FAF, and RWY.
These letters represent the Initial Approach Fix, Final Approach Fix, and the
landing runway. As you may have guessed, these special waypoints help
pilots align for landing approaches to the runway. Some waypoints are
more closely spaced, so stay alert! Be sure to select your next waypoint [N]
about 1 mile BEFORE you reach the one that you are currently flying
toward. Selecting waypoints early allows for time to turn toward the next
waypoint--otherwise your turn might misalign your course.
15. Feel free to fly around some more and experiment with the navigation system. Also, you can select previously visited waypoints by pressing [Shift-N].
16. When you feel comfortable using the waypoints, open the In-Flight
menu by pressing [Esc]. Select the "Game" menu and the "Auto Land"
option.

LESSON #3: FOLLOW THE LEADER

Consider the scenario depicted here:
In both cases, the target is passing from your left to right directly ahead of
you. Figure A shows what happens when you head directly for the target.
You end up flying along a curved path that is much longer than the straight
path shown in figure B.
You may ask, "How do I know which direction the target is flying if he is
beyond visual range? After all, the whole point of the designator box is to
help me intercept distant targets." The answer lies in the aspect angle indicator. Look at the circle in the center of the HUD. The aspect angle indicator is a little dot located along the circle's circumference. The aspect angle
indicator indicates the target's HEADING relative to your POSITION.
Formally, the aspect angle is the angle between the target's tail and your
line of sight. Think of this as the "side" or "orientation" of the enemy's aircraft that you would see of you were close enough. The following table simplifies this concept:
▼ Position of Aspect Angle

Aspect of enemy

Lesson #3 introduces formation fight. You will follow a "wing leader"
through a practice course of waypoints.

▼ Indicator on the circle

(what you would see if you were
close enough)

Let's learn a little about the targeting system before beginning. This system
provides several useful items of information about targeted objects:

▼ Top of the circle

Nose

▼

▼ Bottom of the circle

Tail

▼ Left side of circle

Left wing

▼ Right Side of circle

Right wing

If you loose track of your target, the targeting system tells you which
way to turn in order to re-intercept the target. Turning information
appears as a red vertical line in your heading tape. This line is called
the target designator.

▼

A target designator box appears around your target helping you
locate targets that lie beyond visual range.

▼

The targeting system indicates your distance from a target.

▼

It indicates your target's heading.

▼

The targeting system also provides closure rate information (in feet
per second: f/s).

The target director displays turning information in the heading tape. Its
position in the heading tape indicates the direction to turn. It works like
the navigation director that you use during waypoint navigation. For
example, if the target director is on the heading tapes left side, you
should turn left to intercept the target.
The target designator box functions identically to the waypoint designator
that you use during waypoint navigation. It appears in the HUD when your
target lies roughly ahead of you. Significantly, waypoints are static and air
targets move. Hence you must maneuver your aircraft in order to intercept
the target.
Strange as it seems, flying DIRECTLY toward the target designator box may
not be the best way to intercept air targets--for the same reason a quarter
back leads his throws to a wide receiver. Although flying directly toward the
box would work, it wouldn't provide the most efficient interception course.
38

A

B

You should realize your heading makes no difference upon the aspect indicator's location - only your position matters. Look at the "before" pictures in
figures A and B. In both cases, the aspect angle indicator is near the circle's
9 O'clock position indicating the target was crossing from left to right. Your
best option is to turn to the right and aim for a point ahead of the target designator box (as in figure B). This yields a more efficient interception.

LESSON #3
Closure rate is the rate at which the gap between you and your target
changes. This comes in handy while intercepting distant targets.

4. Make small power adjustments ([+] and [-]) in order to vary your distance
from the wing leader. A five or six percent adjustment should be plenty.

When this mission starts check your 12 O'clock position for a friendly F-22.
This is your wing leader whom you are to follow around the training course.
Your goal will be to remain as close as possible to him.

5. Keep your velocity vector EXACTLY on his tail. The rudder ([Z] and [X])
should help "fine tune" your heading.

LESSON #3 QUICK REFERENCE KEYS:

6. Check your airspeed. When this lesson began your wing leader and you
were flying at 500 knots. If you fly faster than 500 knots you will close on
your wing leader - and possibly pass him by.

KEY

FUNCTION

[Num 1]

External view

Joystick Btn #2

Pan using joystick

[Num 7]

Pan left

[Num 9]

Pan right

[Num 3]

Pan up

[Num Del]

Pan down

[F1]

Forward view.

[+] & [-]

Adjust power (1% increments/decrements)

[Z], & [X]

Left and Right Rudder

[B]

Air Brake

[Enter]

ATA mode (and cycle through ATA weapons)

[N] & [Shift-N]

Navigation mode (and cycle through way points)

11 Press [Y] to "lock" onto the nearest radar return. If multiple targets exist
in the area, press [T] to cycle through them. Continue cycling through the
targets until "F-22" appears in the HUD's lower right corner; this is your wing
leader.

[;]

IFF Discriminator - Cycles through target selection
modes: All/Hostile/Friendly

12. Turn toward the target director until the green target designator box
appears in the HUD.

[Y]

Select closest target

[T]

Cycle through all targets

[U]

Select the target that lies most directly
ahead of you.

13. The closure rate information appears just below "F-22" in the HUD's
lower right corner. Look at this number and adjust your power accordingly.
For example, say the closure rate is large and negative. Hence, your wing
leader is quickly outrunning you. You should increase your power to catch
up with him.

Completion Requirements: Follow your wing leader through (at least) one
lap around the waypoint course.
1. Keep your wing leader in sight at all times. If the Cockpit panel obscures
your view, press [P] to hide it. Pan right for a better view by pressing [Num
9]. Alternatively, pan by holding joystick button #2 down and moving the
stick. Press [F1] or tap joystick button #2 to re-center your view.
2. Use different views to look at your leader. Press [Num 1] for an external
view of your aircraft. Pan around using [Num 7], [Num 9], [Num 3] or [Num
Del] until you see him. Again, moving the joystick while holding button #2
does the same thing.

7. Outrunning a lead aircraft is a common error among beginners. Pay
close attention to your separation in anticipation of overtaking him. If you
pass him, reduce your power to 60% [6] and apply the air-brake [B].
8. Be ready for his first turn. He will be more difficult to keep track of during
the turn.
9. Use your targeting system to track your wing leader. To activate the system, press [Enter] until "ATA" appears in the HUD's lower right corner.
10. Press [;] until "A" appears near the bottom of the HUD. [;] controls your
"Identify Friend or Foe Discriminator" (IFF). It allows your weapons system
to target all radar returns (as opposed to restricting targets to enemy aircraft).

14. If you stray far from your wing leader, avoid excessive speeds while trying to catch-up. Excessive speeds yield large closure rates. Deciding when
to begin deceleration is nearly impossible since you can't even see the
other aircraft until it is too late.
15. Follow your wing leader around the course of waypoints at least once.
16. When you are done, open the In-Flight menu by pressing [Esc]. Then
select the "Game" menu and the "Auto Land" option.

3. You can also look around from within the virtual cockpit. Press [F1] for a
forward-looking cockpit view. Toggle the panel off or on by pressing [P]
again. Once the panel is off, use the same controls as before to search for
your leader.
39

LESSON #4
LESSON #4: AIR-TO-AIR WEAPONS TRAINING
In this mission, you will takeoff from the ground and destroy three airborne
drones: a MiG-44, S-37, and Tu-160. You will be asked to use a different
weapon to destroy each drone. They will not return fire but will try to avoid
and spoof your missiles.

LESSON #4 QUICK REFERENCE KEYS:
KEY

FUNCTION

[F6]

Radar MFD

[M]

Map View

[B]

Air Brake

[Enter]

ATA mode (and cycle through ATA weapons)

[N], [Shift-N]

Navigation mode (and cycle through way points)

[;]

IFF Discriminator - Cycles through tar
get selection modes: All/Hostile/Friendly

[Y]

Select closest target

[T]

Cycle through all targets

[U]

Select the target that lies most directly
ahead of you

[Space]

Fire weapon

[<], [>]

Zoom in and out

[F9]

Tactical View

[F10]

Missile View

Completion Requirements: Destroy all three drone aircraft.
1. Take off, retract your gear [G] and flaps [Ctrl-F], and proceed to waypoint
#1 at 100% military thrust [0].

40

4. The map display [M] uses colors similarly, but arrowheads are used
instead of dots. The arrowheads point in the target's direction of travel.
Your weapons system will notify you when any hostile target is within radar
range.
5. Arm an AIM-9 Sidewinder missile by pressing [Enter] until you see "S/W"
near the HUD's lower left corner. The quantity of missiles remaining
onboard appears just to the right of the letters "S/W." Also, the aiming reticle
appears in the center of the HUD. The aiming reticle looks like a circle with
a small dot in the center. Ignore it for now; it will become important in a
moment.
6. Destroy the MiG-44 first. Three methods exist for choosing among available targets:
KEY

TARGETING FUNCTION

[Y]

Selects the closest target

[U]
Selects the target that lies most directly
ahead of you in center of HUD
[T]

Cycles through all available targets.

7. Press [T] to cycle through targets until "MiG44" appears in the HUD's
lower right corner.
8. As you approach the MiG, watch for the diamond shaped missile seeker
to move toward the target designator box. When the missile seeker reaches the box, you will hear a solid tone and the diamond will grow larger indicating a successful radar lock.
9. BE CAREFUL NOT TO PASS YOUR TARGET! This is a common error
among beginners. Pay close attention to the information in the HUD's lower
right corner-- especially the closure rate information which shows how fast
(in feet per second) you are approaching your target.

2. Press [;] until "A" appears near the bottom of the HUD. This allows your
weapons system to target all radar returns (as opposed to restricting targets
to enemy aircraft).

10. A large (positive) closure rate implies you are quickly gaining on your
target. In this case you may need several miles to slow down in order to
match his speed and remain behind him. Reduce power or use your speed
brake [B] to slow down more quickly.

3. Use your radar [Alt-R] to locate the targets while enroute. On the radar
display, objects appear as dots whose color connotes information about the
object:

11. Use the aspect angle indicator (see lesson #3) to align your aircraft
behind the target. Missiles track targets more effectively when the target is
fired upon from behind.

COLOR/SYMBOL

MEANING

Red

Enemy Target

Green

Friendly

White

Missile

Gray

Unidentified Object

White

Circle Surrounds the currently selected target

12. When you are approximately 2.2 miles from the drone, the range circle
becomes highlighted around the aiming reticle's circumference. The aiming
reticle is the circle in the HUD's center. The range circle indicates the target
is within range of your currently selected weapon. As you approach the
MiG-44, the circle's highlighted portion disappears in a counter-clockwise
fashion. The highlighted portion corresponds directly to the size of the gap
between you and your target. It continues to disappear as long as you
approach the target.

Bold

Object is above your altitude

13. Press [Space Bar] or the corresponding joystick button to fire the
Sidewinder.

LESSON #5
14. Watch your missile head toward the drone. If by chance the missile fails
to hit the target, fire another. If you hit the target, the word "Destroyed" will
appear in red near the bottom right corner of the HUD.
15. Target the S-37 similarly, but this time destroy him with an Advanced
Medium Range Air to Air Missile (AMRAAM).
16. Cycle through your weapons using [Enter] until "AM" appears in place of
"S/W" in the lower HUD's lower left corner. Lock your weapons system on
the S-37 using [Y] or [T] as you did before.
17. Again, press [Space Bar] or the corresponding joystick button to launch
the AMRAAM.

Fighter pilots rarely fly combat missions without wingmen. A wingman is a
friendly aircraft that helps the wing leader (you) with his mission. While
enroute, wingmen usually fly in formation near their wing leader. In battle,
he takes offensive and defensive orders from his leader. JetFighter IV has
three wingman commands: attack [Alt-G], follow [Alt-F], and hold [Alt-H].
(Hint: these letters stand for "Go Attack", "Follow", and "Hold". Also, notice
these keys lie side-by-side on the keyboard). You will command your wingman to destroy one pre-designated ground target and one air target. You
will have no weapons during this lesson. You must rely on your wingman to
carry out your orders to complete the mission.

LESSON #5 QUICK REFERENCE KEYS:

18. Use the missile view [F10] to watch the missile seek and destroy the target. Once the missile detonates, you will see a steady cam view of the
explosion. Shortly after the explosion your view returns to its previous perspective (i.e. virtual cockpit view). If you wish to return to the cockpit before
the missile explodes, press [F1].

KEY

FUNCTION

[Num -]

External view

[Num 7]

Pan left

[Num 9]

Pan right

19. Try your guns on the Tu-160. Use your throttle to approach him. Again,
be careful not to pass him by. As before, cycle through your weapons using
[Enter] until "GUN" appears in the lower left of the HUD. Guns require a little more finesse.

[Num 3]

Pan up

[Num Del]

Pan down

[Num *]

Carrier tower view

20. Maneuver your aircraft so the small dot in the center of the aiming reticle is EXACTLY on the Tu-160.

[F1]

Forward view.

[P]

On/off virtual cockpit

[F2] - [F4]

Virtual cockpit preset views

[F5] - [F8]

Virtual cockpit MFD displays

22. Press [Space Bar] or the corresponding joystick button to fire the cannon. Fire in "bursts" by holding the fire control down for short intervals.

[Alt-G]

Wingman command: Go attack

[Alt-F]

Wingman command: Follow player

23. After destroying all three drones, open the In-Flight menu by pressing
[Esc]. Select "Auto Land" from the "Game" menu. Alternatively, if you want
to fly this mission again select "Restart Current Mission" from the "game"
menu.

[Alt-H]

Wingman command: Hold

[Backspace]

Cycles through ATG weapons

[T], [Shift T]

Cycle through targets

24. If you're looking for a challenge, restart the mission and increase the
gun aiming difficulty. Restart the mission by opening the In-Flight menu and
selecting the "Restart Current Mission" option. To increase the aiming difficulty, press [Esc] to bring up the In-Flight menu and select the "Cheats" pull
down menu. Arrow down [Ý] to "Gun Aiming Ease" and press [Enter]. This
makes gunning down enemy targets more difficult.

[Y]

Selects the closest target

[U]

Selects the target that lies most
directly ahead of you

[F9]

Tactical View

[W]

Wingman view

LESSON #5: CARRIER CATAPULT LAUNCHES AND
WINGMAN COMMANDS

[Enter]
weapons)

ATA mode (and cycle through ATA

In this lesson you will learn to launch from a carrier and then command a
wingman to attack one ground and one air target.

[;]

IFF Discriminator - Cycles through tar
get selection modes: All/Hostile/Friendly

Since carrier deck space is so limited, engineers have designed powerful
steam driven catapult launches that accelerate aircraft from 0 to 125 knots
in less than 200 feet within 3 seconds. You will learn the simple procedure
for getting you plane airborne using this system.

Completion Requirements: Perform a carrier launch without crashing and
command your wingman to destroy one ground and one air target.

21. Alternatively, you may find it easier to align yourself at the target's 6
O'clock position and zoom in on him [<] before firing. Use whichever
method works best for you.

41

LESSON #5
1. Let's inspect the carrier deck before takeoff. Press [Num -], for an external view. You will see the tail of your plane.
2. Zoom out [<] and pan around, using [Num 7], [Num 9], [Num 3], and
[Num Del], for a bird's eye view of your surroundings. Joystick users can
pan around by holding button #2 down and moving the stick.
3. Press [F1] (one or two times) to return to the forward looking cockpit view
with the panel displayed. The panel is part of the virtual cockpit.
4. Using the same numpad keys as before (or the joystick), look around
inside the cockpit. Your view will shift as if you were moving your head
around.
5. Panning is great for viewing scenery or distant targets, but dogfights
require faster head movements. The keys [F1] through [F4] "snap" to one
of 4 preset views-- try them out.
6. The keys [F5] through [F8] allow you to look within the aircraft at the various display panels. Some of these displays have more than one mode.
Cycle through display modes by repeatedly pressing the same key.
7. After you've looked around, it's time to launch. Press [F1] to look forward. Since carrier takeoffs require maximum acceleration, you must use
full afterburner [\]. Once the engines spool up, the catapult launches you forward off the carrier deck like a big sling shot.
8. You must pull up slightly after you leave the carrier deck unless you want
to go fishing!
9. Once airborne, retract your gear [G] and your flaps [Ctrl-F] and adjust
your power to 100% [0].
10. Your wingman will eventually fly to your 11 O'clock position. To look at
your wingman press [W]. Press [W] again or [F1] to return to the forward
view.
11. After you turn toward WPT2, command your wingman to attack the
ground target. To do so you must be in Air to Ground (ATG) mode. Press
[Backspace] until you see "ATG" appear near the HUD's bottom left corner.
12. Select the ground target by pressing [T]. The highlighted name corresponds to the currently selected target.
13. Command your wingman to attack this target by pressing [Alt-G]. This
orders him to attack whatever target you have selected.
14. Both your panel and your wingman's voice (if you have a sound card)
will verify that your command was received. The wingman will break formation and attack the target.
15. You can watch the wingman's progress in several ways:
▼ Press [F9] for a tactical view of the target. Press [W] to view your wing-

man.
▼ Pan around as in previous lessons: press [Num -], for an external view.

This shows you the tail of your plane. Zoom ([<] or [>]) as necessary
and pan around, using [Num 7], [Num 9], [Num 3], and [Num Del].
42

▼ Pan around by holding joystick button #2 down and moving the stick.

16. The wingman will continue to fire upon the target until he destroys it.
When he is done he will "form up" by returning to your 11 O'clock position.
17. Remain near the target while your wingman destroys it. When your
wingman fulfills his order, the word "DESTROYED" appears in red near the
HUD's bottom right corner. (Assuming you have not selected a new target.)
18. Issue an air attack command now. As before, you must be in Air to Air
mode (ATA) mode in order to issue an air attack command. Enter ATA
mode by pressing [Enter] until "ATA" appears at the bottom left of the HUD.
19. Target the enemy aircraft by pressing [T]. You should see "MiG42"
appear in the HUD's lower right corner.
20. Press [Alt-G] (As you did for the ground target) to instruct your wingman
to destroy the aircraft. Try to follow your wingman as he attacks the target.
21. Experiment with the hold command [Alt-H] and follow command [Alt-F]
and observe your wingman's behavior.
22. When you are done, access the In-Flight menu by pressing [Esc]. Then
select the "Game" menu and the "Return to Carrier" option.

LESSON #6
LESSON #6: RUNWAY LANDING AND ILS TRAINING
Lesson #6 prepares you for the demanding task of landing a jet aircraft.
The Instrument Landing System (ILS) is a navigation aid that guides your
approach to the landing strip. This lesson begins about 6 miles before the
Initial Approach Fix (IAF). The IAF serves as a starting point that aligns you
with the runway.
The HUD will be in navigation mode with the Initial Approach Fix (IAF)
selected. The IAF is just like any other waypoint, except it identifies the
beginning of an instrument approach. Fly DIRECTLY to this waypoint.
Precision is very important since arriving at the correct altitude ensures
proper glide slope interception.
Your primary tasks are to slow down, descend, and maintain your course.
Stay sharp though! You will soon realize that this isn't as easy as it sounds.
Before using the ILS you should read about the "Instrument Landing
System" (in the Appendix). This section explains procedures and terms that
will greatly simplify this lesson.

LESSON #6 QUICK REFERENCE KEYS:

your velocity vector is pointed at the approach end of the runway AND both
dotted lines are centered, then you are perfectly aligned for landing.
6. If the horizontal dotted line in the ILS is above the target line, place your
velocity vector higher than the approach end of the runway in order to fly up
to the glide slope. If the horizontal dotted line is below the target line, you
must place the velocity vector somewhere on the ground in front of the runway in order to fly down to the proper glide slope. When the dotted line is
about to be centered, transition the velocity vector to point right at the beginning of the runway.
7. If the vertical dotted line in the ILS is to the left of the target line, place
your velocity vector left of the runway in order to get aligned with the runway. If the vertical dotted line is to the right of the target line, you must
place the velocity vector right of the runway in order to get aligned with the
runway. When the dotted line is about to be centered, transition the velocity
vector to point right at the runway.
8. One mile before the FAF, press [N] to select the airport's runway waypoint
(RWY) and place the velocity vector EXACTLY on the approach end of the
runway. The approach end is the end of the runway you want to land on.

KEY

FUNCTION

9. Correct your course as necessary and place the velocity vector back on
the touchdown point.

[0] - [9]

Keyboard Number Keys
Adjusts your power (in 10% steps)

10. 0.3 miles before touchdown cut the power by pressing [~]

[-], [+]

Adjusts your power (in 1 % steps)

[G]

Extend/Retract landing gear

[Alt-F]

Deploy/Retract flaps

[N], [Shift-N]

Navigation mode (and cycle through
way points)

[Z], & [X]

Left and Right Rudder

[~]

Cut power (0% thrust)

[B]
Air brake in air, wheel brakes on
ground (below 100 knots)
Completion Requirements: Perform a safe ground landing using your ILS.
1. As you approach the IAF, power down to 50 % (press [5]).
2. When you are within 1 nM, select the Final Approach Fix (FAF) [N], and
turn towards it.
3. Reduce power to 30% (press [3]).
4. Deploy flaps [Ctrl-F] and lower the landing gear [G]. The ILS system displays on the HUD when the landing gear is lowered.
5. Begin to make corrections to align the two dotted lines of the ILS (one
horizontal and one vertical) with the solid "target" lines of the ILS. The horizontal dotted line indicates deviations from the glide slope while the vertical
dotted line indicated deviations from the runway orientation (or localizer). If

11. As the engine spools down (almost immediately), add a SLIGHT amount
of joystick back pressure to initiate a flare. A flare is the transition from flight
to ground operations. Ideally, it begins about 70 feet above the runway and
continues until touchdown. Throughout a flare your pitch should be slowly
and smoothly increasing while your descent rate and airspeed diminish. By
the time you touch down you should satisfy two criterion: 1) Assume a pitch
that allows your main landing gear (the two back tires) to touch the ground
before your nose gear. 2) Let the airspeed drop to just above stall speed.
Perform a flare by momentarily pressing [Num 2] or GENTLY pulling back
on the joystick.
12. Just after touchdown apply the air brakes [B]. After you slow to 100
knots, the wheel brake can be applied to rapidly come to a stop (press [B]
twice).
13. Use the rudder pedals ([Z] and [X]) to steer keeping your aircraft in the
center of the runway.
14. Don't get discouraged if your first landing attempt is not picture perfect.
You will probably make several attempts before getting it right - but with a
little practice you'll be making beautiful landings every time. To attempt
another landing press [Esc] to access the In-Flight menu. Then select the
"Game" menu and the "Restart Current Mission" option.
15. Once you've mastered airfield landings, you are ready for a bigger challenge - daytime carrier landings.

43

LESSON #7
LESSON #7: DAYTIME CARRIER
LANDINGS
Many military pilots jokingly refer to carrier landings as "trying to land on a
postage stamp." Now it's your turn to land a 28,000 pound aircraft traveling
at 225 knots on an 800 foot runway!
The Carrier Landing System (CLS) functions identically to the ILS, and will
help you align your approach with the carrier. In fact, this lesson is almost
identical to lesson #6, except you'll be landing on a carrier instead of a landing strip.
Before flying this mission you should read the section titled "Instrument
Landing System" (Appendix). It contains some extremely helpful tips on flying approaches.

LESSON #7 QUICK REFERENCE KEYS:
KEY

FUNCTION

[G]

Extend/Retract Landing Gear

[Ctrl-F]

Deploy/Retract Flaps

[A]

Extend/Retract Arrestor Hook

[N], [Shift-N]

Navigation mode (and cycle through way
points)

[Enter]

ATA mode (and cycle through ATA weapons)

[Z], and [X]

Left and Right Rudder

[~]

Cut power (0% thrust)

[\]

Full Afterburner (AB 5)

Completion Requirements: Perform a safe carrier trap using your CLS.
1. Intercept the IAF waypoint and fly the approach as described in steps 1
through 8 in lesson #6. Pay special attention to the waypoint designator
that appears directly over the carrier when the CVN waypoint is selected.
This helps you identify the carrier among the fleet of ships in the water.
2. You must first configure your aircraft for landing. Press [G] and [A] to
extend your gear and arrestor hook. Press [Ctrl-F] to extend your flaps.
3. Carrier landings require much more precision than airfield landings. Use
extra vigilance in keeping the velocity vector on the carrier deck as less
room exists for error here.
4. Remember to make localizer and glide slope corrections early so you can
keep the velocity vector EXACTLY on the approach end of the deck for as
long as possible.
5. When you get close to the carrier you will see four arresting cables
stretched across the deck. Ideally, your arrestor hook will grab onto the
third cable and jolt you to a stop. Aim for a point BEFORE the third cable!
6. Unlike a ground landing, you should not flare. This just wastes valuable
runway space. In carrier landings, you should literally fly right into the deck!
44

7. Crazy as it sounds, you should add full afterburner [\] about 1,000 feet
before the carrier deck. By adding full afterburner you may prevent a disaster in the case of a bolter. A bolter is when your arrestor hook fails to trap a
cable. Adding full power allows you to re-attain flight if this happens.
8. If your plane comes to a stop on the carrier deck you trapped the cable.
In this case, cut the power by pressing [~]. When the power is at 0% retract
the arrestor hook by pressing [A].
9. If you want to taxi around the deck, add a small amount of power [+], and
use the rudder pedals to steer ([Z] and [X]).
10. If your approach misses the carrier (which even the best aviators do
from time to time), go around and try again starting at waypoint IAF.
11. Don't get discouraged if your first landing attempt is not perfect. It may
take a few tries before you get it right but with a little practice you'll be making precision landings every time.

LESSON #8
LESSON #8: AIR-TO-GROUND ATTACKS WITH MAVERICKS
Lesson #8 teaches you the procedures to target and destroy ground objects
using Maverick missiles.
Since Maverick missiles have propulsion and guidance systems, they are
often referred to as "smart missiles." Usually, they are used in conjunction
with pre-designated targets. These are fixed targets like buildings or
bridges. Their location is programmed into your weapons system before
you leave the base or carrier. Therefore, this easy-to-use weapon is
extremely accurate when used properly. The fighter pilot's task is merely to
get the missile close enough to its target and fire it.

LESSON #8 QUICK REFERENCE KEYS:
KEY

FUNCTION

[Backspace]

Cycles through ATG weapons

[F7]
Targets

Right MFD: Navigation Information / Air

[T], [Shift-T]

Cycle through targets

[Space]

Fire Selected weapon

[F10]

Missile view

[Alt-M]

Re-Arm Aircraft (Cheat)

Completion Requirements: Destroy the three pre-designated ground targets using Maverick missiles.
1. Take off from the runway and fly towards WPT1. Your first target is near
this first waypoint.
2. Arm a Maverick missile as your weapon by pressing [Backspace] until
"MAV" appears near the HUD's lower left corner. Notice the quantity of
Mavericks in your weapons store appears just to the right of the letters
"MAV." Also, the letters "ATG" appear just under "MAV" indicating that the
HUD is in Air To Ground mode.
3. Now you must locate the pre-designated targets. You already know how
to do this since your navigation system recognizes pre-designated targets
exactly like waypoints. We'll quickly recap how this works:
▼ Press [T] or [Shift-T] until "Refinery" appears in the HUD's lower right cor-

ner. The HUD displays your distance from this target under the word
"Refinery."

may be compressed near the bottom of the HUD or out of sight altogether.
4. Attaining proper alignment with the target is quite important. For best
results, fire the missile when your target is below you, and centered in the
HUD.
5. When you are within missile range of your target (7 nM), the message 'IN
RNG' will appear in the lower-right corner of the HUD. Fire the Maverick by
pressing [Spacebar] or the joystick fire button.
6. You can watch the missile's flight by selecting missile view [F10].
7. When you hit the target it will burst into flames. When you destroy a target the word "DESTROYED" appears in the HUD. Some targets may
require several hits for destruction. If you miss, re-align your aircraft with
the target and fire another Maverick.
8. Your weapons system remembers which targets you have destroyed. To
review the destroyed targets, look at the "Navigation Information" MFD [F7].
The Navigation MFD displays the target's relative bearing and distance
information in red if you already destroyed the target.
9. Press [N] twice to display WPT2 and fly towards it. The final two ground
objects to be destroyed will be located near this waypoint.
10. As you approach WPT2, arm another Maverick [Backspace]. Press [T]
until "Factory A" appears. Fire when you are within range and positioned so
that the missile will clear any hills nearby.
11. Press [T] until "Factory B" appears. This time wait until you are 3 to 4
miles from the target before firing.
12. Once you fire the Maverick (by pressing the joystick button or
[Spacebar]), select the tactical view [F9]. Tactical view allows you to watch
from the cockpit as your missile destroys the factory.
13. You may find it useful to hide the cockpit display panel by pressing [P].
14. Press [<] or [>] to zoom in or out. [F1] re-centers your view.
15. Your store of Mavericks has now decreased from its capacity load of 4.
If this were combat, you may wish for more ammunition. JetFighter IV provides a "Cheat" for this contingency. First activate the "Cheat" from the InFlight menu. Press [Esc], to the "Cheats" and activate "Re-Arm Aircraft".
Re-arm your aircraft by pressing [Alt-M].
16. If you prefer realism, avoid the "Cheats" by landing at an airport or carrier. When you come to a complete stop on the runway, your aircraft is automatically refueled and re-armed.

▼ The navigation director in the HUD's heading tape indicates which direc-

tion you should turn to intercept the target. Turn towards the navigation director until you see the green target designator box appear. Your
selected target is in the center of the box. If you keep the box centered in the HUD, you will eventually reach the target. If the target lies
too far below you when you initially turn toward it, the targeting box
45

LESSON #9
LESSON #9: AIR-TO-GROUND ATTACKS WITH UNGUIDED MUNITIONS

level flight at low airspeeds the impact point lies below the HUD's field of
view. In this case, you must pitch down slightly to target a ground object.

Lesson #9 teaches you to target and destroy ground objects using unguided
munitions (MK bombs). You will be flying the same route and destroying the
same objects as in the previous mission. Note the differences in approach
and technique needed to deliver the ordinance to the target than in the previous mission.

5. You may find it useful to hide the cockpit display panel by pressing [P].

Unlike Mavericks, MK bombs lack propulsion and guidance systems, thereby classifying them as "dumb bombs." The MK comes in two sizes: 500 lb.
(MK82) and 2,000 lb. (MK84).

7. Attempt to get a feel for the pipper's behavior by adjusting your pitch first
up, then down.

Your aircraft is equipped with a CCIP system that helps you deliver dumb
bombs. Since MK bombs lack propulsion and guidance systems, their
accuracy depends exclusively on pilot skill. The CCIP system's display
appears as a line extending from the HUD to the ground. The ground end
on the line is called the impact point. The impact point identifies where the
bomb would strike if you dropped it at that moment - hence the name
"Continuously Calculated Impact Point." To help you better identify the
impact end of the line, it appears within a pipper (a circle).

LESSON #9 QUICK REFERENCE KEYS:
KEY

FUNCTION

[Backspace]

Cycles through ATG weapons

[Alt-A]

Toggle altimeter between MSL and
AGL modes

[F6]

Radar MFD

[Spacebar]

Fire Selected weapon/Drop Bomb

[F10]

Missile/Bomb view

Completion Requirements: Destroy the three pre-designated ground targets using unguided munitions.
1. Take off and fly toward WPT1. While enroute, arm your MK82 bombs by
pressing [Backspace] until "MK82" appears near the HUD's lower left corner. As with other weapons, information about your MK82 bombs appears
in the HUD's lower left corner. Namely, the HUD shows the type of weapon
selected, quantity remaining, and targeting mode. In this case four MK82
bombs are loaded and the HUD is in CCIP mode.
2. Maintain your course to WPT1 while you practice with the CCIP system.
3. Place your altimeter in AGL mode by pressing [Alt-A] until "G" appears
near the altitude tape.
4. Since MK bombs lack propulsion systems, their range depends exclusively on your speed, altitude and attitude. While maintaining a fixed altitude of about 1,000 feet AGL, adjust your thrust with the keyboard numbers
[1] through [0]. Notice how the distance between your aircraft and the end
of the targeting line varies directly with your speed. Sometimes the impact
end of the line extends beyond the HUD's field of view. For example, in
46

6. Observe the pipper's behavior as it follows the terrain. As the pipper
reaches the top of a ridge it may seem to disappear because the impact
point lies on the far side of the ridge beyond your field of view.

8. Bombs should land exactly where the tip of the targeting line was when
you released them.
9. The CCIP system is most accurate when you drop bombs from an altitude of about 1,000 feet for every mile they must travel horizontally.
10. Steer towards WPT1 and check your distance in the HUD's lower right
corner.
11. Press [T] until "Refinery" appears in the HUD's lower-right corner.
12. Fly straight and level keeping the targeting line over the target. If necessary, fine tune your heading using the rudder, [Z] and [X].
13. Keep your eye on the impact point at the end of the targeting line. As
soon as it is EXACTLY over the target, drop a bomb by pressing [Spacebar]
or the joystick button.
14. Press [F9] for tactical view or [F10] for missile view if you want to watch
the bomb fall. The target will burst into flames when you hit it.
15. If you miss the target return for another pass.
16. Continue on to WPT2 and destroy "Factory A" and "Factory B" to complete the lesson. If you run out of MK82 bombs, press [Backspace] to
select MK84 bombs to finish the job.

LESSON #10
LESSON #10: AIR COMBAT MANEUVERING

[Ctrl-R]

Enables the radar's "Auto Range" feature

This lesson introduces you to the joys of hostile fire. You will face AntiAircraft Artillery (AAA), Surface-to-Air Missiles (SAM's) and hostile aircraft.
You will also be given a mission to complete before heading home.

[R]

Cycles through radar ranges

[;]

IFF Discriminator-- Cycles through target
selection modes: All/Hostile/Friendly

[T], [Shift-T]

Cycles through pre-designated targets

[C]

Deploy a chaff charge (defensive counter
measure)

[J]

Activate your ECM Jammer

[F]

Deploy a flare (defensive countermeasure)

AAA units will begin firing as you fly within range. The explosions and black
clouds you see are called flack. Although these explosions may damage
your aircraft, only a direct hit will render it inoperable.
Heat seeking and radar missile locks represent a more serious threat. Your
weapons system warns you when a missile locks onto your aircraft. It
sounds a warning horn and displays the message "WARNING: HEATSEEK/RADAR-HOME MISSILE" in your communications message panel.
A missile lock does not predict imminent destruction; several defensive
options exist. You can:

Completion Requirements: Survive enemy fire. Destroy three transmission towers near WPT4. Return safely to base.
1. Take off and fly towards WPT1. Enable your on-screen radar be pressing
[Alt-R] (if it isn't already on).

▼ Out-maneuver the missile.
▼ Deploy Chaff Charges to disorient Radar Guided (RG) missiles.
▼ Activate your Electronic Countermeasure (ECM) Jammer to confuse RG

2. As you approach WPT1, AAA will begin to fire on you. Try to maneuver
to avoid the worst of it.

▼ Deploy Flares to disorient heat-seeking missiles.

3. A radar-guided SAM site is on an island near WPT2. As you approach
the waypoint the SAM will fire on you. Use chaff and maneuver to spoof the
incoming missile.

Chaff charges confuse radar guided missiles by dispensing thousands of
radar reflective metal scraps that missiles confuse for your airplane.

4. When the enemy fires upon you, your communications display window
informs you what type of weapon he fired.

Your ECM Jammer emits microwaves that distort / confuse enemy
radarscopes.

▼ Check your on-screen radar. Missiles appear as white dots. Press [R] to

missiles.

Flares disorient heat-seeking missiles by producing an intense ball of heat
that missiles may prefer over your aircraft's exhaust.
Defensive countermeasures weigh much less than bombs and missiles.
You can usually carry as many as 30 flares and 30 chaff charges - so use
them liberally! If a missile is fired at you and you're not sure which countermeasure to deploy, use both!
Here are a few general tips to help you evade missiles:
▼ Out-endure distant missiles by forcing them to approach you from the

side-- thereby enticing the missile to waste fuel turning.
▼ Use low-G turns while keeping the missile to your side.
▼ When the missile is about 2,000 feet away, dispense several countermea-

sures while sharply turning toward the missile.

LESSON #10 QUICK REFERENCE KEYS:
KEY

FUNCTION

[Backspace]

Cycles through ATG weapons

[Enter]

ATA mode (and cycle through ATA weapons)

[Alt-R]

Toggles on-screen radar on/off

5. Locate the missile as soon as possible using the following methods:
adjust the radar's range if you don't see any white dots.
▼ Check your map view by pressing [M]. Here they appear as red arrows.
▼ Visually identify missiles. For visual identification use the preset "snap"

views ([F1] through [F4]) or look around with the Numpad keys ([Num
7], [Num 9], [Num 3], and [Num Del]).
6. Check your communications display window (located below the HUD). If
the missile is radar guided, press [J] once and [C] several times to jam the
weapons radar and deploy some chaff charges.
7. If a heat-seeking missile locks onto your aircraft, press [F] several times
to deploy some flares.
8. Once you have successfully evaded the missile, continue on to WPT3.
Between waypoints WPT2 and WPT3 are two SAM sites. One will be
radar-guided, the other a heat-seeker. You will be in mountainous terrain at
this point so try using the terrain to spoof any incoming missiles.
9. As you approach WPT3, an enemy aircraft will appear on your radar.
Target and destroy this bandit. Be careful, he will be gunning for you as
well.

47

LESSON #10
10. Please note:
▼ The title in the HUD's lower right corner distinguishes between enemies

and allies: enemy and ally targets correspond to red and green titles
respectively.
▼ A large green "X" appears over the target designator box when friendlies

are targeted.
▼ Your "Identify Friend or Foe Discriminator" (IFF) can disallow weapon

locks on friendly aircraft. Switch your IFF discriminator to "Hostile Only"
mode by pressing until "H" appears in the bottom of the HUD.
11. Once you successfully destroy the enemy aircraft, you will be assigned
a mission to fly to WPT4 and destroy three transmission towers. Expect the
target area to be defended by AAA and SAM's. Also expect enemy aircraft
to intercept you. You must destroy the towers AND return safely home to
complete the lesson. Good luck.

LESSON #11: NIGHTTIME CARRIER LANDINGS
If you have completed all of the previous training missions, you should be
fairly confident of your abilities. However, there is one final test for a naval
aviator. In this lesson you must pass the most feared test given to any navy
pilot: land on a moving carrier at night.
1. It is very important to trust your CLS system all the way to the deck. With
fewer visual cues at night, you can easily get disoriented.
2. Use the same procedures given in lesson #7. You will start this lesson in
the air above the Pacific Ocean heading for WPT1. You are flying parallel
to the carrier on a racetrack course. After WPT1, the familiar sequence of
the IAF, FAF, and CVN waypoints will guide you to the carrier on the proper
glide slope.
3. Should you fail to land the first time, circle around and try again. Good
luck.

48

CONGRATULATIONS!
You have completed all eleven training missions and are now ready for
active duty. If you flew these missions as a campaign, you should change
your pilot's campaign to "Fortress America" and begin the battle.
You will be assigned to the CVN George Washington that is currently conducting fleet carrier qualifications off the Virginia Capes. However, you will
start the campaign on detachment to Fallon Naval Air Station in Nevada
where you will undergo training in the new LANTIRN bombing system
before joining the fleet.

HEADLINE

JetFighter IV does not require any specialized knowledge about flight simulation. However, it is useful to
know some basic information about aerodynamics,
flight controls, pursuit tactics, dogfighting, emergency
procedures and technical data. This section will provide you with detailed pilot’s notes on these subjects.

48

AERODYNAMICS
Piloting a fighter requires an understanding of aerodynamics and your airplane‘s attributes. You must appreciate the
impact of weight, lift, drag and thrust. In the heat of combat, these issues are more than just an idle curiosity.
Understanding how and why your plane operates is essential to victory.

➟

➟

WEIGHT

➟

➟

The concept of weight is probably the easiest to understand. An airplane, like any object, has a weight as the result of
gravity. In the air, this weight acts as a downward force on the plane. As you know, the force of gravity is a constant of
32.2 feet per second.2 Of course, this factor is the greatest obstacle to flight.

➟

LIFT

➟

Lift is the force exerted on the planes wing as it cuts through the air. It is the push up or down (depending upon the
angle of the wing) which serves to raise or lower the airplane. If the force of lift exceeds the planes weight, the aircraft
will gain altitude. Conversely, if the force of lift is less than the planes weight, it will descend.

49

The angle of the wing is called its “angle of attack.” When your wings are at a greater angle to the airflow (“‘steep”), the
lift is greater. Of course, the “flatter” your wings are, the less lift there is. The relationship between lift and angle are not
perfect, however. If a wings angle greatly increases, less air can pass and lift decreases. Without adequate thrust, the
plane will literally fall out of the sky.
Although the movement of air over the wing surfaces create lift, they don’t help the plane maneuver. It is up to the
planes ailerons, rudders and elevators to direct the airflow. The controls alter the flow of air and change the lift, creating the ability to maneuver. Without these controls, an airplane would only be able to go up or down.

THRUST
In a fighter, thrust is the force exerted by the jet engines that drive you through the air. It is the reason that air flows over
the wings and creates lift. Without this thrust, the plane would sit idly on the ground. Consequently, it is the single most
important component of air travel.

➟
DRAG
Drag is the side effect of thrust. It is the planes resistance to the air that acts as a force pushing it backward. Like lift,
however, drag increases the faster the fighter goes and the steeper the angle of attack.

➟
50

BASIC CONTROLS
Although there is nothing “basic” about flying a million dollar jetfighter, there is some fundamental equipment. There are three main controls inside a jetfighter. They are the stick, throttle, and rudder pedals. You
need to familiarize yourself with them since they are your link to the aircraft.

FLIGHT STICK
The flight stick (or “stick”) is easily the most important piece of equipment
in the cockpit. It is your main source of control and direction, acting like
the airplanes steering wheel. However, unlike its automotive cousin, a
plane has to operate in three-dimensional space. This means that the
stick can move the plane left and right, as well as up and down.

In flight, pulling back on the stick will raise the front (or
‘nose”) of the plane and gain altitude. Conversely, pushing forward on the stick will lower the nose and lose altitude. The direction of the nose is called “pitch”. The stick
accomplishes these changes by moving the “elevators”
on the planes wings.

The stick also controls the aircraft’s left and right (or
“lateral”) movement. By moving the stick to the left, the
aircraft will roll to the left. Similarly, pushing the stick to
the right, it will roll to the right. This lateral movement is
controlled by the airplanes “ailerons.”

Note: Besides left, right, up and down, the stick can also
be used in degrees (i.e., down-left). For example, by
pushing the stick forward and to the left, the fighter will
dive and roll to the left.

RUDDER PEDALS

THROTTLE

You may have realized that the stick only controls the
plane in two dimensions: roll and pitch. The third dimension arises when you turn (not roll!) the plane left or right.
This is called ‘yaw.” It is controlled by the planes rudder
pedals on the floor of the cockpit. Applying right rudder
yaws the plane to the right, while applying left rudder
yaws the plane to the left.

The throttle controls the fighters speed (or thrust). You
can increase the planes thrust by pushing the throttle forward, or decrease your thrust by pulling back on the
throttle. Of course, the throttle is not a switch. Like a gas
pedal, more thrust is created the further you push it.
Combat experience has shown that sometimes a pilot
needs an extra “boost” to complete a mission.
Sometimes this means closing in on a target; other times
it means evading a surface-to-air missile. As the result,
many modern planes are equipped with “afterburners.”
These afterburners actually increase engine thrust by
dumping raw fuel into the engine’s exhaust and igniting
it. Although it creates a powerful effect, it consumes fuel
at an alarming rate (as much as five times the full throttle). Consequently, afterburners must be used very sparingly.
Note: Although JetFighter IV will work with many throttle
systems, they are not necessary. You can still adjust the
airplanes speed by using the keyboard.

Note: Although JetFighter IV will work with many
kinds of rudder pedals, they are not necessary. You
can still yaw the airplane by using the keyboard.

52

PURSUIT TACTICS
If aerodynamics are the basics of flight, pursuit tactics are fundamentals of air combat. They are absolutely necessary
to create an opportunity to engage an enemy. Pursuit curves allow you to lay in a trajectory that will bring you closer to
your target and into a better firing position. In general, there are three types of pursuit tactics: pure, lead, and lag.

PURE PURSUIT
Pure pursuit requires you to simply follow the target’s
movements. It is most effective when you are gradually
closing in on a slower target. You generally want to use
pure pursuit right before you attack since the position
maximizes combat effectiveness.

LEAD PURSUIT
Lead pursuit is the best pursuit tactic to use to close on
your target. It requires you to anticipate where the bandit
will be and to head toward that spot (or ‘lead” the
enemy). The goal is not to get to the spot first, but to be
lined up to fire at the bandit when it arrives at there.
Because you’re pointing ahead of the target, you will
close more quickly in lead pursuit than by using any
other tactic. However, if you set the pursuit curve too far
away, the bandit may be able to escape.
Note: It is better to perform several smaller lead pursuit curves, then to use just one large curve.

LAG PURSUIT
Lag pursuit is most effective when your aircraft has a
superior turn rate. This pursuit curve requires you to set
your flight path just slightly behind the target, following it
through a turn. Easy to accomplish, just make sure that
your flight path indicator is slightly below the opponent’s
plane.

53

ADVANCED MANEUVERS
Air combat is a deadly contest in an ever-changing environment. To succeed, you will have to be well versed in the following advanced maneuvers. As the result, we strongly recommended that you practice these techniques before
you engage your first bandit.

BARREL ROLL

IMMELMANN MANEUVER

Use the Barrel Roll when you are rapidly approaching a
slow-moving target and want to stay behind it. To perform the Barrel Roll first direct you plane into a 30°
climb. Pull the stick all the way to the right (or left) and
back. Your plane will roll inverted then dive into the
loop. Allow the plane to complete a full 360° roll and
then gently pull the stick in the opposite direction of the
roll, leveling your plane smoothly.

Use the Immelmann Maneuver to make a 90° turn,
increase altitude, and reduce speed. To perform the
Immelmann Maneuver start off from a straight and level
position. Pull the stick all way back until you are completely vertical and pointing straight up. Then push the
stick to the right (or left) for a 90° roll. At the desired altitude, pull back on the stick until the aircraft becomes level
(although inverted). To complete the maneuver, execute a
180° roll by pushing the stick to the right (or left) until you
are straight and level again.

Minimum Altitude:

1,000 feet

Minimum Airspeed: 450 knots

Minimum Altitude:

No minimum

54

ADVANCED MANEUVERS
Minimum Airspeed: 415 knots (full ordnance)
320 knots (no ordnance)

THE SCISSORS
Use the Scissors as a last ditch effort to try and get
behind an opposing aircraft. The Scissors is a dangerous
series of nose-to-nose turns and overshoots where each
aircraft tries to get behind the other. The maneuver can
be broken down into a series of “crossing” turns in which
each pilot attempts to get his airplanes nose pointed at
the enemy. Success in the Scissors usually goes to the
slower plane which can make tighter turns.
Note: Be careful! The Scissors often results in a
plane stalling from insufficient thrust.
Minimum Altitude:

No minimum

Minimum Airspeed: As slow as possible

55

ADVANCED MANEUVERS
THE SPLIT-S

VERTICAL HALF-LOOP

Use the Split-S to quickly change your direction 180°,
lose altitude, and increase speed. To perform this Split-S,
start off from a straight and level position. Then invert
your plane by pulling the stick all the way to the right or
left. Next, pull back hard on the stick, causing the plane
to dive. Hold the stick until the plane levels out.

Use the Vertical Half-Loop to change your direction 180°,
increase altitude, and reduce speed. To perform the
Vertical Half-Loop start from a straight and level position.
Then pull back on the stick all the way. When the plane
becomes fully inverted, level out by easing the stick to
center. Lastly, roll the aircraft over by pulling the stick to
the right (or left).

Note: This maneuver will lose considerable altitude,
but you will lose less altitude if you keep your airspeed over 350 knots as you enter the dive.
Minimum Altitude:

12,000 feet (full ordnance)
3,500 feet (no ordnance)

Minimum Altitude: No minimum
Minimum Airspeed: 415 knots (full ordnance)
320 knots (no ordnance)

56

ADVANCED MANEUVERS/EMERGENCY PROCEDURES
VERTICAL LOOP

THE YO-YO

Use the Vertical Loop to avoid an enemy in your six
while trying to get your guns on his tail all in the same
maneuver. To perform the Vertical Loop, start from a
straight and level position. Then pull the stick all the way
back and hold it as the plane begins to climb and turn.
When you finish the loop ease the stick forward, leveling
your plane smoothly.

Use the Yo-Yo when you are behind a bandit but are not
at the proper angle of attack. To perform the Yo-Yo,
watch for the enemy to start breaking to the left (or right).
Counter by gently following the direction of the bandit’s
turn and then pulling back on the stick into a tight turn.
When performed correctly, you should still be behind the
bandit except that your angle of attack has decreased.
To increase your angle of attack, perform the same
maneuver except in opposite.

Minimum Altitude: 2,500 feet
Minimum Airspeed: 450 knots (full ordnance)
320 knots (no ordnance)

Note: It is better to use a series of smaller Yo-Yo’s
than one big one. Larger Yo-Yo’s might allow the
bandit to escape.
Minimum Altitude: 2,500 feet (for the low Yo-Yo)
Minimum Airspeed: 450 knots (full ordnance)
320 knots (no ordnance)

STALL RECOVERY
An aircraft will stall when it reaches what is called the
“critical angle of attack.” This generally occurs when the
plane is in a very steep climb. It is the result of inadequate lift which causes the plane to literally fall from the
sky. This is a very dangerous situation: The plane is out
of control and an alert enemy can destroy the helpless
fighter. Consequently, quick recovery from a stall is critical.
If your plane has stalled, it will slowly start to fall.
Warning bells and lights will also help alert you to the condition. To end the stall, air flow must be restarted. The
simplest way to do this is to push the stick forward and
let gravity take over. After a second of diving, you should
be able to regain control.
Note: Stalls are extremely dangerous at low altitudes
since there may not be enough altitude to recover.

SPIN RECOVERY
In today’s high-performance fighters, spins are rare.
However, they can still be deadly if they arise. A spin
occurs when one wing goes into a stall while the other
wing is providing lift. The result is a downward spiral
toward the stalled wing. It usually occurs when a pilot tries
to recover from a stall by applying his rudders.

57

Solving a spin is easy to do, but requires prompt action.
Start by feeding rudder in the opposite direction of the
spin to stop the rotation. As the spin slows, push the stick
forward into a dive. This descent should re-establish the
necessary airflow. Remember to start recovery early on
since spins lose considerable altitude.

MISSION TYPES
Note: Do not try to stop spins with the stick. It only
worsens the situation.

EJECTION
The ejection seat allows a pilot to safely jettison from a
damaged aircraft. It is essentially a lightweight rocket
capable of operating at various airspeeds and altitudes.
When all else fails, your life is important to the cause
than the machinery.
The primary goal of jetfighters is to establish air superiority over enemy positions. Although it may seem obvious,
air superiority is critical to a successful campaign. It provides better intelligence (while hampering enemy intelligence) and protects friendly ground units (while exposing
enemy positions). In particular, the control of airspace
during an engagement allows close air support, strategic
and tactical bombing, reconnaissance and position reinforcement. This section examines the value of fighters in
the military, concentrating on their various roles.

FIGHTER SWEEPS
A fighter sweep is a mission that is flown over contested
territory for the purpose of destroying enemy aircraft. The
classic situation is an limited offensive patrol over enemy
lines, expressly searching for a fight. Any airborne aircraft
is a valid target, but reconnaissance and supply planes
are usually the most lucrative.
Fighter sweeps generally include two elements: high
cover and low attack. The low attack planes focus on
destroying targets near the ground while high cover fighters provide defensive protection. Cover may engage
enemy fighters as well as reconnoiter enemy positions.
The targets of fighter sweeps are unlimited. Enemy air
bases often make good targets (assuming that the lowlevel fighters carry some kind of ATG ordnance). Sweeps
are also effective against reconnaissance aircraft like the
AWAC. For the most part, however, the main goal is usually other fighters.

times use tricks to draw out enemy fighters away from
their fortified defenses.
A classic example is flying the fighter sweep like a formation of bombers. If executed properly, this ruse will result
in a nasty surprise for the bogeys.

POINT/AREA DEFENSE
In contrast to fighter sweeps which are purely offensive,
point/ area defense is a protective posture. It is often used
to safeguard valuable fixed assets like an air base, military compound or other structures. Pilots generally disfavor
point/area defense orders since they are more tedious.
However, they are essential in preventing enemy air
strikes. Unlike fixed anti-aircraft weapons, jetfighters are
more versatile. They can move quickly to counter a
threat that is still far away from the intended target.
Point/area defense is classified into either combat air
patrol (“CAP”) or ground-alert interception (“GAI”). CAP
is a constant air patrol over or near a valuable target.
It’s primary goal is to intercept incoming threats before
they are close to the target. By contrast, GAI is a wing
of fighters waiting on the ground, ready to scramble into
combat. GAI is typically less costly than CAP, but it
offers a much slower response time. As the result, military theory recommends the use of both CAP and GAI
elements when possible.
Note: CAP is always preferred when the enemy is
believed to possess long-range stand-off weapons
such as cruise missiles.
Protecting the target is the greatest priority of any
point/area defense. It is not always as important to
destroy the incoming bombers. In this case, a “kill” can
be achieved by forcing an incoming bomber to jettison its
ordnance early or by turning back the attack. (Of course,
destroying the threat is the only sure way to keep it from
returning the following day!)

Because fighter sweeps usually take place over enemy
positions, pilots have to be prepared for stiff resistance.
As the result, sweeps have adopted “slash and dash”
attacks (also known as hit-and-run). This approach
requires the attacking planes to dive at high speed,
attack the target, and then quickly disengage. It is not as
exciting as a protracted engagement, but it does minimizes the fighters exposure. Alternatively, pilots some58

MISSION TYPES / ILS AND CLS COMPOMENTS
When attacking a formation of bombers, there are several things to consider. First, watch for an escort. In most
cases, a group of fighters will be flying cover nearby. If
the formation is still far away from the target, you can try
engaging the fighters first. This tactic will weaken the
escort and may cause the bombers to abort the mission.
But be careful. Many inexperienced pilots tend to forget
the objective of point/area defense when they get
involved in a big furball. Second, attack the bombers as
soon as possible. By pressuring them early, you may discover a weakness. For example, many bombers are well
defended in the rear, but are susceptible to head-on
attacks. Third, exploit any weaknesses. If you see one
aircraft which is more hesitant or unstable, attack that
plane first. You will probably be able to destroy it easier.
A “fast kill” is important because it will dramatically lower
the rest of the formations morale.

STRIKE ESCORT
Many pilots feel that strike escorts are the most difficult
kinds of missions to fly. They have the danger of fighter
sweeps and the logistical problems of point/area
defense. In fact, strike escorts have often been
described as a sort of sweeping or “mobile” point/area
defense. As such, the escort is responsible for securing
the airspace around a friendly transport, bomber or other
aircraft. This difficult assignment is complicated by the
fact that the asset is often traveling in enemy airspace.

Runway

Localizer

Glide Slope

E
Localizer Center Line

D
Gli

C
B

On-Course
Indication

de

3.0¡ - 3.5¡

A

TOP DOWN VIEW

59

PROFILE VIEW

Slo

There are three types of escorts: remote, detached, and
reception. A remote escort is essentially a fighter sweep
which precedes the bombers. Flying ahead of the formation, its job is to clear out all enemy CAP and SAM positions. This assignment can be a difficult job since the target is usually a valuable asset with heavy defenses. After
the path has been secured, the remote escort may then
be divided into separate elements to fly patrols near the
strike zone. They are then ordered to intercept any
incoming bogeys.
A detached escort is comprised of several pairs of fighters stationed around the formation. They fly far enough
away from the main body that they will be able to
engage any offensive threat before it reaches the formation. This escort act as an early-warning system for
the strike force, reporting enemy movements. They are
obligated to stay with the strike force and cannot leave
their positions except to respond to an attack.
Conversely, they are required to return to the formation
as soon as the threat turns away.
Note: Pilots flying a detached escort must hold their
positions in order to protect the more valuable strike
force.
After an attack, the strike force will be running low on
fuel and weapons. At this stage they are very susceptible
to attack. A reception escort is used to provide fresh
cover to protect these returning aircraft. They begin by
performing a sweep of the exit corridor, checking for
enemy positions. This is then followed by a CAP around
the corridor. While the strike force returns, the reception
escort keeps an eye out for pursuing enemy aircraft.
They are to engage these bogeys whenever necessary
to protect the formation. This function is often performed
by GAI units that were left behind to defense the point of
operations.

pe

Most pilots consider landings among their most challenging tasks. Even basic skills like finding the airport
and aligning with the runway present difficulties. Pilots
use Instrument Landing Systems (ILS) to simplify runway landings at airports. Identical systems aboard aircraft carriers are called Carrier Landing Systems (CLS).

ILS AND CLS COMPONENTS
TRANSMITTING EQUIPMENT

GLIDE SLOPE

An ILS/CLS has five externally located components that
transmit radio signals to your aircraft’s navigation system:

Like the localizer, the glide slope helps pilots find the runway. However, the glide slope provides vertical instead of
lateral course guidance. Using the glide slope, a pilot can
safely and precisely descend from his cruising altitude to
the runway (see the above figure). This descending vertical path is called the glide slope.

Initial Approach Fix (IAF)1
Final Approach Fix (FAF)1
Terminal Waypoint (above the touchdown zone)2
Localizer
Glide Slope
The first three items are waypoints. Waypoints are navigation aids that guide pilots through the sky. Think of them
as points in space your navigation system can sense.
The navigation system displays information about how to
find the waypoint. It indicates the waypoints distance and
which direction you should turn to fly toward it. (See the
section “Basic Waypoint Navigation.”)

INITIAL APPROACH FIX
Approaches to the runway begin from the IAF. It lies 10
miles from the runway on an imaginary line that extends
from the runway’s centerline. Pilots use the IAF as a
checkpoint to establish proper alignment and configuration for landing. An approach is off to a good start if several crucial factors are adjusted at the IAF: aircraft configuration (i.e. gear extended), airspeed, heading, and altitude.

FINAL APPROACH / TERMINAL WAYPOINT
Both the FAF and terminal waypoint lie along the same
imaginary line as the initial approach fix. The FAF is 3
miles from the runway and the terminal waypoint lies
over the touchdown zone. These waypoints serve as
checkpoints during an approach. The terminal waypoint
allows your navigation system to display your distance
from the runway anytime during the approach.

LOCALIZER
Localizers are navigation aids that guide the pilot’s lateral
path as he approaches the runway. Unlike waypoints,
localizers transmit a course, not a single point in space.
Think of the localizer as an extra sensitive instrument
guiding pilots along a course between three waypoints:
the IAF, FAF and terminal waypoints. These three
points lie along the
localizers centerline.
60

ILS AND CLS COMPONENTS
INSTRUMENTATION
In addition to the five externally located components,
the cockpit contains three receiving instruments that
display course
information:
Navigation Director
Glide Slope Needle
Course Deviation Indicator (CDI)
Information from all of these components appears on
your HUD:
A

B
Runway

Runway

er
LocalizLocalizer Center Line

er
LocalizLocalizer Center Line

er
LocalizLocalizer Center Line

Aircraft
Position

C
Runway

CDI Indication
for all three
scenarios

NAVIGATION DIRECTOR
The navigation director depicts the location of the IAF,
FAF, and terminal waypoints like any other waypoint
(See flight training lesson #3). It simply “points” to the
currently selected waypoint.

GLIDE SLOPE INDICATOR
The glide slope indicator is a horizontal dotted line that
guides a pilot along the glide slope during an approach.
The glide slope indicator moves up and down the HUD
indicating your position relative to the glide slope. We
say the glide slope indicator is deflected when it is not
centered in the HUD. To help you center the indicator a
small circle, called the Off Course Indicator (OCI),
appears in the HUD when you activate the ILS.
Reading the glide slope indicator is simple:
When it is above the OCI, the glide slope is above you;
you are TOO LOW.
When it is below the OCI, the glide slope is below you;
you are TOO HIGH.

61

The magnitude of needle deflection indicates your distance from the glide slope. For example, a full-scale
deflection to the top of the HUD indicates the glide slope
is well above you.

COURSE
DEVIATION INDICATOR

360¡

The CDI is a vertical dotted line on the HUD guiding the pilot to the localizers centerline. The CDI
moves left to right indicating your position relative to the localizers centerline. Remember, the
localizer centerline is an
imaginary line that
extends out from the runway.
Like the glide slope, both
magnitude and direction
of CDI deflection provide
information about your
location. The direction of
CDI deflection indicates
whether you are left or
right of the localizers
centerline. The magnitude of CDI deflection
indicates your distance
from the localizers centerline (see illustration on
preceding page). For
example, a full-scale CDI
deflection to the left indicates that you are far
right of course.
It is important to understand that the aircraft’s
heading does not affect
the CDI’s position; the
CDI only changes when
the aircraft’s position
changes.

20¡
180¡

This subtle and important difference confuses many
beginners. Imagine the CDI deflected to the right. It is
correct to say, “you are to the left of course.” Conversely,
it is not necessarily correct to say, “the course lies to your
right.” This makes sense if you imagine a bird’s eye view
of the approach with the runway near the “top” of your
image. Visualize an aircraft positioned on the left side of
the localizers centerline. The CDI’s location (deflected to
the right) indicates that the localizer lies to the right. The
following figure shows three different scenarios. Each
scenario yields identical CDI indications.

In fact, a right turn would further misalign the approach.
The pilot should continue on his current heading.
The following diagram shows some possible aircraft
locations and their corresponding CDI and glide slope
indications.
The ILS/CLS may seem confusing at first but a few practice trials, along with the following suggestions and the
ILS CHECKLIST (in the section “Using the ILS/CLS”) will
make landings fun.
An entire ILS/CLS approach takes about 2 minutes and
many events happen during this time. An approach to
landing can be as intense as a close quarter dog fight.
Approaches require sharp pilots who can anticipate
every event and fly with much finesse. This section provides some pointers on performing successful ILS/CLS
approaches. The ILS/CLS landing checklist presents
much of this same information in a simplified form.

PRE APPROACH

Independent of your aircraft’s heading, the CDI needle
remains deflected to the right since the aircraft is right of
the localizer. However, most beginners don’t visualize
the big picture resulting in incorrect CDI interpretations. They see the CDI deflected to the right prompting a right turn. Deceptively, the localizer is not necessarily to the right. Remember that the CDI provides
course information—not turning information. A deflected
CDI may prompt you to adjust your course (by turning),
but you must decide on your own which direction to turn
or if a turn is even necessary. Panel B above shows an
arrangement where the localizer lies off the pilots left
wing but the CDI is deflected to the right.

Since all approaches begin from the Initial Approach Fix
(IAF), you must first navigate to this waypoint. Place your
HUD in
navigation mode by pressing [N]. “NAV” appears in the
HUD’s lower left corner. Use [N] or [Shift-N] to cycle
through waypoints until “IAF” appears in the HUD’s lower
right corner. Fly towards the IAF as you would any other
waypoint.
When you are between 20 and 30 miles from the IAF,
configure your aircraft for landing. Extend your gear and
arrestor hook by pressing [G] and [A]. (The arrestor hook
is only necessary for carrier landings.) Turn the pitch ladder on by pressing [L]. Use the pitch ladder to establish
specific pitch and bank angles making for a more precise
approach. The ILS display automatically appears when
you extend the gear and arrestor hook. For ground
landings, you need not extend the arrestor hook.

Most commonly, beginners err
by simply turning in the direction of CDI deflection. Often,
this turn results in a circular path leaving the CDI unaffected (see panel C above). Instead of just turning, you
should assume a heading that yields an intercept
course with the localizer and this may involve a turn. In
the following figure the deflected CDI merits no heading
change. Initially, one may incorrectly turn right since the
CDI is deflected to the right.
62

USING THE ILS/CLS
BEGINNING THE APPROACH
As you near the IAF pay special attention to your altitude. Approaching this waypoint at the correct altitude
assures proper glide slope interception. By keeping the
velocity vector EXACTLY in the center of the waypoint
designator (the hollow triangle in the HUD’s center), you
will fly a direct course to the waypoint.

As soon as you roll wings level verify three conditions:
▼ You are heading in the general direction of the carrier

(or airport).
▼ The glide slope indicator is approximately centered.

Three miles before the Initial Approach Fix perform these
three tasks simultaneously:

▼ The localizer lies slightly to your left or right

▼ Set the power to 34% (by pressing [3] once and

Remember to pay attention to two CDI characteristics:
direction and magnitude of deflection. The direction of
deflection indicates the direction to the localizer (when
viewed from a bird’s eye perspective looking toward the
runway). The magnitude of CDI deflection indicates your
distance from the localizers centerline.

[+] four times)
▼ Select the FAF waypoint [N]
▼ Immediately turn towards it using a steep turn

(45° to 90° of bank).
Correcting to the Left

Correcting to the Right

Runway

Runway
Localizer

Localizer
A

B

Navigation Scenario

CDI

G.S.
Needle

Velocity
vector
points
to A

Corresponding HUD Display

Many beginners get lost at this point. Simplify your turn
towards the FAF by following these simple guidelines:
First, check the map display [M] before you are 1.0 mile
from the IAF waypoint. The IAF, FAF, and carrier (or airport) waypoints appear as green dots on the map.
Determine where these waypoints lie with respect to
your flight path so you know which direction to turn when
the time comes.
Second, after looking at the map consider re-aligning for
the approach if turning from the IAF to FAF waypoint
requires a large heading change (i.e. 180°). Large heading
changes result in larger turns. Large turns cover more
area over the ground. A 180° turn would grossly misalign
the approach unless it were an extremely steep bank turn
(thereby tightening the turns radius).
Third, as you roll wings level toward the next waypoint
(FAF) begin looking for the landing strip. The navigation
director triangle points directly at the carrier when you
select the CVN waypoint. If you are landing at a ground
runway, the triangle points to the runway when you
select the airports waypoint.
63

TRACKING THE LOCALIZER AND GLIDE
SLOPE

(as indicated by the CDI).

Correct toward the localizer and glide slope as soon as
you determine where they are. These corrections, like all
corrections from here on in, should be subtle and precise;
nearly all beginners over-correct. The localizer and glide
slope are more sensitive than waypoints. Therefore, people tend to “overshoot” their desired course.
Avoid over-corrections by following three guidelines:
▼ First, make small shallow turns using only the rudder

([X] and [Z]). Ailerons are great for steep tight turns,
but making small heading changes using rudder and
ailerons is more difficult. Only use the ailerons to
keep your wings level.
▼ Second, use the navigation director while making

corrections toward the localizers centerline. The waypoint triangle (in the center of the HUD) always
points at the landing point when the CVN or airport
waypoint is selected. Furthermore, the CDI always
deflects toward the localizer. Therefore, you will
always be approaching the localizer if you place the
velocity vector between the CDI and the CVN waypoint.
The following picture illustrates why this works.
Glide slope is
above the aircraft.
Place velocity vector
above the touchdown
point to re-capture
the glide slope.
Runway

Once you have
re-captured the
glide slope, place
the velocity vector
on the touchdown
point until landing.
Gli

Gli

de

Slo

Gli
pe

Carrier

de

Slo

pe

de

Slo

pe

USING THE ILS/CLS
▼ Third, use the velocity vector, airspeed, angle of

attack, pitch, and/or descent rate information while
tracking the glide slope. Obviously, you cannot use all
of this information simultaneously. Experiment and
see what combination works best for you. Of this list,
your single most valuable tool is the velocity vector.
▼ Since the velocity vector displays your direction of

travel, you can simply place it on the point where you
want to go—like the touchdown point on the runway.
However, if you are off course (i.e. the CDI and glide
slope indicator are not within the OFF COURSE
INDICATOR) you must correct your course.

If you stray excessively far above or below the glide
slope, momentarily adjust your power (increase to
climb, or decrease to descend) or perform a missed
approach. A missed approach entails aborting the current approach and re-setting for another attempt.
Approaches are identical whether you are landing on the
ground or carrier. However, the landings differ slightly.

GROUND LANDINGS

Airspeed:

approx. 165 KIAS

AOA:

4° to 6°

Pitch:

approx. 0°

Ground landings are more simple than carrier landings.
Cut the power about 0.3 miles before touchdown [~]. As
the engine spools down (almost immediately), add a
SLIGHT amount of joystick back pressure to initiate a
flare. A flare is the transition from flight to ground operations. Ideally, it begins about 70 feet above the runway
and continues until touchdown. Throughout a flare your
pitch should be slowly and smoothly increasing while
your descent rate and airspeed diminish. By the time you
touch down, you should be at a pitch that allows your
main landing gear (the two back tires) to touch the
ground before your nose gear. Perform a flare by
momentarily pressing [Numpad 2] or GENTLY pulling
back on the joystick. After touchdown apply
the wheel brakes [B] and slow to a stop. Use the rudder
pedals to steer ([Z] and [X]). Once you perfect ground
landings
(see training mission #8) it’s time to move onto carrier
traps (training mission #9).

VSI:

approx. -24 F/S (-1440 FPM)

CARRIER TRAPS

For example, if you are below the glide slope, place the
velocity vector above the touchdown point until the glide
slope indicator re-centers in the OFF COURSE INDICATOR. Likewise, if you are too high (the glide slope indicator is below the OFF COURSE INDICATOR), place
the velocity vector below the touchdown point. Once the
glide slope indicator centers, place the velocity vector
back on the touchdown point.
At 34% power, the following configuration results in an
approximate 3° glide slope (the angle at which the glide
slope approaches the ground):

You don’t need to monitor and maintain each parameter
independently; by achieving any one of them you necessarily achieve them all (once the aircraft stabilizes). Also,
once you “capture” the glide slope, simply placing the
velocity vector on the touchdown point keeps you on
course and only a few minor pitch adjustments will be necessary. This is only true at 34% power.
If you ever stray from the desired glide slope (the glide
slope indicator is not within the OFF COURSE INDICATOR), you can pitch up or down to re-capture it.
However, the configuration outlined above pushes your
aircraft to the edge of its performance envelope. Hence,
abrupt or excessive control movements induce a stall.
Make small, slow corrections while mending your course.

Rough seas, the carrier’s motion, and the deck’s length
make carrier traps one of your most difficult tasks as a
JetFighter IV pilot. Ideally, your arrestor hook will trap the
third arresting cable. This means that the arrestor hook
actually snags the cable stretched across the landing
strip. Unfortunately, bolters often happen instead. A
bolter occurs when the arrestor hook fails to snag one of
the cables stretched across the carrier’s deck. Bolters
happen for many reasons including improper runway
alignment or faulty equipment.
Unlike ground landings, do not flare! Strange as it
seems, pilots fly right into the deck during carrier landings. A flare would sacrifice valuable airspeed and deck
space. Also, hitting a specific landing point (i.e. the third
arresting cable) is easier without a flare.

64

USING THE ILS/CLS
Prepare for bolters on every approach (even on perfect
approaches) by applying full afterburner [\] about 1,000
feet before touchdown. The afterburner allows you to
maintain enough speed for flight in case a bolter occurs.
If you trap the arresting cable, cut the power [~]; otherwise apply full power and reset for another approach.

TOUCHDOWN CHECKLIST—CARRIER
APPROACHES

It will take some practice before your landings are beautiful, but the thrill of your first successful landing will
make it all worthwhile.

TOUCHDOWN CHECKLIST—RUNWAY
APPROACHES

ILS/CLS LANDING CHECKLIST
PRE-APPROACH CHECKLIST
Landing Gear:

Extend [G]

Arrestor Hook:

Extend (for carrier approaches)
[A]

Pitch Ladder:

ON [L]

HUD mode:

Navigation mode [N]

Waypoint Selection: press [N] until “IAF” appears in
the HUD

IAF WAYPOINT CHECKLIST—PERFORM
1 MI BEFORE WAYPOINT
Power:

40% - 42% (press [4], then
[+] zero to two times)

Waypoint selection: Select FAF waypoint ([N] or [ShiftN])
Turn:

45°-90° bank turn toward FAF
waypoint

ILS/CLS:

Align with localizers centerline,
maintain glide slope

FAF WAYPOINT CHECKLIST—PERFORM
AT LEAST 1 MI BEFORE FAF
Waypoint selection: Select terminal waypoint [N]

65

Velocity Vector:

On touchdown point

Pitch:

0° - +3°

Airspeed:

approx. 200 KIAS

AOA:

4° to 6°

VSI:

approx. -30 F/S

Power (1,000 ft before
deck):
Full Afterburner [\]
Power (trap):

0% [~]

Power (1,000 feet before
touchdown zone):
0% [~]

If you have not done so yet, please read the Common
Procedures chapter first.
This reference section contains the most important information
on flying and fighting in JetFighter IV. It explains the navigational
controls, combat controls, cockpit and viewing systems.
If you are familiar with other flight simulators, first read the chapter titled Procedures. It will quickly instruct you to perform common tasks in JetFighter IV, such as engaging a target or using
the ILS landing system. This reference section is laid out as a
basic reference to use when you need more detailed information.
JetFighter IV: Fortress America allows the player to use both a
keyboard and a joystick as input devices. Although use of a joystick is recommended in order to gain full advantage of
JetFighter IV's realistic flight model, you should have no problem
operating the game's flight simulator entirely from the keyboard.

67

FLIGHT CONTROLS
JOYSTICK

ROLL RIGHT - [NUMPAD 6]

You can use a joystick to maneuver your airplane in JetFighter IV,
in the same way a real pilot would. Your joystick will operate just like
they do in an actual fighter. If you pull back on the stick, the plane
will go up; if you pull left on the stick, the plane will roll to the left.

Pressing the [Numpad 6] key on the numeric keypad while on the
air will roll or "spin" your plan to the right. This is what would happen if you were pulling the airplane's stick to the right. To keep
rolling your plane to the right, continue to hold down the [Numpad
6] key. By depressing the key until your plane has finished the
complete roll, you will have performed a "Right Barrel Roll."
Pressing [Numpad 6] while you are taxing on the ground will steer
your plane to the right.

KEYBOARD
The keyboard is your main way for you to navigate your plane. In
general, pressing a key on the keyboard can do one of three different things. It will:
▼ begin or end an action (i.e., lower landing gear);
▼ cycle through available options (i.e., change displays); or
▼ make a decision (i.e., fire a weapon).

Occasionally there are some special commands that JetFighter IV
will want to "confirm" before executing. For these commands, the
program requires that you hold down the "Shift" or "Ctrl" key along
with the key. JetFighter IV uses this combination of keystrokes to
make sure an action is not accidentally performed.

FLIGHT CONTROLS
The flight controls are used to maneuver the aircraft in the air and
on the ground. All the flight controls can be operated from the keyboard but if you have a joystick, throttle control, and rudder pedals,
controlling the aircraft will feel natural and be more intuitive.

DIRECTIONAL CONTROLS
The numeric key pad (or "Numpad") arrows enable you to change
the direction of your plane in flight. These keys allow you to pitch
the airplane up and down, roll it right or left, and yaw it to either
side. Some keyboards have separate cursor arrow key pads.
These keys should work just like the Numpad arrow keys.

PITCH UP (CLIMB) - [NUMPAD 2]
When airborne press the [Numpad 2] key to pitch the aircraft's
nose up. This is exactly what would happen if you pulled backward
on the plane's stick. To perform an "Upward Vertical Loop" hold
down the [Numpad 2] key until your plane completed a full circle.

PITCH DOWN (DIVE) - [NUMPAD 8]
When airborne press the [Numpad 8] key on the numeric pad to
pitch your aircraft's nose down. This corresponds to what would
happen if you were pushing forward on the plane's stick. To keep
the plane in a dive, continue holding down the [Numpad 8] key. By
depressing the key until your plane has completed a full circle, you
will have performed a "Downward Vertical Loop".

68

ROLL LEFT - [NUMPAD 4]
Pressing the [Numpad 4] key on the numeric keypad while on the
air will roll or "spin" your plan to the left as would happen if you
were pulling the airplane's stick to the left. To keep rolling your
plane to the left, continue to hold down the [Numpad 4] key. By
depressing the key until your plane has finished the complete roll,
you will have performed a "Left Barrel Roll." Pressing [Numpad 4]
while you are the ground will steer your plane to the left.

YAW RIGHT - [NUMPAD Enter]
When airborne press the [Numpad Enter] key on the numeric keypad will turn or "yaw" the plane to the right. This is exactly what
would happen if you pushed down the plane's right rudder pedal.
To continue turning the plane right, hold down the [Numpad Enter]
key. If you continue depressing the key, the plane will fly to the
right in a full circle. For convenient, the [X] key performs the same
function. As with the [Numpad 6] key, pressing either [Numpad
Enter] or [x] will steer your plane to the right while taxing on the
ground

YAW LEFT - [NUMPAD Ins]
Pressing the [Numpad Ins] key on the numeric, while in flight, will
turn or "yaw" your plane to the left. This is exactly what would happen if you were pushing down on the plane's left rudder pedal. To
continue turning your plane left, hold down the [Numpad Ins] key. If
you continue depressing the key, your plane will fly to the left in a
full circle. For convenience, the [z] key also performs this same
function. As with the [Numpad 4] key, pressing either [Numpad Ins]
or [Z] will steer your plane right while taxing on the ground.
Note: New users often confuse roll and yaw. Just remember that a roll
is like tilting your head while yaw is like turning your head right or left.

ENGINE CONTROLS
JetFighter IV uses very simple engine and throttle controls. The
row of number keys near the top of your keyboard is used as a
throttle control to set the level of thrust in your engine. (Be sure not
to confuse the number keys with the function keys.) Some players
may also wish to use a separate throttle control device designed
specifically for use with flight simulators rather than the number
keys.

ENGINE CONTROLS
THROTTLE SETTINGS
In the military, a jet aircraft's throttle setting is referred to as a percentage of total Military (non-afterburner) power. That is, when the
engine is at maximum power with the afterburners off, it is said to
be at 100% Military Thrust. The number keys along the top row of
your keyboard enable you to set your engines at a specific percent
of military power.
[1] = 10% of full military power
[2] = 20% of full military power
[3] = 30% of full military power
[4] = 40% of full military power
[5] = 50% of full military power
[6] = 60% of full military power

burner level press [+]. To decelerate to the previous stage, press []. Remember, the higher levels of afterburner consume more fuel.
To turn the afterburners off, press [0]. Your engines will then
resume full military thrust.

FULL AFTERBURNER - [\]
In JetFighter IV there is a quick and easy way to get to full afterburner. Press [\] and your engines will automatically spool up to
100% military thrust, then cycle into stage 5 afterburner. You may
find this control useful to make a quick escape from a particularly
nasty fur ball!

ENGINES OFF -[~]
You can turn your engines off by pressing the [-] key. Pressing any
of the throttle keys (i.e. [1] through [0]0 or [\]) will automatically
restart your engines and set them at the indicated thrust level.

[7] = 70% of full military power
[8] = 80% of full military power
[9] = 90% of full military power
[0] = 100% of full military power

THROTTLE ADJUSTMENTS - [-] & [+]
For fine control over engine power, use the [+] and [-] keys on the
top of the keyboard. These keys enable you to slowly add [+] or
remove [-] power in 1% increments. Hold these keys continuously
to gradually increase or decrease power.
Note: It is not necessary to hold the shift key in combination
with the [+/=] key. Simply pressing the [+/=] key will perform
the [+] function in JetFighter IV.

AFTERBURNERS - [+]
In a tough dogfight, an extra burst of speed may be all that stands
between you and destruction. Modern fighters are equipped with
afterburners to provide just this sort of lifesaver. Activating your
afterburners causes raw fuel to be dumped into the plane's hot
exhaust. The resulting explosion initiates a powerful thrust, but it is
costly. For instance, at full afterburner, the F-22 will consume an
amazing 860 pounds of fuel per minute! To help conserve fuel, and
adjust your relative speed and control, your plane comes with a "5
stage" afterburner. Each stage gives a more powerful thrust and
consumes more fuel than the one previous to it.
To activate your afterburners, you must already be at 100% military
power [0]. You can then move up to the first stage of afterburner by
pressing the [+] key. For example, if you are at 70% thrust and you
want to activate your afterburners, press [0], wait for you engines
to spool up to 100% power, then press [+]. You are now flying at
first stage afterburner or "AB1." To move to the next higher after69

OTHER CONTROLS
OTHER CONTROLS

EJECT - [CTRL-E]

Several other controls can affect the performance of your aircraft in
flight and on the ground.

Although no military force is thrilled with the idea of losing one of
its fighter aircraft, either one would rather lose a plane than a pilot.
As a result, every fighter is equipped with a sophisticated ejection
seat designed to throw the pilot free from a damaged aircraft. The
seat includes emergency oxygen, a recovery parachute, an FLCS
data recorder, a survival kit, and a radio beacon. The ejection
process begins when you press [CTRL-E]. Explosive charges
under the seat throw it (with the pilot) clear of the airplane. This is
followed by a rocket burst to gain altitude, seat separation and full
deployment of the parachute - all in less than six seconds! Some
pilots have claimed to be two inches shorter after an ejection.

AIR BRAKE -[B]
The air brake is used to rapidly slow the aircraft while flying. To
apply the brake, press the [B] key. The plane will immediately
begin decelerating. On most aircraft, the brake opens a panel into
the air stream causing more "drag." Drag slows the plane. If you
are flying the F/A-18, try an external view to watch the brake
extend and retract. Pressing [B] again will retract the air brake.
Note: Using the brake may make your aircraft more difficult to
control, so be sure to retract the brake when it is no longer
needed.

WHEEL BRAKE - [B]
On the ground, pressing the [B] key applies the wheel brake. The
wheel brake works just like the brake in a car. Be careful, the
wheel brake is inoperable at high speeds and you must instead
reduce your thrust to slow down.
Note: If the wheel brake is activated you must release it to
enable the plane to take off! Also, don't use the wheel brake
for carrier landings! Let the arrestor cables do the work.

LANDING GEAR - [G]
The plane's landing gear consists of three wheels placed beneath
the aircraft in a triangular pattern. Fully retractable and deployable,
the landing gear is concealed in a cavity within the plane's belly.
After take-off, retract your landing gear by pressing [G]. Likewise,
extend the gear for a landing by pressing [G].

AUTOPILOT - [SHIFT-A]
To engage the autopilot, press [Shift-A]. The aircraft will begin to
turn and fly toward the currently selected waypoint. You will see
"autopilot" appear in the lower right of the screen. To disengage the
autopilot, press [Shift][A]again. The autopilot will also automatically
disengage if you change the waypoint with the [N] or [Shift-N] keys.
When the aircraft reaches the currently selected waypoint, the
autopilot will select the next waypoint and fly to it. This process will
continue until autopilot is disengaged.This system is not designed
for precision approaches, so do not try to use the autopilot function
to land your aircraft.

ARRESTOR HOOK - [A]

70

Landing on an aircraft carrier demands an aircraft traveling at over
100 MPH to come to a dead stop on just a couple hundred feet of
runway. To do so, the planes are "trapped" by the aircraft carrier's
arrestor cables. A plane performs a trap by lowering its arrestor
hook and successfully catching one of three cables strung across
the flight deck. The "trapped" cable then pulls the plane to a stop.
Deploy the arrestor hook for a carrier landing by pressing [A]. If
you abort your landing attempt, press [A] again to raise the hook.

TIME COMPRESSION - [ALT-T]
Some missions require you to fly several hundred miles. If you
want to speed up the cross-country flight and get right to the action
use JetFighter IV's Time Compression feature.
The time compression feature enables control over the rate at
which the simulated "world" operates. Use the in-flight menu or
press [Alt-T] to toggle through the three speed selections. The
default time compression setting is 1:1 or "real time". Press [Alt-T]
once to make the simulator run at twice the speed or 2:1. Press
[Alt-T] again to speed the simulator up to 3:1. Toggle [Alt-T] one
more time to disable time compression and run the simulator in
real time.
Naturally, time compression enables you to cover a distance in one
half or one third the time but it has drawbacks requiring careful
use. When time compression is activated EVERYTHING in the
simulator will operate faster than the normal speed but your brain
will still be working in real time. Until you become accustomed to
the problems this can cause use time compression only when flying very high above the terrain.
Note: Time compression will automatically be deactivated if
your radar identifies a hostile.

LANDSCAPE TRAVERSAL MODE - [ALT-S]
Landscape Traversal Mode was created to provided a way to move
from one location to another at eight times the current "real time"
speed of the aircraft.
This mode differs from Time Compression because only your plane
is moving faster. The simulated world still functions in real time.
Additionally your altitude above sea-level is locked to the altitude
you were flying when landscape traversal mode was activated.
Extreme caution must be exercised when using this mode or you
will soon find yourself flying into the side of a mountain. It is best to
activate landscape traversal mode only when high above the terrain.
Note: This feature is only available in "Free Flight" mode.

THE INSTRUMENT PANEL
THE INSTRUMENT PANEL

COMMUNICATIONS MESSAGE PANEL
Occasionally the plane's onboard computer will send you a status
message. These messages are displayed on the message panel
located at the top center of your cockpit control panel, directly
beneath the HUD. Messages are usually one or two word reports
such as "Danger: Collision." Longer messages from non-player
characters are displayed at the top of your computer screen.

ATTITUDE INDICATOR
The attitude indicator continuously displays your orientation relative
to the ground. Often referred to as the "artificial horizon" indicator,
this gauge will help you remain oriented when you have few visual
cues to rely on. In clouds, dense fog, or at night it is easy lose
track of which way is up. You may feel as though you are right-side
up when you are actually upside down. Frequently check the attitude indicator if you are not 100% certain you see ground beneath
you and sky above. Trust your instruments! Reading the attitude
indicator is simple. The blue portion represents sky, the brown portion represents ground, and a small white icon in the center represents your plane. When flying level to the ground and right-side up
the indicator will display sky above and ground below. When flying
level to the ground and upside-down the indicator will display
ground above and sky below. If you fly directly up the indicator will
display all sky and if you fly straight down the indicator will display
all ground.

FUEL GAUGE
The fuel gauge continuously displays the amount of fuel remaining
in the aircraft just like the fuel gauge in a car. You will find the fuel
gauge located in the far right side of the cockpit control panel. The
green bar represents the amount of fuel remaining.

MULTI-FUNCTION DISPLAYS (MFD)
DEFENSIVE DISPLAY - [F5]

The Defensive Display has two modes, Flight Information and
ILS/CLS. You can toggle between modes by pressing [F5].

FLIGHT INFORMATION MODE
Flight information mode relays current information concerning the aircraft's altitude, speed, heading, and the time of day. Also reported are
your current latitude and longitude in degrees, minutes and seconds.

INSTRUMENT/CARRIER LANDING
SYSTEM
This mode of the Defensive Display presents information on the
instrument and carrier landing system (known as "ILS" and "CLS"
respectively). Like the graphical displays in the HUD, this data is
designed to make landings safer and easier. This screen tells you
three valuable facts about your approach: (1) your range to runway, (2) change in altitude, and (3)angle of attack.

The range to the authorized runway is shown in the monitor next to
"RNG." This distance is displayed in nautical miles Beneath it is
the plane's vertical descent (or "VRT") in feet per second (or "F/S").
This number tells you how fast the aircraft is descending. The third
number is the angle of attack or "AOA". This guide represents the
wing's position relative to the direction of the wind. To illustrate this
concept, consider the following example. If a plane is flying directly
against the wind, its AOA is 0°.
Wind

Plane = 0° AOA

But, when the pilot pulls back on the stick, the air continues to flow
horizontally for a few seconds even though the wing is angled
upward. This results in a positive AOA.
Wind

Plane = 15° AOA

After a few seconds of flight, the airflow will realign itself with the
new angle of the wing. Once again the airflow is directly against
the wing. The plane is then said to have regained a zero degree
AOA.
Wind

Plane = 0° AOA

During a landing, you should try to obtain an 8° angle of attack.
This is angle is important because you want the rear wheels to
touch down before the nose. It is best achieved by pulling back
slightly on the stick just before landing.

HORIZONTAL SITUATION
DISPLAY - [F6]
The screen in the middle of the instrument panel is the Horizontal
Situation Display (or "HSD"). It is a highly sensitive integrated radar
system that enables you find and track targets in a 360° view. It
combines the advantages of a traditional radar with radar-warning
receivers, global positioning systems and AWACS links. Always
active, the Horizontal Situation Display can be viewed by pressing
[F6].
The radar screen is dominated by a large circle with an "aircraft
symbol" in its center. The white "T" represents your plane and the
circle depicts the radar's current range. If, for example, the range is
set at "10," then the circle represents a ten mile radius around the
plane. Any target located within this radius will appear on the radar.
The radar's default range is "40." To change the range, press [R]
and [Shift-R]. This allows you to choose from ranges of 160, 80,
40, 20, 10, 5, 2 or 1 mile. If you have AUTORANGE enabled, the
computer will automatically select the radar range that keeps your
target within that radius.
Note: You probably should use a range of either "2" or "1"
duing a dogfight.
If a target is within the range you have selected, it will appear as a
dot or "blip." The blip's position in the radar corresponds to its position in space. For example, a blip at the top of the radar means
that the target is directly ahead of the plane (or "twelve o-clock").

71

MULTI-FUNCTION DISPLAYS
Likewise, a blip on the left side of the radar means that the target
is directly to the left of the plane (or "nine o'clock").

FAF

Final Approach Fix

CVN

Aircraft Carrier (Nuclear)

The color and size of the dots also provide information about the
target. Each color designates different kinds of objects. The colors
stand for:

For example, the third waypoint says "IAF - 177° - 4.0 nm." This
means that after you have gone to the second waypoint you
should fly to the Initial Approach Fix to prepare for final approach.
The Initial Approach Fix is located 4 nautical miles away at a heading of 177 degrees. After that point, you should fly to the final
approach fix (FAF) and then land at the carrier (CVN).

Red = enemy
Green = friendly
Gray = unidentified
White = missile
Brown = navy craft (such as a carrier)
The size variations also tell you where a target is located relative to
your position. For instance, a large dot (or "o") indicates that the
target has a higher altitude, whereas a smaller dot (or "o") means
that the target is below you.
To choose a target for combat, cycle through the dots by pressing
[T] and [Shift-T]. The currently selected target will appear encircled
and its status will be displayed in the lower left-hand corner. Once
chosen, the radar will track this target in the HUD with the large
green target designator box.
The tracking computer will then identify the target and show its
posture (friendly is green and enemy is red). The target's current
altitude (in feet), speed (in knots), and heading (in degrees) are
also reported.
Note: The HSD is duplicated in the On Screen Radar for
convenience.

OFFENSIVE DISPLAY - [F7]
The Offensive Display has two modes: Navigational Info and Air
Target. To activate any system, press [F7] until that heading
appears in the top of the screen. Each of these systems are discussed below.

NAVIGATIONAL INFO
This mode displays the mission's "waypoint" list. Waypoints can be
thought of as a series of check points over which you must fly.
Waypoints can also represent ground targets or your aircraft carrier. Your orders will instruct you as to your duties at each point.
The waypoints are listed in the order they should be followed. Each
position has a name, heading, and distance. To cycle through the
waypoints, press [N] and [Shift-N]. The currently selected waypoint
will be a brighter green color than the rest of the list. Ground targets that have been designated as waypoints will be red. The
names frequently use abbreviations:

72

WPT1

First waypoint

WPT2

Second waypoint

IAF

Initial Approach Fix

AIR TARGET
Information about the currently selected air target is also displayed
in the Offensive Display. To cycle through available air targets,
press [T] and [Shift-T]. Once a target is selected, its status is
shown in this screen. The tracking computer will then identify the
target and show its posture (friendly is green and enemy is red).
The target's current altitude (in feet), MSL speed (in knots), and
heading (in degrees) are also reported.

SYSTEMS DISPLAY - [F8]
The bottom screen is called the System Display. It is where you
receive critical systems and weapons information. This display contains data on several systems, including Thrust, Fuel, ECM,
Weapons, Countermeasures, Gear, Brake, and Hook.

THRUST INDICATOR
This indicator show the aircraft's current thrust setting as a percent
of full military thrust. You can change the engines' setting by pressing any of the number keys (i.e., "6" is 60% of full military thrust). It
will also show when the engines have engaged their afterburners.
This is displayed as AB1 through AB5.

FUEL GAUGE
The fuel gauge shows how many pounds of fuel remain aboard
your aircraft.

ECM JAMMING - [J]
Modern jetfighters come equipped with sophisticated electronic
countermeasure systems. These systems send out electronic signals to "jam" or confuse incoming missiles. Electronic countermeasures can be turned on and off by pressing the [J] key. When activated, the "ECM" light will appear on the screen.

WEAPONS - ATA: [ENTER] & ATG:
[BACKSPACE]
This indicator in the middle of the display show which weapons are
armed. In this example, the Sidewinders have been armed and are
ready to fire. To select an Air-to-Air weapon, press [Enter] or [ShiftEnter]. This will scroll the display through the choices. To select an
Air-to-Ground weapon, press [Backspace]. When you selected the
weapon you want, press [Spacebar] to fire.

HEADS UP DISPLAY
COUNTERMEASURES - [C] & [F]

HUD BRIGHTNESS CONTROL [H] or [SHIFT-H]

Although ECM can be effective against some weapons, experience
has shown flares and chaff are more effective countermeasures.
Their stores are tracked on this screen. You can fire chaff or flares
by pressing [C] and [F] respectively.

HUD Brightness Control [H] or [Shift-H]The brightness of the HUD
is controllable for different environments. During the day the display may be difficult to see against the terrain unless it is set to one
of its brightest settings. Conversely, dim the HUD while flying at
night to keep your eyes sensitive to the dark terrain.

As a rule, landing gear should always be raised during flight and
lowered for a landing. However, it is impossible to see the landing
gear when you are sitting inside a plane. This display includes a
warning light to tell you when the gear is up or down. To raise or
lower the landing gear, press [G].

FLAPS - [CTRL-F]
The flaps are controlled with [Ctrl-F]. Extending your flaps will allow
you to stay airborne at a slower speed, thereby making landings
easier. You will see an indicator in the upper right of the HUD when
your flaps are extended. This indicator will flash red when you are
exceeding the recommended airspeed for flight with flaps extended

SPEED BRAKE - [B]
The speed brake allows you to rapidly slow down your airplane. To
activate or release the brake, press the [B] key. When the speed
brake is activated, the word "BRAKE" will appear in the bottom of
the screen in red.

ARRESTOR HOOK - [A]
Carrier landings require the plane's arrestor hook to catch a cable
strung across the flight deck. However, it is impossible to see the
arrestor hook when you are sitting inside the plane. This display
includes a warning light to tell you when the hook is deployed.
When the hook is down, the word "HOOK" will appear in the bottom of the screen in red. To deploy or retract the arrestor hook,
press [A].

THE HEADS UP DISPLAY (HUD)
In the heat of battle, disorientation is as much your enemy as the
bandit shooting at you. At fighting speeds you can travel miles in
the time it takes to check a couple instruments. During maneuvers
the world can look completely different from instant to instant and
reorienting yourself to your surroundings can cost precious time.
The Heads Up Display was created to enable a pilot to keep his
eyes on the action and at the same time receive crucial information
provided by instrumentation.

ON-SCREEN RADAR
While not actually part of the HUD the on-screen radar is provided
for the JetFighter IV pilot who does not wish to repeatedly look
down to check the horizontal situation display. The on-screen radar
operates exactly like the horizontal situation display utilizing all the
same control functions. See the instructions for the horizontal situation display in this reference section to understand radar operational
functions.
Toggle activation of the on-screen radar by pressing [ALT-R].

HUD OPERATION MODE INDICATOR
The HUD operates in multiple modes which are automatically activated when the appropriate system is engaged. The operation
mode indicator can be found at the lower left corner of the HUD.
NAV mode is the default HUD mode. If no weapons are armed,
Navigation Mode is active.
LCOS mode is activated automatically when guns have been
armed. The HUD targeting systems operate in Air-to-Air Targeting
mode for guns. LCOS stands for Lead Computing Optional Sight.
ATA mode is activated when Air-to-Air missiles have been armed.
The HUD targeting systems operate in Air-to-Air Targeting mode
for AMRAAM and Sidewinder missiles.
ATG mode is activated when Air-to-Ground missiles are armed.
The HUD targeting systems operate in Air-to-Ground Targeting
mode for Maverick missiles.
CCIP mode is activated when bombs have been armed. The HUD
targeting systems operate in Continuously-Calculated-Impact-Point
mode for Mk82 and Mk84bombs.

The heads up display is a diagonally mounted piece of glass with
control information projected upon it. In practice it provides the pilot
an enormous wealth of information without looking down at the
instruments.

73

HEADS UP DISPLAY
WEAPONS STATUS INDICATOR

but not quite exactly north-east".

The Weapons Status Indicator can be found displayed at the lower
left corner of the HUD, just above the HUD Operation Mode
Indicator. The weapons status indicator shows which weapon type
is currently armed and quantity of that weapon available.

GEAR, HOOK, BRAKE INDICATORS

The display uses abbreviations to indicate the different weapons:
AM

= AMRAAM Missiles

S/W

= Sidewinder Missiles

PH

= Aim-54 Phoenix

MK84

= 2,000 lbs. Bombs

MK82

= 500 lbs. Bombs

MAV

= Maverick Missiles

GUN

= M61A1 Vulcan 20mm cannon

GBU24

= GBU-24 Laser Guided Bombs

G LOAD INDICATOR
The standard measure of gravity is determined by its effect on
objects at sea level on Earth. At sea level the force of gravity is
said to be 1 G (pronounced "gee"). Forces produced by acceleration behave similar to gravity and are also measured in Gs. If a
plane performs a rapid banking turn centrifugal force acts upon the
plane and pilot creating what feels like gravitational pull from outside the turn. That G force can cause a great deal of problems. If
the G force is strong toward the bottom of the plane the pilots
blood will be pulled away from his head causing him to lose consciousness. If the G force is too strong it will wrench the plane
apart. Because of the potential danger G forces present, the pilot
must remain aware of the load he is subjecting himself and his aircraft to. The G Load Indicator takes the guess work out of this
awareness.

THRUST INDICATOR
The thrust indicator display is found in the top left corner of the
HUD. This number is a percentage of full Military Thrust. This will
also display the 5 stages of afterburner, AB 1-5.

HEADING INDICATOR

74

The landing gear, arrestor hook, and air-brake can not be seen
from within the cockpit. The HUD displays which, if any, are activated by displaying the word GEAR if your landing gear is deployed,
HOOK if your arrestor hook is deployed, and BRAKE if your airbrake is activated. If an individual indicator is not displayed on the
HUD that device is not deployed or activated.

ALTITUDE INDICATOR
The altitude indicator or "tape" runs vertically along the right side of
the HUD. Altitude is displayed in thousands of feet. So an altitude
reading of 4.5 means 4500 feet.
Altitude can be measured as height Above Ground Level (AGL)
which is good if you want to remain above the ground but not so
good if you want to maintain level flight. Imagine trying to remain
exactly ten thousand feet above hilly or mountainous terrain. It
could be like riding a roller-coaster as you fly up over mountains
then down over valleys attempting to maintain a constant altitude.
Another way altitude is measured is as height above sea level or
Mean-Sea-Level (MSL). This method is great for maintaining level
flight but it offers no indication of how close to the ground you may
be. It would not be unusual to be 2000 feet above sea level with
your feet planted firmly on the ground.
Each method of measuring altitude has advantages in different situations. Depending on which type of measurement is needed the
Altitude Indicator can display altitude in either mode. If the Altitude
Indicator is currently displaying altitude in MSL mode a letter "S"
will appear next to the tape. If altitude is currently displayed in AGL
mode a letter "G" will appear next to the tape.

TARGET STATUS INDICATOR
If you have an air-to-air weapon armed and a target selected the
target status indicator will appear on the HUD to provide information on the type of target, the distance to the target and your closure rate with the target. Information on how this information is
acquired can be found in the section on Radar elsewhere in this
reference section.

The heading indicator is found running horizontally across the top
of the HUD. Your "heading" is simply the compass direction you
are headed. Instead of saying north, east, south, and west the
heading is measured in the three hundred and sixty degrees of a
circle. Zero degrees is due north, ninety degrees is due east, one
hundred eighty degrees is due south, and two hundred seventy
degrees is due west.

IFF DISCRIMINATOR - [;]

The heading indicator or "tape" found running horizontally across
the top of the HUD displays tens of degrees. In other words, looking at the heading tape and seeing the number 18 means you are
flying at a 180 degree heading or due south. If the tape reads 03
you are flying at a 30 degree heading or "a little east of due north

The current targeting mode is indicated at the bottom, center of the
HUD by one of three letters. Either "A" for all signatures, "H" for
hostile targets only, or "NH" for non-hostile targets only. Change
the Targeting Mode Indicator by pressing [;].

A radar screen can become cluttered quickly in large battles. The
pilot finding himself in this situation may accidentally target a
friendly aircraft. To prevent accidents such as this the targeting system can be set to only allow targeting of certain "classes" of targets. In this case the pilot would only want his targeting system to
pick out hostile targets and never anything else.

COMBAT CONTROLS
VELOCITY VECTOR
The velocity vector symbol in the HUD points in the aircraft's actual
direction as opposed to the direction the nose is pointed.

ILS/CLS
The Instrument/Carrier Landing System displays information on the
HUD, guiding the pilot to the landing strip. The ILS/CLS consists of
a vertical line and a horizontal line located in the center of the
HUD, and a small mark on the heading tape.
The vertical bar is the Runway Lineup Indicator and the horizontal
bar is the Glide Slope Indicator. The small "^" mark on the heading
indicator is the Navigation Direction indicator. Refer to the Pilot
Notes section of this manual for more information on the ILS/CLS.

WAYPOINT DESIGNATOR
A waypoint is a predetermined location at which a pilot has to perform some function such as changing heading. A series of waypoints can guide a pilot across vast terrain leading him to his target
while avoiding dangers on the ground or avoiding detection by
radar.

The radar screen is dominated by a large circle with a small "aircraft icon" in its center. The white "T" represents your plane and
the circle depicts the radar's current range. If, for example, the
range is set at "10," then the circle represents a ten mile radius
around the plane. Any target located within this radius will appear
on the radar. The radar's default range is "40." To change the
range, press [R] and [Shift-R]. This allows you to choose from
ranges of 160, 80, 40, 20, 10, 5, 2 or 1 mile.
Note: You probably should use a range of either "2" or "1"
during a dogfight.
If a target is within the range you have selected, it will appear as a
dot or "blip." The blip's position in the radar corresponds to its position in space. For example, a blip at the top of the radar means
that the target is directly ahead of the plane (or "twelve o-clock").
Likewise, a blip on the left side of the radar means that the target
is directly to the left of the plane (or "nine o'clock").
The color and size of the dots also provide information about the
target. Each color designates different kinds of objects. The colors
stand for:

Waypoints are preprogrammed into the aircraft's navigation system
and displayed in the HUD as a hollow inverted triangle. The inverted triangle will appear to float over the waypoint location no matter
the distance of the waypoint to the pilot. All the pilot need do is turn
the plane until the indicator is centered in the HUD and fly on that
heading until he reaches the waypoint.

Red

= enemy

Green

= friendly

Gray

= unidentified

White

= missile

RANGE MARKER

Brown

= navy craft (such as a carrier)

The range marker will appear near the 11 o'clock position of the
aiming reticule when the selected target is approximately 11000
feet away. As the distance to the target decreases, the Range
Marker will rotate counter-clockwise around the edge of the Aiming
Reticule. Each "o'clock" position represents 1000 feet.

ASPECT ANGLE INDICATOR
The Aspect Angle indicates the target's current heading relative to
your current position. When the indicator is at or near the bottom of
the pipper, it means the target aircraft is heading away from you
increasing the probability of a hit.

COMBAT CONTROLS
Combat is the best part of flight simulation. This section will teach
you the basics about your aircraft's combat systems, including
using the radar, weapons, and countermeasures.
The main radar is located in the Horizontal Situation Display (or
"HSD") and is also displayed as the On Screen Radar for convenience. It is a highly sensitive integrated radar system that enables
you find and track targets in a 360° view. It combines the advantages of a traditional radar with radar-warning receivers, global
positioning systems and AWACS links. Always active, the radar
can be viewed by pressing [F6].

The size variations also tell you where a target is located relative to
your position. For instance, a large dot indicates that the target has
a higher altitude, whereas a smaller dot means that the target is
below you.
To choose a target for combat, cycle through the dots by pressing
[T] and [Shift-T]. The currently selected target will appear encircled
and its status will be displayed in the lower left-hand corner. Once
chosen, the radar will track this target in the HUD with the large
green target designator box.
The tracking computer will then identify the target and show its
posture (friendly is green and enemy is red). The target's current
altitude (in feet), speed (in knots), and heading (in degrees) are
also reported.

WEAPONS SYSTEM
Having an ample supply of armed weapons is the first step to successful combat. However, you also need to know how to aim and
fire your weapons. This section comprehensively explains the
weapons system in JetFighter IV.

75

COMBAT CONTROLS
WEAPON SELECTION ATA: [Enter] & ATG
[Backspace]
Modern fighters can be armed with several different kinds of
weapons for a variety of purposes. For example, a fully loaded F22 Raptor may carry Sidewinders, AMRAAMS, Mavericks, and others. However, you must first select a weapon before you can fire it.
As the default mode, no weapons are armed. To arm an Air-to-Air
weapon, press [Enter]. The first time you press [Enter] you will arm
your cannon or ("GUN").
To arm an Air-to-Ground weapon, press [Backspace]. The name of
the armed weapon will then be displayed in the lower left-hand corner of the HUD:
AM

= AMRAAM Missiles

S/W

= Sidewinder Missiles

PH

= Aim-54 Phoenix

MK84

= 2,000 lbs. Bombs

MK82

= 500 lbs. Bombs

MAV

= Maverick Missiles

GUN

= M61A1 Vulcan 20mm cannon

GBU24

= GBU-24 Laser Guided Bombs

The amount of munitions available appears next to the name of the
weapon in the HUD. For example, if it displays "S/W 2" then two
Sidewinder missiles ready and armed. Each time you fire a
weapon, one unit is deducted from its stores. Likewise, if your aircraft was not loaded with a particular kind of weapon, it will not
appear as a choice.

WEAPON TARGETING - [T]
You must select a target for your weapons. To select a target,
press [T]. This brings up one of the targets appearing in the radar.
To switch to the next target, press [T] again or press [Shift-T] to
return to a previous target. Notice that the available targets depend
upon the type of weapon you have selected. For example, if you
have chosen an air-to-ground weapon (like the AGM-65 Maverick),
then you will not be able to target an incoming enemy aircraft.

TARGET CLOSEST - [Y]
After selecting a weapon, pressing [Y] will target the enemy that is
closest to you.

TARGET IN CENTER OF HUD - [U]
Pressing [U] will target the object that lies within your aiming reticule. This target will be appropriate to the weapon selected, either
ATA or ATG.
76

WEAPON FIRING - [Spacebar]
After you have selected a weapon and a target, you are ready to
fire. To fire the weapon, press the [Spacebar]. Each time you press
the [Spacebar], one unit is removed from the available stores. After
the stores are depleted, you cannot fire that weapon until the plane
is rearmed at a base. To continue firing, you need to select a different weapon with available stores.
The probability of success depends upon many factors. Angle, distance, orientation, velocity, maneuverability, and a host of other
conditions all play a role. In addition, every kind of weapons has its
own unique strengths and weaknesses. For example, the M61A1
Vulcan 20mm cannon must be fired in front of the target (i.e.,
"leading the target") to compensate for its motion. Only experience
can teach you what weapon to fire and when.
Note: With most joysticks, the trigger will always fire the cannon. One of the buttons on the top of the joystick will toggle
through the available armaments while another button will
launch that selected weapon.

LANTIRN - [L]
The LANTIRN targeting system uses a powerful camera and a
computer controlled system that allows you to zoom-in on the
ground and identify targets. Typically the LANTIRN system is used
when you know the general location of a target, but not its precise
coordinates. For example, you may be ordered to destroy a tank
park near Waypoint 4. Using the LANTIRN system, you can search
for the targets near Waypoint 4 from a far distance away.
When you are about 15-20 miles from the target, you can use the
LANTIRN system to start scanning the area. Press [L] to switch to
LANTIRN view. Once in the LANTIRN view, aircraft controls are
locked out and joystick and view keys are used to move the camera instead of the aircraft. As such, you may want to engage the
Autopilot to keep you on course. Additionally, the LANTIRN camera
is fully "horizon-stabilized" meaning that the horizon, if visible, is
always left-to-right across the screen, regardless of the aircraft's
position if it banks and turns.
Press [N] to cycle through waypoints until you have selected the
target waypoint. Press [>] to zoom in, if need be. Notice that the
increments of Zoom are different that those in the cockpit or outside views. Use the joystick or view keys to pan the LANTIRN
camera around the terrain until you find your target. Once you
have found your target, place the crosshairs over the target and
press [T] to select it. The LANTIRN system is now "locked on" to
the target and a rectangular box appears around it. If you are targeting an object, you will see the word POINT. If you are targeting
a point on the ground, you will see the word AREA.
Press [L] again to return to normal view. Regardless of where you
fly, the LANTIRN system will remain "locked" on the designated
target point, that is, until you use the joystick or view keys to move
the camera's position when you return to the LANTIRN view.

VIEWS
While in route to your target, arm your weapon by pressing
[Backspace]. Note that only Mavericks and GBU-24s can guide
themselves toward the target selected with the LANTIRN system.
You may want to occasionally return to LANTIRN view to check
your target, as some targets may be difficult to recognize from a far
distance and you will want to confirm your selection. Also, while the
LANTIRN system can track moving targets, you need to be aware
that your target may have moved behind a hill or other obstacle.
Keep in mind, if the LANTIRN camera can't see the target, you
can't attack it. Therefore you must be sure your aircraft is in a position for the LANTIRN camera to "see" the target. As you approach
the target, make a final LANTIRN check to verify you have a
"good" target. For Mavericks, you can fire ([Spacebar] or [joystick
button]) when the IN RNG symbol appears. For GBU-24s, press
the release button ([Spacebar] or [joystick button]) when the
release marks line up. Be sure the LANTIRN camera can keep the
target in view, or your weapons may not track the laser properly.
After release, you should perform an "egress turn" and get out of
the area. The enemy will soon be very aware of your presence! To
get a good look at the action switch back to the LANTIRN view.
The LANTIRN camera is great for getting a close-up view of the
action when your bombs hit!

COUNTERMEASURES
A countermeasure is any tactical defense employed by an aircraft
to avoid being hit by an enemy's weapons. In general, there are
two kinds of countermeasures: deployable and electronic. Both are
discussed below.

DEPLOYABLE COUNTERMEASURES
Deployable countermeasures include any object jettisoned by the
aircraft to confuse or distract incoming missiles. The two most
common deployable countermeasures are flares and chaff.

FLARES - [F]
Flares are launched from your aircraft and burn very, very hot. This
intense heat is designed to confuse heat-seeking weapons into thinking the flare is the target, and not your engines! The number of flares
remaining in stores can be viewed in the Systems Display. (For more
information, see Systems Display in this reference section).

CHAFF - [C]
When launched, chaff packs burst open into clouds of metallic foil
and wire . This cloud is designed to confuse radar-seeking
weapons (like the AMRAAM) into thinking that it is the target. The
number of chaff packs remaining in stores can be viewed in the
Systems Display. (For more information, see Systems Display in
this reference section).

ELECTRONIC COUNTERMEASURES - [J]
Electronic countermeasures (or "ECM") are electronic signals sent
out to confuse or "jam" incoming missiles. ECM jamming devices
emit such a strong radar signal that they can sometimes hide an

aircraft's actual position from radar-seeking weapons like the
AMRAAM. This kind of noise jamming is most effective against discrete targets that are still far away. You can turn the ECM device
on and off by pressing [J]. When activated, the red "ECM" light will
appear on the Systems Display. Be careful to use the Jammer only
when needed. Jamming a target that has not yet detected you may
actually alert it to your presence!

INTERNAL VIEWS
In JetFighter IV you will spend most of your time in the cockpit. A
wide variety of views are available from within the cockpit. Some
views help you scan the skies for bogies, and others help you
check cockpit instrumentation.

PRE-SET VIEWS
The following pre-set views quickly pan your view to the requested
angle.

LOOK AHEAD (Normal View)- [F1]
This is the default view, looking forward through the canopy. It is
the primary view for travel and combat. "Look Ahead" is activated
by pressing [F1].
If you are already looking ahead when you press [F1] the instrument panel will be toggled off to provide a "full-screen" view. Think
of this as a "panic button" which will always return you to the "Look
Ahead View".

LOOK LEFT - [F2]
This preset view quickly looks out the left window of the fighter.
This view is useful when you need to locate an object or landmark
to the left of the plane. "Look Left" can be activated by pressing
[F2]. To return to the "Look Ahead" default view, press [F1].

LOOK RIGHT - [F3]
This preset view looks out the right window of your aircraft. This
view is useful when you need to locate an object or landmark to
the right of the plane. "Look Right" can be activated by pressing
[F3]. To return to the "Look Ahead" default view, press [F1].

LOOK BACK (CHECK SIX) - [F4]
This preset view looks out the back of the airplane. This view is
useful when you need to determine if an enemy is on your six
(behind you). "Look Back" can be activated by pressing [F4]. To
return to the "Look Ahead" default view, press [F1].

MULTI-FUNCTION DISPLAY (MFD) VIEWS
The MFD views enable you to look down at the cockpit instrumentation. Each of the 4 different MFDs is assigned a function key [F5]
- [F8].

LEFT MFD / DEFENSIVE DISPLAY - [F5]
Press [F5] to view the Defensive Display. Press [F5] again to cycle
through the modes of this MFD. Press [F1] to return to "Look
Ahead" view.

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VIRTUAL COCKPIT
CENTER MFD / HORIZONTAL SITUATION DISPLAY - [F6]
Press [F6] to view the Horizontal Situation Display. This MFD has
only one mode. Press [F1] to return to "Look Ahead" view.

RIGHT MFD / OFFENSIVE DISPLAY - [F7]
Press [F7] to view the Offensive Display. Press [F7] again to cycle
through the modes of this MFD. Press [F1] to return to "Look
Ahead" view.

LOWER MFD / SYSTEMS DISPLAY - [F8]
Press [F8] to view the Systems Display. This MFD has only one
mode. Press [F1] to return to "Look Ahead" view.

MAP VIEW - [M]
Map view is invaluable during a mission because it enables you to
quickly get your bearings, find a target, or increase situational
awareness. To toggle map view on or off, press [M]. In the map
view your plane is designated by the white aircraft icon located in
the center of the map. Other icons may be present as well but your
plane is always the one represented at the center. The zoom keys
[<] and [>] can be used in map view to enlarge or reduce map area
coverage. Pressing [M] again will return you from map view.

TACTICAL VIEW - [F9]
Manipulating views and piloting the aircraft can be difficult to perform simultaneously, especially while you are under attack. Tactical
(TAC) view by automatically following a target whether it is on the
ground or in the air. Having your view locked onto the target allows
you to pilot the plane unimpeded. Toggle TAC view on and off by
pressing [F9].
Note: You may want to be sure the instrument panel is visible
([P]) while using TAC view. Rapid maneuvering can make tactical view disorienting if the panel is off.

VIRTUAL COCKPIT VIEWING
If you are a long-time flight sim fan you will find JetFighter IV's
Virtual Cockpit a welcome change over the old static views available in most flight simulators. The virtual cockpit does not limit your
views to front, right, left, and back. It allows you to smoothly view
your entire surroundings as though you were moving your head
within the simulator.

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LOOKING AROUND
To pan your view up press [Numpad 3]. To pan your view down
press [Numpad Del]. Pan left is [Numpad 7] and pan right is
[Numpad 9]. You may use any combination of these keys to focus
your view on anything in your surroundings. To re-center your view
to the default "Look Ahead" view press [Numpad 5] or [F1].
Using the virtual cockpit is even easier if you have a joystick.
Panning your virtual view with a joystick is accomplished by holding down joystick button #2 while moving the joystick. As long as
the button is held the joystick will only affect your view, not the
actual plane maneuver. Once you have released the button your
view will be locked in the direction you left it.
To re-center to the "Look Ahead" view quickly click joystick button
#2 once or press [F1] on the keyboard.

ZOOMING
While in any view you can "zoom in" on what you are looking at by
pressing the [>] key. To "Zoom out" use the [<] key. To return to the
default "Look Ahead" non-zoomed view press [Numpad 5] or [F1].

HEAD MOVEMENT - [CTRL][H]
When you turn a corner while walking or driving a car you naturally
swivel your head in the direction of the turn. This occurs while flying as well but most simulators keep your view unnaturally locked
straight ahead. JetFighter IV provides an optional feature called
"head slide" which will automatically turn your view slightly into
every banking turn you make. Toggle this feature by typing [Ctrl-H].

INSTRUMENT PANEL ON/OFF - [P]
Pressing [P] toggles the instrument panel off providing an unobstructed view of your surroundings. The HUD information will
remain visible so you will still have enough information to fly the
plane. With the panel off, any views previously obstructed by part
of the aircraft will now be clear. A good example would be the
"Look Back" view which is normally obscured by the seat. [F1] can
also be used to toggle the instrument panel, but it also returns to
the forward looking "normal" view.
At times you may wish to view one of the MFDs using a preset
view key [F5] - [F8] when the instrument panel is off. Pressing one
of these keys will toggle the instrument panel on and center your
view on the selected MFD. Pressing [F1] will then return you to the
"Look Ahead" view and toggle the instrument panel off again.

EXTERNAL VIEWS
EXTERNAL VIEWS

[Shift][ Numpad-4] - left of the plane

JetFighter IV provides a multitude of external views enabling you to
view the outside of your aircraft from any angle. External viewing is
as flexible as internal viewing and you still have control of the aircraft. You will be able to watch exciting events like takeoffs and
landings, missile firings, bombing runs and more, all from outside
the plane.

[Shift][ Numpad-5] - above the plane

ACTIVATING EXTERNAL VIEW [NUMPAD -]

PROGRAMMABLE VIEWS

To activate external viewing press [NUMPAD -]. To deactivate
external viewing press either
[NUMPAD -] or [F1].

PANNING
To pan your view around the plane you must have already activated external viewing by pressing [NUMPAD -]. Once outside the
plane you can smoothly control your view using the same controls
as the internal cockpit view.
To rotate your view under the plane press [NUMPAD Del]. Rotate
your view above the plane by pressing [NUMPAD 3].
Use [NUMPAD 7] to rotate your view clockwise or [NUMPAD 9] to
rotate your view counter-clockwise.
Panning your external view with a joystick is done by holding down
joystick button #2 while moving the joystick. As long as the button
is held the joystick will only affect your view, not the plane itself.
Once you have released the button your view will be locked where
you left it.
Press [F1] or [NUMPAD -] to return to the interior view.

ZOOMING - [<] AND [>]
While viewing from any orientation you can "zoom in" on what you
are looking at by pressing the [>] key. You can "zoom out" with the
[<] key. Press [NUMPAD 5] to reset to the default external view.
Some advanced joysticks may have a button assigned to zoom.

PRESET EXTERNAL VIEWS

[Shift][ Numpad-6] - right of the plane
[Shift][ Numpad-7] - ahead of and left of the plane, looking back
[Shift][ Numpad-8] - directly ahead of the plane, looking back
[Shift][ Numpad-9] - ahead of and right of the plane, looking back
Perhaps there is a particular view angle you are fond of and would
like a quick key combination to activate it. The external views can
be customized to your liking. To do so, first use virtual viewing to
select the angle you would like to save. Next, press [Ctrl] and the
preset viewing key combo you want to change. For example, if you
wish to program your current view to be activated by [ShiftNumpad 3] press [Ctrl-Shift-Numpad 3] and from that point on
[Shift-Numpad 3] will always jump to that view.

FLY-BY VIEW - [F11]
JetFighter IV offers a dramatic fly-by view of your plane. This view
locks the camera ahead of the plane as you fly toward it. As you
speed by, the camera tracks your aircraft, keeping it in view. You
can press [F11] again to re-set the view. While in fly-by view you
are still in full control of your aircraft. As always, you can press [F1]
to return to the cockpit.

AUTO FLY-BY VIEW: [CTRL-F11]
This is just like fly-by view, except as your aircraft flies out of sight,
the view will automatically reset to another flyby.

WEAPON VIEW - [F10]
Weapon view is an exciting feature enabling you to follow a missile
or bomb to its target. While in weapon view you can use all the
panning and zooming controls available in the external aircraft view
but now you will be viewing the weapon instead of your plane. To
return to the cockpit press [F10] again or [F1]. If you continue viewing the weapon until it detonates your view will automatically be
returned to the last view you were in before pressing [F10].

Nine preset external views are provided. Each preset view can be
activated by
holding down the [Shift] key and using the Numpad. In fact, the
key's position on the Numpad corresponds to its external view.
These preset external views include:
[Shift][ Numpad-1] - behind and left of the plane
[Shift][ Numpad-2] - directly behind the plane
[Shift][ Numpad-3] - behind and right of the plane
79

IN FLIGHT MENU-GAME MENU
CARRIER VIEWS - [Numpad *]

GAME

Use the [Numpad *] key to cycle through ten pre-set camera positions around the aircraft carrier. They are:

The game menu contains functions to change free flight parameters within the simulator, abort missions, restart missions, exit the
simulator or exit JetFighter IV completely.

Control tower
Catapult officer - forward
Catapult officer - aft
Shooter - forward
Shooter - aft
LSO platform
10 o'clock view
12 o'clock view
5 o'clock view
3 o'clock view

TOWER VIEW - [NUMPAD *]
Tower view will place your view at an airport control tower or aircraft carrier superstructure depending on where you started your
mission. To activate tower view press [Numpad *]. Try buzzing the
tower and switching to tower view as you pass by! Pressing
[Numpad *] again will toggle off tower view and return you to the
view that was current before activating tower view.

TACTICAL VIEW - [F9]
In external mode this view keeps you and your target in the frame
at all times.

WINGMAN VIEW - [W]
Press [W] to look at your wingman (if you have one!). The zoom
keys, [<] and [>], work in this mode as well. You can also use wingman view while in external view. Press [Numpad -] for external
view and then [W] to keep you and your wingman in view at all
times.

IN FLIGHT MENU
The In-Flight Menu provides a great deal of control over the simulator without the need to exit to the Main Menu to make adjustments. Activate the in-flight menu in the simulator by pressing the
[ESC] key. On the menu you will see eight menu headings: GAME,
CONTROLS, VIEW, DISPLAY, AVIONICS, SOUND, CHEATS,
INFO/HELP. Following are descriptions of each menu and its individual functions.

FREE FLIGHT SETUP
You may begin a FREE FLIGHT session at any time, even right in
the middle of a mission. While not as feature rich as the FREE
FLIGHT setup, if you wish to begin a FREE FLIGHT session without exiting the simulator you may work with the parameters provided through this menu.

ABORT MISSION - CONTINUE AS
PRACTICE
This feature enables you to fly a FREE FLIGHT session with all of
the parameters set by a mission. In other words, if you enjoy the
environment in a particular mission this feature permits engaging a
FREE FLIGHT session that is set up exactly the same as the mission. Enter the simulator through the desired mission then switch to
FREE FLIGHT with this menu option.

END MISSION - RETURN TO BASE/RETURN TO
CARRIER
If for any reason you wish to abort the mission you are currently
engaged in, return to the carrier via this menu option.

AUTO LAND
When flying missions you can avoid the need to return to the carrier and land by selecting AUTO LAND. The mission objectives must
be completed and the MISSION COMPLETE dialog box must
appear BEFORE you can select AUTO LAND.

REVIEW MISSION ORDERS
If any details of your mission orders have slipped your mind, you
can review the orders for your current mission here.

RESTART CURRENT MISSION
Off to a bad start? Restart the current mission with no penalty to
your campaign statistics.

RESUME FLIGHT
Most of the In-Flight menus display this RESUME FLIGHT option.
Selecting RESUME FLIGHT or pressing [R] will return you to the
simulator.

EXIT JETFIGHTER IV
Selecting EXIT JetFighter IV will completely exit JetFighter IV. Your
mission will not be saved and it will not be counted toward or
against your campaign score.
80

CONTROLS - DISPLAY MENU
CONTROLS
The CONTROLS menu enables you to toggle on or off the use of
hardware devices supported by JetFighter IV. Supported hardware
includes Joysticks, Throttle Control, and Rudder Pedals.

head and away from his feet he may lose consciousness or "red
out".

BLACKOUT

To fine tune the joystick sensitivity and joystick "dead zone", press
[ESC] then [J].

JetFighter IV also emulates blackouts for enhanced realism. If the
blood rushes toward his feet and away from his head he may lose
consciousness or "black out".

VIEW

SUN WASH

While not as simple as using "hotkeys" directly within the simulator,
the VIEW menu provides another way to activate various available
views. It also functions as a quick reference because each view
menu item lists the keystroke needed to activate the view within
the simulator. A thorough explanation of all available viewing option
controls can be found in the section on VIEW CONTROLS elsewhere within this reference section.

When you look directly into the sun the overwhelming amount of
light affects your ability to see your surroundings. The optional
SUN WASH visual effect is provided for enhanced realism.

DISPLAY

HUD BRIGHTNESS - [H]

AVIONICS
The Avionics menu provides functions to control the operation of
various cockpit instruments.

Flight Sim fans come from all walks of life, and this means a variety of computer equipment ranging from barely compatible to stateof-the-art will put JetFighter IV to the test. Many of the simulator
environment controls are available on the DISPLAY menu. These
are offered as a way to customize the look and feel of JetFighter IV
to suit your needs. Adjusting some options will decrease the graphic detail, but give you a faster frame rate. If you currently are running JetFighter IV on a computer that just barely meets the minimum requirements, you may wish to turn off or change some display options. Reducing screen resolution will have the greatest
effect on speeding up the frame rate.

The brightness of the HUD is controllable for different environments. During the day the display may be difficult to see against
the terrain unless it is set to one of its brightest settings.
Conversely, dim the HUD while flying at night to keep your eyes
sensitive to the dark terrain. [H] toggles the HUD between the 0%,
20%, 40%, 60%, 80%, 100% and AUTO. AUTO will automatically
adjust the brightness of the HUD based upon the time of day.

Experiment with different configurations until you are comfortable
with the trade-offs. See also GRAPHICS under OPTIONS of the
Main Menu section to change many of these Display options.

INSTRUMENT PANEL - [P]

CLOUDS - [ALT-C]
Press [Alt-C] to cycle through several levels of cloud cover.

VISIBILITY - [ALT-V]
This feature enables you to change the level of atmospheric haze
within the simulator. If you wish to fly with maximum visibility, set
this option to CLEAR. For reduced visibility set it to HAZY. And for
low visibility set it to FOGGY. Lower visibility settings may improve
frame rate.

REDOUT
JetFighter IV emulates redouts for enhanced realism. Real fighter
pilots must avoid the danger of artificially creating a great deal of
centrifugal force on themselves by turning too sharply at high
speeds. The danger in creating centrifugal force in this fashion is it
will force the blood in the pilot's circulatory system to pool up at
one end of his body or the other. If the blood rushes toward his

ATTITUDE INDICATOR (Pitch Ladder) - [ALT-L]
Toggle through the pitch ladder modes with this menu option.
NORMAL provides three degree levels of pitch, FINE provides six
degree levels of pitch, and OFF disables the pitch ladder.
The entire cockpit can be toggled off providing an unobstructed
view of your surroundings. The HUD information will remain visible
but the control panel and all other cockpit items will disappear.

AUTO RANGING - [CTRL-R]
Turning Auto Ranging on will cause the radar to automatically
select a range that keeps the currently selected bandit in your
radar.

ON-SCREEN RADAR - [ALT-R]
The radar is the most commonly used instrument not displayed in
the HUD. To check the radar you would have to take your eyes off
the action and risk disorientation or losing sight of a target.
JetFighter IV provides an On-Screen radar to compensate.

81

AVIONICS MENU
TARGETING MODE - [;]

CHEATS

The Targeting Mode feature provides a way to selectively target
identifiable radar returns by type. To target any object shown on
radar set this option to ALL SIGNATURES (A). To target only
friendlies select NON-HOSTILES (NH) or to target enemies only
select HOSTILES ONLY (H).

For those of you who may not be familiar with the term "cheats", a
"cheat" is a way of defying the "normal" rules in a program. Cheats
are handy for the person whose skills in certain areas are not yet
developed but they would still like to use the simulator without getting wiped out. First time users benefit most from this cheat but
even the daredevil pilot practicing low altitude maneuvers has been
known to use it.

Setting the targeting mode to HOSTILES ONLY will go a long way
toward keeping the inexperienced pilot from splashing friendly aircraft.

ALTIMETER - [ALT-A]
The Altimeter operates in either of two modes. It will show your altitude above Mean Sea Level (MSL) or your altitude Above Ground
Level (AGL). AGL mode is very helpful in terrain avoidance while
MSL mode provides a more accurate altitude reading relative to
sea level.

SOUND
The Sound menu provides ON/OFF control and volume control for
the simulator's music, sound effects, and voices.

SOUNDS MODE
The SOUNDS MODE control toggles ALL available sounds on and
off. With this option set to OFF none of the sound effects, voices or
music will be heard.

SOUND EFFECTS VOLUME
Toggle the volume of sound effects such as explosions, fire, bomb
hits, etc. between OFF, LOW, MED, HIGH, or FULL.

MUSIC VOLUME
Toggle the music volume between OFF, LOW, MED, HIGH, or
FULL.

RADIO CHATTER VOLUME
Adjust the radio chatter volume to the desired level: OFF, LOW,
MED, HIGH, or FULL.

WARNINGS VOLUME
All of the warning beeps, boops, horns and sirens can be adjusted
between OFF, LOW, MED, HIGH, or FULL.

ENGINE VOLUME
Set the engine volume to a level you are comfortable with. Options
include OFF, LOW, MED, HIGH, or FULL.

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For more detailed information on Cheats, refer to CHEATS under
the OPTIONS section of the Main Menu. Listed below are the
cheat options in the In Flight Menu and their corresponding key
commands (if available).

RE-ARM with [SHIFT-M]
With the RE-ARM cheat set to YES you will be able to re-arm
depleted stores of weapons with the [SHIFT-M] key combination in
the simulator. There is no limit to the number of times [SHIFT-M]
can be used.

RE-FUEL with [SHIFT-F]
If you fly around for long periods of time you may find yourself running out of fuel. Ordinarily you would land at an airport or the carrier to be re-fueled and re-armed but with this feature set to YES
you will be able to re-fuel at any time by pressing [SHIFT-F].

INVULNERABILITY
With the INVULNERABLE cheat toggled ON, your plane can not
be damaged by enemy air or ground weapons.

NO GROUND CRASHES
Enabling this cheat allows you to harmlessly dive into the earth
without a scratch. Instead of exploding on contact, your plane
"bounces" off of the ground.

NO MID-AIR COLLISIONS
Though it is rare, it is possible to collide with another plane.
Enabling this cheat allows you to harmlessly pass through other
planes.

LANDING EASE
Mastering landings may take a while or remain difficult for some
people. Select the difficulty that best suits your skill level.

GUN AIMING EASE
Shooting down an enemy plane with guns requires some fancy flying and good aim. If set to REALISTIC aiming the gun can be quite
difficult. Select the difficulty that best suits your skill level.

CHEATS MENU
TIME COMPRESSION
Some missions may require you to fly several hundred miles. If you
want to speed up the cross-country flight and get right to the action
use JetFighter IV's Time Compression feature. For more information on TIME COMPRESSION mode see OTHER CONTROLS
elsewhere in this reference section.

INFO/HELP
If you can't remember the keystroke for a particular feature or want
to check your current statistics this is the place to go.

KEYBOARD HELP
Remembering the multitude of keystrokes required to perform
every function may take a little time. If you need to quickly refresh
your memory, select KEYBOARD HELP for a complete list of available functions.

CURRENT STATISTICS
See this menu if you wish to check your current statistics prior to
the end of the mission.
JetFighter IV is configurable to your preferences. In addition, the
program provides some keyboard short-cuts which may be useful.
These utility functions include: volume level, pause, and exit.

MISCELLANEOUS CONTROLS
ENGINE VOLUME LEVEL - [E]

The engine volume is adjustable between five preset levels. Press
[E] to toggle through the levels.

PAUSE - [CTRL] [P]
Press [P] to pause the simulator at any time. When the simulator
has been paused the word "PAUSED" will appear at the upper left
of your screen. To end the pause toggle [P] again.

EXIT TO WINDOWS - [CTRL-C] OR [ALT-X]
If you would like to exit JetFighter completely press either [Ctrl-C]
or [Alt-X]. A dialog box will appear, asking if you want to quit the
game and return to Windows.

83

GLOSSARY
This glossary contains a list of terms and abbreviations that you may come across in general aviation.
Many of these words are also used in this manual.
A/A

AFTERBURNER

AIRSPEED INDICATOR

See Air-to-Air.

An onboard instrument used to determine the current Airspeed.

Anti-Aircraft Artillery.

The section of a gas turbine engine
used in military aircraft that produces
additional thrust by spraying raw fuel
into the exhaust and igniting it.

AAM

A/G

AAA

Air-to-Air Missile.

AAW
Anti-Air Warfare.

AB
See Afterburner.

A-C
Pilot jargon referring to the border
between Argentina and Chile.

ACL
Automatic Carrier Landing.

ACLS

AGL
Above Ground Level.

AHRS

AIR-TO-GROUND

AIC

Generally refers to a form of combat
or
a type of weapon. Most frequently
used to describe a missile or bomb
launched from an airplane with the
intention of destroying a target on the
surface.
Also known as A/G.

Airborne Intercept Control.

AILERONS
The hinged trailing edges of a wing
which can be manipulated to change
the plane’s lift and altitude.

AILERON ROLL

ACM
Air Combat Maneuvering. Generally
refers to flight maneuvering.

A maneuver whereby the aircraft rolls
about its axis of flight induced solely
by the use of ailerons.

ACT

AIMING RETICULE

ACQ
Acquisition.

ADI

Generally refers to a form of combat
or
a type of weapon. Most frequently
used to describe a missile launched
from an airplane with the intention of
destroying another airplane or missile.
Also known as A/A.

Attitude Heading Reference System.

Automatic Carrier Landing System.

Air Combat Tactics. Generally refers
to flight tactics.

84

See Air-to-Ground.

AIR-TO-AIR

An optical image used to aim a
weapon when using the HUD. It is
also known
as Pipper.

AIR BOSS

AIR-TO-GROUND
TARGETING
The technique of locating a ground
target and delivering weapons to it.

ALPHA
The designation used for a mission
wing which will be escorting and
protecting planes (like AWACS)
from enemy fighters.

ALTIMETER

Attitude Director Indicator.

Officer in control of the hangar and
flight decks on a carrier.

AEW

AIR BRAKE

Airborne Early Warning Aircraft.

See Speedbrake.

ATITUDE INDICATOR

AFCS

AIRFOIL

Automatic Flight Control System.

Another word for a wing.

A device displaying the aircraft’s orientation with respect to the horizon.

AFT

AIRSPEED

The rear of a ship. Also known as
Stern.

The velocity of an aircraft as compared to the surrounding air.

The onboard instrument which senses
air pressure in order to gauge altitude.

AM
See AMRAAM.

GLOSSARY (CONT.)
AMRAAM

ARG

BANDIT

An active-radar, medium range, air-toair missile, this weapon has its own
radar system and built-in inertial navigation system. The AMRAAM is the
successor to the earlier Sparrow missile. Also known as AM.

Pilot jargon referring to Argentinean
enemy units or positions.

An airplane identified as hostile.

ANGELS
Pilot jargon to denote the altitude of
friendly aircraft in thousands of feet.

ANGLE OF APPROACH
The angle representing the ratio
between ground speed and decreasing altitude. It is most often used in
landing an aircraft. Also known as
Glideslope.

ANGLE OF ATTACK
The angle of the wing surface to the
airflow. If the angle of attack exceeds
the wing’s thrust, the plane will experience a loss of lift or Stall. Also known
as AOA.

A large steel bar with a protrusion to
“catch” an arrestor cable used to stop
an aircraft as it lands on an aircraft carrier. Also known as a Tail Hook.

ASPECT

AON
Angle Off the Nose.

AOT
Angle Off the Aail.

APPROACH
The final flight path of an airplane that
is landing.

See Barrier Combat Air Patrol.

BARRIER COMBAT AIR
PATROL

BARREL ROLL

Anti-Submarine Warfare.

A large rolling maneuver induced by
aileron and rudder.

ATDC
Airborne Tactical Data Control.

ATDS
Airborne tactical Data System.

AUTOPILOT

See Angle Of Attack.

BARCAP

ASW

The angle representing the ratio
between ground speed and increasing
altitude. In its simplest terms, it is the
angle of the plane’s nose above the
horizon.

AOA

When an aircraft rolls to one side.

Air Surveillance Radar.

ASR

AUTO

Similar to Angle of Approach, but it is
typically used in air-to-ground ordinance delivery.

BANK

Mission type instructing the pilot to
engage any aircraft crossing into his
patrol zone. This order is used to
protect a corridor through which
friendly bombers will pass on their
way toward a target.

The orientation of an aircraft as
viewed from another. Important in targeting weapons.

ANGLE OF CLIMB

ANGLE OF DESCENT

85

ARRESTOR HOOK

Generally refers to the activation of an
automated system.
A feature on many modern aircraft
which will fly the plane without assistance from the pilot.

AVIONICS
A general terms for the airplane’s
electronic systems.

AWACS
Airborne Weapons And Control
System.

BALLISTIC MISSILE
A surface-to-surface missile whose
warheads are delivered by a shortlived boost into a low, semi-orbit.

BER
Bearing. See Heading.

BETA
The designation used for a mission
wing which will be bombing a ground
target.

BFM
Basic Fighter Maneuvers

BINGO
Refers to a low fuel state. It is the
amount of fuel necessary to complete
a return trip back to base.

BLACKOUT
The loss of vision or consciousness
which may occur when a pilot pulls
too many positive Gs. It is caused by
an insufficient blood supply to the
head.

BLIP
A small dot which appears on a pilot’s
radar. Each blip represents an aircraft
or launched weapon.

GLOSSARY (CONT.)
BOGEY

carrier’s flight deck.

CO

An unidentified airborne intruder.

CARRIER LANDING SYSTEM

Commanding Officer.

BOLTER
When an aircraft misses all of the
arresting cables during a carrier landing which resulted in an unintentional
touch and go.

BOMBSIGHT
A physical or optical indicator for aiming free-fall weapons.

BOW
The front of a ship. Also known as Fore.

BREAK TURN
A maneuver accomplished by rolling
the airplane 90 degrees and pulling
back on the stick.

BUG OUT
Quickly leave the area of an engagement.

BVR

The information display system used
for carrier landings.

CAS
See Close Air Support.

CAT

COMBAT AIR PATROL
Mission type instructing the pilot to
engage any aircraft crossing into his
patrol zone. It is generally a constant
patrol over a valuable asset such as
an airfield.

See Catapult.

COMMS

CATAPULT

Communications.

Device for accelerating an aircraft to
take-off speed in 2-seconds and 300
feet.

CONTRAILS

CATCC

CONTROL INPUTS

Carrier Air Traffic Control Center.

The thin vapor trails left by an aircraft
or missile.

CCA

The controlling influences a pilot
exerts on an aircraft’s control surfaces.

Carrier Controlled Approach.

CONTROL SURFACES

CCIP

The moving, pilot-controllable parts of
the airframe, including flaps, ailerons,
rudders and elevators.

Continuously Computed Impact Point.

CG

Beyond Visual Range.

Center of Gravity.

CONTROL TOWER

C3

CHAFF

An airport structure housing air traffic
controllers.

CALLSIGN

Metallic foil packs ejected by an airplane in an effort to confuse an incoming radar-guided missile.

The codename or nickname for a pilot.

CHARLIE

CANOPY

CSS

A spoken signal from the Air Boss
which means “clear to land.”

Control Stick Steering.

Command, Control and Communications.

The clear bubble-like covering which
seals the top of the cockpit, protecting
the pilot while providing an unobstructed view of the surrounding skies.

CLEAR READ
Strong and identifiable signal on a
radar scope.

CAP

CLOSE AIR SUPPORT

See Combat Air Patrol.

Mission order instructing a pilot to provide air cover for land units by engaging
enemy fighters and ground positions.

CARQUAL
The qualifications necessary for a pilot
to attempt a landing on a aircraft carrier. Short for “carrier qualification.”

CARRIER LANDING
Maneuvering an airplane so its arrestor
hook engages one of four cables
located within a 120 foot section of a

CLOSING SPEED
The rate at which the target is
approaching or pulling away from your
aircraft.

CRT
Cathode Ray Tube.

CV
Aircraft carrier.

CVN
Nuclear powered aircraft carrier.

CVA
Aircraft carrier approach.

CVS
Course Vectoring Symbols.

DECM
Defensive Electronic Countermeasures.

CLS
Carrier Landing System.
86

GLOSSARY (CONT.)
DELTA

ECM

FLARE

The designation used for a mission
wing that will be providing BarCap or
TarCap air cover for bombers and
other airplanes.

Electronic Countermeasures used to
defeat enemy attacks.

Incendiary device ejected by an airplane in an effort to confuse an incoming infrared-seeking missile.

DEST
Destination.

DF
Direction Finder.

DFM
Dog Fight Mode.

DIVE BOMBING
Deliver bombs by placing the airplane on a collision course with the
target, typically in a dive.

D/L
Data Link.

DMA
The Defense Mapping Agency collects terrain data and information.

DOGFIGHT
The aerial maneuvering by at least
two planes in combat.

DRAG
Force created by an Airfoil moving
through atmosphere, opposite to the
direction of motion.

DROP
Release a bomb or to lose altitude
suddenly.

DRONE
Unmanned airplane used as a target,
research vehicle, or for reconnaissance.

DTG
Degrees To Go.

DUTY ROSTER
The list of available pilots for missions.
87

ECM JAMMER
A device used to confuse or “jam” an
enemy’s radar and weapons.

EID
Electronic Identification.

ELEVATOR
Hinged portion of the horizontal stabilizer, which adds or subtracts lift from
the tail, changing the pitch attitude of
the aircraft.

ESCORT
Mission order instructing a pilot to fly
with and protect another aircraft or
unit.

ETA

FLIGHT DECK
The top deck on an aircraft carrier. It
is where planes are launched and
recovered.

FLY-BY-WIRE
A modern aircraft design which sends
input from the pilot’s stick into a flight
computer which then controls movement.

FM
Frequency Modulation.

FOODFIGHT
Multi-plane aerial combat engagement. See also Furball.

Estimated Time of Arrival.

FORE

EVASIVE ACTION

The front of a ship. Also known as
Bow.

Maneuvers intended to deny an opponent the opportunity to fire a weapon,
or to avoid an incoming missile or bullet.

EWS
Early Warning System.

FOV
Field-Of-View

FOX ONE
Pilot call on launching a radar guided
missile.

FOX TWO
FCLP

Pilot call on launching a Sidewinder.

Field Carrier Landing Practice

FQ

FIGHTER SWEEP

Forward Quarter.

Mission order instructing a pilot to
search out and destroy enemy fighters and aircraft.

FURBALL

FLAK

FWD

Shrapnel fired into the air by AAA for
the purpose of destroying enemy aircraft.

FLAPS
The hinged portion of an aircraft’s
wings which can be used to increase
lift.

Multi-plane aerial combat engagement. See also Foodfight.
Forward.

G
Acceleration in gravity units. See
G-Force.

GLOSSARY (CONT.)
GAI

HANGAR

HORIZONTAL STABILIZER

See Ground-Alert Interceptor.

The deck on an aircraft carrier that is
located just beneath the Flight Deck.

The horizontal section of the tail,
which provides downward lift to balance the weight of the nose.

GAMMA
The designation used for a mission
wing that will be conducting Fighter
Sweeps.

HARD DECK
Lower altitude limit usually imposed
during training.

GBL

HARM

See Gun Boresight Line.
Guided Bomb Unit.

A high speed anti-radiation missile,
this weapon utilizes a passive seeker
to detect and home in on hostile
radars.

GCI

HCU

GBU

Ground-Controlled Intercept.

G-FORCE
A measure of the force of acceleration,
in velocity or direction, induced by an
airplane and its pilot.

Hand Control Unit.

HDG
The direction that the plane is flying.
See Heading.

HEADING

The imaginary corridor a plane travels on final approach.

The direction of travel expressed in
360 degree increments from North
(such that due South is 180). Also
HDG.

GREYOUT

HEAD-UP DISPLAY.

GLIDE PATH

Greyout occurs when gravitational
stresses impair the flow of blood to
your brain. Loss of vision and, eventually, unconsciousness, can occur
when you pull heavy G’s.

GROUND ALERT INTERCEPTION
Ground Alert Interception is a mission
order which scrambled fighters from
the ground to intercept incoming
threats.

G SUIT
The flight suit worn by pilots to counteract the G forces experienced in
flight.

An optical device delivering important
information to a pilot in his forward
line-of-sight. Also HUD.

HOT START
A start that exceeds normal starting
temperatures.

HSD
See Horizontal Situation Display.

HSI
Horizontal Situation Indicator.

HUD
See Head-Up Display.

HUNG ORDNANCE
Bombs or missiles that failed to separate from the aircraft when released.
Makes for a potentially dangerous
landing.

HUNG START
A start that results in a stagnated rpm
and temperature.

IAS
Indicated Airspeed

IADS

HEAT-SEEKING MISSILE

Integrated Air-Defense System

An anti-aircraft missile that detects
and attempts to follow a source of
Infrared radiation, typically the
exhaust.

IFF

HEAT SIGNATURE

Instrument Landing System

The Infrared heat given off by an
object, usually an aircraft.

HIT
A disabling blow to an aircraft.

GUN BORESIGHT LINE

HORIZONTAL SITUATION
DISPLAY

The imaginary line through the center
of the gun barrel. Used in calculating
lead angle. Also known as GBL.

Two-dimensional representation of
relative target and threat positions.
Also HSD.

Identification, Friend or Foe

ILS
IMMELMANN
A flight maneuver composed of a vertical quarter-loop followed by a partial
roll, and finished with a second quarter-loop and half-roll.

INCOMING
Any threat, typically a missile,
approaching an airplane.

88

GLOSSARY (CONT.)
INFRARED

KFT

L/D

An invisible portion of the electromagnetic spectrum emitted by heated objects. One source of tracking
information for anti-aircraft weapons.
Also known as IR.

Units of measure in thousands of feet.

Lift-to-Drag ratio.

KIAS

LDB

Knots Indicated Airspeed.

See Low Drag Bomb.

KILL

LE

INS

Mortal blow to an opposing aircraft.

Leading Edge.

Inertial Navigation System

KILL BOARD

LEAD PURSUIT

IN THE GROOVE

The board on a carrier where the
pilots’ confirmed kills are posted.

A combat maneuver where the pursuing pilot aims the nose of this aircraft
just ahead of the enemy’s plane.

An aircraft correctly positioned on final
approach.

IN THE SADDLE
Astride an opponent’s “six”, ready
for attack.

Unit of speed, one nautical mile per
hour, which is about 1.15 miles per
hour.

INSIDE LOOP

KTAS

A maneuver whereby an airplane continually raises its nose to complete a
vertical circle while keeping its lateral
centerline horizontal. Used to reverse
positions with an opponent directly
behind.

LIFT
Force created by an Airfoil moving
through atmosphere, perpendicular to
the direction of motion.

Knots True Airspeed.

LOCK

KTS

Usually referring to a missile lock. A lock
is required for a high probability of success in a missile attack. Also known
as LCK.

See Knots.

LAG PURSUIT

LOCK ON

Flying upside-down.

A combat maneuver where the pursuing pilot aims the nose of his aircraft just behind the enemy’s position
and follow it through a turn.

IR

LANDING BOARD

LOGBOOK

INVERTED FLIGHT

See Infrared.

IRCM
Infrared Countermeasures used to
confuse Heat Seeking Missiles.

JAMMING
The act of confusing the an enemy’s
radar tracking system. See ECM.

JINK
Any maneuver used to make the
distance or angle between opponents
less advantageous to the attacker.

KAPPA

The board on a carrier where the
pilots’ landings are posted and rated.

LANDING SIGNAL OFFICER

Radar concentrating on target in
attack mode. Acquiring a target for the
purpose of attacking it.
A pilot’s record of flying achievements
including flight hours, takeoffs, landings, and maneuvers mastered.

Standing on the carrier deck, this
man is in constant contact with the
pilot of an aircraft about to land. He
both guides and grades the landing.
Also known as LSO.

LOOP

LANTIRN

LOS

Targeting system for Mavericks and
laser guided bombs

LCK

Any of a class of maneuvers in which
an aircraft describes a closed filigree
(usually a circle), its pitch attitude
passing evenly through 360 degrees.
Line Of Sight.

LOW DRAG BOMB

The designation used for a mission
wing which will be providing CAS.

See Lock.

Free-fall ordnance of especially low
aerodynamic drag.

LCOS

KCAS

Lead-Computing Optical Sight.

LSO

Knots Calibrated Airspeed.
89

KNOT

See Landing Signal Officer.

GLOSSARY (CONT.)
M
See Mach

MINIMUM CONTROLLABLE
AIRSPEED

OPERATIONS

See Manual.

The speed below which your control
surfaces do not generate significant
force to control the plane.

The main control area on an aircraft
carrier. It is where command decisions
are made about overall tactics, schedules, and missions.

MACH

MK84

OPS

A two thousand pound bomb.

See Operations.

MK82

OPTICALLY GUIDED

MAN

Velocity as compared to the local speed
of sound. For example, Mach 1.5 is
one and one-half times the speed of
sound at the current barometric pressure and temperature. Also known as
M.

MANUAL
A system which is operated by manual control. Also refers to a pilot’s act
of switching from automatic to manual controls. Also known as Man.

MARSHAL POSITION
An area aft of a carrier where aircraft
waiting to land assemble to await
their turn.

MAV
See Maverick.

MAVERICK
An effective air-to-surface weapon
which utilizes a TV seeker or laserguidance to lock and track targets. It
can reliably hit moving targets at long
range. Also known as MAV.

MEATBALL
Glide slope image of mirror landing
system.

MIA

A five hundred pound bomb.

MSL
Mean Sea Level.

MRM
MULTI-FUNCTION DISPLAY
Device used to show selected
information. Also known as MFD.

OVERTAKE

NEGATIVE Gs

Closing speed irrespective of relative
aspect or heading.

The gravitational force experienced by
a pilot in a rapid descent.

PAINTED

NM
Nautical Miles

NFO
Naval Flight Officer

OBC
On-Board Check.

O’CLOCK
A representation of position relative to
an airplane corresponding to a clock
face. The nose of the plane is considered to be 12:00 and the rear is 6:00.

OMEGA

MiG

The designation used for a mission
wing that will be conducting air
defense suppression attacks in
preparation for bombing runs. Also
known as Wild Weasel.

MILITARY THRUST
The current aircraft’s full power.
Speed settings are given in percentages of full military thrust.

OVERSHOOT
The act of flying past an enemy plane.
An overshoot can be extremely dangerous since it exposes the plane’s
Six to enemy attack.

Medium Range Missile.

Missing In Action.
Mikoyan/Gurevich. The Russian manufacturer of many Eastern Bloc fighters.

A missile or bomb that is directed to its
target, via radio control, by a person
viewing the target on long-range TV.

ON BEAM
Properly aligned on an ILS approach.

ON YOUR SIX
Pilot jargon referring to the location
directly behind an airplane. See Six.

The act of being illuminated by radar.

PAYLOAD
The weapons carried by an aircraft.

PD
See Pulse-Doppler.

PDCP
Pilot’s Display Control Panel.

PH
See Phoenix missile.

PHOENIX MISSILE
An air-to-air missile which uses activeradar to lock onto targets. It is the
biggest of the American air-to-air missiles

PICKLING
The act of selecting a weapon.

PIPPER
Optical representation of aiming point
for weapon in the HUD.

90

GLOSSARY (CONT.)
PITCH
Up or down. The angle of the plane’s
nose-to-tail axis relative to horizontal.
To raise or lower the nose of an aircraft in flight.

PORT
The left-side of a naval vessel.

POSITIVE Gs
The gravitational force experienced by
a pilot in a rapid ascent.

RAPID DEPLOYMENT
FORCE
A branch of the United Nations’ military which was formed to respond
quickly to aggressive conduct. Its
naval air wing is based on the U.N.S.
Peacekeeper, a Nimitz-class aircraft
carrier. Also known as RDF or
UNRDF.

RATE OF CLOSURE

POW

Rate of decrease in distance to a target.

Prisoner of War.

RATE OF DESCENT

PULLING LEAD

Rate of loss of altitude, expressed in
feet per minute.

The act of aiming a weapon ahead of
an opponent’s current position to
improve the probability of a Hit.

RED FLAG
Tactical exercises held at Nellis AFB.

PULSE DOPPLER
A kind of radar which emits a pulsed
signal.

PURE PURSUIT
A combat maneuver where the following pilot mimics the enemy’s tactics

QUARTERDECK
The stern area of a ship’s upper deck.
It is frequently the part of a ship which
is set aside for ceremonial or official
use.

QUARTERMASTER

The angle of the plane’s wings relative to horizontal.

ROE
Rules Of Engagement.

ROOKIE
A new or inexperienced pilot.

ROT
Range On Target.

RQ
Rear Quarter.

RUDDER
The hinged, movable section of the
plane’s vertical stabilizer used to control the aircraft’s yaw. As a verb,
meaning to angle the rudder in a particular direction.

REDLINE

RWR

For a given airplane, the airspeed
above which it is unsafe to fly.
“Redlining” the plane may overstress
or even damage structural elements
in the plane.

Radar-Warning Receiver.

REDOUT

SAR

The loss of vision or consciousness
which may occur when a pilot pulls
too many negative Gs. It is caused by
an overabundant blood supply to the
head.

SCISSORS

SAM
Surface-to-Air Missile. An anti-aircraft
weapon.
Search And Rescue. Generally referring to a mission.

RADAR-GUIDED
MISSILE

Reconnaissance.

A dangerous series of nose-to-nose
turns and overshoots where each aircraft tries to get behind the other one.
Also known as ZigZag.

RDF

SCRAMBLE

A missile that is guided to a target by
reflection of radio signals off the target.

See Rapid Deployment Force.

A petty officer who attends to a ship’s
helm, binnacle and signals.

RANGE
Distance to a target.

RECON

RDR
Radar.

RIO
Radar Intercept Officer.

RIX
Recovery duty officer.
91

ROLL

Ground and flight crews racing to get
airplanes airborne, typically for a military emergency.

SERVICE CEILING
The high altitude limit on an aircraft.
Exceeding the service ceiling may
overstress or damage structural elements in the plane.

GLOSSARY (CONT.)
SIDEWINDER

SPOOF

S/W

An Infrared-homing air-to-air missile.
The Sidewinder has scored more ATA
kills than any other missile.

Successfully redirecting an incoming
anti-aircraft missile.

See Sidewinder.

SIGMA
The designation used for the AWACS
mission wing.

SIGNAL CHARLIE
The signal called by the Air Boss
aboard a carrier to inform a pilot that
he is clear to land.

SIX
Pilot jargon for the location direction
behind an airplane. See O’Clock.

SMART WEAPON

SRM
Short Range Missile

STALL
A loss of lift experienced by a plane.
It is general caused by either inadequate speed or too steep an AOA.
See also Spin and Stall Speed.

STALL SPEED
The speed at which an aircraft will
Stall.

STARBOARD
The right-side of a naval vessel.

An air-to-ground weapon which can
automatically lock onto and guide
itself towards a target.

STBY

SORTIE

STICK

A mission.

SP
See Sparrow.

SPARROW
A radar-guided air-to-air missile.
During combat, the missile Paints its
target and homes in on the signal.

SPEEDBRAKE
A control surface that is extended into
the airstream of an aircraft to increase
drag and thereby reduce velocity.

SPIN
Any maneuver in which one wing is
stalled and one is not.

SPLIT-S
A maneuver accomplished by rolling
inverted and performing one-half of
a loop, ending upright-side-up but
traveling in the opposite direction at
a lower altitude.

Standby.

TAA
Target-Aspect Angle.

TAIL HOOK
See Arrestor Hook.

TARCAP
See Target Combat Air Patrol.

TARGET COMBAT AIR
PATROL
Mission type instructing the pilot
to engage any aircraft crossing into
his patrol zone. This order is used to
protect friendly bombers who are
engaging a target from counterattacks by enemy fighters.

TARGET BEARING

A control in the cockpit which controls
the elevators (forward/back axis) and
the ailerons (left/right axis).

The position of the target as compared
to the front of your plane. It is
expressed in 360 degree increments
where the nose of your plane is 0 and
your Six is 180.

STEM

TARGET DESIGNATOR

The front of a ship. Also known as
Bow or Fore.

STERN
The rear of a ship. Also known as Aft.

STORES

An optical “box” surrounding a selected target as viewed through the HUD.

TARPS
Tactical Air Reconnaissance Pod
System.

Anything that can be loaded on an aircraft, including weapons.

TAS

STORES MANAGEMENT
DISPLAY

TAXIING

A graphic representation of the status
of weapons and supplies.

STT
Single Target Tracking.

SUPERCRUISE

True Airspeed.
The act of steering an aircraft on the
ground.

THERMAL
Air rising or falling due to temperature,
and thus pressure, differentials; useful in soaring.

The ability to fly at speeds in excess
of Mach One, without using an afterburner.
92

GLOSSARY (CONT.)
THETA

USGS

WHEEL BRAKE

The designation used for a mission
wing that will be conducting special
operations such as recon, deliveries
and such.

The United States Geological Survey.
This government agency collects terrain data and information.

The locking mechanism on an aircraft’s wheels to prevent the plane
from rolling.

VEC

WOD

Vector.

Wind over the Deck.

VERT

X-SECTION

Vertical.

The cross section of an aircraft or
other object.

THROTTLE
The control in the aircraft’s cockpit
which allows the pilot to adjust thrust.

TID
Tactical Information Display.

TOF
Time Of Flight.

TONE

Visual Identification.

YAW

V/STOL

The angle of the plane’s nose-to-tail
axis relative to its direction of motion.

An aircraft capable of vertical shorttakeoffs and landings.

An audio cue emitted by a missile
tracking system to indicate that the
missile has Locked on the target and
is ready to be fired.

VELOCITY

TOWER

VERTICAL HALF-LOOP

See Control Tower.

TR
Turn Rate.

TRANSPONDER
A device which transmit a coded
response (that may include nationality,
altitude, speed, and heading) to
friendly units.

TRAP
The act of successfully capturing a
cable with an arresting hook and landing on an aircraft carrier.

UN/C
Pilot jargon for joint operations of the
United Nations and Chilean government.

UNRDF
The United Nations Rapid
Deployment Force. See Rapid
Deployment Force.

UNS
United Nations Ship.
93

VID

An aircraft’s airspeed, measured in
either nautical miles or Mach.
The first half of an inside loop, terminated at the top, inverted with a half-roll
back to right-side-up and level flight.

VISUAL CONFIRMATION
Sighting of a bogey aircraft to determine nature and threat.

VULCAN
A rapid fire rotary cannon used on
many fighters. Currently known as
M61A1.

WAYPOINT
The different spots or target to which
pilots must fly during a mission.

WILD WEASEL
Mission order instructing a pilot to
attack enemy air defense positions,
usually in preparation for a bombing
attack. Also known as Omega.

WINGMAN
The pilot assigned to fly an aircraft in
support of another aircraft.

WCS
Weapons Control System.

YO-YO
An offensive combat maneuver used
to keep inside an enemy’s turn.

ZONE
The primary mission area.

KEYBOARD ASSIGNMENTS
KEYBOARD ASSIGNMENTS

94

KEYBOARD ASSIGNMENTS (CONT.)

95

FUNCTION KEY

DISPLAY OPTIONS

Flight Controls
Stick Back .......... Numpad 2
Stick Forward...... Numpad 8
Stick Right .......... Numpad 6
Stick Left ............ Numpad 4
Rudder Right ...... Numpad [Enter]
Rudder Left ........ Numpad [Ins]
Throttle
10% thrust ........................ 1
20% thrust ........................ 2
30% thrust ........................ 3
40% thrust ........................ 4
50% thrust ........................ 5
60% thrust ........................ 6
70% thrust ........................ 7
80% thrust ........................ 8
90% thrust ........................ 9
100% thrust...................... 0
1% increase .................... +
1% decrease .................... Full Afterburner ................ \
AB stage increase
(100% thrust).................... +
AB stage decrease
(100% thrust).................... Engine off ........................ ~
Landing gear (up/down) .. G
Arrestor hook (up/down) .. A
Wheel Brake / Airbrake.... B
Autopilot .......................... [Shift A]

Resolution
Screen size cycle........[Alt] [F5]
Features
Clouds .............................. [Alt] C
Visibility distance.............. [Alt] V
HUD Control
HUD brighter ...... H
HUD dimmer ...... [Shift] H
LANTIRN
mode .................. L
Altimeter mode
(MSL / AGL)........ [Alt] A
Navigation
Waypoint next/
Nav mode ..........
N
Waypoint previous
[Shift] N

VIEW CONTROLS
PRE-SET Views
Forward view.................... [F1]
Look left............................ [F2]
Look right.......................... [F3]
Look behind...................... [F4]
Defensive MFD (left)........ [F5]
RADAR MFD (center)...... [F6]
Offensive MFD (right) ...... [F7]
Systems MFD (lower) ...... [F8]
Tactical view .................... [F9]
Missile view ...................... [F10]
Fly-by-view ...................... [F11]
“Steady cam” view .......... [F12]
View Wingman ................ W
Tower view ......................

Numpad*
Cockpit panel (on/off) ...... P
Map view .......................... M
Switch internal/
external view ....................
Numpad -

ADJUSTABLE VIEWS
Virtual cockpit
enable ................ joystk btn 1
Switch internal/
external view ...... Numpad Center view ........ Numpad 5
Pan up ................ Numpad 3
Pan down............ Numpad [Del]
Pan left................ Numpad 7
Pan right ............ Numpad 9
Zoom in .............. >
Zoom out ............ <

COMBAT
TARGETING
Target next ...................... T
Target previous ................ [Shift] T
Target nearest .................. Y
Target center .................... U
IFF Discriminator.............. ;
LANTIRN
mode ..................
L
Manual Designator
activate ............................ [Shift]D
Manually Designate
target .................. D
Deselect target .. [Ctrl]

RADAR
Range zoom in .......... R
Range zoom out ........ [Shift] R
Autorange (on/off) ...... [Ctrl] R
On-screen (on/off) ...... [Alt] R
Weapons
Air to Air .............. [Enter]
Air to Ground ...... [Backspace]
Fire Weapon ...... [Spacebar]
Fire Cannon........ “
Defense
ECM jammer ...... J
Flares.................. F
Chaff .................. C
Eject.................... [Ctrl] E
Wingman
WM: follow me ................ [Alt] F
WM: attack target ............[Alt] G
WM: hold position ............ [Alt] H
Special Commands
Pause .............................. [Ctrl] P
In-Flight menu .................. [Esc]
Time compression
(2:1, 3:1, off) .................... [Alt] T
Landscape Transversal
mode (on/off).................... [Alt] S
Head movement .............. [Ctrl] H
Exit game ........................ [Alt] X
Cheats
Unlimited fuel .................. [Shift] F
Reload munitions ............ [Shift]M

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