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MANUAL
CREDITS CHAPTER SUMMARIES TABLE OF CONTENTS
From the TOC, click blue links to open a chapter and view a topic. Each chapter has its own table of contents with some active text links. You can also click on bookmarks to view a topic in that chapter. At any time, you can click the tabs on the right to view another chapter.

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY

APPENDICES

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CREDITS
Written by Jennifer Spohrer, Tuesday Frase, Valerie Hanscom and Jamie Poolos Designed by Susan Bednar and Lisa Goodrich Production and Layout by Vincent Aragon and Tom Peters QA: Matthew The Tick Murphy

MULTI-PLAYER GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY

1997, 1999 Electronic Arts. Advanced Tactical Fighters, Electronic Arts and the Electronic Arts logo are trademarks or registered trademarks of Electronic Arts in the U.S. and/or other countries. All rights reserved. Janes is a registered trademark of Janes Information Group Ltd. Reference work from Janes Library 1997, 1999 Janes Information Group Ltd.

Electronic Arts P.O. Box 9025 Redwood City, CA 94063-9025

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CHAPTER SUMMARIES
For ease of use, this book is divided into nine chapters, each with its own tab. On the back of each tab, youll find an extensive table of contents for that chapter. Choose Activity Screen (p. 11) explains the options available on the main screen of the game and the Fighters Anthology interface. Quick & Single Mission Options (p. 14) shows you how to select pre-existing single missions and set up customized quick missions. It also takes you through selecting and arming an aircraft for these missions. Quick Mission Tutorial (p. 21) walks you through setting up a simple combat mission with the Quick Mission Creator, and then using your aircraft systems and weapons during that mission. MULTI-PLAYER 2 Multi-Player Connections (p. 31) lists step-by-step instructions for connecting with players over a direct serial cable (p. 32), modem (p. 34), LAN network (p. 36) or the Internet (p. 38). Multi-Player Missions (p. 42) explains setting up multi-player games, scoring parameters and communicating with other players. GROUND SCHOOL 3 Flight Physics (p. 53) explains how aircraft create and maintain lift. G-Forces (p. 55) explains the flight envelope and the physical limits to flight. Turn Performance (p. 58) tells you how to tap into your aircrafts maximum turning capability. Flight Controls (p. 60) introduces aircraft controls and explains how to use them. Taking Off and Landing (p. 63) gives step-by-step instructions on taking off, navigating to a waypoint and landing safely. Taking Off and Landing in a STOVL (p. 70) covers taking off and landing in these aircraft. Spins and Stalls (p. 72) describes how stalls and spins occur, and gives pointers for recovery. IN A HURRY? 1

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COCKPIT ELEMENTS 4

Head-Up Display (p. 77) explains the symbology and modes of the Head-Up Display, or HUD. Instrument Display Windows (p. 88) explains the functions and symbology of these instrument windows. (Your radar, for example, appears in such a window.) In-Flight Nav Map (p. 102) lists in-flight camera views. View Controls (p. 103) lists in-flight camera views.

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COMBAT

Finding the Enemy (p. 107) describes aircraft detection systems and shows you how to target an enemy with your aircrafts sensors. Weapons Information (p. 115) acquaints you with weapon guidance systems (SARH, active radar, infrared and laser) and gives range, sensor type and preferred target information for each aircraft weapon. Using Weapons (p. 121) tells you how to arm and fire each weapon type. Weapons Information Chart (p. 128) lists the guidance system, effective range and best targets for all weapons. Defenses and Countermeasures (p. 130) discusses your aircrafts defensive systems (radar warning receiver) and countermeasures (jamming, chaff and flares), and gives tips on deterring enemy missiles. Combat Tactics (p. 134) introduces combat terms and geometry. Air Combat Maneuvers (p. 145) illustrates maneuvers you can use during a dogfight. Wingman Communication (p. 159) explains the commands you can use to direct your wingmen. Effects of Damage (p. 161) explains how damage taken from weapons affect your aircraft.

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CAMPAIGNS

Campaign Options (p. 165) describes how to set up a new pilot for a campaign game and explains the mechanics of how you progress through a campaign. Campaign History (p. 174) gives background information on the three Fighters Anthology campaigns (Egypt, Russia and Baltic).

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PRO MISSIONS

Designing Missions (p. 178) explains how to use the Pro Mission Creator to build a complex, custom mission you can fly yourself (or against others in multiplayer combat). Advances in Fighter Technology (p. 217) discusses modern advances in agility, speed, stealth, weapon and sensor technology and electronic countermeasures. Information in the Game (p. 241) details how to use Fighters Anthologys object viewer, which features photos, specifications, text and drawings of the major objects in the game. Janes Specifications (p. 242) provides actual specifications and photos from Janes Information Group for campaign aircraft.

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ADV. IN TECHNOLOGY 8

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SPECIFICATIONS 9

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APPENDICES Appendix A Appendix B Appendix C Acronyms (p. 325) explains commonly used acronyms. Glossary of Terms (p. 328) defines commonly used aircraft terms. Pre-Flight Menu Bars (p. 330) lists all menus on the pre-flight screens and briefly explains the function of each menu option. In-Flight Menu Bar (p. 336) explains each menu option of the In-Flight menu bar. Object List (p. 339) is a reference guide to all of the objects you can add to a Pro-Mission-Creator mission. Bibliography (p. 343) lists sources used for documentation research and cool web sites.

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Appendix D Appendix E Appendix F

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1. IN A HURRY?
IN A HURRY......................................................10 CHOOSE ACTIVITY SCREEN ................................11 Fighters Anthology Interface........................12 Menu Bars ........................................12 Buttons ............................................12 Text Buttons......................................13 Switches and Dials ............................13 Objects You Can Drag ........................13 QUICK, SINGLE MISSION OPTIONS ....................14 Play Single Mission ..................................14 Fly All ..............................................14 Pre- and Post-Flight Screens........................14 Mission Brief Screen ..........................14 Mission Map Screen ..........................15 Aircraft Selection Screen......................15 Load Ordnance Screen ........................16 Mission Debrief Screen ......................17 Replay Last Mission ..................................17 Create Quick Mission ................................18 Saving and Re-Playing Quick Missions ..................................18 Editing Quick Missions ........................18 The Aircraft Menu ..............................18 Quick Mission Parameters ..................19 QUICK MISSION TUTORIAL ................................21 Quick Mission Setup ..................................21 Cheats ....................................................22 In the Air ................................................22 Maneuvering the Aircraft ....................23 Communicating with Your Wingman ......24 Using the Radar ................................24 Approaching Ground Targets ................24 Targeting a Ground Object with FLIR ................................25 Firing Air-to-Ground Missiles ................25 Finding an Air Target with Radar ..........26 Evading Missiles ................................27 Firing Air-to-Air Missiles ......................27

2. MULTI-PLAYER GAMES
MULTI-PLAYER
MULTI-PLAYER CONNECTIONS ............................31 Direct Serial (Null-Modem) ........................32 Step 1 Connecting Your Machines ..32 Step 2 Connecting with Another Player ..................................32 Step 3 Configuring the Mission ......33 If You Cant Connect ..........................33 Modem....................................................34 Step 1 Configuring Your Modems ..34 Step 2 Connecting with Another Modem Player ......................34 Step 3 Configuring the Mission ......35 If You Cant Connect ..........................35 IPX/SPX Network ....................................36 Step 1 Setting Up for LAN Play......36 Step 2 Connecting With Other LAN Players ......................................36 Step 3 Configuring the Mission ......37 If You Cant Connect ..........................37 TCP/IP Network........................................38 Step 1 Setting Up for Net Play ......38 Step 2 Connecting With Other Players ....................................39 Step 3 Configuring the Mission ......39 If You Cant Connect ..........................40 Disconnecting ..........................................41 MULTI-PLAYER MISSIONS ..................................42 Setting up Mission Parameters ....................42 Single Mission ..................................42 Quick Mission....................................42 Selecting Aircraft ......................................43 Arming Aircraft..........................................44 Dying in Multi-Player Combat ......................44 Pausing....................................................44 Identifying Each Other................................44 Communicating with Other Players ..............45 Creating a Message File......................46 AIRBASE ASSAULT ............................................47 Setting up an Airbase Assault Multi-Player Game ................................47 Airbase Elimination Gameplay Notes ............49

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3. GROUND SCHOOL
FLIGHT PHYSICS................................................53 Bernoullis Principle....................................53 Angle of Attack ........................................54 G-FORCES ........................................................55 Apparent Weight ......................................55 The Flight Envelope ..................................56 Instantaneous vs. Sustained G-Force ............58 TURN PERFORMANCE ........................................58 Turn Rate and Turn Radius ..........................58 Corner Speed............................................58

4. COCKPIT ELEMENTS
MULTI-PLAYER GROUND
HEAD-UP DISPLAY ............................................77 Constant HUD Features General ............78 Constant HUD Features Thrust Vectoring Aircraft..............................81 Additional Weapons Mode Features ............83 Missile and Guided Bomb Elements ................................84 Unguided Bomb Elements ..................85 Gun Elements....................................86 Additional Navigation Mode Features ..........87 Instrument Landing System ................87 INSTRUMENT DISPLAY WINDOWS ......................88 View Windows..........................................88 Front View or IR/Laser Target Window............................................88 Other View Window ..........................89 Status Windows........................................89 Weapons Status Window ....................89 System Status Window ......................89 Flight Information Windows........................90 Flight Envelope Window......................90 Nav Window ....................................93 Passive Radar Windows ............................94 Radar Warning Receiver (RWR) Window ................................94 Radar Cross-Section (RCS) Window ......95 Radar and Targeting Windows ....................96 Radar Window ..................................96 Target or Radar/Visual Target Window ................................101 IN-FLIGHT NAVIGATION MAP ..........................102 VIEW CONTROLS ............................................103 View Panning and Zooming ......................104 View Reference Keys ..............................104

Effects of Weapons Loads ....................59


FLIGHT CONTROLS ............................................60 Pitch, Roll and Yaw ..................................60 Flight Stick ..............................................60 Rudder Pedals ..........................................61 Throttle....................................................61 Vectored Thrust ........................................62 TAKING OFF AND LANDING ..............................63 Pre-Flight ................................................63 HUD ................................................63 Useful Keys ......................................63 Taking Off ................................................64 Navigating ..............................................64 Landing ..................................................66 Criteria for a Good Approach................66 Landing Guidance ..............................67 Making Your Final Approach ................68 Aborting a Bad Landing ......................69 TAKING OFF AND LANDING IN A STOVL ............70 Vertical Takeoff ........................................70 Short Takeoff............................................70 Landing ..................................................70 TAKING OFF AND LANDING ON A CARRIER ........71 Landing Systems Officers Commands ..........71 Touching Down ........................................71 SPINS AND STALLS............................................72 Spins ......................................................72 Stalls ......................................................73 Controlled Stall (Post Stall Maneuvers) ........74

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5. COMBAT
FINDING THE ENEMY ......................................107 Detection Systems ..................................108 Eyesight ........................................108 Active Radar....................................109 Infrared (IR) Systems ......................109 Passive Radar Systems ....................110 Weather and Detection/Guidance Systems....111 Targeting................................................112 IR/Laser Advanced Targeting ............112 Remote Targeting/Easy Targeting ......113 Distinguishing Between Friends and Foes....114 Tracking Your Target ................................114 WEAPONS INFORMATION ................................115 Air-to-Air Weapons ..................................115 Air-to-Ground Weapons ............................116 Weapon Guidance Systems ......................117 Summary........................................117 Semi-Active Radar-Homing Weapons (SARHs) ..........................118 Active Radar Weapons ......................118 Infrared-Homing Weapons ................119 Laser-Guided Weapons......................120 HARM (Radar-Seeking) Missile ..........120 USING WEAPONS............................................121 Arming a Guided Weapon ........................121 SARH ............................................121 Active Radar....................................122 HARM ............................................122 Infrared (Air-to-Air) ..........................122 Infrared (Air-to-Ground) ....................123 Laser..............................................123 Gaining Firing Position ............................124 Guns ..............................................124 Bombs (Laser and Unguided) ............125 Missiles ..........................................125 WEAPONS INFORMATION CHART......................128 DEFENSES AND COUNTERMEASURES................130 Signatures..............................................130 Jamming................................................130 RWR Warning Tones ................................131 Chaff ....................................................132 Beating Radar-Guided Missiles............132

Flares ....................................................133 Beating Heat-Seeking Missiles ..........133 Jinking ..................................................133 COMBAT TACTICS ............................................134 Situational Awareness..............................134 Combat Geometry ..................................135 Angle-Off-Tail ..................................135 Aspect Angle ..................................136 Closure Rate....................................137 Turn Rate/Radius ............................137 Corner Speed ..................................137 Pursuit Curves ........................................138 Lead Pursuit ....................................138 Lag Pursuit......................................138 Pure Pursuit ....................................139 Speed vs. Altitude ..................................140 Exchanging Energy ..........................140 Playing the Energy Management Game..........................141 Choosing Your Attack ..............................141 The Energy Fight ....................................142 The Turning Fight ....................................143 Two-Circle Fights ..............................143 One-Circle Fights ..............................144 The Initial Turn ................................144 AIR COMBAT MANEUVERS ..............................145 Break Turn ............................................145 Barrel Roll..............................................146 Scissors ................................................147 Spiral Dive ............................................148 High-Speed Yo-Yo ....................................149 Low-Speed Yo-Yo ....................................150 Immelman ............................................151 Split-S ..................................................152 Vectored Thrust Hover and Brake ..............153 Vectored Thrust Turns ..............................154 Herbst Angle-of-Attack Maneuver (Post-Stall)..............................155 J-Turn ....................................................156 Engaging Ground Targets..........................157 Dealing with Anti-Air Defenses............157 Stairstep ........................................158 WINGMAN COMMUNICATION ..........................159 EFFECTS OF DAMAGE ......................................161

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6. CAMPAIGNS
CAMPAIGN OPTIONS ......................................165 Start New Campaign/Continue Old Campaign ........................................165 Select Pilot Screen ..........................165 Campaign Screens ..................................167 Mission Brief Screen ........................167 Mission Map Screen ........................167 Aircraft Selection Screen....................170 Load Ordnance Screen ......................170 Aircraft Repair Screen ......................172 Ending Missions and Campaigns................173 Ending a Mission..............................173 Losing the Campaign ........................173 Winning the Campaign ....................173 CAMPAIGN HISTORY EGYPT ......................174 Janes Intelligence Review Pointer Egypts hard line policy pays off ........174 Janes Defense Weekly Flashpoints Egypt ......................175 Frontline: The Middle East Egypt slow to handle rebel takeover ................................175 CAMPAIGN HISTORY RUSSIA ....................176 Janes Intelligence Review Decline and Fall The China Card ................................176 Encyclopedia of Military History The Maritime Region ........................177 Frontline: The Pacific Hotspots Russia ........................178 CAMPAIGN HISTORY BALTIC ....................179 Janes Intelligence Review Estonia: Facing up to Independence....179 Frontline: Eastern Europe Russia Restores Communists to Power ........................................182 Frontline: Eastern Europe Russia Declares Re-Unification of USSR ........................................182 Frontline: Eastern Europe Belarus Falls....................................182

CAMPAIGN HISTORY KURIL ISLANDS 1997..184 Encyclopedia of Military History Kuril Islands ....................................184 Janes Defense Weekly Russia trims MiG-23 forces in Kurile Islands ..............................185 Frontline: The Pacific US seeks Japanese support: offers Kuril Islands............................186 CAMPAIGN HISTORY UKRAINE 1997..........187 International Defense Review Crimea: On the razors edge..............187 Janes Navy International Black Sea Fleet division near ............188 Frontline: Eastern Europe New Russian regime reclaims Black Sea Fleet ..............................189 CAMPAIGN HISTORY VIETNAM 1972..........190 Naval Aviation in the Vietnam Conflict........190

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7. CREATING PRO MISSIONS


LOADING AND SAVING MISSIONS....................197 DESIGNING MISSIONS ....................................198 Establishing a World The World Menu ..198 Set Map ........................................198 Set Weather (and Time of Day) ........198 Set Friendly and Enemy Sides............199 Set Screens ....................................199 Set Skill Levels ................................200 Setting the Historical Era The Aircraft Menu....................................200 Looking at the Mission Map......................201 Hiding/Displaying Objects The Show Menu ..................................201 Scrolling and Zooming The View Menu ..............................202 3-D Map View ................................203 Putting Objects on the Map The Object Menu ....................................204 The Choose an Object Panel ..............204 Selecting and Moving Objects ............205 Duplicating and Deleting Objects..............205

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Defining Objects and Assigning Them Targets Text Buttons ..............................206 Creating Wings and Groups The Object Menu ....................................208 Grounding Aircraft and Delaying Takeoff ....208 Assigning Waypoints The Waypoint Menu ................................209 Waypoint Formation and Objectives....210 Formation, Spacing and Stacking Diagrams ..........................212 Setting Multi-Player Parameters ................214

ELECTRONIC COUNTERMEASURES ....................237 Radar Warning Receiver ..........................237 Electronic Jammer ..................................238

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9. SPECIFICATIONS
INFORMATION IN THE GAME ..........................241 JANES SPECIFICATIONS ..................................242 A-7A/E Corsair II ....................................244 AC-130U Sprectre ..................................247 AV-8B Harrier II ......................................250 B-2A Spirit..............................................254 Eurofighter 2000 ....................................257 F-4B/J Phantom ....................................261 F-8J Crusader..........................................264 F-14 Tomcat ..........................................266 F-16 Fighting Falcon................................269 F/A-18 Hornet ......................................275 F-22......................................................278 F-104 Starfighter ....................................283 F-117A Night Hawk ................................286 JAS 39 Gripen ........................................289 MiG-17F Fresco ......................................292 Mig-21F Fishbed-C ..................................294 Rafale C ................................................297 Sea Harrier FA.2 ....................................301 Su-33 Flanker-D......................................305 Su-35....................................................308 X-29 ....................................................310 X-31 EFM ..............................................312 X-32 ASTOVL..........................................315 Yak-141 Freestyle ..................................316

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8. ADVANCES IN FIGHTER TECHNOLOGY


ADVANCES IN FIGHTER TECHNOLOGY ..............217 AGILITY ..........................................................218 Fly-By-Wire (FBW) Control System ............219 Tailless Aircraft ........................................220 Thrust Vectoring ......................................221 Composites ............................................222 Supercritical Wing ..................................223 Forward-Swept Wing (X-29 only)..............224 Close-Coupled Canards ............................225 SPEED ............................................................226 Engine Technology ..................................226 How a Turbofan Engine Works ..........227 ATF Engine Requirements......... ..................228 STEALTH ........................................................229 Radar Cross-Section (RCS)........................230 RAM/RAS Surfacing ................................231 Radar-Absorbent Material (RAM)................231 Radar-Absorbent Structures (RAS) ..............231 Intake and Exhaust Concealment ..............232 WEAPONS/SENSOR TECHNOLOGY ..................233 Radar ....................................................233 Fighters Anthology Avionics ..............234 IR (Infrared) ..........................................234 Radar and Infrared Seekers ......................235 HUDs and MFDs......................................236 Head-Up Display ..............................236 Multi-Function Display ......................236

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APPENDICES
APPENDIX A: ACRONYMS ................................321 APPENDIX B: GLOSSARY OF TERMS ................324 APPENDIX C: PRE-FLIGHT MENU BARS ............330 APPENDIX D: IN-FLIGHT MENU BAR ................332 APPENDIX E: OBJECT LIST ..............................335 APPENDIX F: BIBLIOGRAPHY ..........................339

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HOW TO USE THE ELECTRONIC MANUAL


For best performance. we recommend viewing the documentation with your monitor set to its highest resolution setting.

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Maneuvering Through the Document


Left-click on the bookmark text to jump directly to that section. (Click arrows to expand or collapse the section.) Use the buttons at the top of the screen or the buttons in the Acrobat Toolbar on top of the screen to maneuver through the document. Click a tab on the right side of any page to view another chapter. Start of Document / End of Document Page Back / Page Forward Undo a Change Page or View / Redo a Change Scroll / Zoom

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Zoom to 100% / Fit Page in View / Fit Page Width Search for a Topic in the Document

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Top of Document

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TECHNOLOGY

Printing Documentation
Choose File > Print. (Your printer must be connected and turned on.) If your print menu has a Print colors as grays option, select it.

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CAMPAIGNS

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1 IN A HURRY?

HOME

IN A HURRY

10

1. IN A HURRY?
IN A HURRY ....................................................10 CHOOSE ACTIVITY SCREEN ..............................11 Fighters Anthology Interface........................12 Menu Bars ........................................12 Buttons ............................................12 Text Buttons......................................13 Switches and Dials ............................13 Objects You Can Drag ........................13 QUICK, SINGLE MISSION OPTIONS ..................14 Play Single Mission ..................................14 Fly All ..............................................14 Pre- and Post-Flight Screens........................14 Mission Brief Screen ..........................14 Mission Map Screen ..........................15 Aircraft Selection Screen......................15 Load Ordnance Screen ........................16 Mission Debrief Screen ......................17 Replay Last Mission ..................................17 Create Quick Mission ................................18 Saving and Re-Playing Quick Missions ..................................18 Editing Quick Missions ........................18 The Aircraft Menu ..............................18 Quick Mission Parameters ..................19

QUICK MISSION TUTORIAL ..............................21 Quick Mission Setup ..................................21 Cheats ....................................................22 In the Air ................................................22 Maneuvering the Aircraft ....................23 Communicating with Your Wingman ......24 Using the Radar ................................24 Approaching Ground Targets ................24 Targeting a Ground Object with FLIR ................................25 Firing Air-to-Ground Missiles ................25 Finding an Air Target with Radar ..........26 Evading Missiles ................................27 Firing Air-to-Air Missiles ......................27

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IN A HURRY?
This chapter helps you get off the ground and into the air. Choose Activity Screen, p. 11, explains the options available from that screen and where to go to find more information about each. The Fighters Anthology Interface, p. 12, explains how to use menus, buttons, switches and dials. Quick, Single Mission Options, p. 14, can get you up in the air quickly. Quick Mission Tutorial, p. 21, covers basic flight, including weapon and sensor use.

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11

CHOOSE ACTIVITY SCREEN


The Choose Activity screen acts as a main menu for the rest of the game. Choose an option by clicking its button.

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PLAY SINGLE MISSION CREATE QUICK MISSION

Choose from a menu of pre-designed missions. (See Play Single Mission, p. 14.) Computer generates a custom mission based on general design parameters that you select. (See Create Quick Mission, p. 18.) Design a longer and more complex mission yourself, placing objects on a mission map and giving them waypoints and assignments. (See Creating Pro Missions, p. 197.) Try the mission youve just played again (unless youve quit to Windows since you last flew it). View Janes information on objects in the game and see what they look like before you encounter them in battle. (See Specifications, p. 241.) Begin a new campaign.(See Chapter 6: Campaigns, for an explanation of campaign screens and background info on the campaigns.) Resume a campaign in progress. (Campaigns, p. 165.)

COMBAT

CREATE PRO MISSION

CAMPAIGNS

REPLAY LAST MISSION REFERENCE

PRO MISSIONS

START NEW CAMPAIGN

CONTINUE OLD CAMPAIGN VIEW PILOT RECORDS

TECHNOLOGY

Bring up the records of all campaign pilots you have saved. (See Campaigns, p. 165.)

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FIGHTERS ANTHOLOGY INTERFACE


Menu Bars
All screens have pull-down menu bars along the top edge of the screen. On inflight screens, this bar is hidden for greater realism, but can be called up (or hidden again) at any time by pressing q. To access menu bar options, move the cursor to a menu and hold down the left mouse button. When the options appear, drag the highlighted bar down to the option you want and release the mouse button. A check mark next to an item means that the feature is active; selecting it again deactivates the feature and removes the check mark.

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? menu. This menu is available on every menu bar in the game. In the preparation screens, the ? menu contains a single option, EXIT TO WINDOWS (a4). In the cockpit, the ? menu contains an additional END MISSION (cQ) option.
PREF

menu. On the Choose Activity screen, this menu contains three options, Turn different graphic effects on and off. Change the in-flight screen resolution. Volume and toggle control for sound effects and music.

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GRAPHICS PREFS SCREEN RESOLUTION SOUND PREFS

Please see your Install Guide for more information on these options.) For inflight PREF menu options, see the In-Flight menu bar, Appendix D.
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CAMPAIGNS

menu. This menu allows you to set up multi-player games. See MultiPlayer Games, p. 31.

PRO MISSIONS

Buttons
You use buttons to choose some items. Unless specified otherwise, click in this book always refers to left-clicking the mouse on an option. Use the blue OK buttons to confirm any choices youve made and move to the next screen. The keyboard equivalent for these buttons is e. The green CANCEL buttons allow you to return to the previous screen. The keyboard equivalent for these buttons is q.

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Text Buttons
MULTI-PLAYER
Clicking on a text button reveals a menu of available options, or cycles through available options inside the text box. On a menu, click on the option you want, then click OK.
Text buttons

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If you are cycling through available options within the text box, keep clicking the box until the option that you want appears. (Your left mouse button cycles you through in one direction; your right mouse button goes in the other.) Shiftclick brings up all available choices.

Switches and Dials


Labels next to switches and dials indicate what each particular position does. Select a position by clicking on it with your mouse.

COMBAT

Objects You Can Drag


Map objects on the Mission Map screen and weapons on the Load Ordnance screen can be moved from one part of the screen to another. Click-and-hold on the desired object to select it, and then drag the cursor to a new location.

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QUICK & SINGLE MISSION OPTIONS


Play Single Mission
Choose this option to undertake a single, pre-designed mission either one provided with the game, or one that you have custom-designed using the Pro Mission Creator. (See Loading and Saving Missions, p. 197 for details on saving pro missions.)

MULTI-PLAYER GROUND COCKPIT

To play a single mission: 1. From the Choose Activity screen, select PLAY SINGLE MISSION. The Fly Single Mission screen appears.

COMBAT

2. The page switch cycles through the available single missions. When you see a mission that you want to fly, click on the box to highlight that mission. 3. Click OK to select the mission.

Fly All
When this option on the AIRCRAFT menu at the top of the page is inactive (i.e., there is no check mark next to it), you will choose from one of player aircraft on the Select Aircraft Screen. When the option is active, you can fly any aircraft in Fighters Anthology. You will choose these aircraft from the Mission Map Screen (see facing page). NOTE: You can only fly fixed wing aircraft, not helicopters, blimps, or drones.

CAMPAIGNS PRO MISSIONS

Pre- and Post-Flight Screens


(Depending on how the mission was set up, you may not see all of these screens.)

TECHNOLOGY

Mission Brief Screen


The Mission Brief screen provides the background and objectives for the mission. To switch clipboard pages, use u and y, or right- and left-click on them.

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Mission Map Screen


The Mission Map screen shows you your waypoints, enemy aircraft and objects that are mission objectives. Not all of the objects you will encounter are on the map some missions are designed with hidden objects.

Text Button

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If you activated the FLY ALL option on the Fly Single Mission screen, you can choose your aircraft from this screen. In the first line of the text to the right of the map, there is a text button listing a type of aircraft. Click on this button to open a panel which will allow you to choose the type of aircraft you will fly. See Defining Objects and Assigning Them Targets, p. 206.

COMBAT

Aircraft Selection Screen


If you did not select fly all on the Fly Single Mission screen, you will choose your airplane from the Aircraft Selection screen. The recommended one is highlighted.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

Suitability to the mission is your primary concern when choosing an aircraft, and knowledge of the available aircraft is invaluable. For example, it wouldnt be wise to undertake a strike mission in an X-29, which lacks strike capabilities. Likewise, dont rely on the B-2A Spirit to be a good interceptor it is a longrange bomber and cannot carry air-to-air weapons. For more information on aircraft in the game, choose REFERENCE from the Choose Activity screen or see Janes Specifications, p. 242 (for campaign aircraft). Click on the airplane you want to fly on the mission, and then click ARM PLANE or press e. To return to the Mission Map screen, click BRIEF MAP.

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Load Ordnance Screen


MULTI-PLAYER GROUND COCKPIT COMBAT
The Load Ordnance screen allows you to designate the type and number of weapons your aircraft will carry in the mission. All available weapons appear on the left panel; your aircrafts default weapons load appears on the right. Each black box on the right panel represents a hardpoint on your aircraft. If the word NOTHING appears inside a box, that hardpoint is empty and you can load weapons onto it. You can change the type of weapons Air-to-Air or Air-toSurface displayed on the left panel by clicking the red lights next to the dial in the lower left. The Air-to-Surface setting also displays FLIR pods, Pave Spike laser pods and external fuel tanks, if these can be loaded on your aircraft.

NOTE: The Campaign Load Ordinance Screen shows stores remaining in campaign. Click FLY to begin the mission or SELECT PLANE to return to the Aircraft Selection screen.

Loading and Unloading Weapons CAMPAIGNS


To load weapons or external fuel tanks onto hardpoints, move the cursor over one, left-click-and-hold, then drag the weapon or tank to the hardpoint. To unload all of the weapons from a hardpoint, move the cursor over the weapon icon, hold down the mouse button, and drag the icon back over to the weapon list. To unload weapons individually, right-click on the hardpoint. You can also select UNLOAD ALL from the WEAPONS menu to clear all ordnance from your aircraft. Different weapons work best against different targets. The Weapon Information Chart, p. 128, lists all of the weapons and which targets they are most effective against, as well as their ranges and the systems which guide them.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

17

Aircraft Weight
The weight and guidance system for each weapon is listed directly under it on the left panel. Your aircraft has a maximum weight load that is listed on the right. If you need to adjust the fully loaded weight of your airplane, left-click on hardpoints to increase the number of individual missiles or bombs on that pylon, or right-click to decrease the number. Once youve loaded the ordnance you want on the mission, click FLY or press e. Note: Activating CHEAT on the WEAPONS menu bar lets you load any type of weapon onto your aircrafts hardpoints. To get unlimited amounts of weapons, activate the UNLIMITED AMMO option on the CHEAT menu of the In-Flight menu bar after you go into flight. Loading and Unloading Gun Rounds. To unload gun rounds, right-click on the gun icon. Left-click to reload. Adding and Removing Fuel. The current takeoff weight (in the Vehicle Weight box) is the combined weight of your airplane, weapons and fuel. You may need to reduce your internal fuel to accommodate more weapons or eliminate weapons to increase your fuel for long-range missions. To remove fuel from your internal fuel tank, left-click on the negative (-) end of the internal fuel switch. To add fuel, left-click on the positive (+) end of the switch.

MULTI-PLAYER GROUND COCKPIT COMBAT

Mission Debrief Screen


CAMPAIGNS PRO MISSIONS
After youve flown any mission in Fighters Anthology, you see the Mission Debrief screen. The clipboard pages list your successes or failures, and pertinent statistics, such as your kill rate for various objects and your hit percentages. Right- and leftclick on the clipboard or press y and u to flip the clipboard pages.

Replay Last Mission


REPLAY LAST MISSION allows you to do just that: repeat the last mission played. This option is only available if you havent exited Fighters Anthology since your last quick mission.

TECHNOLOGY SPECS

IN A HURRY

18

Create Quick Mission


MULTI-PLAYER GROUND
With the Quick Mission Creator, you can set up your own air combat engagement quickly and painlessly. You specify general design parameters, such as the number and skill level of pilots you will face, and the Mission Creator fills in the details. To create a quick mission: 1. 2. Select CREATE QUICK MISSION from the Choose Activity screen. The Quick Mission Creator appears. Shift-click on the text boxes to bring up menus and select various mission parameters for both friendly and hostile forces. Click to scroll. Parameters are explained on the facing page. When you have set the mission parameters as you want them, click OK. If you choose CUSTOM WEAPONS LOAD instead of STANDARD WEAPONS LOAD (see above screen) you will next see the Load Ordnance screen. Otherwise, you will begin the mission immediately.

COCKPIT

3. 4.

COMBAT

Saving and Re-Playing Quick Missions


When you create a quick mission, it is automatically saved so that you can fly it again. (Note that only the most recent quick mission is saved this way.) Choose PLAY SINGLE MISSION from the Choose Activity screen, and cycle through the list of missions until you see QUICK (or just choose REPLAY LAST MISSION if you havent quit out of Fighters Anthology).

CAMPAIGNS PRO MISSIONS

Editing Quick Missions


You can load your most recent quick mission into the Pro Mission Creator and add objects to them, change waypoints, etc. From the FILE menu on the Mission Creator screen, choose LOAD MISSION. Cycle through the choices until you see QUICK MISSION, and select the box next to it.

TECHNOLOGY

The Aircraft Menu


FLY ALL Allows you to fly any airplane in the game. You can choose a nonplayer airplane from the Mission Map screen before taking off if you select this option. See Mission Map screen, p. 15). Limits the aircraft and weapon selections to those available during the time period checked: 1956-1976/1956-1982/1956-1996/1956-FUTURE.

ERA

SPECS

IN A HURRY

19

Quick Mission Parameters


MULTI-PLAYER Friendly Situation
This panel sets the conditions that you and the airplanes that fly with you will fight under. Click on text buttons to change settings: NATIONALITY Select your nationality (does not limit your choice of aircraft.) WING SIZE Select the number of aircraft for each wing (up to five). You fly the first aircraft in the first wing. (Set wing size to 0 to not use a wing.) SKILL LEVEL Select ACE, EXPERIENCED, AVERAGE or NOVICE skill level for each wing. The skill level indicates the range of piloting skills within that wing; the exact skill level per pilot is chosen randomly by the Quick Mission Generator. Choose the type of aircraft each wing will fly during this mission. Note that if FLY ALL is not active on the AIRCRAFT menu, all pilots in Wing 1 must fly one of the 26 singleplayer aircraft. This determines the terrain you will fly over CUBA, EGYPT, FALKLAND ISLANDS, FRANCE, GREECE, IRAQ, KURIL ISLANDS, NORTH VIETNAM, NORTH/SOUTH KOREA, PAKISTAN, PANAMA, PERSIAN GULF, TAIWAN, THE BALTICS, UKRAINE, and VLADIVOSTOK. Specify the starting altitude of the group (between 5,000 and 40,000 feet).
OVERCAST, FOGGY, SUNSET

GROUND COCKPIT COMBAT

AIRCRAFT TYPE

CAMPAIGNS

LOCATION

PRO MISSIONS

ALTITUDE WEATHER/TIME OF DAY SITUATION

Set the weather or time of day: DAWN, CLEAR, CLOUDY, or NIGHT.

TECHNOLOGY

Specify the battle situation for friendly forces. Friendly forces can hold the ADVANTAGE (behind the opponents, on their tail), be in a NEUTRAL situation (approaching each other head-on), or be at a DISADVANTAGE (opponents are behind you, on your tail). Set the initial separation between friendly and hostile forces (between 1 and 50 nautical miles).

SEPARATION

SPECS

IN A HURRY

20

WEAPONS LOAD

Choose STANDARD to carry a default load and go straight into flight. Choose CUSTOM to select weapons in the Load Ordnance screen before flight.
MISSILES.

MULTI-PLAYER

COMBAT SCOPE

Select which weapons will be used: GUNS ONLY or GUNS AND Note that GUNS ONLY means no air-to-air missiles. Air-to-ground missiles are still allowed so you can attack a ground target if youve specified one.

GROUND

Enemy Situation
On this panel you can specify the number and type of enemies and give yourself an enemy ground target. NATIONALITY Specify which country enemy forces come from. This is for designation purposes only and does not limit aircraft type.

COCKPIT

Nationality Skill level Wing size

Aircraft type

COMBAT

Ground target

WING SIZE SKILL LEVEL

Add up to three enemy wings, each with up to 5 aircraft. Select 0 to disable a particular wing. Choose from ACE, EXPERIENCED, AVERAGE or NOVICE skill levels for the specified group. As with the friendly forces, the skill level indicates the range of piloting skills within the given group. The exact skill level per pilot is chosen randomly by the Quick Mission Generator. Choose the type of aircraft used by the specified wing. Select a ground target for your forces (if you want one). Additionally, you can determine how heavily SAMs and AAA defend the target.

CAMPAIGNS PRO MISSIONS

AIRCRAFT TYPE GROUND TARGET

TECHNOLOGY SPECS

IN A HURRY

21

QUICK MISSION TUTORIAL


Designed for new pilots, this section teaches you how to maneuver in flight with a sample Quick Mission. Youll learn how to use your radar and IR sensor system to detect both air and ground targets, and how to fire guided missiles: Steering the Aircraft Communicating with Your Wingman Using the Radar Targeting a Ground Object with FLIR Firing Air-to-Ground Missiles Finding an Air Target with Radar Firing Air-to-Air Missiles Firing Weapons

MULTI-PLAYER GROUND

Quick Mission Setup


The first thing youll need to do is create the mission. Go to the Activity Screen and select CREATE QUICK MISSION, then choose the following parameters. When youre finished, click OK or press e.

COCKPIT

PARAMETER
Nationality Wing size Skill level Aircraft type Location Ground target Defended by AAA, SAMs? Altitude Weather/time of day Situation Separation (distance to target) Weapons load Combat scope

FRIENDLY SITUATION
AMERICAN 2/0/0 AVERAGE F-22As EGYPT

ENEMY SITUATION
RUSSIAN 2/0/0 NOVICE MIG-29 FULCRUM Cs

COMBAT CAMPAIGNS

LARGE AIRSTRIP NO 10,000 CLEAR NEUTRAL 20 MILES CUSTOM GUNS AND MISSILES

PRO MISSIONS TECHNOLOGY

Clicking OK brings you to the Load Ordnance screen since you selected a custom weapons load. Choose the following weapons, then click FLY or press e. AGM-65G MAVERICK (2) AIM-120 AMRAAM (2) FUEL Air-to-Ground, IR-guided missile Air-to-Air, radar-guided missile No adjustment

SPECS

IN A HURRY

22

Cheats
MULTI-PLAYER
As soon as you click FLY, activate some cheats to make your first flight a little easier. Left-click on the CHEAT menu and activate the following options by dragging the cursor down and highlighting them one by one. UNLIMITED AMMO DAMAGE NO CRASHES IGNORE MID-AIR COLLISIONS Restock your missile/bomb/ammo supply during flight. From the sub-menu, choose INVULNERABLE.

GROUND

Keep flying even if you crash into the ground. Turn off collisions with other aircraft.

From the PREF menu, choose: SHOW TARGET INFO? Display target information below all visible aircraft or objects when theyre in view.

COCKPIT

In the Air
This fly-through is divided into sub-sections, each of which deals with a specific aspect of flight steering, firing missiles, using the radar, etc. The DETAILS box under each heading shows you where to locate extensive information on that particular action. You can use q or cP to pause the game at any time. This is useful because things happen quickly in the air, and you may not have extra time to stop and read while enemies are pursuing you.

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

23

Maneuvering the Aircraft


MULTI-PLAYER
DETAILS: Pitch, Roll & Yaw (p. 60) You start the mission airborne. Try out some of the aircrafts controls. Use a joystick if you have one; otherwise, mimic the directions with W, Z, A and S on the keyboard. You may want to refer to Head-Up Display, p. 77, for information on interpreting what you see on the screen. Push the joystick forward and watch the numbers on the altitude indicator. Moving the nose up and down is called changing pitch, and changes your altitude. Increase pitch by climbing (pull the joystick toward you), decrease it by diving (push the joystick forward). The pitch line on your HUD and your Altitude indicator reflect altitude changes. (See Head-Up Display, p. 77.)

GROUND COCKPIT

Heading tape Airspeed indicator

Pitch ladder Altitude indicator

COMBAT

A, S

Push the joystick left (or right). This dips the left (or right) wing and causes the aircraft to roll about its nose-tail axis. Note that the horizon indicator tilts accordingly.

CAMPAIGNS PRO MISSIONS

Z + A Now, combine pitch and roll by pulling the joystick toward you and pushing it left (or right). This causes you to turn, or bank. Bring the aircraft back to level flight. (Youll know youre flying level when the altitude indicator remains steady, and the horizon is in the middle of your view.) 1, 3 (Numpad keys) Move the rudder from side to side to induce yaw. Notice that the heading tape scrolls left (or right), but that your pitch remains constant. (Or, use j and y if num lock is turned OFF.) View the exterior of your aircraft. Move the joystick and watch how your craft responds. Return to the normal front view. (Other function keys give different views, described in View Controls, p. 103.)

0 1

TECHNOLOGY SPECS

IN A HURRY

24

Communicating with Your Wingman


MULTI-PLAYER
Aircraft work in groups (usually pairs) for mutual support and protection. You are always the wingleader in the game, and your wingman remains in formation with you and follows your moves. You can send commands to your wingman during flight. For this mission, youll send only two. aC aP Give your wingman a medium formation scope. This means that hell stay in formation until you direct him to a target. Instruct your wingman to engage any enemy aircraft that may threaten you later.

GROUND

(Other commands are listed in Wingman Communication, p. 159.)

COCKPIT

Using the Radar


DETAILS: Radar Window (p. 96) Active Radar (p. 109) R Activate your radar. This should call up the Radar Window (if not, press s9 to open it). Any air contacts in the area appear as squares on the screen. (Ground targets require a different detection system.) Your position is at the bottom of the broad V. Increase the radar range to 100nm. Range appears in the upper right corner of the Radar Window. Press , a few times until this number reads 100. (Conversely, you can decrease radar range by pressing .).

COMBAT

CAMPAIGNS

Radar is used to detect and acquire air targets and to guide some missiles. Well revisit radar later for now, lets move on to ground targets.

PRO MISSIONS

Approaching Ground Targets


DETAILS: Radar Cross-Section Window (p. 95) For a successful ground engagement, it is essential that you approach undetected for as long as possible. Your Radar Cross-Section Window gives you an idea of how easily you can be picked up by enemy radar. The larger the globular shape in this window, the easier it is to pinpoint your aircraft. s0 O Display your Radar Cross-Section (RCS) Window. Open Bay Doors (B-2 Bomber). The size of the image in the RCS window should increase with the larger physical profile.

TECHNOLOGY SPECS

IN A HURRY

25

Targeting a Ground Object with FLIR


MULTI-PLAYER
DETAILS: Weapon Guidance Systems (p. 117) FLIR is used to detect heat sources, and hot ground targets display as dots. I When you turn off your active radar and activate your FLIR infrared pod, information from the FLIR appears in the Radar Window, and IR appears at the top of the display. Bring the airfield into view. It should be directly in front of you. (If not, turn around.) When dots appear on your Radar Window, acquire a target (click on a contact in the Radar Window, or press T). Vertical brackets around a contact identify the current target. Activate the Target Window. A picture of the targeted object appears in the window. Text above the picture describes the target type. Cycle through ground targets until you see Tower in the Target Window. This will be your first ground target. (Normally, you attack air targets first. This mission covers ground targets first, however, since its often hard to locate a ground target after an air battle.)

GROUND

COCKPIT

s4 T

COMBAT

Firing Air-to-Ground Missiles


DETAILS: Head-Up Display: Additional Weapons Mode Features (p. 83) [, ] Look for the current weapon indicator in the bottom left of your HUD. Cycle through weapons until you see AGM-65. This means the Maverick is now your currently selected weapon. Watch the range in the bottom of the Target Window. When youre within 10 nm of the target, youre within this weapons range. A solid box appears around your target. (Range also appears in the bottom left of the HUD.) Look at the hit probability bottom left corner of the HUD. When it exceeds 70%, youre ready to fire the missile. Open weapons bay doors.

CAMPAIGNS PRO MISSIONS

TECHNOLOGY

z (or joystick trigger) Release the missile and veer away the Mavericks internal IR guidance system steers it toward the target. Attack other ground targets (such as runways and parked aircraft) if you need more practice.

SPECS

IN A HURRY

26

Finding an Air Target with Radar


MULTI-PLAYER
DETAILS: Head-Up Display (p. 77), Radar Warning Receiver (RWR) Window (p. 94), Finding the Enemy (p. 107) R s5 Turn off FLIR and activate radar. Open your Radar Warning Receiver (RWR).

The RWR isnt an active sensor like your radar, but it pinpoints radar sources aircraft or incoming missiles that are tracking you with radar. Your aircraft is in the center of this display, and threats display 360 around you. Because the RWR lets you see all around your aircraft, it is useful for finding targets, even if it isnt an active sensor device.

GROUND COCKPIT

Air contact

RWR range

COMBAT

Increase the RWRs range to 50nm. Fly in a sweeping circle. (This is the easiest way to scan an area for enemy contacts.) When dots appear in your RWR Window, maneuver so that one is near the top center of the window. The contact should also now appear in your Radar Window. A small flag on the contact in the Radar Window indicates the contacts heading if the flag is pointing down, the aircraft is flying toward you. Target an aircraft once a contacts is visible in your Radar Window. Vertical brackets appear around the contact on the radar display and a target designator box marks the aircraft on your HUD. Maneuver so that the target is out of view. Note that XX appears on the perimeter of your viewscreen. This offscreen target marker indicates the direction you need to fly to bring the target back into view. Bring the targeted craft back into view. Check target range in the bottom of the Target Window. When youre within 13nm, youre within the effective range of your AIM-120s.

CAMPAIGNS

PRO MISSIONS

TECHNOLOGY

SPECS

IN A HURRY

27

Evading Missiles
MULTI-PLAYER
DETAILS: Combat Tactics, p. 134 Keep a close watch on the lower right corner of your RWR Window for a flashing I or R. i If you see a blinking R, a radar-guided missile is tracking you. Drop three or four chaff cartridges as you make a hard turn. (Chaff is metallic material that distorts radar reflections received by the enemy.) If the I flashes, an infrared missile is tracking you. Release flares as you make a hard turn. (Flares are pyrotechnic devices that emit heat in order to attract heat-seeking IR missiles.)

GROUND

Firing Air-to-Air Missiles


DETAILS: Using Weapons (p. 121), Head-Up Display: Additional Weapons Mode Features (p. 83) [, ] Cycle through weapons until AIM-120 (your long-range, air-to-air missile) is highlighted. Unlike the Maverick you fired earlier, the AIM120 is radar-guided and requires active radar. Your radar should still be on(if not, press s9), and you should still have a target selected. (If radar is active, no acronyms appear at the top of the Radar Window. If IR or HARM appears, press R to activate radar.) Now that your air-to-air missile is active, a floating diamond appears on the HUD. This symbol indicates that your missile seeker is trying to gain a lock. When the diamond centers itself over the Target Designator box , an intermittent lock tone sounds. Watch the hit probability reading in the HUD. When it exceeds 70%, youre ready to fire the missile.

COCKPIT COMBAT

CAMPAIGNS

PRO MISSIONS

z (or joystick trigger) Release the missile, then veer away. The AIMs internal radar guidance system will steer it toward the target. As long as you have your Target Window active, youll be able to tell whether the missile hits the target or not. Attack the other air target in the same manner.

TECHNOLOGY SPECS

When youve eliminated all mission objectives, youve completed the mission. Choose END MISSION from the ? menu.

IN A HURRY

MULTI-PLAYER

GROUND

COCKPIT

COMBAT

CAMPAIGNS

PRO MISSIONS

TECHNOLOGY

SPECS

28

(INTENTIONALLY LEFT BLANK IN ORIGINAL MANUAL)

IN A HURRY

MULTI-PLAYER

GROUND

COCKPIT

COMBAT

CAMPAIGNS

PRO MISSIONS

TECHNOLOGY

SPECS

29

2 MULTI-PLAYER GAMES

HOME

IN A HURRY

30

2. MULTI-PLAYER GAMES
MULTI-PLAYER
MULTI-PLAYER CONNECTIONS ............................31 Direct Serial (Null-Modem) ........................32 Step 1 Connecting Your Machines ..32 Step 2 Connecting with Another Player ..................................32 Step 3 Configuring the Mission ......33 If You Cant Connect ..........................33 Modem....................................................34 Step 1 Configuring Your Modems ..34 Step 2 Connecting with Another Modem Player ......................34 Step 3 Configuring the Mission ......35 If You Cant Connect ..........................35 IPX/SPX Network ....................................36 Step 1 Setting Up for LAN Play......36 Step 2 Connecting With Other LAN Players ......................................36 Step 3 Configuring the Mission ......37 If You Cant Connect ..........................37 TCP/IP Network........................................38 Step 1 Setting Up for Net Play ......38 Step 2 Connecting With Other Players ....................................39 Step 3 Configuring the Mission ......39 If You Cant Connect ..........................40 Disconnecting ..........................................41 MULTI-PLAYER MISSIONS ..................................42 Setting up Mission Parameters ....................42 Single Mission ..................................42 Quick Mission....................................42 Selecting Aircraft ......................................43 Arming Aircraft..........................................44 Dying in Multi-Player Combat ......................44 Pausing....................................................44 Identifying Each Other................................44 Communicating with Other Players ..............45 Creating a Message File......................46 AIRBASE ASSAULT ............................................47 Setting up an Airbase Assault Multi-Player Game ................................47 Airbase Elimination Gameplay Notes ............49

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

31

MULTI-PLAYER GAMES
Fighters Anthology supports IPX/SPX network (LAN) play (up to eight players), TCP/IP network (Internet) play (up to eight players), and modem and direct serial play (two players). Multi-Player Connections (below) describes how to set up each type of connection, Multi-Player Missions (p. 42) explains how to set up and play a mission once you have a connection.

MULTI-PLAYER GROUND

MULTI-PLAYER CONNECTIONS
To set up a multi-player game, select one of the following options from the MULTI menu or press the corresponding key. E M X T D SERIAL MODEM Choose this option if you want to set up a connection by linking two computers together with a direct serial cable. See Direct Serial (Null-Modem) p. 32. Choose this option if you want to set up a connection between two computers over a modem line. See Modem p. 34.

COCKPIT

IPX/SPX NETWORK Choose this option if you want to connect 2-8 computers over a LAN (Local Area Network). See p. 36. TCP/IP NETWORK DISCONNECT Choose this option if you want to connect up to 4 players with an Internet (dial-up) connection. See p. 38. Choose this option to disconnect from any type of connection. See p. 41.

COMBAT

Disconnect is grayed out when you arent connected to a multi-player game. Once youre connected, you can press D to disconnect anytime before going into flight. If you have problems connecting with another player, refer to If You Cant Connect (p. 33 direct serial, p. 35 modem, p. 37 IPX/SPX network or p. 40 TCP/IP network), or consult your network supervisor, Internet service provider or hardware/modem documentation. You can also get information on network and modem connections by going to the Windows 95 START menu and clicking HELP: Click on the
CONTENTS

CAMPAIGNS PRO MISSIONS

tab, then double-click HOW

TO. A NETWORK.

For help with IPX/SPX connections, double-click USE For help with modem setup, double-click SET
SETTING UP A MODEM.

TECHNOLOGY

UP HARDWARE,

then

For help with TCP/IP connections, click the INDEX tab and type Internet in the box. Relevant topics are highlighted in the large box below, click on a topic to view information about it.

Note: If you switch to another application (at) while in a multi-player connection, you will be disconnected. If you are the host, you cancel the game for everyone.

SPECS

IN A HURRY

32

Direct Serial (Null-Modem)


MULTI-PLAYER
If you and another gamer dont own modems, you can use a serial connector cord to link two computers. Visit your local computer shop and purchase a nullmodem connector (sometimes called a file transfer cable).

Step 1 Connecting Your Machines


1. 2. Plug one end of the connector cable into a serial port on one machine, and the other end into a serial port on the second machine. Configure the port settings on both computers so that they will make the best connection for Fighters Anthology. In Windows 95, click the START button. Highlight SETTINGS. Highlight CONTROL Click the DEVICE
PANEL,

GROUND

then double-click the SYSTEM icon. tab.

COCKPIT

MANAGER

Double-click PORTS (COM & LPT). This will list all of the ports on your computer. Look down the list for the port with a serial cable connection. Write down the number of the port, then double-click on it.

COMBAT

Click the PORT

SETTINGS

tab.

In the box beside Bits per second, choose 56700. (This is the recommended setting for Fighters Anthology. Make sure you do this for both computers; otherwise, they wont sync correctly. In the box beside Flow control, choose none. Restart both computers to make sure these changes are saved.

CAMPAIGNS

Now, youre ready to connect.

Step 2 Connecting with Another Player


From the Choose Activity screen, select SERIAL from the MULTI menu, or press E. This displays the Direct Serial Connection screen.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

33

1. 2. 3.

Click on the box next to CALLSIGN. Type in a callsign using the keyboard (use b, A and S to erase and change letters). Click on the box by SERIAL PORT. Choose a port (1-4) from the menu (the same port you wrote down when you plugged in your connector cord). Click on the box by BAUD RATE. Select a baud rate from the menu. It doesnt matter which one, as long as you and your opponent both select the same rate if you dont, your computers will not sync correctly.

MULTI-PLAYER GROUND

4a. (Slave) Click ANSWER. Your computer will attempt to connect to the host players machine. 4b. (Host) Once the slave has clicked ANSWER, click CALL. Your computer will attempt to connect with the other player.

Step 3 Configuring the Mission


See Multi-Player Missions, p. 42.

COCKPIT

If You Cant Connect


If youre having problems connecting, you may have a hardware conflict. (In other words, two devices may think theyre occupying the same COM port.) To check for port conflicts: 1. 2. 3. 4. Click the Windows 95 START button. Click CONTROL
PANEL,

COMBAT

then double-click the SYSTEM icon. tab.

CAMPAIGNS

Click the DEVICE

MANAGER

Click inside the circle next to View devices by connection. Check to make sure only one device is listed next to the com port your cable is connected to. If something extra is listed, delete it.

PRO MISSIONS TECHNOLOGY SPECS

CAUTION: Make sure you know exactly which COM port youre looking at and what you are deleting. (You dont want to delete anything important.) Please contact Microsoft or your hardware manufacturer for help with port conflicts.

IN A HURRY

34

Modem
MULTI-PLAYER
You can play another player across a 14,400 baud or faster modem. From the Choose Activity screen, choose MODEM from the MULTI menu, or press M. This displays the Modem Connection screen.

Step 1 Configuring Your Modems


Both players must have their modems configured correctly to get a successful connection: 1. 2.
PANEL.

GROUND

Exit to Windows 95 and click START. Highlight SETTINGS, then CONTROL Double-click on the MODEMS icon.

Click the PROPERTIES button. Make sure the maximum speed is set to the highest level for your modem (at least 57600 is recommended). Make sure that the Only connect at this speed box is not checked. Click the CONNECTION tab, then click the ADVANCED button. Make sure there is a check mark in the Use flow control box. If not, click in the box to put a check mark there.

COCKPIT

3. 4. 5.

COMBAT

Make sure there is a black dot next to Hardware (RTS/CTS). If not, click in the circle to put a dot there.

Note: If youve made any changes to your modem settings in the steps above, go ahead and restart Windows 95 before trying to connect. This ensures the changes will be saved to your modem.

CAMPAIGNS

Step 2 Connecting with Another Modem Player


1. Click a box below PLAYER NAME and enter your opponents name in the NAME field. Then, click the corresponding box below PHONE NUMBER and type in the phone number of your opponent (use b, A and S to erase and change letters or numbers). Click CALLSIGN. Type in a callsign for yourself. Make sure the modem port setting is AUTODETECT. (Click in the box to change this if its not.

PRO MISSIONS TECHNOLOGY

2. 3.

Now, youre ready to connect.

SPECS

IN A HURRY

35

One player acts as a host and calls the other machine; the other player is a slave and answers the call from the host. (The person with the fastest computer should be the host.) 3a. (Slave) Press ANSWER. Your computer will wait for the hosts machine to call. 3b. (Host) Once the slave chooses ANSWER, press CALL. Your computer will attempt to dial the phone number you specified. Either player can interrupt the connection attempt by pressing any key. (The slave will disconnect immediately; the host machine will take a little longer to reset. Once the modems connect, Modems Connected appears on the screen. Then the message window with connection information and messages from other players displays in the upper right corner of the screen.

MULTI-PLAYER GROUND COCKPIT

Step 3 Configuring the Mission


Proceed to Multi-Player Missions, p. 42.

COMBAT

If You Cant Connect


1. 2. Make sure your modem is set up correctly under Windows 95, and that you dont have multiple drivers loaded. Try connecting again, this time telling Fighters Anthology what COM port your modem is using instead of running autodetect. To find out the port connection for your modem, follow steps 1 and 2 under Step 1 Configuring Your Modems (facing page). Look for your COM port number in the window that appears. Go through the steps under Step 2 Connecting with Another Modem Player again, using this COM port number in place of autodetect when you get to step 3.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

36

IPX/SPX Network
MULTI-PLAYER
From the Choose Activity screen, choose IPX/SPX NETWORK from the MULTI menu. This take you to the Network Connection screen. Two to eight players can join a specific game. Multiple sessions of the game can run concurrently on a network without disrupting normal network activity. (During peak network hours, however, the game may run more slowly.)

GROUND COCKPIT COMBAT

IMPORTANT NOTE: You must have an IPX/SPX-compatible protocol loaded under Windows 95 (such a protocol ships with Windows 95). To check, go to the START menu. Highlight SETTINGS, then CONTROL PANEL, and double-click the NETWORK icon. Scroll down in the box to see if any kind of IPX/SPX-compatible protocol is listed.

Step 1 Setting Up for LAN Play


From the Choose Activity screen, left-click on the MULTI menu and select NETWORK, or press X. This displays the Network Connection screen. Left-click on text boxes. When youre through with a screen or menu, click OK or press e. 1. 2. 3. 4. Click on the box next to CALLSIGN. Type in a callsign using the keyboard (use b, A and S to erase and change letters). Click NEW. Wait for other players to join. When all players have joined, the host clicks START.

CAMPAIGNS PRO MISSIONS

Step 2 Connecting With Other LAN Players


1. Once you configure the Network Connection screen for your system, you can find other players. One player acts as a host and calls other machines; the remaining players are slaves and answer the call from the host. (The person with the fastest computer should be the host.)

TECHNOLOGY

2a. (Host) Click NEW. Your computer will attempt to add one or more players to your particular network game.

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2b. (Slaves) Click JOIN. Your computer will attempt to connect to the host players machine. 3. When the callsigns of all players appear in the Players Dialog, the host clicks START.

MULTI-PLAYER GROUND

Once all players have been found, Successful Connection appears in the message window, along with the callsign for each joined player. The message window appears in the upper right-hand corner of the screen, giving you connection information and displaying messages from other players.

Step 3 Configuring the Mission


See Multi-Player Missions, p. 42.

If You Cant Connect


If your computer cant find other players on the network, make sure you have an IPX/SPX protocol loaded. (See Important Note, facing page.) If youre still having problems, you may need to create an address book that sets up network addresses for individual players. To set up an address book:

COCKPIT COMBAT CAMPAIGNS

1. 2.

Click OPTIONS on the Network Connection screen. Click on a box below PLAYER NAME. Type in the hosts name, then press e.

Ask the host for his or her network address the 20-digit alpha-numeric code that appears on the panel pictured above. 3. 4. 5. Click on a box titled
ADDRESS.

PRO MISSIONS

Type in the entire address of the host computer and click OK. Your system will save each players name and net address. Try connecting again (by pressing NEW or JOIN).

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If you still cant connect, follow these steps again with another computer as host.

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TCP/IP Network
MULTI-PLAYER
You must have an account with an Internet service provider, or other access to the Internet to play Fighters Anthology through a TCP/IP connection. All players will also need to exchange IP addresses with the host once theyve logged on to the Internet. It is easiest to do this, if everyone logs on to a chat zone, If you do not know how to get into a chat zone, contact your Internet service provider, or check their on-line help, if available. If you have a web browser (e.g., Netscape or Internet Explorer) you can meet in the chat room of the Janes Combat Simulations web page at http://www.janes.ea.com. To reach this room, click the COMMO switch on the left side of the Janes home page (or the COMMO SHACK link, if your browser does not support frames). Click the TEXT CHAT to get to the chat room.

GROUND COCKPIT COMBAT

Step 1 Setting up for Internet Play


1. 2. Contact the other players (via chat board, telephone, etc.) and determine who has the fastest computer. This person should be the host. The host will need to log on to the Internet, find out what his IP address is and communicate this address to the other players: Each time you log on to the Internet you will have a different IP address, so the host will have to check this each time. There are two ways to check: A. Without logging off of the Internet, double-click on My Computer. Double-click on the C: DRIVE icon, then the WINDOWS folder. Double-click on WINIPCFG.EXE (Windows IP Configuration). Write down the number in the box next to IP address. B. Without logging off of the Internet, load Fighters Anthology. Choose TCP/IP NETWORK from the MULTI menu of the Choose Activity screen. Click the HERE button Write down the number next to THIS COMPUTERS IP ADDRESS. Press at to minimize the game without exiting.

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3.

Once the host knows his address, he must communicate this to the other players.

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Step 2 Connecting With Other Players


MULTI-PLAYER
1. 2. 3. 6. Log on to the Internet. Minimize your browser window, and load Fighters Anthology if you have not already done so. From the Choose Activity screen, left-click on the MULTI menu and select TCP/IP NETWORK, or press T. This displays a Network Connection screen. Click on the box next to CALLSIGN. Type in a callsign using the keyboard (use b, A and S to erase and change letters). (Slaves only) Click the OPTIONS button. On the panel that appears, click the text button next to HOST IP ADDRESS. Type in the hosts IP address, and click OK. (Make sure you include the periods.) A. (Host) Click NEW. Your computer will attempt to add one or more players. B. (Slaves) Look for the host in the list. Click ANSWER. Your computer will attempt to connect to the host players machine.

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7.

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The host clicks START when all players are ready.

Step 3 Configuring the Mission


See Multi-Player Missions, p. 42.

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If You Cant Connect


MULTI-PLAYER
You must have an TCP/IP-compatible protocol loaded under Windows 95 (such a protocol ships with Windows 95). To check, go to the START menu. Highlight SETTINGS, then CONTROL PANEL, and double-click the NETWORK icon. Scroll down in the box to see if any kind of TCP/IP-compatible protocol is listed. (If one isnt listed, you probably wont be able to connect to your Internet service provider either.) If you have a TCP/IP-compatible protocol and are having no difficulty logging onto the Internet, but you are having trouble connecting with other players: 1. 2. Follow the steps on pp. 38-39 again, designating another computer as the host. (Try using the computer with the fastest Internet connection.) Click the HERE button on the TCP/IP Network Connection screen.

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Broadcast address. This option is provided for users with an advanced understanding of how networks are set up. Do not change this number unless you know the correct broadcast address. Your systems administrator may be able to assist you. TCP port number. This number is reserved for use by Fighters Anthology. You should never have to change this number. The only time a conflict with this port number might arise, would be if another program randomly selected this port number. You would then have to randomly select another port number that was not being used (all players in a single game would have to us the same number. Again, this option is provided for users with an advanced understanding of network systems. Your systems administrator may be able to help.

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Disconnecting
MULTI-PLAYER
If the host disconnects in any of the following ways, everyone is disconnected and the game ends. A slave, however, can disconnect without affecting the game. Exit to Windows (a4). Select DISCONNECT from MULTI menu. (You will disconnect from your current game, but return to Fighters Anthology instead of Windows) Switch to another application using at.

GROUND

Both the host and slaves can use the following command to end the current game for everyone. All players are disconnected. Exit the mission (cQ).

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MULTI-PLAYER MISSIONS
Once everyone has connected, all players screens switch to the Choose Activity screen. Youre now ready to configure the mission. As the host, you get to select a SINGLE MISSION, AIRBASE ASSAULT, or set mission parameters for a QUICK MISSION.

MULTI-PLAYER

Setting Up Mission Parameters


Once the host player selects a mission type, each participant selects FRIENDLY or ENEMY from a dialog window that appears. (The host will always be on the friendly side in a single mission.) All players see what the host is doing on screen.

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Single Mission
Once the host scrolls throughs the mission list, selects a mission and clicks OK. All players must click OK to continue.

COCKPIT

Quick Mission
COMBAT
As host, you can set up a quick mission by selecting parameters in the Quick Mission Creator. (See Create Quick Mission, p. 18, for full instructions.) You can set up scoring parameters and dictate how many lives each player gets, the delay time between lives, the starting distance from the enemy and what weapons they get upon revival. Each player chooses his own aircraft type, but the host is the only player that can change mission parameters or select options from the CHEAT menu during flight. Unchangeable settings on the slaves machines show up as grayed-out options. As host, you can display players scores and how much time remains in the mission. To do so, select SHOW PLAYER SCORES from the MULTI menu during flight. When youre ready to start the mission, press FLY. All players must select FLY before the mission can begin. Extra multi-player Scoring Parameters for Quick Missions are discussed on the next page.

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Scoring Parameters
Extra Quick Mission parameters appear in the form of text buttons on the Quick Mission screen as follows: FIGHT TYPE KILL TALLY Score players by friendly and enemy side (SIDES), or individually (FREE FOR ALL).
AGE

MULTI-PLAYER GROUND COCKPIT

Player with the highest number of TOTAL KILLS, TOTAL DAM(delivered to opponents), or KILL RATIO (kills-to-deaths) wins. Only kills and damage against airplanes and helicopters are counted; ships, tanks, or other ground-based targets wont affect the score. Killing a player before he ejects counts as two kills.

TIME LIMIT KILL LIMIT KILL OWNER NUMBER OF REVIVALS REVIVAL DELAY REVIVAL DISTANCE REVIVAL WEAPONS

Set a time limit for the mission, from 1 - 30 minutes. Set the maximum number of kills (1-10). When this limit is reached, the game ends.
ONE SIDE

Set who must make the specified number of kills (TOTAL, BY or BY ONE PLAYER).

COMBAT CAMPAIGNS

Set how many lives each player gets (0-10, or UNLIMITED). Set the time delay between death and revival (0-5 minutes). How far away from the battle a rejoining player is revived (1-40 miles). Set what arms a player can use after being revived WITH (player keeps air-to-ground missiles), WITH BULLETS (player keeps only guns), with HALF BULLETS (player keeps only guns, with half the number of usual rounds).
MISSILES, WITHOUT MISSILES

PRO MISSIONS

Selecting Aircraft (Single Mission Only)


Multi-player games allow you to fly any airplanes that exists in the game, including those not available in single-player missions. However, you dont use the Aircraft Selection screen to select which airplane youll fly. Instead, you choose it from the Mission Map screen. Note: In Multi-player games, you can select any airplane to fly, but you cant select helicopters or blimps. However, you can select helicopters and blimps as objects in the mission. Click on an aircraft icon, then click the text button on the right side of the screen to view a menu. Highlight the aircraft you want to fly.

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Arming Aircraft
MULTI-PLAYER
You choose and arm your aircraft just as you do during normal games. Refer to Load Ordnance Screen, p. 16, for details on arming the aircraft. Once youre armed, everyone must press FLY to start the mission. All players will start the mission already airborne.

Dying in Multi-Player Combat


Any player that dies can rejoin the fray. However, the host can designate how many lives you get (see Scoring Parameters, p. 43.) To re-enter battle, press e. Youll be placed in the same aircraft you were flying before (with whatever weapons the host specified), and youll be positioned just outside the battle zone. (See revival scoring parameters on p. 43)

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In Airbase Assault you press s1 through 6 to revive in another airplane.

Pausing
Any player can pause a multi-player game by pressing cP or q. Note: There is no time compression available in Multi-player games.

COMBAT

Identifying Each Other


To avoid shooting at airplanes that are on your side (i.e., another friendly if youre friendly or another enemy if youre on the enemy side): Watch the missile lock box when you target an X appears in the middle of the box when youve targeted a teammate. Activate SHOW TARGET INFO on the PREF menu of the In-Flight menu bar to see players names beneath their callsigns. Select a target and send an IFF squawk (press U). This will return a Friendly message if youve targeted someone on your own side.

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Communicating with Other Players


MULTI-PLAYER
You can communicate with other players once youre connected. However, SEND TO ALL is the only option available before you go into flight. During flight, you can talk to any aircraft you can see. Messages appear in the bottom of the cockpit unless you activate the In-Flight menu bar (this suspends message-sending). ~ t or WZ e Activate communications. Cycle through receiver options Type your message using the keyboard, then press e to send.

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Alternatively, you can press ~ in conjunction with a second key: RECEIVER OPTION
SEND TO ALL (default) SEND TO FRIENDLIES

KEYS ~ Left s~ Right s~ a~ c~

RESULT Send message to all players. Send message only to friendly players. (Available once sides are chosen.) Send message only to enemy players. (Available once sides are chosen.)

COCKPIT

SEND TO ENEMIES

COMBAT

SEND TO WING

Send message to your designated wingman. (Only available during flight.) Send message to your currently locked target. (Only available during flight.)

SEND TO TARGET

CAMPAIGNS

Note: If you want to abort a communication, press q.

To send messages quickly, you can create a text file that assigns text messages to function keys (1 to =) on your keyboard. Then, you can simply press a function key to send a particular text message. See Creating a Message File, on the following page.

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Creating a Message File


MULTI-PLAYER
A sample message file called CHAT.TXT is included in your Fighters Anthology directory. To customize this file: 1. 2. Use a text editor (such as NOTEPAD.EXE) or word processing program to edit CHAT.TXT. You can change the default messages listed in it. Each message must fit on a single line. You can have up to 12 lines, each with a separate message. The top line corresponds to 1, the second to 2, and so on. Pressing a function key during flight sends whatever message is attached to that key. To specify a certain recipient, type in SEND TO FRIENDLIES/ENEMIES/ followed by \. Lines without a specific recipient go to all players, unless you specify otherwise during flight.
WING/TARGET,

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3.

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4.

Type in a message. Do not use spaces before/after the message, and press e at the end of each line.

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AIRBASE ASSAULT
Airbase Assault is a multi-player contest in which each player attempts to defend an air base or carrier while simultaneously trying to take out enemy holdings. There are two types of bases: the land/air base and the carrier ship base with escorts. Mission goals are determined by the type of base the enemy defends.
A land air base is composed of airstrips and key structures, some of which will be your targets. Example: runways, a control tower, a hardened C&C shelter, two hardened shelters, two barracks, and two ammo dumps. Mission goals may require you to take out the control tower, both barracks, and the ammo dumps. Each map has unique mission objectives. For example, when playing in Pakistan the primary goal is to destroy the armor assets, while in France the targets are missile silos. A carrier ship base is composed of a carrier and several escort ships. Example: an Eisenhower class carrier, an Iowa class battleship, two Ticonderoga class cruisers, and two Sacramento class support ships. Mission goals may require you to destroy all escort ships.

MULTI-PLAYER GROUND

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COMBAT

Setting up an Airbase Assault Multi-Player Game


Following standard procedures outlined on p. 32-40, players must connect via modem (2 players), network (2-8 players), TCP/IP connection (2-8 players, 4 players optimum), or serial cable (2 players) before Airbase Assault option is available.
Note: The host alone sets Game Options; each player sets individual Player Options. 1. 2. From the Multi-player Menu, the host selects AIRBASE ASSAULT as a game mode. The Choose Side screen appears. From the Choose Side screen, all players select a side to defend. At least one player must represent blue and one player must represent red.

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3. 4.

From the Select Airbase screen, each player selects an airbase to defend. There are four red forts and four blue forts. The host clicks the text button to choose the region in which combat takes place. The host can select one of 16 maps. To scroll through the list, left- or right-click on it. To bring up the entire list, press s and left-click. Each player must select an airbase and click OK to go to the Aircraft Setup screen. From the Aircraft Setup screen, the host determines the number of planes each player will fly, the strength of each bases defense, the type of support craft, the weather conditions, and the revival location and whether player aircraft carry a standard or custom weapons load. Each player defines his aircraft markings and up to six different aircraft types.

MULTI-PLAYER

5.

GROUND

6.

COCKPIT

Planes are located at each players base and act as the players reserves. Each time a player dies in one aircraft, he can select another until there are no more available. Each type of craft is assigned a specific function key, s-1 through s-6. Pressing one of these keys after ejecting, crashing, or being shot down revives the player into the plane of his choice. 7. 8. All players click OK. The Mission Brief appears, listing mission objectives for each side. All players click OK. The Mission Map screen appears, showing the location of all allied bases and any human-occupied enemy bases. Each player sees all airbases/carriers that belong to his side and each human-occupied base on the enemys side. All players select OK. If the host selected STANDARD WEAPONS LOAD at the Aircraft Setup screen, combat begins. If the host selected CUSTOM, the Load Ordnance screen appears.

COMBAT CAMPAIGNS PRO MISSIONS

9.

10. From the Load Ordnance screen you can modify weapons loads for each aircraft type in your inventory. To scroll through your aircraft, press [ or ].

TECHNOLOGY

11. All Players select FLY, and the mission begins. 12. An Airbase Assault game ends when all human-occupied bases on one side are destroyed.

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Airbase Assault Gameplay Notes


MULTI-PLAYER
s-I displays list of all planes available. Mission objectives are the same for each base on a specific map, differing only for airbase- or carrier-style missions. However, the objectives may vary greatly between different maps. Generally, you take out all the support ships or structures, not the carrier or base itself. Press s-16 to select the assigned plane when you have lost your current plane.

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(INTENTIONALLY LEFT BLANK IN ORIGINAL MANUAL)

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3 GROUND SCHOOL

HOME

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3. GROUND SCHOOL
MULTIPLAYER
FLIGHT PHYSICS................................................53 Bernoullis Principle....................................53 Angle of Attack ........................................54 G-FORCES ........................................................55 Apparent Weight ......................................55 The Flight Envelope ..................................56 Instantaneous vs. Sustained G-Force ............58 TURN PERFORMANCE ........................................58 Turn Rate and Turn Radius ..........................58 Corner Speed............................................58 Effects of Weapons Loads............................59 FLIGHT CONTROLS ............................................60 Pitch, Roll and Yaw ..................................60 Flight Stick ..............................................60 Rudder Pedals ..........................................61 Throttle....................................................61 Vectored Thrust ........................................62 TAKING OFF AND LANDING ..............................63 Pre-Flight ................................................63 HUD ................................................63 Useful Keys ......................................63 Taking Off ................................................64 Navigating ..............................................64 Landing ..................................................66 Criteria for a Good Approach................66 Landing Guidance ..............................67 Making Your Final Approach ................68 Aborting a Bad Landing ......................69 TAKING OFF AND LANDING IN A STOVL ............70 Vertical Takeoff ........................................70 Short Takeoff............................................70 Landing ..................................................70 TAKING OFF AND LANDING ON A CARRIER ........71 Landing Systems Officers Commands ..........71 Touching Down ........................................71 SPINS AND STALLS............................................72 Spins ......................................................72 Stalls ......................................................73 Controlled Stall (Post Stall Maneuvers) ........74

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GROUND SCHOOL
Air combat usually boils down to a fight to out-maneuver your opponent, point your nose at him and fire off your weapons before he can fire off his. Understanding how and why your aircraft maneuvers is essential for combat success. The first part of this chapter explains the basic physics principles of flight, or why the aircraft stays in the air. The second part discusses the physics of turning, G-forces, the flight envelope and how to maximize turn performance. The third section describes some of the control surfaces of the aircraft and explains how a pilot uses them to maneuver the aircraft. The final sections cover takeoffs, landings, stalls and spins.

MULTIPLAYER GROUND

FLIGHT PHYSICS
Flight is the result of several forces acting upon an aircraft. The first is the aircrafts weight, or the gravitational force pulling it toward the ground. A second is thrust, the force produced by the engines that propels the plane through the air. This thrust causes air to move over the wings, which in turn creates a lift force that counteracts the gravitational force and gets the aircraft off the ground.

COCKPIT COMBAT

Bernoullis Principle
Bernoullis Principle explains one way in which air moving over the wings creates lift. The principle states that as the as the speed of a fluid increases, its pressure decreases. Air behaves much like a fluid as it flows around a wing. It separates at the point of impact (see diagram) and flows both over and under the exterior surfaces. The top surface of the wing is more curved and thus longer than the bottom surface (see diagram). Air flowing around the wing moves both over and under it in the same amount of time. Since air flowing over the top moves a greater distance, it Point of impact must move faster than the air traveling over the bottom. According to Bernoullis principle, this difference in speed creates more pressure below the wing and less pressure above it. This high pressure beneath the airplane creates lift. Two consequences of Bernoullis principle effect flight performance: Speed is important. At faster speeds, the pressure differential is greater and more lift is available. Higher altitude means lower lift. At high altitudes, air is thinner (less dense) and thus creates less pressure and less lift.

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Angle of Attack
MULTIPLAYER
Angle of attack

Path of airflow

The shape of the wing creates lift in other ways. The wings of most airplanes are angled slightly upward, with the leading (front) edge higher than the trailing (back) edge. The angle at which the wing hits the air is called the angle of attack (AoA).

GROUND

To understand how this design increases the lift of the aircraft, imagine holding your hand outside a car window while the car is moving. If you hold your hand so that your palm faces the ground, the edge of your hand cuts through the air with relatively little resistance. If you hold your hand perpendicular to the ground, the force of the air rushing against your palm pushes it back. But if you angle your hand so that the front edge is tilted slightly upward, the force of the air will push your hand slightly up as well as back. As an aircraft flies straight and level, its wings meet airflow at a low AoA. As the airplane pitches up, AoA increases and thus lift increases up to a point.
DYNAMICS OF A STALL Disrupted airflow

COCKPIT

Airflow

Airfoil with a very high AoA

There is a point at which the angle becomes too steep, and the force of the air pushing backward is greater than the force of the air pushing up. This backward force slows the the aircraft down, decreasing the amount of air flowing over the wings and further decreasing lift. If AoA increases, airflow over the wings is disrupted lift vanishes, and the aircraft can literally fall out of the sky. This is known as a stall.

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Several of the Fighters Anthology aircraft are designed to be maneuverable at high angles of attack. The F/A-18D Hornet is well-known for flying at 30-40 AoA, and the X-29s forward-swept wings allow great agility and maneuverability at 45 and limited control at 60. The X-31 EFM (Enhanced Fighter Maneuverability) has demonstrated controllable flight at up to 70 AoA and an incredible post-stall, minimum-radius 180 turn known as the Herbst Maneuver.

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G-FORCES
Gravity is an acceleration. When we speak of gravitational force, we actually mean the objects weight, for force is the product of a mass times its acceleration (F=ma). The weight of an airplane and the weight of its pilot are vastly different because their masses are different, but their acceleration toward the earth due to gravity is the same. G-forces are a way of talking about relative gravitational force without involving differences in mass. The forces of lift and weight discussed earlier can be described in terms of G, where for any given object, 1G is equivalent to the gravitational force on that object at sea level. An airplane in level flight experiences 1G of force (which is the same as 1 times its normal weight). The pilot in that aircraft also feels 1G of force (which is 1 times his normal weight). If the rate of gravity were to suddenly double, or if the aircraft and the pilot were to accelerate at twice the rate of gravity, both would experience 2Gs of force force twice as strong as the normal gravitational force. The pilot would feel twice as heavy as he does normally.

MULTIPLAYER GROUND COCKPIT

Apparent Weight
In level flight, the lift and weight forces push perpendicularly to the wing, roughly straight up and down. When the aircraft rolls, the lift force continues to push perpendicularly to the wing, so the direction of lift is no longer completely vertical. However, gravity is still accelerating the aircraft downward. In order for the aircraft to maintain altitude, the vertical component of the lift force must equal or exceed the weight of the aircraft. As a result, more total lift must be generated to maintain enough vertical force to offset gravity. In the figure below, 3Gs of actual lift must be generated to provide 1G of vertical lift. The pilot achieves this by pulling back on the flight stick, sending the aircraft into a tighter, more accelerated turn. The pilot feels the increased acceleration as apparent weight in other words, the pilot actually feels 3 times heavier than normal and is pushed 3 times harder against the back of his seat. (This is similar to the force you feel in the tight turn of a rollercoaster.) As the aircraft banks even further, acceleration and apparent weight increase proportionally. A pilot in a 90 banking turn may experience 8 or 9Gs.
1G of Vertical Lift 1 G of Vertical Lift 3Gs of Lift

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1 G of Weight

3 Gs of Apparent Weight

1 G of Weight

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The Flight Envelope


MULTIPLAYER
Lift is a function of airspeed, altitude and the aircrafts flight attitude. All of these factors work together to produce flight, and all three must be considered together when talking about how airplanes maneuver. They are graphically described by the aircrafts flight envelope.
Altitude (10,000ft) Mach

To the left is the flight envelope for a fictitious fighter. The fighters altitude is on the vertical axis. Its speed is on the horizontal axis. Plotted on the graph are curves representing G-load envelopes.

GROUND COCKPIT

Mach

Speed (kts)

Absolute Limits
The outside curve shows the aircrafts speed and altitude limits at 1G. This curve defines the aircrafts absolute flight parameters. The left edge plots the airplanes minimum speed at various altitudes. Beyond this edge, the airplane isnt going fast enough to create 1G of lift, and it will stall. The top of the curve defines the aircrafts maximum altitude. Above this altitude, the air is too thin (and the airplanes wing is too small) to create 1G of lift. The right edge defines the airplanes maximum speed at various altitudes. Note that the airplane depicted in the chart can fly fastest at 36,600ft. Above this altitude, the air is too thin for the airplanes engines to create more thrust. Below 36,000ft, the air is thicker, and the airplanes structure limits its speed. If the pilot takes the airplane beyond its structural limit, air resistance begins to weaken the airframe and the wings will eventually tear off.

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G-Loading Envelopes
The inner curves plot the maximum Gs you can pull at various speeds and altitudes. You can use this information in two ways: 1. You can see how many Gs you can currently pull by finding your current altitude and speed on the graph. Say you are flying the aircraft in the graph on p. 3.4 700 knots at 40,000ft. The flight envelope tells you that you could potentially pull a maximum of 3Gs a very low banking turn. If you climbed to 45,000ft, your maximum G-load would decrease to 2G. At 49,000ft, the airplane would scarcely be able to do more than fly level. Conversely, if youre in a turning fight and need to pull more Gs, you can use the graph to figure out how to get them. For example, if youre near the upper left of your aircrafts envelope (at high altitude but medium speed), losing altitude will put you in a better G-load envelope. If you are over at the far right of the graph, you need to bleed off speed.

MULTIPLAYER GROUND

2.

COCKPIT

During combat, the Flight Envelope Window can give you an idea of the number of Gs you can pull. In the window, G-envelope curves are delineated by shading. The darker the shade, the fewer Gs you can pull at your current speed and altitude. Your aircrafts position on the chart is marked by a white dot. See Flight Envelope Window, p. 90.

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Instantaneous vs. Sustained G-Force


MULTIPLAYER GROUND COCKPIT COMBAT
So far, youve seen that lift increases or decreases according to airspeed, altitude and the severity of the aircrafts maneuvers. These three factors interact dynamically that is to say, they influence each other at all times. This is readily evident when considering two kinds of G-forces: instantaneous and sustained. When a pilot pulls back on the stick in order to turn, more of the airplanes surface area meets air resistance. Drag increases as a result, which in turn slows the airplane down. The slower airspeed reduces the amount of lift generated. In order to maintain the turn, more thrust from the airplanes engines must overcome the greater drag. For example, say an airplane flying at a speed of 400 knots and an altitude of 24,000ft is capable of pulling a 5G turn. The airplane banks. The increased drag exceeds available thrust, and the aircraft slows to 350 knots . The initial 5G load is called instantaneous G, and is the amount of lift the airplane can initially produce at that speed. As drag slows the airplane, it falls into its 4G envelope. With a lower G-load, drag decreases slightly. The airplane slows to 325 knots, where it can only pull 3G. The drop in G again reduces drag. Now, drag no longer exceeds thrust, and the aircraft maintains 325 knots at 3G. This is called sustained G. At this point, the airplane has reached equilibrium it can maintain this speed and G-load.

TURN PERFORMANCE
CAMPAIGNS
The number of Gs you can pull is only a general indication of how tightly you can turn. Gs represent the physics of your overall turn performance; however, geometry is also a factor.

Turn Rate and Turn Radius


Turn performance is measured in terms of turn rate and turn radius. Turn rate the is number of degrees per second a particular aircraft can turn. Turn radius is the distance required to complete the turn. A high turn rate and a low turn radius yield good turn performance.

PRO MISSIONS

Corner Speed
Turn rate and turn radius depend on two variables: airspeed and lift. Both turn rate and radius improve as airspeed increases, but only to the point where maximum lift (the highest amount of lift that can be generated by an aircrafts wings at a given altitude) is achieved. Once an aircraft achieves maximum lift, airspeed has the reverse effect it reduces turn rate and increases turn radius.

TECHNOLOGY SPECS

IN A HURRY

59

For any given altitude, the speed at which maximum lift occurs is known as the corner speed. Corner speed is the velocity at a given altitude at which the best turn performance is achieved that is, the highest possible turn rate with the lowest possible turn radius.

MULTIPLAYER

Using Corner Speed To Your Advantage


Flying above or below corner speed reduces your aircrafts turning performance. If youre involved in a turning fight with an enemy fighter, you want to stick to the corner speed. If the corner speed is above your current airspeed, you usually want to increase airspeed by adding power (igniting afterburners) or diving. If the corner speed is below your current airspeed, you want to decrease airspeed by climbing, braking or reducing throttle. Corner speed for your current altitude is marked on the airspeed tape by the corner velocity indicator. Keep in mind that turning at corner speed only allows you to pull the maximum Gs for your current altitude. If you are outside the 7G envelope on your Flight Envelope Window, then you wont be able to pull 7Gs, even at your corner speed. For maximum turn performance, you need to be at an altitude that gives you maximum Gs.
Airspeed tape

GROUND COCKPIT COMBAT

Current speed

Corner speed indicator

Effects of Weapons Loads


The Flight Envelope Window shows an aircrafts performance potential when clean (i.e., not loaded down by ordnance). Weapons increase weight and drag, so performance suffers when are carrying them. Generally speaking, performance suffers in proportion to the extra weight carried by your airplane. If 50% of your total weight is ordnance, you can expect a 50% reduction in the number of Gs you can pull. The weight of external fuel tanks similarly affect performance. In a desperate situation, you can jettison all air-to-ground ordnance (sK) or external fuel tanks (sJ) to lighten your load.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

60

FLIGHT CONTROLS
Lift is normally generated perpendicular to the wing. Movable control surfaces ailerons, rudders and elevators alter this lift to rotate the aircraft around its center of gravity. The pilot uses these controls to maneuver the airplane.

MULTIPLAYER

Pitch, Roll and Yaw


Aircraft maneuver in three dimensions: pitch, roll and yaw. These dimensions are always referenced from the pilots point of view, regardless of the aircrafts orientation or flight attitude. Pitch is the movement of an aircrafts nose up and down. Pitch is controlled by the aircrafts flaps (and in some cases, small variable winglets called canards). The flaps on both wings move up and down in tandem, changing the lift over both wings equally and causing the entire aircraft to pitch up or down. In the F-22, X-32 and X-31, thrust vectoring can also be used to control pitch. Roll is the movement of an aircrafts wingtips up and down. Roll is controlled by the aircrafts ailerons. Ailerons, like flaps, are hinged panels on an aircrafts wings. Unlike flaps, ailerons move in opposition to each other, increasing lift on one wing to decreasing and lift on the other. The lift differential tilts the wings and rolls the airplane. Yaw is the sideways movement of an aircrafts nose. Yaw is controlled by the aircrafts tail rudders. In the X-31, yaw can also be controlled by thrust vectoring.

GROUND

Pitch

COCKPIT COMBAT

Roll

CAMPAIGNS

Yaw

PRO MISSIONS

Flight Stick
Moving the stick forward and backward moves the aircrafts elevators and flaps and causes a change in pitch. Pulling the stick back, or applying aft stick, causes the aircrafts nose to rise. Pushing the stick forward applying forward stick causes the aircrafts nose to drop. (If you are playing Fighters Anthology with the keyboard, you control a airplanes pitch with W and Z ). Moving the stick right and left, or applying lateral stick, controls the ailerons. For example, moving the stick left causes the left wing to drop and the right wing to rise, rolling the aircraft left. (On the keyboard, use A and S .)

TECHNOLOGY SPECS

IN A HURRY

61

Rudder Pedals
MULTIPLAYER GROUND
The rudder pedals move the aircrafts rudders, controlling yaw. Applying right rudder yaws the aircrafts nose right. Pushing the left rudder yaws the aircrafts nose left. Rudder usage also induces roll. When using rudder, most aircraft will in roll the direction that rudder is applied. The amount of roll varies with aircraft type. Some aircraft, like the F-104, roll the opposite direction of rudder inputs. Rudders are primarily used for lining up shots and spin recovery. Control them with rudder pedals if you have them, or with these keys on the numeric keypad: 1 Apply left rudder. 3 Apply right rudder.

Throttle
The throttle controls the engines output. Pulling the throttle back closes the throttle, decreasing engine output. Rapidly closing the throttle is called cutting or chopping the throttle. Pushing the throttle forward opens the throttle and increases engine output. The engines maximum output without using afterburner is called full military power. Afterburners increase engine thrust by dumping fuel into the engines exhaust and igniting it. The increase in thrust is significant, but fuel is consumed three times faster. Control throttle with the following keys or a throttle device on your joystick:

COCKPIT COMBAT CAMPAIGNS

1 0% thrust 2 25% 3 50%

4 75% 5 100% 6 100% plus afterburner

7 Decrease thrust 5% 8 Increase thrust 5%

PRO MISSIONS

Note: Not all aircraft have afterburners the B-2, F-117, AC 130, AV-8B and Sea Harrier, for example, do not.

TECHNOLOGY SPECS

IN A HURRY

62

Vectored Thrust
MULTIPLAYER

X-31, X-32, Su-35 and F-22


On the X-31, X-32, Su-35 and F-22, small strake flaps (vanes) on the engine outlets can be angled to redirect the engines thrust. This is called thrust vectoring. A pilot in an F-22, Su-35 or X-32 can use thrust vectoring to change pitch. An X-31 vectors thrust both horizontally and vertically. c+ASWZ Thrust vector in the F-22, X-32 and X-31

GROUND

X-32, Yak-141, AV-8B and Sea Harrier


Thrust vectoring is also used in STOVL airplanes for short or vertical takeoff and landings. In the AV-8B Harrier and FRS.2 Sea Harrier, the engine nozzles are actually rotated downward to thrust the aircraft vertically off the ground. In the X-32 ASTOVL, a lift fan located on the underside of the aircraft generates an upward thrust force for vertical takeoff and hovering. To vector thrust in STOVL airplanes: X sX Rotate vector nozzles (or lift fan) down 10

COCKPIT COMBAT

Rotate vector nozzles (or lift fan) to a completely vertical (90) position Pressing sX again rotates the nozzles forward to 110 (120 is the ASTOVL). This can be useful in slowing the craft down for vertical landings.

z sZ

Rotate vector nozzles (or lift fan) upward and backward +10

CAMPAIGNS

Rotate vector nozzles to a completely horizontal (0) position (or to 90 if previously at 110/120)

See Constant HUD Features Thrust Vectoring Aircraft, p. 81, and Vectored Thrust, p. 62, for additional information.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

63

TAKING OFF AND LANDING


This section teaches you how to take off and land step-by-step using Fighters Anthologys training mission. A DETAILS listing under a heading shows where to look for more information on the flight instruments used in this tutorial. Note: For instructions that refer to STOVL aircraft, see Taking Off and Landing in a STOVL, p. 70. For instructions on carrier takeoffs and landings, see Taking Off and Landing on a Carrier, p. 71.

MULTIPLAYER GROUND

Pre-Flight
To begin the takeoff mission, select PLAY SINGLE MISSION from the Choose Activity screen. When the Mission Selection screen appears, select the first option (.. 01 TAKEOFF) and click OK.

COCKPIT

The HUD
DETAILS: Cockpit Elements (Chapter 4) Youll find yourself seated on a runway in the cockpit of an X-29. If you are unfamiliar with Heading tape the HUD the flight information displayed in green in the center of your view you G-Reading might want to pause the game and take a second to get acquainted.
Pitch Ladder HEAD-UP DISPLAY

COMBAT CAMPAIGNS

Useful Keys
You may want to pause the game at some point in this tutorial and read further: cP q Pause flight (press again to resume play) Pause flight and bring up the In-Flight menu bar (press again to resume play)

PRO MISSIONS

Note: If you use cP to pause, you will be able to pan the camera in external views while paused. See View Controls, p. 103. For information on the In-Flight menu bar, see Appendix D: In-Flight Menu Bar. If you have trouble after you get up in the air, jump into an external view of your aircraft, activate autopilot and watch the autopilot perform the correct procedure: 0 A External view (press 1 to return front view) Activate autopilot (press again to de-activate)

TECHNOLOGY SPECS

IN A HURRY

64

Taking Off
MULTIPLAYER
Check the upper-right corner of the HUD to verify that flaps are extended. (FLAP appears if they are.) They are automatically extended at takeoff; when you land, youll have to manually extend them (press F). Open your throttle to 100% thrust. (If you have afterburners, press 6 instead to engage them.) When you see the nose rise slightly (i.e, the horizon line drops below the center of the HUD), pull back on the joystick. As soon as youre airborne, retract the landing gear. Climb slightly until your airspeed reaches 200 knots. Raise your flaps. (Extending flaps provides lift and increases drag; raising them reduces both lift and drag.) If you are flying an aircraft with afterburners, reduce throttle to 5.

5 G F

GROUND COCKPIT

Navigating
DETAILS: Navigation Window (p. 93)
C (hidden)

COMBAT

B A

Next, you need to travel to your first waypoint (A), a position approximately 14nm southeast of the airport. Then, youll travel to a second marshal waypoint (B), where youll be able to make an approach for a landing at (C).

CAMPAIGNS

To maneuver to your waypoint: Level the nose and fly a forward course until airspeed reaches 250 knots. Look at the Navigation Window. (It opens by default when this mission begins. Later, youll need to press s6 to open/close it.) This window shows your waypoints. The current one is highlighted and labeled SE VECTOR POINT. It lies about 14 nautical miles southeast of the airstrip at a heading of roughly 180. The bearing beneath a waypoint in the Navigation Window shows you how off-course you are when youre headed directly at the waypoint, it read 0. If its positive, the waypoint is to your left. If its negative, the waypoint is to your right.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

65

Note: Bearing refers to directions relative to your plane, while heading refers to compass directions. A 90 bearing to a waypoint in your Navigation Window, means that the waypoint is on your right. On the heading tape, 90 means youre flying due east.

MULTIPLAYER

Heading tape

Bank right and pull back on the joystick (or use Z on the keyboard). Continue this right-hand turn for 180. Pull gently back on the stick until the G-reading in the upper left corner of your HUD is 3G, then hold the stick at that position. (If you exceed 3Gs in this turn, you risk stalling.) When the waypoint caret becomes visible under your heading tape, slowly level the wings. Center the waypoint indicator under the tape. Keeping the throttle at 100%, pull back on the stick until the nose pitches up 10, and fly directly at the waypoint. (If you want to get there quickly, cycle through time compression settings 1X, 2X, 4X and 8X by pressing C. These increase the rate at which time passes.) At 6,000 feet, gently push the stick forward and level the nose.

GROUND

COCKPIT

COMBAT

When you get within a mile of the SE VECTOR POINT waypoint, the range beneath it in the Navigation Window switches from nautical miles (NM) to feet (FT). Fly directly toward the waypoint until the caret under the heading tape disappears. When this happens, youve flown through the waypoint. Continue flying for 5nm or so, and gradually bleed off about 3,000 feet of altitude by pitching down slightly.
POINT,

CAMPAIGNS

When you get in range of your waypoint, the next waypoint, MARSHALL is highlighted your Navigation Window. (You can highlight waypoints manually using W.)

PRO MISSIONS

The marshal point lies approximately 5nm out from the runway and is off to the right, at a bearing of about 160 or so. It is the point at which you begin your landing approach, and in most missions it will be your second-to-last waypoint. In this game, your aircraft always receives first landing clearance; all other aircraft will hold marshal while you land. Bank into a gradual 180 turn until you see the waypoint caret beneath your heading tape. Center the caret under the tape and approach the waypoint. As approach, pitch the nose down 10 until your altitude drops to 5,000 feet, then level your nose. When the caret disappears from beneath the heading tape, youre in position for landing. Switch your HUD to navigation mode. (NAV appears in the bottom left.)

TECHNOLOGY

SPECS

IN A HURRY

66

Landing
MULTIPLAYER GROUND
Controlling the Aircraft (below) describes the basic principles behind maneuvering an aircraft at low speeds (these are a bit different than normal flight procedures, so you may want to glance at this section). Landing Guidance (facing page) explains how to use the ILS system and features that appear on your HUD during landing. To rejoin to the step-by-step takeoff and landing tutorial, turn to Making Your Final Approach, p. 68.

Criteria for a Good Approach


A landing is only as good as the approach, and your speed, altitude and execution must be perfect. Making and maintaining a proper approach requires the following criteria: Good Descent Rate. You should maintain a constant descent rate of 500-700 feet per minute. Theres no easy way to determine this. Just keep an eye on the Inertial Landing System indicators (described later in this section) they will tell you if youre too high or too low. Good Angle-of-Attack. Angle of attack (AoA) is the angle at which your wings meet the air (see p. 54). To keep a good angle of attack, watch the pitch ladder on your HUD (see Pitch Ladder, p. 80.). Keep your nose level or even pitched slightly down during the first part of your approach. As you near the runway, pitch the nose up and down to adjust speed typically, your AoA just before touchdown should be about 10-15. Controlled Approach. At low speeds, you use your throttle to control altitude, and use pitch to control your speed. Although this might seem counter-intuitive, its correct. - Pitch Altitude If youre coming in too high, pitch the nose up to lose altitude. At high speeds, pitching the nose up causes the aircraft to gain altitude. When you pitch the nose up at low speeds, however, the wings dont create enough lift to climb. Instead, the increased angle of attack creates drag, which slows the aircraft down. As airspeed decreases, so does lift, therefore the aircraft also loses altitude. If youre losing altitude too quickly, increase throttle but keep your pitch constant. Increased thrust speeds the aircraft up and creates more lift under the wings. Dont pitch the nose up to increase altitude at low speeds this actually counteracts thrust by creating drag.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS

- Throttle - Altitude

TECHNOLOGY SPECS

IN A HURRY

67

Landing Guidance
To correctly align your aircraft with the runway especially in at night or reduced-visibility conditions youll rely on the Instrument Landing System and indicators on your HUD.

MULTIPLAYER

Instrument Landing System


See also: ILS System (p. 87) The Instrument Landing System projects indicators that help you line up with the runway onto your HUD. It activates automatically 5nm from an airport if you are below 2000ft. You will only see these indicators if your HUD is in navigation mode. (The HUD is in navigation mode if NAV or ILS appears in the bottom left corner. Press N to switch modes.)
Glide slope deviation bar Localizer deviation bar Flight path indicator

GROUND COCKPIT COMBAT CAMPAIGNS

Glide Slope Deviation Bar. This horizontal row of dots indicates your vertical position. If you have too much altitude, the dots move to the bottom of the HUD. If youre too low, they move toward the top of the HUD. Localizer Deviation Bar. This vertical row of dots indicates your horizontal lineup. If you are too far to the right, the dots drift to the left side of the HUD. Moving too far left shifts the dots to the right side of the HUD.

Flight Path Indicator


The flight path indicator is a dynamic circle on the HUD that shows the direction in which your aircraft is actually moving (as opposed to where your nose is pointing). Keep an eye on it while you land if it falls short of the runway, youre descending too fast and will likely crash. If it is beyond the runway, youre coming in too fast and will have to abort the landing. Try to keep the flight path indicator on the HUD centerpoint during the approach, then move it 13 to 15 below the HUD centerpoint. This indicates an AoA of about 13 to 15, considered a good touchdown angle.

PRO MISSIONS TECHNOLOGY

Velocity Indicator
When ILS is activated, brackets appear on the right side of the airspeed tape. These brackets indicate the high and low speed limits for a good landing. Keep your speed within these brackets.

SPECS

IN A HURRY

68

Making Your Final Approach


You should now be aligned with the LANDING waypoint (C), about 5nm out. If the bearing in the Navigation Window doesnt read 0, use the rudder pedals numpad 1 (left) and 3 (right) to yaw, or change headings without banking the wings. Extend your flaps. This creates additional lift when youre flying at low speeds.

MULTIPLAYER

F 2

GROUND

Set your throttle to 25% and pitch the nose down to -5. This should drop airspeed. Different aircraft have different approach speeds. Look at the landing speed indicator tape on the left side of the HUD the caret represents your speed. Keep it between the upper and lower brackets (these indicate the upper and lower speed limits for a safe landing). If your speed exceeds 200 knots, extend the speed brake. If speed drops to 150 knots, lower the nose slightly. When youre about 2nm out from the runway, you should be at about 1,000 feet. Pitch the nose up to 10. Work the nose up and down to maintain a speed between the brackets. Be sure to keep the Localizer deviation bar and the Glide slope deviation bar centered in your HUD. Check your Target Window for range, and your Altimeter indicator for altitude. (The tick marks on the altimeter represents feet above ground level, not sea level.) You should be about 2,000 feet up when 10nm out from the runway. As you reach the runway, level the wings and keep your heading steady. The aircraft should touch down approximately a quarter down the length of the runway. Reduce throttle to 0%. Apply the brakes.

COCKPIT

COMBAT

CAMPAIGNS

1 B

PRO MISSIONS

Congratulations youve completed your first landing! Choose END MISSION from the ? menu to exit the mission.

TECHNOLOGY SPECS

IN A HURRY

69

Possible Problems
Before touching down, verify that the landing gear and flaps are extended. Youll see FLAP and GEAR in the upper-right corner of the HUD if they are. If not, press F to extend flaps, and G to lower landing gear. Misalignment. If the localizer deviation bar indicates that youre drifting left or right, dip one wing slightly to correct your course. Dont yaw this can cause you to sideslip (i.e., continue on an errant course, even though your nose is pointed in the correct direction). Too Much Altitude. If youre coming in high (check the glide slope deviation bar), cut your throttle immediately. Do not pitch the nose down. You need a proper AoA at touchdown so that the main (back) gear absorbs the brunt of the landing shock. If you pitch down, you force the nose gear to take heavier impact, and it could collapse. Too Little Altitude. If youre too low, you need more lift. Do not raise the nose. Raising the nose at low airspeeds slows the aircraft down and causes it to drop even faster. To gain altitude, increase throttle quickly by pressing 5. Once youve reached a better altitude, reduce the throttle back to 25%.

MULTIPLAYER GROUND COCKPIT COMBAT

Aborting a Bad Landing


If youre too low, too high, too fast or too slow, you may not be able to correct your landing in time. If this happens, abort the landing and try again: 5 F B G Punch your throttle to 100%, but dont change course. (In aircraft with afterburners, press 6 instead.) Retract your flaps. Retract your speed brakes. Raise your landing gear.

CAMPAIGNS PRO MISSIONS

Climb back to an altitude of 6,000 feet. Make a sweeping, 180-degree turn to the left, straighten out, and move to your original approach position. Give the landing another try.

TECHNOLOGY SPECS

IN A HURRY

70

TAKING OFF AND LANDING IN A STOVL


If youre flying a Short Takeoff and Vertical Landing (STOVL) craft, the steps for takeoff and landing are slightly different. These aircraft can take off vertically or from a short runway. Their engine nozzles can rotate 100 to provide upward or forward thrust. (Vertical thrust is provided by a lift fan on a STOVL. Hovering ability varies with weight a fully loaded STOVL cant hover.

MULTIPLAYER

Vertical Takeoff
With an unloaded STOVL, you can perform a vertical takeoff: N sX 5 G Activate the Navigation Window. Rotate the vector nozzles to -90 (straight down). Increase throttle to 100%. Your aircraft will lift off. Keep the nose of the aircraft level and stay above stall speed. Dont move the stick sideways; this will cause you to crash. Retract your gear.

GROUND COCKPIT

Z (3x) (three times) After you climb to 500 feet, rotate the vector nozzles to 60.

COMBAT

sZ

As you pass stall speed (80-90 knots), rotate the vector nozzles back to 0. Youll go into forward flight.

Short Takeoff
If your aircraft is loaded, you can perform a short runway takeoff: F 5 Extend your flaps. Increase throttle to 100 percent. Your aircraft will start to move forward.

CAMPAIGNS

X (4x) (four times) As you pass stall speed (80-90 knots), rotate the vector nozzles to -40. G sZ When airborne, retract the landing gear. Rotate the vector nozzles back to 0.

PRO MISSIONS

Landing
2 F, G sX About 2 miles out from the runway, throttle back to 25%. Extend your flaps and landing gear. Rotate the vector nozzles to -90 (straight down). Keep the nose up just enough to keep the engine from stalling as you drop down onto the runway.

TECHNOLOGY

Note: Dont use your rudders when youre near stall speed.

SPECS

IN A HURRY

71

TAKING OFF AND LANDING ON A CARRIER


The procedure for taking off is exactly the same as on a runway, although you are assisted by a catapult off of the runway. When a carrier mission starts, you begin on the catapult, ready to launch. The Cat officer, visible on your right, is signaling you to take off. Landing is a bit trickier. Carrier pilots must land their aircraft in a box roughly 40x60ft and hook an arrestor cable in the process. All of the information under Criteria for a Good Approach (p. 66) applies, and you will want to understand the Instrument Landing System (p. 87). You will also be assisted by a Landing Signal Officer (LSO).

MULTIPLAYER GROUND

Landing Signal Officers Commands


COCKPIT
The LSO guides every aircraft during the final stages of a carrier landing. He can see your aircraft better than you can see the ship, and he gives you verbal cues to help you perfect your lineup. Always obey the LSO. GO RIGHT GO LEFT HIGHER LOWER CALL THE BALL You are too far left. Roll and head slightly more to the right. You are too far right. Roll and head slightly more to the left. Increase your thrust enough to climb a little. Lower your thrust and let the aircraft sink a bit. The LSO wants you to verify that you can see the meatball, or lineup guidance lights on the carrier. Normally, at this point you would radio in your ID, aircraft type, fuel remaining, and the word ball. In this game, this is the signal that youve got a good lineup. The LSO is ordering you not to land. Apply full power, climb slightly and maintain your current heading until you pass the carrier. Fly back to your approach waypoint and try again.

COMBAT CAMPAIGNS

GO AROUND / WAVE OFF

PRO MISSIONS

Touching Down
Make your approach as you would normally, using both the ILS and LSO commands to perfect your line-up. When you lower your gear, you should also lower your arrestor hook (H). If you dont lower your hook, you cant snag the arrestor cable that brings you to a halt and you will fly right back off of the carrier.

TECHNOLOGY SPECS

IN A HURRY

72

SPINS AND STALLS


While modern aircraft have overcome many aerodynamic limitations, they are still not completely immune to problems such as spins and stalls. This section discusses the conditions under which stalls and spins occur and how to recover from them.

MULTIPLAYER

Spins
Spins occur when one wing loses significantly more lift than the other. The wing drops, pulling the aircraft into a rotating, spiral dive. As long as the rotation continues, most control inputs are useless, and some may even aggravate the spin. Spins were deadly killers during the early days of aviation, before pioneering pilots discovered spin recovery procedures. Some historians estimate that, during World War I, more pilots died from spin-induced crashes than from combat with the enemy In Fighters Anthology, spins only occur if you apply the rudder in the direction of the wing thats dropping. Since rudder control can be automatically coordinated in the game, you will only encounter spins while manually controlling rudders.

GROUND COCKPIT COMBAT

Spin Recovery
Spin recovery is relatively easy, but requires prompt action. A spin may consume several thousand feet of altitude on each revolution, and spin recovery may require several revolutions. Spins at low altitude are extremely dangerous. Use the following steps if you find yourself in a spin: 1. 2. 3. 4. Center your joystick. Using the ailerons to bank often aggravates the spin. Apply full opposite rudder. (A message on the HUD indicates which rudder to apply.) Now push your joystick forward slightly to keep the nose down. Maintain these stick and rudder positions until the aircraft stops rotating. You will generally find yourself in a low-speed dive a perfect target for enemy aircraft. Gently pull out of the dive, increase throttle to 100% (5) and return to normal flight. If the aircraft is still unwilling to recover after the steps above, go through the procedure again. Try increasing your throttle as you do.

CAMPAIGNS PRO MISSIONS TECHNOLOGY

5.

SPECS

IN A HURRY

73

Stalls
MULTIPLAYER
A stall occurs when AoA exceeds maximum allowable levels and a smooth airflow over the wings is disrupted. Lift evaporates and the airplane falls toward the earth. Knowing how to recover a stall can be critical.

Avoidance
Always monitor airspeed, especially if youre pitching above 45. Pay attention to stall tickle (see below). If Approaching stall appears on your viewscreen, nose down and/or punch out. Take particular care to avoid stalls at low speed. If you cant dive to regain speed, youre going to buy the farm.

GROUND COCKPIT

First Warning: Buffet and Tickle


As a stall approaches and airflow over the wings roughens, the aircraft begins to vibrate. The point at which the vibrations or buffet first begins is called tickle. Pilots with a light touch can feel the tickle and realize theyve reached maximum performance without looking at the instrumentation or actually entering a stall. When youve reached the tickle point in Fighters Anthology, youll see Approaching Stall at the bottom of the viewscreen.

COMBAT

Second Warning: Stall Horn


If you do not take action to increase airflow, by relaxing G-load and pitching your nose down, the disruption of airflow and the buffeting worsen. Fighter aircraft have a stall horn which makes a loud, distinguishable wail that warns of a potential stall. When you hear this, increase speed by diving or afterburning.

CAMPAIGNS

Stall Recovery
If youve got afterburners, punch them (press 6). If you dont have afterburners, or if they arent enough, dive. Attempt stall recovery as soon as possible. As you approach a stall, the air flowing over the aircrafts control surfaces decreases, making the aircraft harder to control. The longer you wait to recover, the greater your chances of totally losing control of the aircraft or getting shot down.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

74

Controlled Stall (Post-Stall Maneuvers)


MULTIPLAYER
Controlled stalls can occur in highly maneuverable aircraft, such as the X-31. in a controlled stall, you are technically in a stall, but you still have enough control of the aircraft (either through vectored thrust or advanced control surface design) to maneuver it. When you enter a controlled stall Controlled stall appears at the bottom of your HUD. Controlled stalls present the opportunity to execute post-stall maneuvers such as the Herbst or J-turn. If your aircraft is capable of these maneuvers, they can be initiated with vectored thrusting. They are discussed in detail under Air Combat Maneuvers, p. 145. You cannot maintain a controlled stall forever, however eventually you will begin to rapidly lose lift. Use the maneuvers discussed above to get out of the stall, or you can recover by normal means dropping your nose and punching your afterburner or diving to regain speed.

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

MULTI-PLAYER

GROUND

COCKPIT

COMBAT

CAMPAIGNS

PRO MISSIONS

TECHNOLOGY

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75

4 COCKPIT ELEMENTS

HOME

IN A HURRY

76

4. COCKPIT ELEMENTS
MULTI-PLAYER
HEAD-UP DISPLAY ............................................77 Constant HUD Features General ............78 Constant HUD Features Thrust Vectoring Aircraft..............................81 Additional Weapons Mode Features ............83 Missile and Guided Bomb Elements ................................84 Unguided Bomb Elements ..................85 Gun Elements....................................86 Additional Navigation Mode Features ..........87 Instrument Landing System ................87 INSTRUMENT DISPLAY WINDOWS ......................88 View Windows..........................................88 Front View or IR/Laser Target Window............................................88 Other View Window ..........................89 Status Windows........................................89 Weapons Status Window ....................89 System Status Window ......................89 Flight Information Windows........................90 Flight Envelope Window......................90 Nav Window ....................................93 Passive Radar Windows ............................94 Radar Warning Receiver (RWR) Window ................................94 Radar Cross-Section (RCS) Window ......95 Radar and Targeting Windows ....................96 Radar Window ..................................96 Target or Radar/Visual Target Window ................................101 IN-FLIGHT NAVIGATION MAP ..........................102 VIEW CONTROLS ............................................103 View Panning and Zooming ......................104 View Reference Keys ..............................104

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

77

COCKPIT ELEMENTS
While flying, your immediate environment consists of a cockpit display, the Head-Up Display (or HUD) and a number of instrument windows that you can activate. You can display the cockpit for added realism or hide it in order to increase your view of the world outside. Press B to toggle the cockpit on or off, or use the PREF menu of the InFlight menu bar to activate and de-activate it. If you display the cockpit, you can also choose to have rear-view mirrors from the In-Flight menu bar. Press q at any time to call up the In-Flight menu bar.

MULTI-PLAYER GROUND COCKPIT

HEAD-UP DISPLAY
COMBAT
Critical flight and weapons information is projected onto the Head-Up Display (HUD), a transparent sheet between the pilot and the glareshield. The HUD reduces the need to look down at other instruments in the cockpit, allowing the pilot to concentrate on the combat situation. You can dim or brighten the HUD with s[ and s], or by choosing these options from the PREF menu of the In-Flight menu bar. The HUD has two modes, Navigation and Weapons. The default is Weapons mode. N Toggle HUD between Weapons and Navigation modes.

CAMPAIGNS PRO MISSIONS

You can determine what mode youre in by looking to the lower left of your HUD. If LCOS appears, you are in Weapons mode. If NAV or ILS appears, you are in Navigation Mode. Constant HUD Features, discusses features that are common to both modes, for aircraft in General (p. 78) and Thrust Vectoring Aircraft (F-22A, X-31 EFM and X-32 ASTOVL, p. 81; Su-35, p. 62; and STOVL aircraft, p. 82). Additional Weapons Mode Features, p. 83, discusses features specific to the HUD in Weapons mode. Additional Navigation Mode Features, p. 87, discusses features specific to the HUD in Navigation mode.

TECHNOLOGY

SPECS

IN A HURRY

78

Constant HUD Features General


Heading tape Waypoint caret G-meter Autopilot/thrust indicator Corner velocity indicator Airspeed tape Flight path indicator Current weapon indicator Current heading Flaps extended Air brakes extended Gear lowered Arrestor hook lowered Altitude tape Above ground level (AGL) indicator Pitch ladder

MULTI-PLAYER GROUND

Above Ground Level (AGL) Indicator. This bar on the altitude tape indicates your altitude above the terrain. As you fly over land, ground level changes. For example, when flying over a mountain, you could be 5,000 feet above sea level but only 200 feet above the ground. Pay particular attention to the AGL when flying in clouds or fog. Airspeed Tape. The airspeed tape scrolls up and down, indicating changes in airspeed. On more modern aircraft, your current airspeed is also displayed numerically at the center of the tape. Indicators show your maximum and minimum (i.e., stall) speeds. In Fighters Anthology, your airspeed indicator measures true airspeed and not indicated airspeed. The actual speed of your aircraft is affected by changes in air pressure. Indicated airspeed gives the speed the aircraft would be travelling if it were at sea level on a standard day. It is the reading normally found on an airspeed indicator. True airspeed is the speed the aircraft is actually travelling; the flight computer returns this measurement by correcting indicated airspeed to reflect current temperature and air pressure conditions. Altitude Tape. The altitude tape scrolls up or down, indicating changes in altitude ASL (Above Sea Level). On more modern aircraft, your current altitude is displayed numerically at the center of the tape. When the Instrument Landing System (ILS) is engaged, additional marks indicate your current vertical speed (how fast you are diving or climbing) and the maximum advised vertical speed for landing. For more information on the ILS, see Additional Navigation Mode Features, p. 87. For a detailed guide to using the ILS, see Landing, p. 66. Auto. Indicates that the autopilot is engaged and steering your aircraft to the current waypoint. A Turn autopilot on/off

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

79

Bay, Brakes, Flaps, Gear and Hook. The upper right-hand corner of the HUD indicates the bay, brake, flap, gear and hook status. If FLAPS, GEAR, BRAKE or HOOK appears in the upper right corner, then the specified device is extended. If the word does not appear here, the device is retracted. If BAY appears, the weapons bay is open; otherwise, it is closed. O B F G H Toggle weapons bay open/closed (F-117, B-52, X-32 and F-22A only) Toggle brakes Toggle flaps Toggle landing gear Toggle the arrestor hook (if aircraft can land on a carrier)

MULTI-PLAYER GROUND

Brakes. See Bay, Brakes, Flaps, Gear and Hook. Corner Velocity Indicator. The corner velocity (or speed) indicator shows your corner speed at your current altitude. If the bar is below the numeric airspeed readout, youre flying faster than corner speed. If it is above the numeric readout, youre flying slower than corner speed. Flying at your current altitudes corner speed gives you maximum turn performance. For more details, see Corner Speed, p. 58. Current Weapon Indicator. Indicates the current weapon and the number of rounds left. [, ] Cycle through weapons

COCKPIT COMBAT

Flaps. See Bay, Brakes, Flaps, Gear and Hook, above. Flight Path Indicator. The Flight Path Indicator shows which direction the aircraft is actually moving, regardless of where its nose is pointed (which is always the center of the HUD). When you pitch down at high speed, your nose is pointed toward the ground, but you maintain some momentum in the direction you were headed previously. Your actual flight path is between where your nose is now pointed and where it was previously. G-Meter. The G-meter shows how many Gs the aircraft is currently pulling. For more on the role of G-force in maneuvers, see G-Forces, p. 55. Gear. See Bay, Brakes, Flaps, Gear and Hook, above. Heading Tape. The heading tape is your compass. It scrolls right and left, from 1 to 360 with tick marks every 10. On more modern aircraft, your current heading is displayed numerically at the center of the tape. 0 90 Due north Due east 180 270 Due south Due west

CAMPAIGNS PRO MISSIONS TECHNOLOGY

Hook. See Bay, Brakes, Flaps, Gear and Hook, above.

SPECS

IN A HURRY

80

Pitch Ladder. The pitch ladder indicates the aircrafts pitch and roll relative to the horizon. The center of the HUD is always in line with where the nose of your airPositive pitch lines craft is pointing. Each pitch ladder line represents 5 above or below the Horizon line horizon. Positive pitch lines indicating that the nose is pointed above Negative pitch lines the horizon are solid. Negative pitch lines indicating that the nose is pointed below the horizon are represented by dashed lines. The ends of the pitch lines always point toward the horizon. The pitch ladder lines also act as an artificial horizon. Think of them as representing your wings when the lines are horizontal (relative to the bottom of your screen), your wings are parallel to the horizon. When the lines are vertical, your wings are perpendicular to the horizon. Thrust Indicator. The thrust indicator shows the engines current throttle setting as a percentage of maximum possible engine output. AFT indicates that afterburners have been lit. The following keyboard keys control thrust: 1 2 3 4 0% thrust 25% thrust 50% thrust 75% thrust 5 6 7 8 100% thrust 100% thrust plus afterburners Decrease thrust by 5%

MULTI-PLAYER GROUND COCKPIT COMBAT CAMPAIGNS

Increase thrust by 5%

Time Compression Level. Rate of time compression appears in the upper right corner when time compression has been activated. During time compression, your stick inputs are reduced so your airplane is still controllable. C sC C Cycle through time compression rates. Switch to slow motion (1/2 of normal speed). Change from slow motion back to normal speed.

PRO MISSIONS TECHNOLOGY

Waypoint Caret. The waypoint caret moves along the underside of the heading display, marking the direction to the selected waypoint. When the indicator is centered on the heading tape, you are flying directly at the next waypoint. For more information, see Additional Navigation Mode Features, p. 87.

Stability Indicator
This indicator appears at the bottom of the X-29s, X-31s and X-32s HUDs:

SPECS

Normal

Increasing Stability Decreasing Stability

Stall imminent

IN A HURRY

81

Constant HUD Features Thrust Vectoring Aircraft


There are two types of thrust vectoring in Fighters Anthology thrust vectoring controlled by strake flaps, and thrust vectoring controlled by rotating engine nozzles. Strake-flap thrust vectoring is used to alter an aircrafts pitch and/or yaw in mid-flight. Rotating engine nozzles are used in STOVL aircraft, primarily for short-runway or vertical takeoff and landing. The table below lists the Fighters Anthology aircraft with thrust vectoring capabilities:

MULTI-PLAYER GROUND

AIRCRAFT
F-22A / F-22N X-31 EFM X-32 ASTOVL AV-8B Harrier Sea Harrier FA.2 Su-35 Yak 141

STOVL

VECTOR PITCH

VECTOR YAW

COCKPIT COMBAT

F-22A, F-22N, X-31 EFM, X-32 ASTOVL, Su-35


The strake flaps on the engine outlet nozzles of these aircraft redirect the engines thrust to change the pitch or yaw of the aircrafts nose without moving control surfaces or dipping the aircrafts wings. The ASTOVL and F-22 can use vector thrust to maneuver on the pitch axis; the X-31 can maneuver on the pitch and yaw axes. c + A, S, W, Z
VCTR

CAMPAIGNS

Control the direction of vectored thrust.

PRO MISSIONS

Original flight path indicator

Position of nose

TECHNOLOGY SPECS

VCTR. Appears in the upper right of the HUD when the thrust angle does not equal 0 (i.e., straight back at a normal flight angle). Original Flight Path Indicator. This small circle appears on your HUD when you begin to vector thrust. It marks the direction of your original flight path, before you began to vector thrust. To return to normal flight, reposition your nose (represented by the large circle in the center of your HUD) over the original flight path indicator to resume normal flight.

IN A HURRY

82

X-32 ASTOVL, AV-8B Harrier, Sea Harrier FA.2 and Yak 141 Freestyle
MULTI-PLAYER
The main engine nozzles of the AV-8B, Yak-141 and Sea Harrier can be rotated downward to provide added lift for short takeoffs and landings within limited runway space. In addition to strake flaps that vector engine thrust to alter pitch in flight, the ASTOVL features a lift fan that helps launch the aircraft off of the ground. Note: These aircraft cannot achieve vertical takeoffs when fully loaded you must first remove weapons and fuel. In combat, vertical takeoff is not advisable, as it uses a great deal of fuel and decreases your available weapons load.
Vector angle Zero sink rate point

GROUND COCKPIT

Horizontal velocity marker

Vertical velocity bar

COMBAT

Vector Angle. Indicates the angle of the vector nozzles. At 0, the nozzles point straight back (normal flight position). At -90, they point straight down. X sX Z sZ Rotate nozzles -10 (downward) Rotate nozzles to -90 position; press again to rotate to -100 (120 in the X-32)

CAMPAIGNS

Rotate nozzles +10 (upward and backward) Rotate nozzles to 0 position; press twice if starting from 100 (120 in ASTOVL)

The Horizontal Situation Indicator (HSI), appears on the HUD when you are in Navigation mode and drop below stall speed. It comprises two elements that indicate the crafts movement: vertical velocity bars and a horizontal velocity marker. Vertical Velocity Bars. Ticks on the vertical velocity bars move up and down, indicating your climb and sink rate. The lower edge of the vertical bars marks the point at which you begin to stall rather than sink. The centerline markers indicate the zero sink rate position, the point at which the craft can hover. Horizontal Velocity Marker. This circle indicates forward/back and side-to-side movement. The cross hairs in the center indicate zero horizontal velocity that is, the point at which the aircraft hovers. If the circle is centered on the cross hairs, the aircraft hovers. When the circle slips to the side, forward or back, the aircraft is traveling in that direction. The radius of the circle represents movement at 10 knots in any direction. For example, if the forward edge of the circle moves over the center of the cross hairs, then the airplane is drifting backwards at 10 knots.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

83

Additional Weapons Mode Features


Weapons mode provides you with targeting symbology needed to designate and engage targets. Weapons mode is the default mode for the HUD; press N to toggle between Weapons and Navigation mode.
IR/Laser TD box Current weapon indicator Quantity Hit probability R/V TD box IR/Laser target brackets

MULTI-PLAYER GROUND

Target range Closure speed Aspect angle

Aspect Angle. Indicates a targeted aircrafts aspect angle in degrees. The aspect angle is the angle between the targets tail and your airplanes line of sight. See diagram under Aspect Angle, p. 136. Closure Speed. Shows the targets speed relative to yours. A positive closure means you are gaining on the target; negative closure means it is moving away. Current Weapon Indicator. Displays the number and type of the currently selected weapon. [ or ] s8 Cycle through weapons Displays the number remaining for all weapons

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY

Hit Probability. Shows the weapons current hit probability. The percentage takes into account all factors which may affect the missiles overall chance to hit, such as weather and distance to target, but does not consider enemy maneuvering. IN RNG appears next to the hit probability when the target is within the weapons minimum/maximum range. Note: A guided missile must have a lock not just a minimum hit percentage in order to have any chance of hitting its target. IR/Laser Target Brackets. If IR/LASER ADVANCED TARGETING is active, these brackets will appear on the HUD around all targets detectable by your IR sensor. Offscreen Target Marker. The Offscreen Target Marker, which appears as XX on the perimeter of the screen, marks where to turn in order to bring your current target back into view. Target Range. Indicates the range to the target in nautical miles (nm). TD Box (R/V or IR/Laser). A Target Designator box surrounds your currently selected target. If IR/LASER ADVANCED TARGETING (see p. 112) is active, a rectangular box marks your IR/Laser target and a square marks your R/V target.

SPECS

IN A HURRY

84

Missile and Guided Bomb Elements


MULTI-PLAYER
When you select a missile, the HUD shows not only the missile type and number remaining, but information thats useful in achieving the best launch conditions for the weapon.
Missile seeker lock Aspect angle Aiming reticle

GROUND

Weapon range scale

Aiming Reticle and Aspect Angle. The center of the HUD displays the aiming reticle, which is the center of the missile seekers field of view. (The seeker head on a missile is the IR, radar, laser or HARM homing device implanted in the nose of the missile which directs the missile to its target). This circle remains fixed while the aspect angle indicator moves around it. The aspect angle indicator illustrates the angle between the targets flight path and your line of sight to the target. If the aspect angle indicator is at the top of the aiming reticle, the target is heading directly toward you. If its at the bottom of the aiming reticle, the target is heading directly away from you. If the indicator is on either side, you are flying perpendicular to your target. For hints on using the aspect angle to your advantage, see Combat Tactics: Aspect Angle, p. 136. Weapon Range Scale. The vertical scale to the side of the aiming reticle shows your weapons minimum and maximum range. The scale range is listed at the top of the indicator. The target marker indicates where the current target falls within the missiles range. If the target is outside of the missiles range, the target marker does not display. Missile Seeker. An IR or Active Radar missile seeker is represented by a floating diamond on the HUD. When the missile seeker acquires the target, a diamond appears in the TD box. This indicates the missile is tracking the target and can be fired, but does not indicate whether you are in a good firing position.

COCKPIT COMBAT CAMPAIGNS

Maximum range Target marker Minimum range

40

30

PRO MISSIONS TECHNOLOGY

No missile lock

Missile lock

Friendly aircraft locked

For a step-by-step explanation, see Firing a Guided Missile, p. 126.

SPECS

IN A HURRY

85

Unguided Bomb Elements


MULTI-PLAYER CCIP
CCIP stands for Continuously Calculated Impact Point, meaning that as you fly over your target, the point at which the bomb will impact is constantly re-calculated and projected onto your HUD. The HUD displays all the symbology necessary to accurately strike ground targets with unguided bombs.

GROUND

Impact point

COCKPIT COMBAT CAMPAIGNS

The dotted line extending from the center of the HUD indicates which path the bomb will follow upon release, and the impact point pipper shows where the bomb will land. In level flight, you often cant see the pipper on your HUD; to see the pipper, you must either dive or significantly increase speed. The slower you fly, the steeper your dive must be to keep the CCIP pipper on the screen. An arcing line moves inside the CCIP pipper. This circle measures range from your current position to the drop point. When the inner arc forms a complete circle the target point is 10,000 feet or more away. When the inner arc forms a half-circle, the target point is 5,000 feet away. Accuracy reduces as range increases, effectively limiting bombs to a 2nm (approx. 10,000 ft.) range. Beyond this range your chances of hitting the intended target are very low.

High-Altitude Bomb Camera (B-2 and B-52 only)


The B-2 Spirit has a High Altitude (HA) bomb camera that allows you to visually track your target and release your bomb without diving. If you have an unguided bomb selected as your weapon, the HA bomb camera view automatically appears in your Target Window. (The window will open if it is not open already; if you switch to a guided weapon the normal Target Window view replaces the camera view.) Through this window, you are looking at the ground beneath and to the front of your aircraft. If you fly directly over the target, it will appear in the window. Drop the bomb when your target is in the center of the window. For a step-by-step explanation, see Dropping an Unguided Bomb, p. 125.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

86

Gun Elements
MULTI-PLAYER
When your gun is selected, the HUD shows the number of rounds left in your internal gun and provides a gunsight which works with radar or visual targeting.
Pipper

Bullets fall vertically due to gravity as they are propelled horizontally towards their target. Therefore you will need to use the pipper, or gunsight, on the HUD to aim your gun for greatest accuracy. The pipper can indicate two different things, depending on whether youre attacking with radar on or radar off.

GROUND COCKPIT COMBAT

When your radar is off, the pipper is set to indicate where a bullet will be when it is 1,000 feet away from your airplane. If a target is beyond this distance, you need to lead the target more that is, you need to aim the gun farther in front of your target. If the target is less than 1,000 feet away from you, you need to lead it less. With radar on and a bogie targeted, the pipper changes range to match that of the target and automatically calculates lead requirements. Your active radar also provides your gun computer with range information. This makes life simpler for you just orient your plane so that the pipper is on the target and fire. R Toggle your radar

As you close in on your target, a thick arc moves along the perimeter of the pipper. This arc indicates your distance to the tarTarget at Target at 50% of get based on your guns maximum range. minimum range maximum range When the arc is absent, the target is outside of gun range. When the arc is halfway around the pipper, the target is at 50% of your guns maximum range. When the arc has surrounded the pipper, you are within 100ft of the target. The guns on the AC-130U automatically aim at your selected target, provided your target is at the correct angle (on the left side of the AC-130U for all guns). Since these guns are radar-guided, your radar must be active in order for your guns to be accurate, if youre flying an AC-130U.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

87

Additional Navigation Mode Features


Navigation mode provides you with the information you need to fly to preestablished waypoints and make successful landings. To toggle between Weapons mode and Navigation mode, press N.

Glide slope indicator Velocity indicators Localizer deviation bar Range Time

MULTI-PLAYER GROUND

Range. The distance to the current waypoint in nautical miles (nm). Time. The time to the next waypoint based on your current airspeed in minutes:seconds.

COCKPIT

Instrument Landing System


You cannot call up the Instrument Landing System manually. It appears automatically under the following conditions: HUD in Navigation mode Gear (and hook, if landing on a carrier) down Within 5nm of a carrier or runway Under 4,000 feet of altitude

COMBAT

For more information on ILS operation and landings, see Landing Guidance, p. 67. Glide Slope Indicator. Horizontal dotted line that appears in the center of the HUD, indicating your height above the runway. The dots are tightly spaced when following a good approach and loosely spaced when outside approach parameters. Localizer Deviation Bar. Dotted vertical line that appears on center of HUD, indicating how well you are lined up with the runway. The dots are tightly spaced when following a good approach and loosely spaced when outside approach parameters. Note: When the dotted lines form a cross in the center of your HUD, youre on the glide path for a correct landing. Velocity Indicators. These brackets appear on the airspeed tape, marking the range of speed advisable for a safe landing.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

88

INSTRUMENT DISPLAY WINDOWS


Instrument Display Windows let you display important instruments, views and information in the corners of your screen. You select which windows you need in your current situation; closing unnecessary windows increases your view. To make the windows smaller, deselect LARGE WINDOWS from the PREF menu. A maximum of four windows can be open at any given time. If four are already on screen and you open another, the new window will replace one of the older windows. With LARGE WINDOWS off, more windows can be open at once. s1 Flight Envelope, p. 90 s2 Front View or IR/Laser Target, p. 88 s3 Other View, p. 89 s4 Target or Radar/Visual Target, p. 101 s5 Radar Warning Receiver, p. 94 s6 s7 s8 s9 s0 Navigation, p. 93 System Status, p. 89 Weapons Status, p. 89

MULTI-PLAYER GROUND COCKPIT

Radar, p. 96 Radar Cross-Section, p. 95

View Windows
COMBAT

Front View Window


Since you cant always look ahead during a dogfight, you can open the Front View Window to display the forward (1 ) view when youve got your head turned. s2 Toggle Front View Window

CAMPAIGNS

If IR/Laser Advanced Targeting is Active ...


is active (on the menu of the In-Flight menu bar) and you have an IR target designated, a camera view of your target appears in this window. (If the Front View Window is already up, this camera view will replace it.) This window corresponds to the Target Window (s4), which tracks only radar, HARM and visual targets when IR/LASER ADVANCED TARGETING is active. The same symbology is used in both windows, see Target or Radar/Visual Target Window, p. 101, for more details.
PREF

PRO MISSIONS

If

IR/LASER ADVANCED TARGETING

TECHNOLOGY

Note: When using laser-guided bombs, the view from the weapon is displayed in this window until the weapon explodes. Dont switch targets or fire another weapon until you see the explosion; otherwise, the weapon will lose its lock.

SPECS

IN A HURRY

89

Other View Window


MULTI-PLAYER
You can display any view in the Other View Window default is the 2 Back view. s3
Current altitude Current airspeed

Toggle Other View Window To set the windows view: 1. Switch to another camera view (2 =). 2. Press V to set the view as your Other View.

GROUND

Corner speed indicator * Above corner speed At corner speed Below corner speed *

3. The Other View Window automatically appears.

COCKPIT

4. Switch back to Forward View (or any other view).

Status Windows
Weapons Status Window
The Weapons Status Window displays the number and type of weapons the aircraft currently carries and how many chaff pods and flares remain. (Your HUD only indicates the number remaining for the active weapon.) s8 Toggle the Weapons Status Window

COMBAT CAMPAIGNS

You can change your current weapon using the square bracket keys ([ and ]) Alternatively, you can change current weapons by clicking on the + and - buttons at the bottom of the Weapons Status Window.

Current weapon

PRO MISSIONS

System Status Window


The System Status Window displays throttle, engine temperature, oil pressure and hydraulic pressure. (100% is normal, except for temperature at 0%, temperature is normal.) This view is useful for assessing systems damage and viewing fuel levels. s7 Toggle the System Status Window

TECHNOLOGY SPECS

IN A HURRY

90

Flight Information Windows


Flight Envelope Window
The flight envelope is basically a series of graphs showing the aircrafts minimum and maximum speed and turn performance at different altitudes. s1 Toggle the Flight Envelope window.

MULTI-PLAYER GROUND

Current altitude Wing lift limit Stall speed limit

Current G-load Thrust limit

Structure limit Your aircraft

COCKPIT

Current Airspeed

With the Flight Envelope Window, you can graphically see how your aircraft is performing within the following limits: Stall Speed Limit. The stall speed curve graphs the speed at which stalls occur for each altitude. If the dot representing your aircraft moves toward the left side of the envelope, toward this stall speed curve, you need to pick up speed or a stall is imminent. Wing Lift Limit. The wing lift limit curve represents the aircrafts ceiling. The aircraft cant climb above this altitude because the air is too thin not enough lift can be generated to overcome the airplanes weight. You wont stall if the dot representing your aircraft hits this upper limit; however, since youre in your 1G envelope (see G-load, below), you wont be able to maneuver much. Thrust Limit. The thrust limit curve represents the limit of your engines at high altitude. Above the tropopause (36,600), your engines cant produce enough thrust to go beyond certain speeds. If the dot representing your aircraft hits its thrust limit, nothing will happen you simply cant go any faster. Structure Limit. The structure limit curve represents the maximum speed your airframe can handle. Go too far beyond this limit and your wings will tear off. If the dot representing your aircraft approaches this limit, think about slowing down immediately.

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

91

G-Loads
Each flight envelope is defined by the number of Gs your aircraft can pull. Gloads measure your aircrafts turning. G-loads are explained in detail under GForces, p. 55. However, the window can be explained here briefly. To simplify, the more Gs youre pulling, the harder youre turning. If you are engaged in a turning fight with an enemy, you may want to be in your highest G envelope in order to out-maneuver him. The number of Gs you can pull are limited by the following factors: ALTITUDE At higher altitude, where the air is significantly thinner, the wings cannot generate as much lift. As a result, you can pull fewer Gs at high altitude than at low altitude. The faster youre going, the fewer Gs you can pull.

MULTI-PLAYER GROUND

SPEED

STRUCTURE An aircraft is built to endure only a certain amount of G-force. Beyond that range, the airplanes structure is fatigued to the point that the wings crack. PILOT Humans can only tolerate a certain amount of G-force stress. Too many seconds of +9G maneuvering and you black out. Maneuver too long at -5G and you experience red out.

COCKPIT COMBAT

LOAD

Amount of ordnance and fuel youre carrying. The more weight on your airplane, the fewer Gs you can pull.

The Flight Envelope Window shows the number of Gs available to you at any Possible Gs time. If you get involved in a turning 1G fight with an opponent, you typically want maximum Gs in order to out-turn 4G him. Depending on the combat situation, you may want to be in the smallest 8G (highest G) envelope in the window. When used with the Corner Speed Indicator on the HUD, you can determine what speed will give you the best turn performance and what you need to do in order to achieve it. To pull more Gs than would be normally possible, choose EXTRA GS from the CHEAT menu of the In-Flight menu bar. Note: The Gs shown in the Flight Envelope Window are for clean aircraft, not loaded down by ordnance. Since weapons increase both weight and drag, you may not be able to pull the maximum G shown, depending on your weapons load.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

92

Flight Envelope Window Modes MULTI-PLAYER


The Flight Envelope Window has three buttons along the bottom which modify the flight envelope display.
Flight Envelope Window in current curve mode All curves Current curve Compare curves

GROUND

Current Curve. Displays the envelope for the G-load currently being experienced by your aircraft. For example, when flying straight and level at 450 knots and 1G, the 1G curve is displayed. When flying at 450 knots and 3G, the 3G curve is displayed. All Curves. Displays the flight envelopes for all G-loads your aircraft is capable of. This mode is useful for seeing how close you are to the next envelope and gives you a clue as to how you can increase G. For example, if the dot appears on the far left side of the graph, youre moving too slowly to pull much G you should add thrust and/or sacrifice altitude for speed. If the dot appears near the top, youre already at maximum altitude decrease altitude quickly (via a Split S, for example see Air Combat Maneuvers, p. 145). If the dot appears near the right side of the graph, youre moving too fast to pull more Gs climb or deploy your brakes (press B). Compare Curves. Displays your flight envelope over that of your currently selected target, providing you with a quick comparison of aircraft performances. Areas where the opponent holds the advantage are shaded red. Note: You must have a target lock to use the Compare Curves display mode. For more information on locking a target, see Targeting, p. 112.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

93

Nav Window
MULTI-PLAYER
The Nav Window shows bearing and range to waypoints along with the estimated time of arrival (ETA) in minutes:seconds. The currently selected waypoint is always highlighted. Waypoints must be manually selected unless autopilot is active. s6 W sW Toggle Nav window Switch to the next waypoint

GROUND

Switch to the previous waypoint

Alternatively, you can change waypoints by clicking on the + and - buttons at the bottom of the NAV Window.
Current waypoint Bearing

COCKPIT

Distance

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

Bearing and Distance. Beneath each waypoint is your bearing and distance to that waypoint. Bearing is not the heading you must fly, but the number of degrees you must turn in order to fly directly at the waypoint. If the bearing is negative, turn left. If the bearing is positive, turn right. When the bearing reads zero, you are flying directly toward the waypoint.

IN A HURRY

94

Passive Radar Windows


Radar Warning Receiver (RWR) Window
The Radar Warning Receiver (RWR) Window displays all active radar sources around your aircraft. s5 Toggle the RWR Window

MULTI-PLAYER

The center cross hairs represent your aircraft, with the top of the display indicating whats in front of you and the bottom of the display indicating whats behind you.
Your aircraft (center of display) Bearing 0 RWR range

GROUND COCKPIT

Bearing 270 Missile

Bearing 90

COMBAT

Jammer status Bearing 180

Radar tracking indicator

RWR Range. The selected range is displayed in nautical miles in the upper right corner. Press . to decrease RWR range. Press , to increase RWR range. Maximum RWR range on any aircraft in Fighters Anthology is 50nm. Radar tracking indicator. When an active radar source is detected, a small R is displayed in the lower right corner of the RWR. A bright R indicates that the aircraft has a lock on you and may fire on you soon. If the R begins to flash, a missile is currently locked on you and in flight. Release chaff when this happens by pressing I. Infrared tracking indicator. Your RWR also gives you other information not available in the real world: it can detect infrared seekers, indicated by a small I in the lower right corner. The I functions identically to the R a bright I means an IR-homer is locked on you, and a flashing I means a missile is headed for you. Release flares when this happens by pressing D. Afterburners greatly increase an IR missiles hit probability; turn them off if theyre lit. Jammer status. Lastly, the RWR shows the status of your jamming equipment, displaying JAM when your ECM gear is activated. J toggles your jammers.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

95

Radar Sources. Radar-emitting sources are displayed on the HUD with the symbols below. Ground object Ground object painting you Ground object tracking you Friendly aircraft Enemy aircraft Aircraft painting you Aircraft firing on you Missile Missile locked on you Dot flashes Diamond turns bright Diamond flashes Square turns bright Square flashes

MULTI-PLAYER GROUND COCKPIT

Note: Your missiles will also appear on the RWR, so pay attention dont confuse one of your missiles for an enemy one.

Radar Cross-Section (RCS) Window


Like the RWR Window, the RCS Window provides a top down view of the active radar sources surrounding your aircraft. You are at the center of the crosshairs. The RCS Window uses the same symbology as the RWR, and contacts that are at 0 are directly in front of you, contacts at 180 are directly behind you, etc. The curved, outlined shape on the window represents your current radar cross-section (RCS). Radar emitters outside of this shape have less of a chance of detecting you than those within it. The larger the shape, the easier you are to detect. If an emitter is within the shape, you may be able to turn so that he is outside the RCS bubble, minimizing his ability to pinpoint you. s0 Toggles the RCS Window. RCS is a measure of your radar signature (how much radar your airplane is reflecting back to the radar-emitting source). The smaller an aircrafts RCS is, the stealthier it is. An aircrafts vertical surfaces are crucial to its RCS, because radar waves reflect off of a surface at an angle equal and opposite to their incoming angle. When cruising, aircraft generally fly level, and their radars emit waves directly out in front of them. The vertical surfaces of aircraft in front of them return a stronger and more easily pinpointed signal than the non-vertical surfaces. Increasing vertical surface by diving, banking, extending gears and flaps, opening bay doors, lowering gear increases RCS, as does active radar and jammers use. For more information, see Stealth, p. 229.)

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

96

Radar and Targeting Windows


Radar Window
The Radar Window displays your radar scope (in a two-seater, that of your RIO or WSO). Note: This window will appear only if your radar or IR sensor is active.

MULTI-PLAYER GROUND

RWS/TWS indicator Contacts

Search/scan range Targeted contact

COCKPIT

To open the window: 1. 2. Press R to activate your radar.

COMBAT

Press s9 to open the Radar Window.

To close the window: 1. 2. Deactivating your radar (press R again) automatically closes the Radar Window.

CAMPAIGNS

Pressing s9 again also closes the Radar Window (although the radar remains on until you turn it off).

Your radar only illuminates objects that are in front of your aircraft. On the radar scope, the nose of your aircraft is in the center of the bottom edge of the window. The top edge represents far edge of radar coverage. Contacts appear as squares on this grid. Air targets have flags to indicate their bearing; the aircraft is heading in the direction the flag is pointing. When a contact is targeted, lines appear on either side of it. Your radar will only detect objects traveling faster than 90knots aircraft, for the most part. To find slower-moving ground vehicles, see Switching Between Air and Ground Radar, p. 99.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

97

RWS/TWS Indicator
The RWS/TWS Indicator indicates whether the radar is in Range While Search (RWS) or Track While Scan (TWS) mode. The first is used to find targets at a distance and the second tracks a target at close range. Your radar switches between modes automatically. Range While Search (RWS) mode uses continuous wave emissions to provide contact range and bearing at extremely long ranges. Primarily a scanning mode, RWS cannot provide detailed tracking information. You cannot use your Radar Window to target a contact while in RWS mode. RWS mode engages automatically when you increase radar range past maximum tracking range. Track While Scan (TWS) mode uses pulse-Doppler radar to target a designated contact, thereby providing detailed tracking information, while still providing scanning of other nearby contacts. TWS mode automatically engages when you decrease radar range to within maximum tracking range. Note: if you are having difficulty targeting an object, check to make sure you are in TWS mode and if not, decrease your radar range (by pressing . ) until you are. Press . to decrease, or , to increase radar range.

MULTI-PLAYER GROUND COCKPIT COMBAT

Radar Contacts
Aircraft appear as small squares. In TWS mode, a small flag on the target indicates the direction in which the contact is moving (relative to your heading). Large surface targets appear as single-pixel dots.

Contact on course toward you Contact on course perpendicular to yours Contact on course away from you

CAMPAIGNS

You can target a contact by moving the mouse cursor onto the Radar Window and clicking that contact. Two vertical lines, called captains bars, surround your current target.
Track range: 100nm Contact at 75nm Contact at 50nm

PRO MISSIONS TECHNOLOGY SPECS

Contacts appear on a grid based on their range from your aircraft. With a 100nm track range, a contact at 50nm is in the middle of the display, and a contact at 75nm is near the top. If you decrease track range to 50nm, the 75nm contact disappears and the 50nm one moves to the top.

At long range, radar may be unable to distinguish between multiple targets flying closely together. Beware of single contacts: they may unexpectedly multiply!

IN A HURRY

98

Standard Radar CRT vs. Authentic Radar CRT and Seeker


The Fighters Anthology Radar Window can display data in two ways. You can choose between these two types of radar at any time with the PREF menu on the In-Flight menu bar, which you can call up by pressing q. The standard radar CRT (Cathode Ray Tube) display presents a top down view of whats in front of your airplane. This is the display featured in all of the pictures on the previous two pages. Authentic radar is slightly different. Its basically a graph with vertical lines indicating angles off your airplanes nose and horizontal lines indicating range.
Contacts Displayed on Authentic Radar CRT Angles off nose 45 22.5 0 22.5 45 45 Angles off nose 22.5 0 22.5 45

MULTI-PLAYER GROUND COCKPIT

Contact headed another direction

Contact headed toward your nose

COMBAT CAMPAIGNS PRO MISSIONS

On an authentic radar CRT, in order to figure out where a contact is, you must count over horizontally to its approximate angle off your nose, and then go up to determine range. Contacts are also displayed differently on the Authentic Radar CRT. The flag indicating the contacts flight path is relative to its angle off your nose. For example, a contact with its flight path flag pointing down is headed directly for your nose. When AUTHENTIC RADAR CRT AND SEEKER is active, the seeker heads in your radar-guided missiles will also behave more realistically: If a locked target leaves view, the lock is broken and must be re-acquired. There is a delay when you switch targets after the seeker head has locked. This is because the seeker head must re-orient on the new target.

TECHNOLOGY SPECS

IN A HURRY

99

Target Elevation & Azimuth


Two arrows move along the left and bottom edges of the Radar Window. These arrows mark the targeted contacts elevation and azimuth, relative to your aircraft. (The same indicators are used on both authentic and standard radar CRTs.)

MULTI-PLAYER

Targeted contact Target elevation (above aircraft) Target azimuth (to right of aircraft)

GROUND COCKPIT

Elevation indicator. The arrow along the left edge of the scope shows the targets altitude relative to your own. If the target is beneath the plane of your nose, the elevation indicator moves below center. If the target is above the plane of your nose, the elevation indicator moves above center. Azimuth indicator. The arrow on the bottom of the scope indicates target azimuth, or horizontal displacement. If the target is left of your nose, the azimuth indicator moves left of center and vice versa.

COMBAT

Historical Mode
Press Y or click the Y button at the bottom of the Radar Window to activate your radar systems historical mode. In historical mode, your radar displays a series of dots behind each contact. The dots represent the history of the contacts movement over time. Press Y again to exit this mode.

CAMPAIGNS

Switching Between Air and Ground Radar PRO MISSIONS


Your radar has separate air and ground modes. In air mode, the radar ignores anything traveling slower than 90 knots. In ground mode, it ignores everything traveling faster than 90 knots. R cR
G-R

Activates air radar (deactivating all other sensors) and opens the Radar Window (if closed) Activates ground radar (deactivating all other sensors) and opens the Radar Window (if closed)

TECHNOLOGY SPECS

appears in the upper left corner of the Radar Window when ground radar is active.

IN A HURRY

100

Switching to IR and HARM sensors MULTI-PLAYER


IR and HARM information can also be displayed in your Radar Window. You can cycle through sensors by clicking on the M button at the bottom of the Radar Window, or press R for radar, I for IR or M for HARM. Only one sensor can be active at a time switching one on automatically switches off the previous sensor.

GROUND

Sensor mode TWS/RWS = air radar active G-R = ground radar active HARM = HARM active IR = FLIR active

Switch modes

COCKPIT

HARM mode. If your aircraft is carrying HARM missiles, you can view information from the missiles seeker head inside the Radar Window. You must first select a HARM missile as your weapon and switch to HARM sensor mode. HARM appears in the upper left corner of the Radar Window when it is in HARM mode. [ or ] M Cycle through your weapons to a HARM missile Turn off your radar or IR sensor and activate the HARM missile seeker head

COMBAT CAMPAIGNS

HARM missiles seek enemies employing radar. Designate targets as you normally would on your active radar. For more details on HARM modes, see Weapon Guidance Systems, p. 117. IR mode. Airplanes that are equipped with the AAS-38 FLIR sensor or have a FLIR pod attached to a hardpoint can detect target objects based on their infrared, or heat, signatures. The IR sensor has two advantages it allows you to detect ground targets, and enemies are not aware that youve targeted them. Unfortunately, its less effective in bad weather than radar, and its short range limits you to close engagements. Information from your IR sensor will only display in the Radar Window if IR/LASER ADVANCED TARGETING is not active on the PREF menu of the In-Flight menu bar. (See IR/Laser Advanced Targeting, p. 112. I Turn off your radar or HARM seeker and activate the IR sensor

PRO MISSIONS TECHNOLOGY

Information from the IR sensor now appears in the Radar Window. Designate targets with the IR sensor exactly as you would with your active radar. For more information on IR targeting, see Weapon Guidance Systems, p. 117.

SPECS

IN A HURRY

101

Target or Radar/Visual Target Window


MULTI-PLAYER
The Target Window lets you view your currently selected target and see data on its skill and activities. When IR/LASER ADVANCED TARGETING is active on the PREF menu, this window becomes the Radar/Visual Target Window and only displays radar, visual and HARM targets. s4
Type/Callsign Activity Bearing

Toggle the Target Window


Skill Tactical goal Damage Range

GROUND COCKPIT

Activity. A targets activity tells you what specifically hes doing in order to complete his Tactical Goal (e.g., SEARCHING, ACQUIRING, PURSUING, etc.) Bearing. The targets bearing is represented by hours on the clock, with 12 oclock being the nose of your airplane and 6 oclock being your tail. Hi and Lo provide a general idea of the targets altitude relative to your own. Damage. Damage to the target is indicated by the vertical bar on the right side of the window. White represents damage to the target. When the bar is completely black, the target has taken no damage. When the bar is completely white, the target is destroyed. Damaged computer opponents suffer reduced turn performance and reduced thrust. Tactical Goal. A targets tactical goal can be one of six things: A E N C Attack something other than you Evade something other than you Neutral follow waypoints and fulfill mission Crash A E T L Attack you specifically Evade you specifically Take off Land

COMBAT CAMPAIGNS PRO MISSIONS

Range. The distance of the target from you, measured in nautical miles (nm). Skill. The pilots skill is marked by the number of dots displayed: 0 1 2 3 Novice Average Experienced Ace An easy target. Dont expect fancy maneuvers from this guy. Hard to tell if this guys an earthworm or an eagle. Dont expect an easy fight. This guys got some cards up his sleeve. A pro. Hell turn and burn with you until one of you earns yourself a nylon letdown.

TECHNOLOGY

Type/Callsign. Identifies the type of target and/or callsign of the pilot.

SPECS

IN A HURRY

102

IN-FLIGHT NAVIGATION MAP


The in-flight navigation map looks just like the map in the Mission Map screen. It displays the objects that were on your brief map, objects youve detected with radar or RWR, your original, assigned waypoints and the threat ranges of any known SAMs. You can activate the map at any point in a mission. sM Toggle in-flight navigation map WZAS +, Scroll map display

MULTI-PLAYER GROUND

Zoom in and out

If you have friendly sentry aircraft and havent already activated the download toggle, you can do so from the map: sA Toggle remote air targeting. Air targets are automatically downloaded while this link is active. sG Toggle remote ground targeting (J-Stars and Recon drone only). Ground targets are automatically downloaded while this link is active. If you have an object selected when you enter the in-flight map, the object has a white selection box around it. Note: The RWR downloads only general information on objects in range such as fighter or bomber. The radar provides more specific information such as MiG-29.

COCKPIT COMBAT CAMPAIGNS

The MAP menu of the In-Flight menu bar has three options: PAUSES FLIGHT? If active, the game pauses whenever you open the map, if you are in a single-player missions. (It has no effect on multi-player missions.) If this option is inactive, however, the map updates itself as objects move in real time.

PRO MISSIONS TECHNOLOGY

DISPLAY WINDOWS? Allows your Instrument Display Windows to appear on screen while youre in map mode. (This is useful when youre in the nav map and arent using PAUSES FLIGHT.) SHOW? Displays certain types of items on the map. (See Hiding/ Displaying Objects The Show Menu, p. 201.)

SPECS

IN A HURRY

103

VIEW CONTROLS
The fanciest flying in the world will still get you killed if you dont know where the bandit is. Keeping visual contact, or tally, on the bandit is arguably the most critical aspect of aerial combat. The view keys allow you to move your head in different directions to keep a visual lock on whats after you or what you are after. Getting to know these keys well enough to switch between them rapidly can make all the difference in a dogfight, when you dont have time to think. 1 2 3 4 5 6 7 8 9 0 = Forward Back Up Tracking Player Threat Player Wing Player Target Target Player Fly By External View Missile Target Look ahead. This is your normal view when in doubt, press 1. Look over your tail at whats behind you. This is your check six key. Look above the standard 1 view. This is useful in a turning dogfight.

MULTI-PLAYER GROUND COCKPIT

This view follows the current target within the bounds of normal head rotation. External view of your aircraft, facing the closest inbound missile. External view of your aircraft, facing your wingman. External view of your aircraft, facing your current target.

COMBAT

External view of your current target, facing your aircraft. External view of your aircraft from a fixed point as it flies by. External view of your aircraft. External view of your missile, facing its current target.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

You can also choose views from the VIEW menu of the In-Flight menu bar, which you can call up at any time by pressing q.

IN A HURRY

104

View Panning and Zooming


The Forward, Back, Up and External views can be rotated or panned. Hold down the right-hand s key and move your joystick, or press ASWZ. (If youre flying with the keyboard, hold down s and press ASWZ.) s + joystick Pan/rotate view (also ASWZ) + or Increase and decrease view magnification

MULTI-PLAYER GROUND

View Reference Keys


The a and c change which object your view is referenced from: a + view key Make view relative to your target instead of your aircraft c + view key Make the current view relative to your last launched missile instead of your aircraft Pressing any camera view key alone will switch the view to its normal mode.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

MULTI-PLAYER

GROUND

COCKPIT

COMBAT

CAMPAIGNS

PRO MISSIONS

TECHNOLOGY

SPECS

105

5 COMBAT

HOME

IN A HURRY

106

5. COMBAT
MULTI-PLAYER
FINDING THE ENEMY ......................................107 Detection Systems ..................................108 Eyesight ........................................108 Active Radar....................................109 Infrared (IR) Systems ......................109 Passive Radar Systems ....................110 Weather and Detection/Guidance Systems....111 Targeting................................................112 IR/Laser Advanced Targeting ............112 Remote Targeting/Easy Targeting ......113 Distinguishing Between Friends and Foes....114 Tracking Your Target ................................114 WEAPONS INFORMATION ..............................115 Air-to-Air Weapons ..................................115 Air-to-Ground Weapons ............................116 Weapon Guidance Systems ......................117 Summary........................................117 Semi-Active Radar-Homing Weapons (SARHs) ..........................118 Active Radar Weapons ......................118 Infrared-Homing Weapons ................119 Laser-Guided Weapons......................120 HARM (Radar-Seeking) Missile ..........120 USING WEAPONS............................................121 Arming a Guided Weapon ........................121 SARH ............................................121 Active Radar / HARM ......................122 Infrared (Air-to-Air) ..........................122 Infrared (Air-to-Ground) ....................123 Laser..............................................123 Gaining Firing Position ............................124 Guns ..............................................124 Bombs (Laser and Unguided) ............125 Missiles ..........................................125 WEAPONS INFORMATION CHART......................128 DEFENSES AND COUNTERMEASURES................130 Signatures..............................................130 Jamming................................................130 RWR Warning Tones ................................131 Chaff ....................................................132 Beating Radar-Guided Missiles............132 Flares ....................................................133 Beating Heat-Seeking Missiles ..........133 Jinking ..................................................133 COMBAT TACTICS ............................................134 Situational Awareness..............................134 Combat Geometry ..................................135 Angle-Off-Tail ..................................135 Aspect Angle ..................................136 Closure Rate....................................137 Turn Rate/Radius ............................137 Corner Speed ..................................137 Pursuit Curves ........................................138 Lead Pursuit ....................................138 Lag Pursuit......................................138 Pure Pursuit ....................................139 Speed vs. Altitude ..................................140 Exchanging Energy ..........................140 Playing the Energy Management Game..........................141 Choosing Your Attack ..............................141 The Energy Fight ....................................142 The Turning Fight ....................................143 Two-Circle Fights ..............................143 One-Circle Fights ..............................144 The Initial Turn ................................144 AIR COMBAT MANEUVERS ..............................145 Break Turn ............................................145 Barrel Roll..............................................146 Scissors ................................................147 Spiral Dive ............................................148 High-Speed Yo-Yo ....................................149 Low-Speed Yo-Yo ....................................150 Immelman ............................................151 Split-S ..................................................152 Vectored Thrust Hover and Brake ..............153 Vectored Thrust Turns ..............................154 Herbst Angle-of-Attack Maneuver (Post-Stall)..............................155 J-Turn ....................................................156 Engaging Ground Targets..........................157 Dealing with Anti-Air Defenses............157 Stairstep ........................................158 WINGMAN COMMUNICATION ..........................159 EFFECTS OF DAMAGE ......................................161

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

107

COMBAT
Successful air combat boils down to finding the enemy and taking him out while avoiding getting shot down yourself. This combat training guide is divided into seven parts: Finding the Enemy, p. 107. How to use radar, FLIR and passive radar systems for detection, how these systems are affected by weather conditions, and how to identify bandits, target them and track them. Weapons Information, p. 115. General notes on types of weapons and how different guidance systems work. Using Weapons, p. 121. Step-by-step instructions for arming guided weapons (designating targets for each type), general notes on gaining the best firing position, and step-by-step instructions on firing. Weapons Information Chart, p. 128. Table of weapons, the guidance systems, effective ranges, and preferred targets. Defenses and Countermeasures, p. 130. How to avoid being detected and how to avoid the missiles and gunfire once you are.

MULTI-PLAYER GROUND COCKPIT COMBAT

Combat Tactics, p. 134. General theory of air combat and the principles behind air combat maneuvering. Air Combat Maneuvers, p. 145. Descriptions and diagrams of specific maneuvers.

CAMPAIGNS PRO MISSIONS

Wingman Communication, p. 159. Explanation of commands you need to get your wingman into the fight. Effects of Damage, p. 161. How to check for damage and what to do in different situations.

FINDING THE ENEMY


Detecting the enemy before youre detected gives you the opportunity to gain advantages in altitude, speed and position. In the early days of airwarfare, good eyesight was the only reliable detection system. World War II increased the range of detection and identification with radio communication, formation flying and radar. Advances in radar and infrared detection technology continue to expand ranges of detection and identification, and pilots must know how to use them well in order to maintain the advantage good eyesight once afforded.

TECHNOLOGY SPECS

IN A HURRY

108

Detection Systems
MULTI-PLAYER
Your aircraft has several sensors that aid you in detecting enemies active radar, IR (infrared) imagery, the RWR (radar warning receiver) and, of course, your eyes. Which one you use depends on the combat situation. Generally, FLIR and eyesight are useful for detecting ground targets, while radar and eyesight are best for finding air targets.

Eyesight
Use eyesight to detect targets within visual range. Regardless of how much gadgetry is in the cockpit, your eyes are among your most valuable assets. You must keep a constant watch both in front of you and around your aircraft. If nothing else, use your check six key (2) during combat turning your head around every so often reduces the chances someone has of sneaking up on you. Here are some keys to help keep track of your enemies: b 1 2 3 4 5 6 7 8 Remove cockpit (except for Head-Up Display) Look ahead. This is your normal view when in doubt, press 1 Look over your tail at whats behind you. This is your check six key Look above the standard 1 view This view tracks your target within the bounds of normal head rotation. (You must have a target selected)

GROUND COCKPIT COMBAT CAMPAIGNS

External view of your aircraft, facing the closest inbound missile External view of your aircraft, facing your wingman Eternal view of your aircraft, facing your current target External view of your current target, facing your aircraft

PRO MISSIONS

Right s + joystick or A, S, W, and Z pans the view in any direction.

TECHNOLOGY SPECS

IN A HURRY

109

Active Radar
MULTI-PLAYER
Use air or ground radar: To detect targets at longest range When youre using radar-guided weapons When it doesnt matter that enemy RWR can detect you

A radar emits pulses or waves of electromagnetic energy into the air. When these waves strike an object, some of them are reflected back to the transmitting device. An onboard computer analyzes the strength of the returning waves, how long they took to return, and their frequency shift. With this information, it can determine the objects range, altitude, bearing and speed. Use ground radar to find objects traveling at less than 90 knots (i.e., most ground vehicles). Use air radar to find objects traveling at speeds over 90 knots. The maximum search range varies among different aircraft. Radar is also used to guide some missiles(identified by Active Radar in the Load Ordnance screen). The major drawback to using your active radar system is that enemies can easily detect your radar emissions with a Radar Warning Receiver (see p. 110). R cR s9

GROUND COCKPIT COMBAT

Turn on air radar (deactivating all other sensors) Turn on ground radar (deactivating all other sensors) Toggle Radar Window. For radar symbology, see Radar Window, p. 96.

Note: The F-117 has no active radar it relies solely on an internal FLIR sensor.

CAMPAIGNS

Infrared (IR) Systems


Use FLIR to target objects beyond visual range: When you do not want to be detected by enemy RWR

PRO MISSIONS

At night

Some aircraft carry infrared (IR) sensor systems, housed internally or in a pod mounted on a hardpoint. An infrared sensor detects anything radiating heat. By translating heat emissions into visual pictures, IR devices allow you to identify targets at night. They can be used freely in combat because computer enemies never know when theyre being detected by IR-sensors. (In player aircraft, however, the RWR detection system can warn you of incoming IR missiles.) However, IR sensors are limited by their search range, which is shorter than active radar ranges. Clouds and fog can further reduce their effectiveness. I s9 Turn on IR sensor, turn off IR or HARM sensors Display IR information in the Radar Window, if IR/LASER ADVANCED TARGETING is not active on the P R E F menu. For symbology see Radar Window, p. 96.

TECHNOLOGY SPECS

IN A HURRY

110

Passive Radar Systems


MULTI-PLAYER
Use passive radar systems: To detect objects that are currently emitting radar signals (if the target switches its radar off, the passive radar sensor can no longer pick it up) To minimize the chance that you will be detected by enemy RWR

Radar Warning Receiver


The Radar Warning Receiver can detect radar sources up to 50nm away. All radar users friendly or enemy, in the air or on the ground appear on your RWR. Although normally used as a defensive system (see Defenses and Countermeasures, p. 130), the RWR can serve as a limited detection device. Any time you have your radar active, your radar emissions can be picked up by an enemy RWR. If youre trying to preserve the element of surprise during an attack, turn off your radar and use your RWR to keep track of radar-emitting threats/targets. Activate your radar in short bursts only when firing a radar-guided weapon or to relocate a target if you lose tally. (See Radar Warning Receiver (RWR) Window, p. 94, for details on RWR symbology.) s5 Display RWR Window For symbology, see Radar Warning Receiver (RWR) Window, p. 94.

GROUND COCKPIT COMBAT

HARM Missiles
HARM air-to-ground missiles have a passive radar seeker built into the nose. Information from this seeker can be displayed in the Radar Window when this missile is your current weapon. M s9 Turn on HARM and turn off IR or radar sensor Display HARM info in radar Window For symbology, see Radar Window, p. 96.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

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111

Weather and Detection/Guidance Systems


MULTI-PLAYER
The table below shows how the range of each system is modified under different weather and light conditions. The numbers are percentages of the systems maximum effective range in clear daylight. For example, night reduces visual range to 25% of normal but extends IR sensor performance to 125% of normal. CONDITION Day Twilight Night Haze Clouds VISUAL 100% 75% 25% 75% 10% LASER* 100% 100% 100% 100% 50% INFRARED 100% 100% 125% 100% 10% ACTIVE RADAR 100% 100% 100% 100% 75%

GROUND COCKPIT

Fog 25% 50% 10% 100% *Laser is not a detection system, but refers to the Pave laser guidance system. See Laser-Guided Weapons, p. 120.

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

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112

Targeting
MULTI-PLAYER
The targeting commands below will only target objects that are within visual range (i.e., visible on the screen) or within the range and scope of a sensor device. (See Finding the Enemy, p. 107.) Air targets can be detected and targeted visually and by air radar (R) and IR sensors (I). Ground objects can be detected and targeted visually, or by using ground radar (cR) or IR sensors. Ground objects that are using radar can be detected and targeted with the seeker heads of HARM missiles. e L ' sT, T Target something within visual range. This command cycles through the objects visible on your screen, from left to right. Use the mouse to left-click on a visible aircraft or a contact in the Radar Window. Target the visible object nearest to the center of the screen (in forward view).

GROUND COCKPIT COMBAT

Cycle through targets when the Radar Window is active. These commands cycle though all the targets detected by the sensor system youre currently using (radar, FLIR, HARM).

Note: If you are using air radar, you will only be able to target objects when the radar is in Track While Scan (TWS) mode. (TWS appears in the upper left corner of the Radar Window.) If you are having difficulty targeting an object, make sure you are in TWS mode; if you are not, decrease your radar range (, and . increase and decrease radar range) until TWS appears in the upper left. See RWS/TWS Indicator, p. 97.

IR/Laser Advanced Targeting


When you have IR/LASER ADVANCED TARGETING active on the PREF menu, targeting becomes more realistic. Targeting in foggy or dark conditions is often easier, however. With this option selected: When you press I or activate a laser weapon, brackets appear on the HUD around all IR/laser-detectable contacts. Only radar or HARM information will appear in the Radar Window. You can have two current targets the current radar or HARM target has a square box around it on the HUD, and the current IR or laser target has a rectangular box around it. Left-clicking on an object selects it as a radar/HARM target, right-clicking specifies an IR/laser target. / cycles through bracketed IR/laser targets; T and sT cycle through radar/HARM targets. IR/Laser targets now appear in the IR/Laser Target Window. This replaces the Forward View Window, and s2 toggles it on and off (see p. 88). Radar, visual and HARM targets appear in the Radar/Visual Target Window (s4 toggles, see p. 101).

CAMPAIGNS PRO MISSIONS

TECHNOLOGY SPECS

IN A HURRY

113

Remote Targeting
MULTI-PLAYER
Modern sentry aircraft such as the E-3 AWAC, Il-76, E-2C Hawkeye, recon drones and the E-8C J-STAR are equipped with special radar systems that transmit targeting information to other friendlies. On missions in which sentry aircraft are deployed, you can target objects detected by their radar systems, which generally include any object within a 150-km radius of the sentry aircraft. To activate remote targeting:

GROUND

sA R sG cR

Toggle remote air targeting on. This automatically downloads air targets to your ground radar. Activate your air-to-ground radar and open the Radar Window. Peachcolored contacts are targets picked up by the sentry aircraft. Toggle remote ground targeting on. This automatically downloads all ground targets to your ground radar. Activate your ground radar and open the Radar Window. Peach colored dots are ground vehicles, peach-colored Xs are SAM and AAA sites.

COCKPIT COMBAT

You can target remote contacts using the targeting keys listed on the facing page. Restrictions on remote targeting: Your air radar displays only remote air targets, and your ground radar displays only remote ground targets. The E-8C J-STAR and the Recon Drones 1 and 2 detect only ground targets. All other sentry aircraft only detect air targets. In Quick Missions and Pro Mission Creator-designed missions, make sure you add a friendly sentry aircraft if you want to use remote targeting. You will not be able to link to a sentry aircraft if there are none nearby. Your Radar Window (in air or ground mode) will only display remote targets within its current range and scope. To see all targets, call up the inflight navigation map (sM).

CAMPAIGNS

PRO MISSIONS

Easy Targeting
The EASY TARGETING option on the CHEAT menu of the In-Flight menu bar affects two elements of targeting: TD box. When active, the TD box moves all the way to the edge of the screen if your target does. When inactive, the TD box moves only to the edge of the HUD, even if your target moves beyond this. Target Window When inactive, you cannot open the Target Window until the target is within visual range.

TECHNOLOGY

SPECS

IN A HURRY

114

Distinguishing Between Friends and Foes


MULTI-PLAYER GROUND
Missiles extend combat to beyond visual range (BVR). In a BVR environment, identifying targets as friendly or enemy is understandably difficult, especially if allied countries fly the same aircraft as your enemies. To overcome this problem, air forces typically outfit their aircraft with IFF (Identification Friend or Foe) transponders. These devices allow the pilot to transmit an electronic code to a targeted aircraft. If the targeted aircrafts IFF box answers the code, then the pilot knows that hes targeted a friendly aircraft. Pressing U in the game sends an IFF transmission to a targeted aircraft. If the target aircraft responds with the correct code, you receive a Friendly reply. If you receive an Unknown reply, the target isnt necessarily hostile. The target aircrafts transponder could be damaged, or it could be a civilian passenger jet not equipped with a military transponder. U FRIENDLY REPLY UNKNOWN REPLY Send an IFF signal to the targeted craft. Indicates that the recipient is a friendly aircraft. Indicates that the recipient may be a damaged friendly aircraft, a non-combatant or an enemy aircraft.

COCKPIT COMBAT

Note: The transmitter has a range of 100nm if a bogey is beyond that range, youll receive an Unknown message even if youve got a friendly targeted.

Tracking Your Target


CAMPAIGNS
Fighters Anthology has several options that affect target identification and acquisition. Some of these options are less realistic, but they make targeting easier: IR/LASER ADVANCED TARGETING When this PREF option menu is active, targeting is more realistic. SHOW TARGET INFO
FLIGHT

This option (cT) from the CHEATS menu of the INmenu bar displays the identity of the current air target and all ground targets. In multi-player games the identity and callsign of all player aircraft are also displayed. This XX appears on the edge of your viewscreen when your current target moves offscreen. It indicates the direction you need to fly to bring the target back into view. The Target Window (s4) displays a picture of your target, and gives its range and current action. You must have a target to open this window.

PRO MISSIONS

Offscreen target marker

TECHNOLOGY

Target Window

SPECS

IN A HURRY

115

WEAPONS INFORMATION
Knowing which weapons to use in a given situation, what the parameters for a good shot are, and how different guidance systems work are important skills for a modern combat pilot. Several sections in this chapter help you sort through the different types of weapons and learn to use each more effectively. Air-to-Air Weapons (below) and Air-to-Ground Weapons (p. 116) provide general information on the types of weapons in the game. Weapon Guidance Systems (p. 117) explains how the different types of guidance systems work. Using Weapons (p. 121) gives step-by-step instructions on arming different types of missiles, gaining firing position and firing all weapons. Weapons Information Chart (p. 128) compares the guidance systems, effective ranges and best targets for all weapons in the game.

MULTI-PLAYER GROUND COCKPIT

Air-to-Air Weapons
Gun Designations: Missile Designations: Sensor Systems: GAU-, GsH

COMBAT

AA-, AIM-, PL-, MICA, RIR, FLIR, SARH, Active Radar

Guns used to be the only weapon available during an air battle, and dogfighting used to be a test of a pilots visual acuity. In modern air combat, however, the majority of battles are fought without opponents ever coming within visual range of one another. While guns remain useful at extremely close ranges, air-to-air missiles extend air combat by miles. Long-range, air-intercept missiles can effectively target threats as far as 80 miles; short-range air-to-air missiles can be fired from near point-blank range or from up to 25 nautical miles away. With the exception of mounted guns, air-to-air weapons are guided by either the aircrafts sensors or an independent seeker head. But although these advancements make them effective weapons, striking targets with air-to-air missiles still demands good piloting skills and selective firing.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

116

Air-to-Ground Weapons
MULTI-PLAYER
Missile Designations: Bomb Designations: Rocket Designations: Sensor Systems: AGM-, HARM, AS-(Anti-Ship), AT-(Anti-Tank) GBU-, MKLAUIR, FLIR, HARM, Laser, Active Radar

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

Air-to-ground weapons include missiles, rockets, bombs and mounted guns. They come in two basic varieties unguided and guided. Unguided weapons (such as iron bombs) fall along a predictable trajectory. Guided weapons, such as Maverick missiles and laser-guided bombs, use the aircrafts seeker or a builtin seeker to steer toward a target after launch. Some air-to-ground missiles, such as the IR-homing AGM-65 Maverick or the active radar-guided AGM-84E SLAM, are long-range, standoff weapons. Once fired, these weapons do not require guidance from the launching aircraft. As such, they are fire-and-forget weapons you can launch them and immediately turn toward a new target. During flight, they have the ability to modify their flight path. Air-to-ground weapons employ the same guidance systems as air-to-air weapons, although some have other sensor types built into the seeker head. The sensor on a HARM weapon homes in on targets that are emitting radar, while the sensor on a laser weapon homes in on targets pinpointed by a laser beam.

IN A HURRY

117

Weapon Guidance Systems


MULTI-PLAYER GROUND
The simplest weapons are unguided, such as Folding-Fin Aerial Rockets (FFARs) and iron bombs. Newer weapons whether theyre air-to-air missiles or air-to-ground missiles and smart bombs are guided and use radar, laser or infrared tracking to acquire a target. Each guidance system has its own method of acquiring and locking a target. Some weapons are fire-and-forget and have guidance systems built into their seeker head. Others require that you keep the target in view until weapon impact. Although effective, guided weapons are not the one-shot, one-kill devices they are often perceived to be. Used improperly, they can perform dismally.

Summary
Press the key listed to activate the guidance system for each weapon type. SARH R, cR Semi-Active Radar Homing missiles use aircrafts air or air-to-ground radar to acquire and track target until impact.

COCKPIT COMBAT

ACTIVE RADAR

R, cR

Active radar missiles use aircrafts air or air-to-ground radar to acquire a target, but a seeker head on the missile guides it after launch. IR missiles require visual targeting (air or ground) or FLIR (ground targets) to acquire a target. An IR seeker on the missile tracks targets after launch. Some planes have an internal FLIR system, but others require you to load a FLIR pod. The Pave laser designator mounted on the aircraft acquires and tracks targets with a reflected laser beam until the missile impacts. The laser must continue to point at the target, or the bomb will go off course. Radar-homing device in missiles nose acquires and tracks targets that are emitting radar.

IR

CAMPAIGNS

LASER-GUIDED

automatic

PRO MISSIONS

HARM

TECHNOLOGY SPECS

IN A HURRY

118

Semi-Active Radar-Homing Weapons (SARHs)


MULTI-PLAYER
Semi-Active Radar Homing weapons (SARHs) use the aircrafts onboard radar system both to acquire and track a target. This air-to-air missile doesnt have a built-in radar. You must keep the target in view (thus painting it with radar) so that the missile can maneuver toward it. If the targeting aircraft breaks its lock even momentarily the missile is more likely to miss. SARH missiles can be launched at medium range (usually 15 - 20nm) but perform poorly at short range. They also dont work well when fired from above the target, as radar reflected from the ground confuses the missile. When attacking with a SARH missile, listen for the high-pitched tone emitted by your onboard weapons computer when tone is good and strong, the missile is locked onto its target.

GROUND COCKPIT

Important Note
Use SARHs against lesser threats and save your fire-and-forget missiles for tough combat.

Active Radar Weapons


Active radar weapons use the aircrafts normal radar system to acquire a target. Upon launch, the missiles guidance system receives coordinates from the aircrafts weapon system. The weapon flies to the designated point and activates its own seeker head, which it then uses to home in on the target. Since the weapon guides itself, the launching aircraft can fire the missile and then break away from the engagement. For this reason, active radar missiles are known as fire-and-forget weapons.

COMBAT CAMPAIGNS

Important Notes
Radar works under all weather conditions, although clouds can reflect signals, reducing radar effectiveness to about 75%.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

119

Infrared-Homing Weapons
MULTI-PLAYER GROUND COCKPIT
Infrared (heat-seeking) missiles use internal sensors to detect and track heatemitting objects, such as an airplanes engine exhaust or a ground vehicle sitting in the sun. Compared to radar-guided weapons, infrared-homing missiles have short range point-blank to 8nm for air-to-air heat-seekers, and 3nm to 10nm for air-to-ground IR weapons. However, IR-homing weapons have one clear advantage; once launched, these fire-and-forget weapons guide themselves to the target, leaving the pilot free to maneuver after launch. To launch an IR-homing missile, you must first designate a target (see Targeting, p. 112). Once you have a target, point the nose of your airplane (and thus the missile warhead) at the target. A floating diamond on your HUD represents the missiles seeker head. When the diamond locks on top of the target box, the missile has locked on to target and you can fire. Target lock is also communicated through sound. For air-to-air heat-seekers (such as the AIM-9 series), missile lock is indicated through an audible growling sound. The louder the growl, the better the lock. For air-to-ground heatseekers like the AGM-65 Maverick, a ringing sound indicates target lock.

Important Notes
Clouds and fog reduce effective range of IR weapons to 10% of normal. Older IR-homing air-to-air missiles (such as the AIM-9B) are rear-aspect, meaning that they must be fired from behind the target, where the hot engine exhaust makes homing easier for the missile. Modern IR missiles are all-aspect, meaning they can track a target from any direction. (However, they are still more accurate from behind the AIM-9M, for example, is 30% less accurate in shots not fired directly at an aircrafts tail.) All IR-homing air-to-air missiles have a tendency to be confused by the sun and may stray off toward it. This is especially true of the AIM-9B, but less true of the AIM-9M or AIM-9X. Loading a FLIR pod on the Load Ordnance screen or flying an aircraft with internal FLIR allows you to target contacts beyond visual range. (Look among the Air-to-Surface Weapons.)

COMBAT CAMPAIGNS

PRO MISSIONS

TECHNOLOGY SPECS

IN A HURRY

120

Laser-Guided Weapons
MULTI-PLAYER
Laser-guided weapons follow a laser beam that is aimed at the target. The beam travels in a line to the target, and the laser seeker head follows its reflections with pinpoint accuracy. Laser weapons are limited to ground use. A laser-guided bomb is fitted with a seeker and movable canards, small wing mechanisms that help guide the weapon to the target. A PAVE laser-designator pod mounted on an aircrafts hardpoint designates a point on the target. A laserguided bomb is dropped, and the bombs laser seeker homes in on the laser reflection off this target. The seeker provides directional cues to the movable canards, which modify the bombs glide path to some extent, resulting in more accurate hits than conventional bombs.

GROUND

Important Notes
Unless you are flying a B-2 or an F-117 (which have internal laser designators, you must load the PAVE laser designator from the Load Ordnance screen. (Look under Air-to-Surface weapons.) You must maintain a lock on the target until the bomb has hit if you suddenly target another object, the bomb will fall blindly to the ground.

COCKPIT

COMBAT

HARM (Radar-Seeking) Missile


The AGM-88 HARM missile is a High-Speed, Anti-Radiation Missile that locks onto targets that are emitting radar transmissions. The HARM seeker is built into the missiles nose and requires no onboard guidance. Information from the seeker appears in the Radar Window. HARMs are highly effective against radar vehicles, radar-equipped SAMs and ground-based radar installations. A threats only defense against such a missile is to turn off the radar altogether. The HARM is a fire-and-forget missile. However, if a HARM is launched and the target turns off its radar, the missile will continue to the targets last known location and detonate.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

121

USING WEAPONS
To use weapons effectively, you need to know how to designate targets (for guided weapons), how to gain the best firing position, when to fire, and whether you need to maintain target lock until the missile impacts. Arming a Guided Weapon (pp. 121-123) explains how to designate targets for different types of guided weapons. Gaining Firing Position, (pp. 124-127) describes strategies for using guns, missiles and bombs most accurately and gives step-by-step instructions for firing guns and releasing bombs and missiles, including when to fire and whether or not you need to maintain a lock.

MULTI-PLAYER GROUND

Arming a Guided Weapon


Guided weapons require a sensor system to designate a target. They also require a guidance system to track the missile and steer it to target. For some types of weapon, this guidance system is located on the aircraft; for others, the guidance system is housed in the missile itself. When loading missiles from the Load Ordnance screen, note that the guidance system required by each missile is listed beneath it. (You can pause the game and check the Weapons Information Chart, p. 128, for quick, in-flight reference.) The following sections list the designation and guidance systems required for each type of weapon (some of these must externally loaded check the notes) and give step-by-step instructions for arming them. IMPORTANT NOTE: You can visually find and designate targets at short range no matter what system you are using. Press e to designate visual targets.

COCKPIT COMBAT CAMPAIGNS

SARH
SYSTEMS NEEDED HOW TO ACTIVATE Target Designation: Aircrafts radar Weapon Guidance: Aircrafts radar 1. Find and designate a target: R or cR Activate radar s9 Display Radar Window ,, . Increase and decrease radar range. Fly until target is within TWS range. T, sT Cycle through targets. Choose a SARH weapon ([ or ]). Keep a lock on your target until the missile impacts.

PRO MISSIONS TECHNOLOGY

2. 3.

SPECS

IN A HURRY

122

Active Radar
MULTI-PLAYER
ONBOARD SYSTEM NEEDED Target Designation: Aircrafts radar Weapon Guidance: Aircrafts radar until near target, then missiles radar 1. Find and designate a target: R, cR Activate radar s9 Display Radar Window ,, . Increase and decrease radar range Fly until target is within TWS range T, sT Cycle through targets Select a radar-guided weapon ([ or ]).

HOW TO ACTIVATE

GROUND

2.

HARM
ONBOARD SYSTEM NEEDED HOW TO ACTIVATE Target Designation: HARM Weapon Guidance: Radar-homing warhead on missile 1. Find and designate a target: M Activate HARM seeker s9 Display Radar Window ,, . Increase and decrease seeker range Fly until target is within missile range T, sT Cycle through targets Select a HARM missile ([ or ]).

COCKPIT COMBAT

2.

CAMPAIGNS

Infrared (Air-to-Air)
ONBOARD SYSTEM NEEDED HOW TO ACTIVATE Target Designation: FLIR, visual Weapon Guidance: IR-seeker in missile 1. Find and designate a target: (IR/LASER ADVANCED TARGETING inactive) I, R Activate FLIR or air radar s9 Display Radar Window. ,, . Increase and decrease sensor range T, sT Cycle through targets (IR/LASER ADVANCED TARGETING active) I Bracket all IR targets onscreen. \ Cycle through targets Select an IR-guided weapon ([ or ]).

PRO MISSIONS TECHNOLOGY

2.

Note: Not all aircraft have internal FLIR either load a FLIR pod before you take off (in Air-to-Surface weapons group on Load Ordnance screen) or designate targets visually.

SPECS

IN A HURRY

123

Infrared (Air-to-Ground)
MULTI-PLAYER
ONBOARD SYSTEM NEEDED HOW TO ACTIVATE Target Designation: FLIR, visual Weapon Guidance: IR-seeker in missile 1. Find and designate a target: (IR/LASER ADVANCED TARGETING inactive) I, cR Activate FLIR or air-to-ground radar s9 Display Radar Window. ,, . Increase and decrease sensor range T, sT Cycle through targets (IR/LASER ADVANCED TARGETING active) I Bracket all onscreen IR targets \ Cycle through targets Select an IR-guided weapon ([ or ]).

GROUND

2.

COCKPIT

Note: Not all aircraft have internal FLIR either load a FLIR pod before you take off (in Air-to-Surface weapons group on Load Ordnance screen), or find and designate your targets visually by pressing e instead of T.

Laser
ONBOARD SYSTEM NEEDED HOW TO ACTIVATE Target Designation: FLIR, visual Weapon Guidance: Pave laser 1. Find and designate a target: (IR/LASER ADVANCED TARGETING inactive) I, cR Activate FLIR s9 Display Radar Window. ,, . Increase and decrease sensor range T, sT Cycle through targets (IR/LASER ADVANCED TARGETING) I Bracket all onscreen IR targets \ Cycle through targets Select a laser-guided weapon ([ or ]). (The laser system is automatically activated.) Maintain target lock until the weapon impacts.

COMBAT CAMPAIGNS PRO MISSIONS

2. 3.

TECHNOLOGY

Note: You must load a Pave laser designator pod from the Air-to-Surface weapons group on the Load Ordnance screen before taking off.

SPECS

IN A HURRY

124

Gaining Firing Position


MULTI-PLAYER
Before using guns (unguided) or missiles (guided), you need to position your aircraft so that you can take the best shot possible. In an ideal situation, you should be right behind your target he cant fire on you when youre tailing him, the exhaust pipe is a great target for an IR missile, and a straight shot the target cant see increases any weapons chance to hit.

Guns
Guns remain an essential element of air combat, as was proven in dogfights over Vietnam. Damage and range are limited guns are most effective between 0 and 2nm, and a single burst generally wont kill a target but, unlike many missiles, a guns effectiveness increases at close range and sophisticated aircraft systems are not immune to gunfire. In addition, guns require no guidance systems, and aircraft can carry relatively large stores of gun ammunition. Guns are easy to use against stationary ground targets. Moving air targets, however, require you to lead your target calculate where its going to be when the bullets reach it.

GROUND COCKPIT COMBAT

Leading a Target
You must take into account your enemys speed and current position and guess how much lead is needed to hit him. When your radar is on, lead requirements are automatically calculated. A pipper appears on your HUD, indicating where to aim your gun. Center this pipper over your target, and watch the thick line around the perimeter of the pipper. The longer the arc, the better your chance of hitting the target, based on your speed, the targets speed and aspect angle. The absence of a thick arc means you have zero chance of hitting the target.

CAMPAIGNS PRO MISSIONS TECHNOLOGY

[, ] R z

Cycle through weapons Activate radar (or joystick trigger) Fire guns

If your radar is off, youll have to figure out how far to lead the target yourself. (Keep in mind the bullets fall somewhat because of gravity.)

SPECS

IN A HURRY

125

Bombs
MULTI-PLAYER GROUND COCKPIT
Bombs are short-range weapons that rely on gravity for propulsion. Conventional bombs lack guidance systems, but modern bombs have guidance systems that make small tail fin adjustments during flight to improve accuracy. When you select an unguided bomb as your current weapon, the point at which the bomb will impact (called CCIP) is constantly recalculated and projected onto your HUD. You often cant see this point in level flight dive to bring it into view and watch the small arc inside the larger ring. As this arc shrinks, your range decreases and your accuracy increases. If you are in a B-2, the CCIP is replaced by a bomb camera though which you view your target while maintaining level flight. (See Unguided Bomb Elements, p. 85.) The HUD symbols for guided-bomb seeker heads are the same as for guided missiles (See Missile and Guided Bomb Elements, p 84.) To gain a good firing position for a guided bomb, watch your range and hit percentage on your HUD.

Dropping a Guided Bomb


1. 2. 3. 4. 5. 6. Attain an appropriate altitude (varies for levels of ground defense: 3000ft for lightly guarded areas, 5000ft or higher for defended areas).

COMBAT

Fly within several miles of the intended target (approximately 1nm for each 1000ft of altitude). Make sure a guided bomb is your selected weapon ([ and ]). Press O to open the weapons bay (F-22, X-32, F-117A, B-52, B-2, Tu-26, Tu-95, and Tu-160 only). Drop the bomb when youre in range and have a good hit probability. (Press z or missile-fire button.) If using laser-guided bombs, keep the target in view until impact.

CAMPAIGNS

Dropping an Unguided Bomb


1. 2. 3. Attain an appropriate altitude (varies for levels of ground defense: 3000ft for lightly guarded areas, 5000ft or higher for defended areas). Fly within several miles of the target (about 1nm per 1000ft of altitude). Bring the target in view in front of you and make sure you have an unguided bomb selected ([ or]).

PRO MISSIONS TECHNOLOGY

4a. (All aircraft except the B-2) Maneuver so that the CCIP (impact point) pipper overlays the box around the current target in your HUD. 4b. (B-2) Yaw left/right to center target inside cross hairs on camera window. 5. 6. Press O to open the weapons bay (F-22, X-32, F-117A, B-52, B-2, Tu-26, Tu-95, and Tu-160 only). Drop the bomb (press z or missile-fire button).

SPECS

IN A HURRY

126

Missiles
MULTI-PLAYER GROUND
Missiles are a fighters best offense theyre maneuverable, smart and deadly. Most use a guidance system to track targets after launch and feed course corrections to the canards (small wings) on the aft end of the missile. However, the fewer course corrections the missile has to make, the better its chance of hitting the target. Although you cant control your opponents maneuvers, you can get in the best position to launch the missile by considering the following parameters.

Range
Long-range missiles can be fired from as far as 150nm away, while medium- or short-range ones have maximum launch distances around 25nm. As a general rule, hit probability increases as range to target decreases. However, most missiles also have minimum launch ranges, usually around 0.8-2nm they need room to get up to speed and maneuver. Since the probability of a direct hit on a maneuvering target is unlikely, missiles are designed to cause damage over a large radius, called a blast radius. Some release a giant, expanding ring of iron bars; others release hundreds of small metal fragments. Firing a missile within its minimum range, or launching a bomb at too low an altitude, can put you within this radius, so watch out.

COCKPIT COMBAT

Aspect Angle
Target aspect angle is the angle between your nose and the targeted aircraft. It is measured in degrees (see diagram), displayed next to the A in the lower right of your HUD.

CAMPAIGNS

180

90R

90L

PRO MISSIONS

Aspect angle affects missile performance in the following ways: Shots fired from directly in front (0) or behind (180) a target have a better chance of hitting the target. A missiles maximum effective range is greater when its target is moving towards it (180). A missiles effective range decreases when the target is moving away from it.

TECHNOLOGY

For a more detailed explanation, see Combat Geometry, p. 135.

SPECS

IN A HURRY

127

Launch Parameters
In general, you want to launch within the missiles optimal launch parameters. This can be gauged by watching the Hit Probability indicator on your HUD. The higher the probability, the greater chance you have of striking the target. Many factors are used to calculate this hit percentage such as weather, distance and the size of radar or infrared signatures.

MULTI-PLAYER

Missile Maneuverability
For long-range missiles, maximum maneuverability only occurs during the first 10 seconds of flight. The missiles engine engages after launch, rapidly accelerating it to top speed. However, once the engine runs out of fuel (5-10 seconds after launch), the missile glides the rest of the way to the target and loses speed as it glides. As speed decays, so does maneuverability.

GROUND COCKPIT

G-Load Limit
The rail or hardpoint on which the missile is mounted has a maximum G-load limit. When the aircraft pulls a high-G turn, climb or dive suddenly, the rail and missile are stressed by the same G-force. If the G-force is too strong, the missile cant launch properly. If the G-force is above the launch maximum (different for all missiles), youll lose all lock indicators in your HUD. In addition, a launched missile must pull at least 7 times the G-load of its target in order to follow it. If the target is pulling 8G, the missile will need to pull as much as 56G to keep up. The more Gs the missile has to pull, the more likely it is to miss. You can minimize the amount of Gs a missile has to pull initially by firing when you have a good target aspect angle.

COMBAT CAMPAIGNS

Firing a Missile
1. 2. 3. 4. 5. Make sure you have a missile selected. ([ and ] cycle through weapons.) Press O to open your weapons bay (F-22, F-117A, B-2, B-52, X-32, Tu-26, Tu-95, and Tu-160 only). Bring the targeted object into your front viewscreen. Fire when youre in range and have a good aspect angle. (Press z or missile-fire button.) If using SARHs, keep a radar lock on the target until impact.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

128

WEAPONS INFORMATION CHART


Designation. Name of the weapon as it appears in the Load Ordnance screen. Seeker Type. Sensor system used by the weapon. Effective Range. Range (in nautical miles) at which the weapon has a chance of striking the target. Preferred Targets. Targets most vulnerable to that weapon type.

MULTI-PLAYER

GUNS
DESIGNATION GAU-8, GAU-12, GAU-13 GSh-30 Aden, DEFA, BK27 M-61 Vulcan cannon SUU-16 Gun Pod SEEKER TYPE EFFECTIVE RANGE (NM) Radar-calculated lead 0-2 Radar-calculated lead Radar-calculated lead Radar-calculated lead Radar-calculated lead 0-2 0-2 0-2 0-2 PREFERRED TARGETS Soft targets, aircraft Soft targets, aircraft Soft targets, aircraft Soft targets, aircraft Soft targets, aircraft

GROUND COCKPIT

AIR INTERCEPT MISSILES


DESIGNATION AIM-7 Sparrow AIM-9M, 9B, 9X Sidewinder AIM-54C Phoenix AIM-120 AMRAAM PL-7 PL-10 AEMP-1EM
1

SEEKER TYPE SARH IR Active Radar Active Radar IR SARH Active Radar

EFFECTIVE RANGE (NM) 2-19.7 0.8-3.9 2-148 2-24.6 0.8-5.5 2-75 2-50.7

PREFERRED TARGETS Aircraft Aircraft Aircraft Aircraft Aircraft

COMBAT CAMPAIGNS

Aircraft Aircraft

AIR-TO-AIR MISSILE
DESIGNATION AA-2 Atoll AA-6 Acrid AA-8 Aphid AA-9 Amos AA-10 Alamo AA-11 Archer AA-12 Adder MICA R-440 R-530 R-550 SEEKER TYPE IR SARH IR SARH SARH IR Active Radar Active Radar IR SARH IR EFFECTIVE RANGE (NM) 0.8-1.4 2-14.8 0.8-1.4 2-41 2-19.7 0.8-9.8 2-24.6 2-50 0.8-18.5 2-3 0.8-3 PREFERRED TARGETS Aircraft Aircraft Aircraft Aircraft Aircraft Aircraft Aircraft Aircraft Aircraft Aircraft

PRO MISSIONS TECHNOLOGY SPECS

Aircraft

IN A HURRY

129

ANTI-TANK MISSILES
DESIGNATION AT-2 Swatter AT-12 Swinger SEEKER TYPE Optical Laser RANGE (NM) 0-2.9 0-4.2 PREFERRED TARGETS Tanks Tanks

MULTI-PLAYER

AIR-TO-GROUND MISSILES
DESIGNATION AGM-45B Shrike AGM-65G Maverick AGM-88 HARM AGM-84A Harpoon AGM-84E SLAM AM-39 Exocet AS-7 Kerry AS-14 Kedge AS-15 Kent AS-16 Kickback AS-30 SEEKER TYPE HARM IR HARM Active Radar Active Radar Active Radar SARH Laser Laser Active Radar Active Radar, Laser RANGE (NM) 0-11 0.8-9.8 0-12.3 2-59 2-49 2-92.6 2-4.9 0-6.5 0-6.5 2-6.5 2-6.5 PREFERRED TARGETS Radar sites, SAMs Tanks Radar sites, SAMs Ships Hangers, silos Ships SAMs, parked aircraft, lt. struct. Ships, bridges, runways, Heavy/hardened structures Same as AS-14 Ships Structures, Ships

GROUND COCKPIT COMBAT

AIR-TO-GROUND BOMBS
DESIGNATIONS CBU-87, 87B FAB-250, 500, 1000 Unguided Bombs GBU-10 GBU-27, 28, 28B GBU-29B, 30 MK-20 Rockeye II MK-82 MK-82 AIR MK-84 RBK-250, 500 SEEKER TYPE None None Laser Laser Optical None None None None None RANGE 1nm/1000ft 3 1nm/1000ft 3 1nm/1000ft 3 1nm/1000ft 3 1nm/1000ft 3 1nm/1000ft 2 1nm 1nm
2

PREFERRED TARGETS Light structures, personnel Large targets Large/vital targets Large/vital targets Large/vital targets Large targets Large targets Large/vital targets Large targets Structures, vehicles, personnel

CAMPAIGNS PRO MISSIONS

1nm/1000ft 3
2

1nm/1000ft 3

TECHNOLOGY

AIR-TO-GROUND ROCKETS
DESIGNATION B-8M1 BL-13L LAU-10, LAU-61
1 2

SEEKER TYPE None None None

RANGE (NM) 1nm 2 1nm 2 1nm 2


3

PREFERRED TARGETS Armor, structures, personnel Armor, structures, personnel Armor, structures, personnel

Fictional weapon that knocks out HUD, radar, etc. Range is 1nm along a straight line-of-sight to target.

Range is 1nm horizontally for every 1000ft altitude from which bomb is dropped.

SPECS

IN A HURRY

130

DEFENSES AND COUNTERMEASURES


Attacking the enemy is only half the job surviving the mission is the other half. Your aircraft carries various defensive systems called countermeasures that are designed to protect you and your aircraft. They may be electronic (jamming) or physical (chaff and flares).

MULTI-PLAYER

Signatures
Before you can effectively evade missiles, you need to understand how they track your aircraft. Every aircraft has a set of signatures that give away your presence to radar and infrared sensors. This radar or infrared signature indicates how easily your aircraft can be detected. Your aircrafts configuration can modify signature values. For example, using afterburners creates hot exhaust ports and increases your IR signature to 200%, making you twice as detectable as normal. Carrying external stores increases your radar signature by 33%, making you one-third more detectable than a clean aircraft. Likewise, lowering your landing gear increases radar signature by 25%. Electronic countermeasures (ECM), such as the ALQ-167 and ALQ-72 ECM suites, reduce the chance that enemy radar will track you accurately, but drastically increase your chances of being detected because of the added radar emissions they employ (see below). However, once youve been detected, this should be your first defense against enemy radar systems. Pointing your aircraft toward a sensor also greatly reduces the signature, because the radar cross-section of your aircraft (amount of surface area visible to radar) is smaller when the aircraft is detected from the front. Conversely, a full side or top-down view gives a large cross-section. For more information on radar signatures and stealth technology, see Stealth, p. 229. s0 Activate RCS Window, displaying your Radar Cross Section (see p. 4.19)

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS

Jamming
Jammers attempt to deceive enemy radar with large amounts of electromagnetic waves designed to mimic or scramble radar returns. Youll see JAM in your RWR Window when jamming is active. s5 J Activate RWR Window (for an explanation of symbology, see p. 4.18) Initiate jamming

TECHNOLOGY

Since enemy RWRs also detect jamming signals, never activate your jammers before you are detected. Once youre spotted, use your jammers freely.

SPECS

IN A HURRY

131

How Jamming Works


MULTI-PLAYER GROUND
Jammers have several different operating modes, including Noise, Pulse, Continuous-Wave, Transponder and Repeater. Part of the radar warning receivers job is to direct the intensity, frequency and direction of the jamming transmission. These jamming signals reflect false radar returns to the radar source. The radarscope at the point of origination sees both the real radar return, and also the fake ones generated by the jammer. The idea is to either make large targets look small, or make small targets look large. Even though the radar can determine the presence of an aircraft and its direction, the false reflections distort the aircrafts true location. Jamming announces your presence to the enemy, but it hides your exact position. For more information, see Electronic Countermeasures, p. 237.

COCKPIT

RWR Warning Tones


The radar warning receiver detects incoming radar emissions and warns you when youre being tracked by a guided missile. Two audible tones support the RWR: one for radar-guided missiles, and another for IR-guided missiles. A slow, pulsing tone indicates an enemy seeker is tracking your aircraft. A fast, pulsing tone indicates an inbound missile is tracking your aircraft. (Both of these tones are lower pitched than the lock tone indicating that one of your missiles is locked on to a target and ready to be fired.) A flashing I or R in the corner of the radar warning receiver also indicates that a missile is tracking you. R warns you of incoming radar-guided missiles. The missile itself shows up as a flashing dot on the RWR display. When you see a flashing R on the RWR, drop chaff and attempt to evade the missile. Likewise, a flashing I indicates an incoming IR-guided missile. When you see this, drop flares and attempt to evade the missile.

COMBAT CAMPAIGNS PRO MISSIONS

Missile Warning

TECHNOLOGY

The next two pages offer more detailed instructions on beating IR and radarguided missiles.

SPECS

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132

Chaff
MULTI-PLAYER GROUND COCKPIT
Chaff is the oldest trick in the book for confusing radar threats. A chaff dispenser releases a cloud of small, metallic strips that distort incoming radar beams and often lure away missiles that are seeking out the targeted craft. These strips are compressed into small cartridges called pods, which are released by the pilot or RIO at the press of a button. The filaments or strips inside each pod are made of Mylar film or fine glass fibers covered with metallic particles of aluminum or zinc. Cut to match the wavelength of the expected radar emitter (or a multiple of it) they act as two-ended rods (dipoles) that efficiently deflect radiation. Radar beams operate on different frequencies, a characteristic that has resulted in the development of a smart chaff system that can interface with a fighters sensors. The onboard computer relays wavelength information to the dispenser. The dispenser then cuts the chaff filaments to an appropriate length (usually from 1/2-inch to 1-inch long) to best reflect the frequency of the currently tracking radar beam. With luck, the material will reflect more radar energy than your aircraft, thus providing a brighter target for the missiles seeker.

Beating Radar-Guided Missiles


COMBAT
An R in your RWR Window and a pulsing tone indicate that a radar-homing missile is tracking you. Its position appears as a bright dot in the display. With a combination of chaff and quick maneuvering, you can shake the missile. 1. If the missile is still far away, begin a turn that forces the missile to approach your aircraft from the side. Continue to turn, forcing the missile to turn with you in order to maintain its lock. If you can keep this up long enough, youll burn up the missiles fuel supply. (At close-range, you probably cant avoid being hit, so dont try this.) Keep the missile off your wing using low-G turns (turns under 2-3G).

CAMPAIGNS

2. 3.

PRO MISSIONS

When the missile closes to within 2000 feet or so, execute a maximum-G break turn toward the missile. Release chaff (press I) until the missile warning tone stops sounding and the dot representing the missile on the RWR goes dim.

TECHNOLOGY SPECS

IN A HURRY

133

Flares
MULTI-PLAYER
Flares distract IR-homing missiles. Heat-sensitive missiles head for the hottest spot in the vicinity, usually an aircrafts exhaust pipes and engines. Flares explode into hot, bright fireballs creating an intense heat source between the missile and the airplane. If the burst is correctly positioned and timed, the missile will turn toward the flare and miss its target.

Beating Heat-Seeking Missiles


The same procedure for radar-guided missiles holds true for heat-seeking missiles, except that you fire off flares (press d) instead of chaff cartridges. Heat-seeking missiles work best if they have an unobstructed view of your aircrafts exhaust port.When you execute the break turn, you move out of view and hide your exhaust pipe from the missiles seeker. Turning toward the sun and shutting off your afterburners may also help. With any luck, the flares or the sun will lead the IR missile away from your aircraft.

GROUND COCKPIT

Jinking
When youve got a bandit on your tail or at very close range, hell likely use both missiles and guns. Use the previous tactics to distract the missiles, and jinking to evade guns. Jinking refers to making numerous, erratic flight movements. The key to evading enemy gunfire is being quick and unpredictable. Since bullets are unguided, your enemy has to guess where your aircraft will be at any given time after he fires. For this reason, unpredictably changing course is your best defense.

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

134

COMBAT TACTICS
Despite the technological advances of the last few decades, dogfighting still involves the same basic strategy find the enemy before he finds you, get into an advantageous firing position, and stay there.

MULTI-PLAYER

Situational Awareness
In the middle of a fight, you must constantly remain aware of whats going on around you. Aircraft work together in wings, supporting each other by keeping track of and communicating the positions of threats and targets. Target and threat positions are given as positions on an analog clock, accompanied by high or low to denote altitude advantages.
12 oclock 11 oclock 10 oclock 9 oclock 1 oclock High 2 oclock 3 oclock

GROUND COCKPIT COMBAT

8 oclock 7 oclock 6 oclock

4 oclock Low 5 oclock

CAMPAIGNS

These cockpit elements and keys keep you apprised of the battle situation: 0 2 ALTIMETER The chase view gives you a view from behind your aircraft. This checks six and shows any bandits behind your aircraft.

PRO MISSIONS

Keep an eye on your altitude so that you dont attempt a vertically draining maneuver, or one that may provoke a stall or spin too close to the ground. Altitude gives you advantages. Open RWR (Radar Warning Receiver) window, which identifies threats painting you with radar, and alerts you to incoming missiles. An Offscreen Target Marker (looks like XX) appears on the perimeter of your screen when youve acquired a target and it moves out of view. Maneuver toward the XX to bring the target into view. Cheat that reveals position of the nearest air threat. Cheat that reveals position of the nearest ground target. Cheat that reveals position of the nearest friendly aircraft.

s5 XX

TECHNOLOGY

cZ cX cA

SPECS

IN A HURRY

135

Combat Geometry
MULTI-PLAYER
Geometry plays a large role in air combat. To develop a complete understanding of air combat, you need to know a few geometrical concepts: angle-off-tail, aspect angle, closure rate, turn rate/radius and corner speed. All describe the differences in position, speed and flight path between your aircraft and an air target.

Angle-Off-Tail
GROUND COCKPIT
Angle-off-tail (AoT) is the angle between your flight path and the flight path of your opponent, as shown below. If your AoT is low, your flight path is nearly parallel to your opponents. If it is high, your flight path is nearly perpendicular to the opponents.

Low AOT

COMBAT

High AOT

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

At low AoT, you are either headed directly at an opponents tail, it is headed directly at your tail or you are facing each other head-on. In each case, your weapons and/or his weapons have a direct line of fire. Almost all weapons perform better when fired at low AoT. As AoT increases, your opponent flies more perpendicularly to your flight path. Your missiles have to turn more to track their target, and you must lead the target more when youre using guns. During a sustained engagement, your goal is to reduce AoT as much as possible before firing. This usually involves turning so that you align your flight path with that of the target.

IN A HURRY

136

Cone of Vulnerability
When youre within range of an enemys weapons, youre inside the cone of vulnerability. If an attacker has closed to 1500 meters (about 4000ft), youre vulnerable to his gunfire at any AoT less than 45. As he moves closer in range, the cone of vulnerability narrows (because the missiles cant maneuver as sharply in short range, and you fall within his lethal cone of fire at any AoT less than 30. You can use break turns to keep outside the cone of vulnerability.

MULTI-PLAYER GROUND

1500 m. range

COCKPIT

Aspect Angle
O 45R 90R

You see

You see

You see

Aspect angle indicates which aspect of the target is facing you, and is measured in degrees. Think of it as a numerical way of expressing what part of the target youre looking at. The aspect angle to your current target appears next to the A in the lower right corner of your HUD.

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

A 90R aspect angle means you are perpendicular to your target, facing its right wing. At 45R, you see the targets right wing as it crosses your flight path at a 45 angle. At 0 aspect angle, you are facing the aircrafts tail and at 180, you are facing its nose. Awareness of a targets aspect angle is vital when youre using missiles. Missiles are loaded to face directly ahead, and must break hard to hit a target when the aspect angle is 90. The harder they have to turn, the less likely they are to hit. Try to fire directly in front of or behind a target to give your missiles a straight shot.

IN A HURRY

137

Closure Rate
MULTI-PLAYER GROUND COCKPIT
Closure describes your aircrafts speed relative to the speed of your target. The closure rate appears in the lower right-hand corner of your HUD display. A positive closure means the target is approaching you; a negative closure means it is moving away.The larger the number, the faster the range is changing. A closure of -700 knots means the target is moving away from you very quickly while a closure of +70 knots means the target is moving toward you slowly. Closure also impacts weapon performance. At a high positive closure rate, the range to the target is rapidly decreasing. A missile doesnt have as far to fly, since the target reduces range by flying into the missile. Thus you can sometimes fire a missile at an approaching target that is outside missile range, because the target will fly into range in time for the missile to track it. If the closure rate is high and negative, the target is moving away and the missile must fly farther to overtake it.

Turn Rate/Radius
An aircrafts turn rate is the number of degrees it can pivot per second. An aircraft with a high turn rate can turn quickly. An aircrafts turn radius, is the distance it requires to turn. An aircraft with a low turn radius can turn sharply. Note that an aircraft can have a fast turn rate, but require a large turn radius, or vice versa.

COMBAT

Corner Speed
Turn rate and radius are determined by the design of an aircraft and the power of its engine, but they can be reduced by flight factors such as airspeed and air density. corner speed (also known as calibrated speed) is the speed at which Corner an aircraft achieves its best turn radius. If you get into a turning fight, Speed Indicator maintaining your corner speed will allow you to turn as sharply as your aircraft can. Your HUD has a corner velocity indicator caret that marks your aircrafts optimal corner speed for your current altitude on your airspeed indicator tape. The Other View Window also has symbols on the left side which indicate whether you are above or below corner speed (see Other View Window, p. 89). You may have to lower your airspeed (cut back on thrust) to reach your corner speed. (See Turn Performance, p. 58, for more information on corner speed.)

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

138

Pursuit Curves
MULTI-PLAYER
In close-range fighting, your primary aim is to gain a better aspect angle (firing position) than your opponent. Once you have this advantage, you can tail the enemy using three types of pursuit lead, lag and pure. Depending on the situation, you may find all three necessary.

Lead Pursuit
GROUND
To initiate lead pursuit, bank your aircraft so that your nose is headed for a point just ahead of your opponents nose. (Keep in mind that tighter turns bleed off kinetic energy continually turning will cause you to lose speed.
Lead Pursuit Target

Attacker

As its name implies, lead pursuit refers to predicting the flight path of a target. You guess where the threat will be in the immediate future, and then point your nose at that predicted position. By redirecting your flight path so that it crosses the targets flight path, you stand a better chance of striking the enemy with your weapons. Of course, the trick is to accurately predict where your opponent is going to go.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS

If youre in the aircraft with the smaller turn radius, lead pursuit tactics can give you a continuing advantage. By making sharper turns than your opponent, you cut across his flight path. This, in turn, reduces your target aspect angle, brings you closer to your opponent, and increases your closure rate. A danger of lead pursuit is that it can cause the target to disappear beneath your aircrafts nose. If the target makes this erratic maneuver, you may not see it. Lag Pursuit Keep your turns small but persistent and the target will remain in sight.
Target

Lag Pursuit
To execute lag pursuit, pull back on the stick until the target aircraft is positioned just above the flight path indicator in your HUD. Then, ease up slightly on the stick to maintain the enemys position in your HUD.
Attacker

TECHNOLOGY SPECS

IN A HURRY

139

Lag pursuit is the exact opposite of lead pursuit. Instead of making a tight turn in the direction your opponent is headed, you use a softer turn with a larger radius to follow a point just behind the tail of the enemy aircraft. The potential advantages of lag pursuit are illustrated in the following example. The diagram on the left compares the turn rates (measured in degrees per time allotted) and turn radii (measured in feet) of an F-18, F-4 and MiG-21 for a 4G turn at 36,000 feet. At the low speed needed for a 4G turn, the F-18 obviously has a significant turn rate and turn radius advantage over both aircraft.
Turn Rates/Radii for 4G turn at 36,000ft

MULTI-PLAYER GROUND

5687ft 190 4550ft 2925ft 250

175

F-4

However, imagine that the F-18 comes F-18 screaming in at Mach 1.4 toward the MiG-21, which is traveling a mere Mach 0.5. At this high speed, the F-18 still has a superior turn rate, but its speed has greatly increased its turn radius, and it cannot possibly cut off the MiGs turn. (See Turn Rate and Turn Radius, p. 58, and Corner Speed, p. 58) Why shouldnt the F-18 pilot try to match the MiG-21s turn with lead pursuit? If he does, hell have to pull 5.25G and hell overshoot the MiG by some 3000ft. Additionally, his aircraft will rapidly bleed off speed as drag increases, wasting his initial velocity advantage. However, using lag pursuit would keep him from overshooting and conserve his energy (in the form of speed). The F-18 pilot can still use his turn rate advantage to lag pursue the MiG. The F-18 is able to relax the turn to approximately 4G, while continuing to match the MiG-21s turn rate. The end result is that the F-18 flies in a concentric circle outside the MiG-21s flight path, ending up directly on the MiGs tail.

MiG-21

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS

Pure Pursuit
Pure pursuit is a direct chase simply point your aircraft directly at the target and follow its maneuvers as closely as possible.

Pure Pursuit Defender

TECHNOLOGY

Pure pursuit is most useful when firing weapons at close range, where you can place your sight directly over the target and fire.

Attacker

SPECS

IN A HURRY

140

Speed vs. Altitude


MULTI-PLAYER GROUND
The energy elements of speed and altitude are the core components of aerial combat. Altitude is a measurement of the aircrafts potential energy, which can be converted to speed by diving. Speed is a measure of an aircrafts kinetic energy, which can be turned into altitude by climbing. Think of kinetic energy as energy in motion, and potential energy as energy in reserve. At any given instant, an aircraft possesses both a certain amount of kinetic energy (speed) and a certain amount of potential energy (altitude). This energy translates directly into maneuverability. Air Combat Maneuvering, or ACM, is a game of managing energy to maximize maneuverability and defeat the enemy. Finding the balance between speed and altitude requires skill and timing. Several in-flight controls adjust speed and altitude:

COCKPIT

2, 7

Reducing your throttle to a low setting will reduce speed, and eventually altitude as lift drops off. Do this if youre overtaking an enemy too quickly. (2 reduces throttle to 25%; 7 reduces current speed by 5%.) Your air brakes can slow you down if youre approaching a target too quickly. This helps prevent overshooting.

B 6

COMBAT

Afterburners can be a lifesaver during escape maneuvers, or moves that require an increase in airspeed or altitude. However, your fuel consumption and heat signature more than double for the duration of the burn. Flaps are used during takeoffs and landings and provide extra lift during low-speed turns (under 300 knots or so). Flaps effectively create a larger wing surface by changing the way air flows around the wing, thus providing added lift.

CAMPAIGNS

Exchanging Energy
Potential and kinetic energy are exchangeable. An aircraft at high altitude and low speed has lots of potential energy, but little kinetic energy. By diving, the aircraft can convert its altitude into speed and increase its kinetic energy. Similarly, the aircraft can convert some kinetic energy back to potential energy by climbing. The aircraft slows down, but its altitude increases. A cardinal rule of air combat is that an aircraft with energy has maneuvering options; an aircraft without energy becomes a target. Maneuvering uses energy, and every unnecessary maneuver you make burns kinetic energy. When its gone, you cant easily get it back. Because you want maximum maneuverability from your aircraft at all times, you must ration your energy use, always maintaining a sufficient supply for whatever maneuver you might execute. For example, dont go into a high-G turn if you can accomplish the same task with a lower-G turn. Before expending energy, determine whether what you get in return (such as a shot opportunity) is worth the loss of energy.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

141

Playing the Energy Management Game


MULTI-PLAYER GROUND
When youve got an enemy on your six thats about to fire at you, you need to extract every ounce of maneuverability possible from your airframe. And when youre out of energy, you have to get some back. You can do so by applying thrust, relaxing your turn radius or diving to gain airspeed. In some cases, you may even need to bleed off speed by climbing or pulling tight turns. You can take one of two approaches when you find yourself in a combat situation you can choose the energy fight or the turn fight. Which one you choose depends on your skill and your aircrafts capabilities.

Choosing Your Attack


Unarguably, the first few seconds of a fight are the most important and can often determine the outcome. Most dogfights last less than one minute, meaning that whoever gains the initial advantage usually wins. Every fight is different, and an aircraft designed for turn fighting may find itself better suited for an energy fight. How do you decide which to use? First, estimate your turn performance versus your opponents. Maintaining your corner speed (the optimal balance between turn rate and airspeed) means nothing if the bandit can out-maneuver your best turn. Second, estimate your energy status. If you enter a fight 200 or 300 knots above your corner speed, dont waste all of that energy and decelerate to achieve your aircrafts corner speed. Instead, initiate an energy fight and make use of your power. A well-flown energy fight is difficult to beat, as proven in Vietnam by F4 pilots flying against MiG-17 and MiG-21 opponents.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

142

The Energy Fight


MULTI-PLAYER
In an energy fight, you take advantage of your aircrafts superior speed and avoid unnecessary turning. Ideally, you want to start the fight in an advantageous position, such as directly behind the bandit in his 6 oclock low blind spot. Most of the time, however, thats not an option. You must rely on your energy advantage and skills to overcome your adversary.

Initiating the Energy Fight


When you choose the energy fight, you basically concede turn performance to the enemy and rely instead on speed. You must keep your airspeed extremely high, minimizing the distance between you and your enemys aircraft as you make a series of head-on attacks. The idea is to strike, then outrun your opponents weapon range (not too difficult if the bandit has only guns or heat-seeking missiles). While the bandit busily executes a high-G turn to enter the fight, you (as the energy fighter) zoom away in a spiraling dive or climb. Eventually, you can execute a wide turn (to conserve airspeed) and make another offensive pass. If you execute the initial turn correctly, youll remain outside your enemys weapon envelope (range at which his weapons are effective) for nearly the entire fight. You choose when and where to engage, always bringing the fight on your terms. Thanks to your speed surplus, you can enter and exit the fight almost at will. The energy fight requires discipline, though. One speed-bleeding turn, and you immediately lose your energy advantage.

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

143

The Turning Fight


MULTI-PLAYER GROUND
Your second choice in combat is to enter a maneuvering fight and rely on your turn performance to win the day. The idea behind a turning fight is to reduce the amount of room in which the enemy can make a turn. You accomplish this during the merge (head-on pass) by minimizing lateral separation, or the horizontal distance that separates your aircraft from your enemys. The merge, or meeting the bandit head on, generally leads to one of two types of turning fights: one-circle or two-circle. You should choose a two-circle fight when youre flying a more maneuverable aircraft than your enemy. Use a one-circle fight if you have all-aspect missiles (or if you believe the enemy doesnt have them).

Two-Circle Fights
Two-circle fights, also called nose-totail fights, commence when you and your enemy meet head-on. After you pass each other (known as the merge), you both loop around in opposite directions, trying to get on each others tail. The distance between your flight paths is turning room that both of you use. In other words, the turn radii of your aircraft overlap.

COCKPIT

Two-Circle Fight

COMBAT

Lateral Separation

Two-circle fights rely more on turn rate than turn radius. You create only enough lateral separation at the merge point to allow for your full turn radius, and then rely on a superior turn rate to bring your nose back to bear on the threat. Two-circle fights keep your target in view at all times and tend to increase the lateral separation between the two aircraft. In two-circle fights, always attempt to minimize lateral separation. If the enemy aircraft has substantially worse turn performance than you, dont give him any extra room to work with keep lateral separation to the bare minimum you require for your turn. Conversely, if the bandit has significantly better turn performance than your aircraft, deny him the chance to use it by closing in at maximum speed with as little lateral separation as possible.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

144

One-Circle Fights
MULTI-PLAYER
One-Circle Fight

Lateral Separation

One-circle fights commence when both you and your opponent happen to loop in the same direction (instead of the opposite direction, as in two-circle fights). One of you sacrifices lateral separation, relying instead on turn radius to out-maneuver the enemy. In general, only use the one-circle fight when you have a significant turn radius advantage over the bandit.

GROUND COCKPIT COMBAT

The one-circle fight tends to keep you and your target closer together than the two-circle fight. If you choose to turn away from your opponent, youll momentarily lose sight of him as he crosses your tail. In fighters with poor rearward visibility, this loss of visual contact can be devastating. Since taking the one-circle approach surrenders the lateral separation to the bandit, you should minimize lateral separation during your next head-on approach.

The Initial Turn


Timing the initial turn in a head-on approach is critical to maintaining the advantage during a fight. Turning too soon pulls you across the bandits nose, which not only gives him a snapshot opportunity, but also puts you on the defensive. Turning too late, on the Initial Turn other hand, puts you out of position and allows the bandit to gain a better target aspect angle on you. A perfectly timed turn will deny the bandit any advantage while maximizing your own performance. However, while the initial turn is important, you may soon find yourself in a twisting, turning fight. When this happens, you need to apply additional air combat skills and maneuvers (discussed in the next section).

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

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145

AIR COMBAT MANEUVERS


In the world of combat, getting into position for a good shot is often called achieving a firing solution. It can happen in half a second, or it may take several minutes. The manner in which you attain this position differs from conflict to conflict, so its imperative that you develop a good reserve of combat maneuvers. The following section examines various air-to-air maneuvers and describes how to use them to your advantage during combat.

MULTI-PLAYER GROUND

Break Turn
Use the break turn to evade enemy fire. Follow with a turn in the opposite direction. Initiate a break turn by banking (pull the joystick toward you and to one side).
Break Turn

COCKPIT

The break turn is the most basic combat maneuver, for it rapidly increases the angle-off-tail (angle between you and your enemys flight path) when a bandit is preparing to shoot you. It is a high-G maneuver that takes advantage of a maximum instantaneous turn rate and forces your attacker to take a highaspect angle shot.

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

You can make a tight, instantaneous break turn (in which you lose speed, but gain a maximum AoT Angle off Tail), or you can make a sustained break turn (in which you conserve speed, but forfeit several degrees of AoT). Making a hard break turn bleeds airspeed, which in turn, can cause your enemy to overshoot. Generally, the closer you think the enemy is to firing, the harder you should turn. Once you move through the break turn, immediately follow it with another maneuver. Sustaining a break turn too long is dangerous it makes you a wideopen, predictable target. As a rule, your next maneuver should further remove you from the bandits weapon envelope. Try an immediate scissors turn in the opposite direction. Your opponent will be going too fast to lead your turn, and you may be able to maneuver into a more advantageous position.

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Barrel Roll
MULTI-PLAYER
Offensively, use the barrel roll if youre overtaking an enemy too quickly. Defensively, use the barrel roll to force your attacker to overshoot and pass you. Initiate a barrel roll by rolling slightly and applying pitch. Keep the nose pitched to spiral around the axis of your flight path.
Barrel Roll

GROUND COCKPIT COMBAT

The barrel derives its name from the flight path the aircraft performs, circumscribing the shape of a barrel as the aircraft rolls around a central axis. It is an energy management maneuver possessing both offensive and defensive potential.

Offensive Barrel Rolls


If you find yourself traveling too fast, you may both overshoot your foe and fly directly into his gun envelope. This happens because your closure rate is too high, and you overtake your target. The barrel roll provides an effective solution by wasting speed. If you cant bleed enough speed with a barrel roll, pull back harder on the stick and execute a roll opposite the direction of your current turn. The increase in pitch reduces airspeed, and the rollout turns you away from the target and keeps you from overshooting. As you complete the roll, youll be back on your original course, but at a slower airspeed.

CAMPAIGNS PRO MISSIONS

Defensive Barrel Rolls


Defensively, the barrel roll can be used to force a quickly approaching attacker to overshoot. It can also maintain enough angle-off-tail to put you out of his lethal cone of fire. Defensive barrel rolls must be carefully timed, however. Initiate the roll too soon, and the bandit will follow you through it. Start too late, and the bandit will have several shot opportunities before you begin the turn. Perfect timing requires that you both surprise the enemy and deny him sufficient reaction time.

TECHNOLOGY SPECS

IN A HURRY

147

Scissors
MULTI-PLAYER
Scissoring occurs when an attacker overshoots, and the target reacts by making a reverse turn too early (before the attacker crosses his weapon envelope). Never purposefully enter a scissors fight it bleeds off speed and altitude. To break a stalemate, roll 180 during one of the passes.

Scissoring refers to a series of reversing break turns in which two aircraft turn back and forth toward each other, each trying to force the other out in front. This usually begins when the attacker starts a late high yo-yo or barrel roll and realizes hes going to overshoot his target. The defender, predicting the overshoot, reverses his turn. Although this is the right solution, he turns toward the attacker too soon, resulting in a fairly neutral pass and initiating scissors. Scissor moves reduce the forward velocity vector, or the fighters speed along the axis of its flight path. The aircraft turns across the flight path at varying speeds, reducing its average forward speed with every turn. If youre an attacker, the only way you can get into a scissors duel is by starting a maneuver too late and overshooting. If youre on the defensive, you correctly predicted his overshoot, but reacted too quickly and compounded the attackers error. Once in a scissors, theres nothing to do but keep turning into the bandit. This bleeds off both speed and kinetic energy. The winner of a scissors match is usually whoever can conserve enough energy to force his opponent out front and bring the aircrafts nose around for a shot. More often than not, scissoring ends when one aircraft loses so much speed that it stalls out and plummets. If the other aircraft has any energy left, it can roll, dive and take a shot before the falling aircraft can recover.

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS

Scissors Attacker Defender

TECHNOLOGY SPECS

IN A HURRY

148

Vertical Rolling Scissors


MULTI-PLAYER GROUND
Alternatively, two pilots about to engage may begin a series of barrel rolls instead of break turns. The resulting vertical rolling scissors is a speed-reducing maneuver as well, draining kinetic energy during the series of climbs, reverse turns and overshoots. Each time the aircraft cross paths, they risk both collision and gunfire. Allowing too much lateral separation (passing too far apart) affords your opponent a shot opportunity, while passing too close may result in a crash. In a guns-only environment, you may be able to escape scissors by executing a split-S immediately after crossing your opponents tail. Then, by rapidly increasing your speed, you can outrun his guns. Dont try this if your enemy has IR missiles the split-S invites a heat seeker up your exhaust pipe. If you cant get outside the bandits weapon range, then you have to win the scissors fight. If you cant win the fight by out-turning the bandit, youre as good as dead.

COCKPIT

Spiral Dive
Use spiral dives as a last resort, and only if your aircraft has the superior turn radius. Fall into a steep dive, then make a hard-G turn. Throttle back midway through the turn and invert. Pull the nose up hard to maneuver onto the enemys tail.

COMBAT CAMPAIGNS PRO MISSIONS

If you use every maneuver imaginable and still cant shake an opponent despite a better turn radius, try a spiral dive. You carry out this maneuver by leading your opponent into a steep dive as soon as he moves to one side of your tail and falls into an overshoot position. He wont have a direct line of fire at you at that instant, but you cant dive for long without him re-achieving a firing solution.
Spiral Dive

Attacker

End the dive quickly by taking advantage of your aircrafts superior turn radius and pulling hard pitch (but not so hard that you sacrifice maneuverability). As you come out of the turn, reduce throttle, invert with a 180 roll, and pull up sharply again. Your attacker probably wont notice that youve slowed down and will be forced out in front of you.

TECHNOLOGY

Defender

SPECS

IN A HURRY

149

High-Speed Yo-Yo
MULTI-PLAYER
Use the high-speed yo-yo to reduce AoT and bring a target into your firing cone. Perform by relaxing a turn, then pulling up into a sharp climb. Invert, then apply pitch to slide back down onto the threats tail at a smaller AoT. Cycle between the 1 and 7 camera views to keep track of your enemy during a yo-yo.
High-Speed Yo-Yo

GROUND

The high-speed yo-yo is a basic component of offensive air combat and reduces AoT at the cost of increasing the distance between you and your target. The yo-yo begins during a turning fight when you have assumed an aggressive position behind the bandit, but are stuck in lag pursuit and unable to bring your nose to bear. In this case, you can use gravity to your advantage.

COCKPIT

Attacker

Defender Roll out slightly when your enemy initiates a break turn (maintaining lag pursuit), then pull the nose up. At the apex of the climb, invert and roll back down onto your targets six oclock position. Youll be further away from him, but in a better firing position.

COMBAT CAMPAIGNS PRO MISSIONS

Dont make the yo-yo too extreme. Once you commit to a large one, youll be unable to respond to any sudden changes the bandit may make. Patiently work small yo-yos by bringing the nose just above the horizon and chipping away at your AoT problem. This will move you into the targets cone of vulnerability without pulling high-G loads.

Rollaway
A variation of the high-speed yo-yo, the rollaway involves rolling away from the targets turn as you invert. By diving and reversing direction with a 180 turn, you can drop in behind the defenders tail as he ends his break turn.

Rollaway

Attacker

TECHNOLOGY
Defender

SPECS

IN A HURRY

150

Low-Speed Yo-Yo
MULTI-PLAYER
Use the low-speed yo-yo when you have a good firing angle but need to bring the target in range. This maneuver decreases range at the cost of increasing AoT. Execute by diving inside of a targets turn and gaining airspeed. Then, pitch up and slide onto his tail once more. Cycle between the 7 and 8 camera views to keep track of your position as compared to your enemy.

GROUND

The low yo-yo is the logical opposite of the high yo-yo, and achieves the exact opposite effect. While the purpose of the high yo-yo is to decrease AoT (at the cost of increasing range), the low yo-yo is intended to decrease range (at the cost of increasing AoT). Use the low-speed yo-yo when you have a good shot opportunity, but youre still outside your weapons maximum range. This often occurs in chases where the bandit has superior speed and is trying to run home in level flight. Youre chasing him, but he remains just outside your weapons effective envelope. To get closer to your target, lower your nose below the horizon and dive. This increases speed, but almost always forces you into lag pursuit and increases AoT. Low-Speed Yo-Yo A low yo-yo, therefore, almost always requires an immediate high yo-yo to correct the angle problem generated by the increase in speed.
Attacker

COCKPIT COMBAT CAMPAIGNS

Defender

Be careful not to dive too steeply during this maneuver you may be unable to bring your nose to bear on the target if it ends up too far above you.

PRO MISSIONS TECHNOLOGY

Countering a Low-Speed Yo-Yo


If you anticipate your attackers low-speed yo-yo, try making a half-roll toward the end of your break turn, then roll out of the turn instead of carrying through with the original break turn. By rolling in the opposite direction, you face your attackers nose as he emerges from his dive. This brings the fight back to a merge pass.

SPECS

IN A HURRY

151

Immelman
MULTI-PLAYER
Use this maneuver to increase altitude and reverse direction. The Immelman is neither an offensive nor defensive procedure. Instead, it is a high-thrust maneuver that changes your bearing and increases your altitude. By pitching the nose up and climbing, you can exeImmelman cute one-half of a loop. To terminate the maneuver, invert and execute a roll. (The amount of roll applied determines your new direction of flight, as indicated in the diagram.) This leaves you flying in a different direction, but at a higher altitude. Once your wings are level, perform a half-roll again to reassume a vertical position. The Immelman is most useful for aircraft that have low thrust capabilities. Modern high-thrust jets can broaden this maneuver by making a vertical climb, then using an aileron roll to complete the half loop.

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

152

Split-S
MULTI-PLAYER
Use the Split-S to increase airspeed or bleed off altitude. A Split-S maneuver is a diving half loop that is useful when you want to disengage a threat. It is a high-altitude maneuver that requires a lot of vertical airspace, so make sure youre at least several thousand feet above the ground beforehand.
Split-S

Attacker

During a turn, invert by rolling, then immediately pull back on the stick to go into a dive. Your aircraft will rapidly accelerate and gain airspeed. Pull back on the stick until the aircraft levels out, then ease into level flight. Youll be uninverted, and youll have a higher airspeed and lower altitude.

GROUND COCKPIT

The split-S has the advantage of providing a quick burst of speed. Additionally, rolling while inverted adds the aircrafts lift vector to gravity, thus increasing the force of acceleration and adding speed. On the down side, however, this increased speed increases the vertical turning radius, making it hard to pull the nose up into level flight. Starting a split-S from low altitude, or maintaining too much speed during the dive, can prevent the aircraft from pulling out of the dive.
Defender

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

The split-S makes a great escape maneuver in a guns-only environment because the rapid speed gain moves you out of gun range. Its usually ineffective against missiles, though, since they have significantly longer ranges.

IN A HURRY

153

Vectored-Thrust Hover and Brake Maneuvers


MULTI-PLAYER
You can only hover in a lightly loaded X-32, Yak-141, Sea Harrier, or AV-8B. When the aircraft are loaded to combat weight, you may be able to direct some of your thrust downward to maintain lift at lower speeds, but you will never be able to fully hover. To hover, slow down and vector the nozzles -90 (press sX). Keep throttle at 100% (5). To resume forward flight, press sZ.

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS

Vectored thrust can also be used to brake quickly, in an attempt to get an opponent to overshoot. Press sX twice, putting your vector nozzles at -100 (-120 in the ASTOVL) then press sZ twice to drive them back to 0 once youve lost speed.

Hovering is not a term generally associated with aircraft. With the advent of the STOVL fighters, however, hovering is making its debut in air combat. STOVLs feature variable-thrust engines that use extreme applications of thrust-vectoring to maintain a semi-hover position. This is primarily useful during takeoffs and vertical landings. It is difficult to maintain any of these aircraft in a hover, and doing so burns an enormous amount of fuel. However, a brief hover or a semi-hover could be useful if youre using rockets against air threats, or if youre strafing ground targets with gunfire or rockets. Using your vector nozzles (or lift fan in the X-32) to increase braking can help in combat when you are trying to induce an opponent on your tail to overshoot. The angle of your vector nozzles appears on your HUD. If you drop below stall speed, vertical velocity bars and horizontal position markers also appear. See Constant HUD Features Thrust Vectoring Aircraft, p. 81.

Vector Angle

TECHNOLOGY

Horizontal Velocity Marker

Vertical Velocity Bar

SPECS

IN A HURRY

154

Vectored Thrust Turns


MULTI-PLAYER
In the F-22, X-31, X-32, and Su-35, vector thrust up and down (cW, Z) to make quick, small-radius turns, climbs and dives. In the X-31, you can also vector left and right (cA, S) to yaw sharply without banking. This is useful for lining up shots. The 7 camera view is useful during thrust vectoring maneuvers. It helps you compare your position to your enemys.

GROUND

Thrust vectoring turns allow you to decrease your turn radius and turn more sharply than your opponent. Vanes on the exhaust ports can be angled, redirecting thrust and decreasing the turn radius by as much as 50%. To make this type of turn, go into it just above corner speed. Then, vector in the direction of the turn. The extra drag created when you start to turn will slow your aircraft down below its corner speed and decrease the G-load. For example, if youre making a break turn to the left in an X-31, press cA to vector thrust left. In a F-22 or X-32, press cW to tighten a turn in which youre completely banked.
Vector Angle

COCKPIT COMBAT

Flight path indicator

CAMPAIGNS PRO MISSIONS

In the X-32, watch the VEC: reading in the upper right hand corner of the HUD it indicates the current angle of thrust (0 is straight back, in normal flight position; -90 is straight down beneath the aircraft). Keep cW pressed until the reading falls between 40 and 60. In other aircraft, the degree of vectoring does not display, but a small circle moves away from the center reticle and indicates your current flight path. The center reticle of the HUD continues to indicate where your nose is pointed. You can vector thrust during a head-on pass. As the merge begins, reduce throttle and pitch the nose up 5 or 10. Make a break toward the enemy once he has committed to a direction. As your aircrafts nose slides around, you can squeeze off a few rounds.

TECHNOLOGY SPECS

IN A HURRY

155

Herbst Angle-of-Attack Maneuver (Post-Stall)


MULTI-PLAYER
Use this maneuver to reverse heading when a bandit is on your tail. Use this maneuver to fire on enemies above you. Execute by going into a vertical climb and applying upward thrust vectoring. As the aircraft reaches its stall speed, vector the nose down and bank.

The Herbst Angle-of-Attack (AoA) maneuver was perfected by the X-31, one of the first advanced tactical fighters to incorporate thrust-vectoring. The idea is to maintain control during a tight-radius, post-stall turn by applying vectoring at the apex of the stall. The tactic itself is named after Wolfgang Herbst, a German pilot who first used a variation of this move to attack enemies during vertical stalls. Today, the most common application of the Herbst AoA maneuver is to reverse heading. If an enemy is on your tail, you can vector into a 180 turn and transform the pursuit into a head-to-head fight. To perform a Herbst in the X-31, increase airspeed and go into a pure vertical climb with an enemy above and slightly behind you. As your aircraft rapidly decelerates, apply upward vectoring (press cZ). You can attain as high as a 70 angle of attack, greatly increasing your aspect angle and allowing you to fire on targets above you. Thrust-vectoring is used to maintain control of the aircrafts attitude at this point. When the aircraft begins to enter a vertical stall, bank, pitch the nose down and apply vectoring in the opposite direction (press cW) to whip the nose of the aircraft down. Your aircraft will immediately reverse direction by 180 and undergo a tight turn (80% tighter than normal maximum-rate turns). At the end of this maneuver, youve lost some altitude, but youve also made a quick 180 reversal. This maneuver has been tested (and has been quite successful) against the F-16 and F/A-18. The X31 is the only aircraft to date able to perform the Herbst Maneuver.
Herbst Maneuver

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

156

J-Turn
MULTI-PLAYER
Use this maneuver to quickly change headings when a bandits on your six. This is similar to the Herbst maneuver, only you dont climb vertically. Perform by pitching the nose 30 upward and applying speed brakes. Next, pull the stick back (70 AoA) and vector sideways (cA, S). Once you turn 180, apply throttle and level the wings.

GROUND COCKPIT COMBAT CAMPAIGNS

The J-Turn is another post-stall maneuver that calls on the X-31s thrust vectoring capabilities. It is similar to the Herbst maneuver. First, the stall occurs because air flow over the wings is reduced, not because youre climbing. Second, horizontal thrust vectoring is used instead of vertical thrust vectoring (pitch). Since the X-31 is the only production aircraft that vectors in the pitch and yaw axes (in other words, all four directions), it has the advantage of being the only fighter that can perform the J-turn. For this move, fly level at around 300 knots. Pitch the nose up 30 and apply speed brakes (B). As you lose airspeed and the wings begin to stall, perform three tasks: pull back on the stick all the way, bank either left or right, and vector in the same direction as the bank to apply yaw (press cA or cS). The yaw thrust effectively snaps your aircrafts nose in the direction of the roll. Finally, apply full thrust and level the wings. The result of the J-turn is that you slide through a quick turn and change your heading by 180 without gaining much altitude.

J-turn

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

157

Engaging Ground Targets


MULTI-PLAYER
Since ground targets arent very maneuverable, few actual combat tactics exist. The general tactics surprise and dealing with anti-air defenses are discussed below. The Stairstep bombing maneuver developed in World War II is described on the next page.

Surprise
GROUND COCKPIT COMBAT
In an attack fighter, try flying in low (500ft above the ground or less), under the enemys radar. Ground-based radar systems can detect your aircraft at high altitudes, but not close to the ground. If you approach undetected from an unexpected direction, the air-defenses may be unprepared. It takes time for them to turn and engage, giving you an opportunity to deliver ordnance and escape. Radar waves are like light; they cannot penetrate solid objects like hills and buildings. Try flying at low altitudes between hills or behind clusters of buildings to hide from enemy radar. As an added measure, leave your radar off as you approach an enemy position. Use it only in short bursts to identify target coordinates this reduces your chances of being detected by their RWR.

Dealing with Anti-Air Defenses


Try to stay outside of enemy defense envelopes. If the target is heavily defended with radar-guided SAMs, approach at low altitude; such SAMs often have trouble engaging low-altitude targets. If the primary defense is automatic anti-aircraft artillery (AAA), fly above 15,000ft. Similarly, try using long-range weapons. If the enemy defenses have a maximum range of 20nm, attack with a 30nm-ranged weapon. This keeps you safely outside of the enemys defenses. Obviously, standoff weapons wont always be available or suitable for a given mission, but always consider using them.

CAMPAIGNS PRO MISSIONS

AAA Weaknesses
AAA is deadly against low-altitude targets but does have limitations. While modern AAA uses radar to calculate lead requirements, older AAA systems must eyeball you in their sights and therefore, must lead you. If you approach them from any direction other than head on, youre almost guaranteed that theyll miss. Furthermore, the faster you fly and the more you jink, the harder it is for AAA to calculate lead. Keep in mind, however, that the military doctrines of some countries favor indiscriminate barrage attacks, in which no attempt is made to target the aircraft, but as much anti-aircraft fire as can be mustered is pumped into the aircrafts flight path. There is no avoiding a barrage, except to fly above it and take your chances with SAMs.

TECHNOLOGY SPECS

IN A HURRY

158

Stairstep
MULTI-PLAYER
To execute a stairstep bombing run, climb above 15,000ft by your first waypoint and level off. Fifteen to twenty miles from your target waypoint, reduce throttle to 25% (2) and dive 25-30. Use your brakes (B) to keep from gaining too much speed, and level off at around 5000 feet. Find your target, drop your ordnance and pull back up to your initial altitude. You may need to significantly decrease speed if youre having trouble finding or lining up on your target, or if you must maintain a target lock for a laser-guided weapon. Keep your throttle between 2 and 3. Drop your payload when you have a hit probability of 65-70% (z or missile trigger), and order your wingman to engage your target (aE).

GROUND

The stairstep was first developed in World War II, for use against heavily defended targets where a low-level approach would be fatal. It is still in use today as in the initial runs of Operation Desert Storm and can easily be adapted for use by modern aircraft. In a stairstep maneuver, bomber wings approach their target above air defense radar and weapons range at altitudes of at least 15,000ft for older air defense systems, above 20,000ft for more modern aircraft and defense systems. Within 15-20 miles of the target waypoint, the wing drops quickly to a lower altitude. The range from target at which to drop depends on how heavily defended the target is and how easily it can be located. A precision run may require more time on target than an area suppression. The altitude over target varies between 3000 and 10,000 feet, depending on the types of munitions involved, the type of aircraft and the level of ground defense. After the bombs are dropped, the wing climbs back to its initial altitude to avoid additional air defense and fighter patrols.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS

Stairstep

TECHNOLOGY

~15,000 ft ~5000 ft 15-20 Miles Target

SPECS

IN A HURRY

159

WINGMAN COMMUNICATION
Aircraft work in groups called wings for mutual support and protection. Your wingman is there to protect you, and youre there to protect him. During a Fighters Anthology battle, you can issue certain commands to your wingmen. Although you dont have total control over him (he does, after all, possess free will), you can direct him to certain targets or ask him for help when you need it. Wingmen execute commands based on formation control, either LOOSE or MEDIUM. You can set the default control for each waypoint when you design missions with the Pro Mission Creator. During flight, you can toggle between formation controls with aC. LOOSE CONTROL Your wingman will break out of formation when he detects an enemy or an incoming missile. Once he drops out of formation and finishes his first attack, hell continue to search out and engage enemies until you give him other orders. Your wingman remains in formation unless you specifically direct him to attack a target. (He will, however, break in order to avoid an incoming missile and then return to formation.)

MULTI-PLAYER GROUND COCKPIT

MEDIUM CONTROL

COMBAT

You have 20 different wingman commands at your disposal during flight:

KEYS
a1 a2 a3 a4 a5 a6 a7 a8 a9

COMMAND
FLY STRAIGHT AND LEVEL BREAK LEFT BREAK RIGHT BREAK LOW BREAK HIGH APPROACH LEFT APPROACH RIGHT APPROACH LOW APPROACH HIGH

WINGMAN ACTION
Rolls out and flies straight and level Breaks left Breaks right Breaks low Breaks high Approaches target from the left Approaches target from the right Approaches target from below Approaches target from above

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

160

KEYS
aP aE aW aR aD aB aC aT aH aV aF

COMMAND
PROTECT ME ENGAGE MY TARGET ENGAGE TARGET CLASS ENGAGE FROM FORMATION DISENGAGE BUG OUT SET FORMATION CONTROL SET FORMATION TYPE SET HORIZONTAL SPACING SET VERTICAL STACKING ATTACK ON CONTACT

WINGMAN ACTION
Attacks bandits threatening you Breaks out of formation and engages your current target Engages all targets of the same type as your current target Engages your target, but remains in formation Breaks off his attack and reforms on your wing

MULTI-PLAYER GROUND

Returns to base (wingman will no longer respond to commands) Assumes LOOSE or MEDIUM control Moves into selected formation type (see p. 7.16 for diagrams) Assumes whatever horizontal separation FAR or NEAR you specify (see p. 7.16 for diagrams) Assumes whatever vertical stacking HIGH, LOW or LEVEL you specify (see p. 7.17 for diagrams) Only works if IR/LASER ADVANCED TARGETING is active on the pref menu of the In-Flight menu bar, and wingman has reported a contact wingman will attack the first threat he finds.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

161

EFFECTS OF DAMAGE
In the event that you take some hits, its good to know whats critical and whats not. Every aircraft has multiple systems and components. You can manually display percentages of component damage, but additional messages appear at the bottom of you screen describing the type of damage youre taking as you are hit. D Display component damage as a percentage

MULTI-PLAYER GROUND

Control Surface and Hydraulic System Damage


As surfaces become damaged, the aircraft becomes difficult or impossible to control. Autopilot is unavailable after even slight damage to any control surface. Damaged elevators reduce pitch control, damaged ailerons reduce roll control, and a damaged rudder usually causes the aircraft to persistently yaw one way or the other. Any damage to the hydraulic systems that move the control surfaces causes controls to become less effective. When hydraulic pressure and fluid reach zero, control surfaces and gear freeze.

COCKPIT

Structural Damage
If your airframe is damaged, pulling high-G maneuvers will probably destroy the aircraft.

COMBAT

Engine, Oil and Compressor Damage


Generally, damage to any of these systems causes a loss of engine power. Failure results in total loss. Damage to the oil systems causes engine overheating unless the throttle is kept low. Even then, the aircraft may eventually overheat. Compressor damage risks catastrophic engine failure when the engine is above 25% throttle. Any hint of fire means the aircraft is about to explode bail out!

CAMPAIGNS PRO MISSIONS

sE

(Press twice) Eject

Pilot Damage
You, the pilot, may also take damage from explosions, shrapnel or fire. Each wound requires medical attention or you will die. You have up to 15 minutes or so to return to base after the first wound, but subsequent wounds greatly reduce that time.

TECHNOLOGY

Avionics and Weapon Damage


Damage to these systems is troublesome, but not life-threatening. Basically, if a system or harpoint is damaged, you can no longer use it.

SPECS

IN A HURRY

MULTI-PLAYER

GROUND

COCKPIT

COMBAT

CAMPAIGNS

PRO MISSIONS

TECHNOLOGY

SPECS

162

(INTENTIONALLY LEFT BLANK IN ORIGINAL MANUAL)

IN A HURRY

MULTI-PLAYER

GROUND

COCKPIT

COMBAT

CAMPAIGNS

PRO MISSIONS

TECHNOLOGY

SPECS

163

6 CAMPAIGNS

HOME

IN A HURRY

164

6. CAMPAIGNS
MULTI-PLAYER
CAMPAIGN OPTIONS ......................................165 Start New Campaign/Continue Old Campaign ........................................165 Select Pilot Screen ..........................165 Campaign Screens ..................................167 Mission Brief Screen ........................167 Mission Map Screen ........................167 Aircraft Selection Screen....................170 Load Ordnance Screen ......................170 Aircraft Repair Screen ......................172 Ending Missions and Campaigns................173 Ending a Mission..............................173 Losing the Campaign ........................173 Winning the Campaign ....................173 CAMPAIGN HISTORY EGYPT ......................174 Janes Intelligence Review Pointer Egypts hard line policy pays off ........174 Janes Defense Weekly Flashpoints Egypt ......................175 Frontline: The Middle East Egypt slow to handle rebel takeover ................................175 CAMPAIGN HISTORY RUSSIA ....................176 Janes Intelligence Review Decline and Fall The China Card ................................176 Encyclopedia of Military History The Maritime Region ........................177 Frontline: The Pacific Hotspots Russia ........................178 CAMPAIGN HISTORY BALTIC ....................179 Janes Intelligence Review Estonia: Facing up to Independence....179 Frontline: Eastern Europe Russia Restores Communists to Power ........................................182 Frontline: Eastern Europe Russia Declares Re-Unification of USSR ........................................182 Frontline: Eastern Europe Belarus Falls....................................182 CAMPAIGN HISTORY KURIL ISLANDS 1997..184 Encyclopedia of Military History Kuril Islands ....................................184 Janes Defense Weekly Russia trims MiG-23 forces in Kurile Islands ..............................185 Frontline: The Pacific US seeks Japanese support: offers Kuril Islands............................186 CAMPAIGN HISTORY UKRAINE 1997..........187 International Defense Review Crimea: On the razors edge..............187 Janes Navy International Black Sea Fleet division near ............188 Frontline: Eastern Europe New Russian regime reclaims Black Sea Fleet ..............................189 CAMPAIGN HISTORY VIETNAM 1972..........190 Naval Aviation in the Vietnam Conflict........190

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

165

CAMPAIGNS
Your training is now complete, and you are one of the finest pilots the United States Armed Forces has to offer. Now it is time to give something back. You have been called upon to defend U.S. interests in Russia, Egypt, Vladivostok, Kuril, Vietnam, and the Baltics. Campaign Options explains how the campaigns work.

MULTI-PLAYER GROUND

Campaign Histories (pp. 174-182) explains why an American victory on all is so crucial.

CAMPAIGN OPTIONS
Start New Campaign/Continue Old Campaign
To start a new campaign, select START NEW CAMPAIGN from the Choose Activity screen. The Select Campaign screen appears. Select from one of six single player campaigns: EGYPT 1998, RUSSIA 2002, BALTIC 2009, KURIL ISLANDS 1997, UKRAINE 1997, and VIETNAM 1972.
CONTINUE OLD CAMPAIGN

COCKPIT COMBAT

To continue an old campaign, select from the Choose Activity screen. This sends you directly to the Select Pilot screen, to choose the pilot whose career you wish to resume.

CAMPAIGNS

Select Pilot Screen


The Select Pilot screen does more than let you choose your alter ego in the campaign. A pilot is in essence a saved game. Creating a new pilot therefore is equivalent to starting a new campaign. Likewise, choosing a pre-existing pilot is equivalent to continuing his campaign. The option COPY PILOT acts as a save game feature, by creating a backup copy of your pilot that allows you to replay your mission.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

166

On the Panel
Click on any of the buttons to choose the following options: NEW PILOT Create an entirely new pilot. The pilot begins with the rank of 2nd lieutenant and no awards or commendations. Delete the currently selected pilot.

MULTI-PLAYER

DELETE

GROUND

COPY PILOT

Create a backup copy of your pilot. If your pilot is killed or captured, you can resume his career from the last backup. Pilot is saved with same name and a copy number (i.e., if you copy a pilot named MARK, the copy would be named MARK COPY 1). Cycle through existing pilots and choose which campaign to resume. Exit the Select Pilot screen, without going into a campaign. You will lose any changes youve made and return to the Choose Activity screen. Begin (or resume) the current pilots campaign.

COCKPIT

PREV/NEXT CANCEL

COMBAT

SELECT

CAMPAIGNS

On the Photograph
PREV PIC/NEXT PIC View the previous or next picture. Choose the face of your pilot.

On the Clipboard
Left- and right-click on the clipboard (or use u and y) to flip through the clipboard pages. NAME CALLSIGN NOSE ART TAIL ART Specify your pilots full name. Give your pilot a callsign. (2nd page) Customize the artwork on your aircrafts nose. (2nd page) Customize the artwork on your aircrafts tail.

PRO MISSIONS TECHNOLOGY

The clipboard also gives you a summary of the pilots campaign performance, rank, kill record and hit percentages. (For a new pilot, these are blank.)

SPECS

IN A HURRY

167

Campaign Screens
MULTI-PLAYER
Now that you are in the campaign, a series of screens prepares you for your next mission. You receive your briefing, study the map and plan your waypoints, and choose your aircraft and loadout. When you return to base (if you return to base), you will be able to repair your aircraft.

Mission Brief Screen


The Mission Brief screen displays the background and objectives of each mission in the campaign. Use u and y or right- and left-click on the clipboard pages to flip through them. When youve got a handle on the situation, click OK or press e.

GROUND COCKPIT

Mission Map Screen


The Mission Map screen lets you plan your waypoints according to the mission objectives. You can control the map with key commands and with the mouse, or by choosing the corresponding options from the VIEW menu. A S W Z
SCROLL LEFT SCROLL RIGHT

COMBAT CAMPAIGNS PRO MISSIONS

Scroll bars

Zoom switch

SCROLL UP SCROLL DOWN

You can also scroll the map by dragging the scroll bars at the right and bottom of the map. + ZOOM IN

TECHNOLOGY

ZOOM OUT

You can also zoom in and out by clicking the +/ switch with the mouse. N B
CENTER MAP AT CURSOR CENTER MAP AT SELECTION

If SMART ZOOM is activated on the VIEW menu, a selected icon will remain in the center of the map as you zoom in and out.

SPECS

IN A HURRY

168

Altering Waypoints
You can edit waypoints in the mission, but only for your wing. Your superiors designate the waypoints for other aircraft wings, and these cannot be altered. Change your waypoints with the following keys, or by selecting the corresponding option from the WAYPOINT menu. A D []
ADD DELETE

MULTI-PLAYER

Give your wing additional waypoints select your wing first, then press A Delete selected waypoint Cycle through the waypoints (you can also select waypoints with the mouse cursor)

GROUND

You can position the waypoints by dragging them with the mouse. Depending on the mission, you might want to create a loop for your wingman for example, you could have your wingmen fly a MIGCAP or a BARCAP (see facing page) over several waypoints in a target area while you engage the target. When you create a loop for your wingmen, they will fly from an initial waypoint, along any intermediary waypoints, until they reach a final waypoint, and then loop back to the initial waypoint. C E
CREATE LOOP DELETE LOOP

COCKPIT

Select an initial waypoint, press C, and then click on the final waypoint Click on the final waypoint, and then press E

COMBAT

Waypoint Text Buttons


Details about the selected waypoint appear in the panel to the right. Click on the text buttons to change any of the following for your wing:

CAMPAIGNS

Name Formation Spacing Stacking Control Speed Altitude Assignment Target object Reactions Search range Force

Name. Brings up a selection panel that lets you name the waypoint (Ingress, Feet Wet, etc.). Formation. See Formation, Spacing and Stacking Diagrams, p. 212. Spacing. See Formation, Spacing and Stacking Diagrams, p. 212. Stacking. See Formation, Spacing and Stacking Diagrams, p. 213. Control. TIGHT (maintain formation no matter what), LOOSE (break when enemy or incoming missile detected, and remain broken until wingleader orders to disengage), or MEDIUM (maintain formation unless leader orders a break and attack, break and return to avoid missiles).

PRO MISSIONS TECHNOLOGY SPECS

169 169

IN A MULTI-PLAYER GROUND

Speed. Set how fast your wing travels to the waypoint. Setting a speed does not guarantee that an aircraft is capable of attaining that speed at the given altitude. Altitude. The altitude at which your wing travels to the waypoint. Setting an altitude does not guarantee that an airplane is capable of attaining that altitude. Assignment. Your assignment for the waypoint appears in the box beneath Assignment. This assignment determines your wingmens reaction to different types of objects. As you cycle through the assignment options, the text in the Reaction boxes below will change accordingly. You can change waypoint assignments for you and your wingmen, but your mission objectives must be met in order to win the mission. Assignment abbreviations are explained below. NORMAL FLIGHT MIGCAP BARCAP WILD WEASEL CAS ANTI-SHIP HI/LO SWEEP Defend against fighters, ignore all others MiG Combat Air Patrol. Seek out and destroy enemy aircraft near specified waypoint Barrier Combat Air Patrol. Engage any aircraft attempting to cross the patrol zone Attack enemy air defenses (SAM sites, AAA, etc.) Close Air Support. Provide CAS for artillery and infantry by engaging enemy tanks and armored vehicles Seek and destroy enemy naval vessels Approach at high altitude; sweep low to engage any enemy

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS

Target object. This box lists a specific enemy target that you must destroy, or the friendly aircraft you must protect at this waypoint. To change targets, click on the text button. The prompt, Select either a friendly plane to escort, or an enemy target, appears at the bottom of the screen. Click on a new target. Reactions. These text buttons list your wingmens default reactions to various types of enemy objects. These are their default orders only; any orders you give them during the mission supersede these. The reactions are explained below. ATTACK DEFEND IGNORE EVADE Search for enemy targets of this class and attack them Defend if under attack from this class of enemy Ignore enemies of this class Avoid any object of this class

TECHNOLOGY

Search Range. This is the range within which your wingmen will search for enemies. (Your wingmen are still limited by the detection devices they have.) Force. MAXIMUM/EQUAL/DOUBLE. The level of force your wingmen will use against enemy threats or targets.

SPECS

IN A HURRY

170

Aircraft Selection Screen


MULTI-PLAYER GROUND
The Aircraft Selection screen shows all of the aircraft available to you for the rest of the campaign. This is where you decide which aircraft youll take up on this particular mission. The recommended aircraft is already highlighted.

Suitability to the mission is the primary consideration when selecting an airplane. For more information on player and enemy aircraft, choose REFERENCE from the Choose Activity screen or refer to Janes Specifications, pp. 242-282. Your second consideration when choosing an airplane is the amount of damage it has already taken. Its inevitable that your aircraft will take damage in some missions. Damaged airplanes must be repaired, and the man-hours of mechanic time available to you are limited. For details, see Aircraft Repair Screen, p. 172. Activating ALLOW FLYING ANY PLANE on the CHEAT menu at the top of the page gives you unlimited airplanes for the duration of the campaign.
GETING, NO SCREEN SHAKING,

COCKPIT COMBAT

Note: If you have any cheats active (except IGNORE MIDAIR COLLISIONS, EASY TARand AIR COMBATGUNS ONLY) during a campaign, whether from the Aircraft Selection screen, the Load Ordnance screen or the InFlight menu bar, you will not be eligible for promotions or medals. Click on the airplane you want to fly, and then click ARM PLANE or press e.

CAMPAIGNS

Load Ordnance Screen


The Load Ordnance screen allows you to designate the types and number of weapons your aircraft will carry in the mission. The number available under each weapon on the left panel is the total number available during the entire campaign. If you use up your stores of AIM-120s on this mission, you wont have any left for the next one. All the weapons that can be loaded onto the aircraft youve chosen appear on the left panel; your aircrafts current weapons load appears on the right. Each black box on the right panel represents a hardpoint on your aircraft. If the word NOTHING appears in one of these black boxes, that hardpoint is free and you can load it. If the box is totally blank (without even the word (NOTHING), then the hardpoint is unavailable for loading.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

171

To change the type of weapons (Air-to-Air or Air-to-Surface) on the left panel, click on the red lights next to the dial. The Air-to-Surface group may include external fuel tanks, an AAS-38 FLIR pod, an ALQ 167 jammer pod or a Pave Spike laser-designator pod, if these can be loaded on your aircraft. The weight, guidance system and number available for each weapon is listed beneath it. Loading weapons. Move the mouse cursor over a weapon on the left panel, hold down the mouse button, and drag the weapon to the hardpoint. You can only load one type of weapon on a hardpoint. Unloading weapons. Move the mouse cursor over a weapon on a hardpoint, hold down the mouse button, and drag the weapon back over to the weapon list. You can also select UNLOAD ALL from the WEAPONS menu to clear all ordnance from your aircraft.

MULTI-PLAYER GROUND

Maximum Takeoff Weight


The maximum takeoff weight for your aircraft is listed on the right. If you need to adjust the weight of your airplane to remain under this maximum, you can unload gun rounds, unload fuel, or unload weapons individually from your hardpoints. After loading the ordnance you want on the mission, click FLY or press e. Unloading and reloading gun rounds. To unload gun rounds, right-click on the gun icon. To reload, left-click. Adding and removing fuel. You may need to reduce your internal fuel to accommodate more weapons, or eliminate weapons to increase your fuel for long-range missions. To remove fuel from your internal fuel tank, left-click on the INTERNAL FUEL switch. To add fuel, left-click + on the switch. Unloading and reloading individual weapons. You can right-click on a hardpoint to decrease the number of bombs and missiles on it. Left-clicking on the hardpoint increases the number of weapons. Note: Activating CHEAT on the WEAPONS menu allows you to load any type of weapon on your aircraft. To load unlimited amounts of weapons, activate UNLIMITED AMMO on the CHEAT menu of the In-Flight menu bar. However, activating any cheats (except IGNORE MID-AIR COLLISIONS, EASY TARGETING, NO SCREEN SHAKING, and AIR COMBATGUNS ONLY) during a campaign will make you ineligible for medals or promotions.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

172

Aircraft Repair Screen


MULTI-PLAYER
After each mission, the Aircraft Repair screen appears. This screen allows you to make repairs to the limited number of airplanes available to you during a campaign. Anytime an aircraft is hit by enemy weapons, it takes damage. Aircraft require a high degree of maintenance even the stress of normal flight will result in a small amount of miscellaneous damage to your airplane. Damage is measured in terms of percentages. At 100% damage, your airplane is guaranteed the loss of one or more critical systems: oil lines, fuel tank, radar, weapons, control surfaces, etc. Your airplane can take damage beyond 100%, but it wont be capable of flying again until its damage is repaired to under 100%. You are allotted 50 man-hours of repair time after each mission. You dont necessarily have to repair the airplane you just flew you can choose to spend these hours on any damaged aircraft in your inventory. Note, however, that hours are not cumulative; that is, you cannot save them from mission to mission. Use all of the hours allotted you; they wont be available again after the next mission. If an aircraft takes damage, youll notice yellow mules (motorized personnel carts) surrounding it. The more mules, the more damage the aircraft has taken. You can see exactly how much damage an airplane has taken and how many hours of repairs are needed by clicking on that airplane. To repair the damage to an airplane, click on the damage line in the selection panel. The man-hours needed to repair it are automatically subtracted from your total at 10-hour intervals.

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

173

Ending Missions and Campaigns


MULTI-PLAYER

Ending a Mission
You can end a mission at any time by selecting END MISSION (cQ) or EXIT TO WINDOWS (a4) from the ? menu. If you end before achieving your objectives, the mission will not be successful. Success. In order for the mission to end successfully, you must achieve all mission objectives and get within your airbases or carriers protective zone. A radio message Were almost home! lets you know when youre in this zone. Failure. If you quit a mission without achieving your mission objectives, you fail the mission. If you end the mission before you make it back to the carriers protective zone, you fail the mission and lose an airplane. Ejecting is the riskiest way to end a mission. Whenever you bail out, you lose that airplane from your inventory. If youre over enemy territory, you also run a risk of being captured by enemy forces. This ends the campaign immediately. If youre rescued, you continue the campaign (minus the aircraft you lost).

GROUND COCKPIT

Losing the Campaign


There are several ways for the campaign to end permanently. Your pilot can die. He can bail out and get captured by the enemy. Or he can fail five missions and get reassigned to some other part of the world. In all of these unfortunate events, you can turn back the hands of time and give your hero another chance. After flying a losing mission, a dialog panel appears, asking if you want to try this mission again. If you select NO and your pilot didnt make it back home, your pilot is gone forever and that campaign is over. If you select YES, wait for the Mission Brief screen to appear and replay the mission. If you dont want to replay the mission now, select EXIT CAMPAIGN from the ? menu on the Mission Brief screen.

COMBAT CAMPAIGNS PRO MISSIONS

Winning the Campaign


A campaign consists of a series of missions which must be executed in order. As in real life, your primary goal is survival. You must survive all of the sorties in your tour in order to win. This means that you dont have to repeat missions until youve won every one of them. If you fail a particular mission, its assumed that other pilots step in and achieve your mission objective for you. However, keep in mind that the Brass doesnt like to re-deploy assets to cover your failures. While your superiors understand the formidable challenges you face, they expect maximum performance from you. If you fail five missions, you will be assigned a different task far away from the front. The war will be over for you.

TECHNOLOGY SPECS

IN A HURRY

174

CAMPAIGN HISTORY EGYPT


Janes Intelligence Review Pointer
1 December 1994 Volume 0, Issue 14; Page 3

MULTI-PLAYER

Egypts hard line policy pays off (abridged)


GROUND
Egypts political stability has been of concern both in the country and among outside observers, but threat perceptions differ. Western observers are sensitive to signs of Islamist activism and violence but Cairo see its dire economic situation as a more fundamental problem. Outside observers have paid most attention to the violent campaign by Islamist insurgents, led by the Jamaat alIslamiya. It represents the culmination of an upsurge in political Islamism, which has been evident since the 1970s, but the current generation of militants tend to be younger, poorer and less intellectual than their predecessors. In comparison to some of the violent Islamist groups that emerged earlier, movements such as the Jamaat al-Islamiya have an underdeveloped ideology and are more proficient at terrorist operations than at debating Islamic theology. However many people it arrests, the government cannot disguise the fundamental problems it faces in the economy or in restructuring itself. It is these issues which underlie the growth of Islamist militancy. Unemployment has soared to about 14%, especially among the young. Over 75% of the unemployed are school or university leaders. This pool has been the radicals main recruiting ground. Egypt has been engaged in a reform programme, mandated by the IMF, since the 1990-91 Gulf War, but so far this has brought only hardship. The IMF and World Bank praise the 75% reduction in food subsidies and the fall in the budget deficit to 2.4% of GNP, but still, the predicted growth rate of 3-4% is less than the 5% needed merely to employ new entrants to the labor market. The government recognizes the need to cushion the populace against the shortterm pain these reforms entail but has shown itself unable to do so. The bloated and corrupt state bureaucracy fails to provide an effective social security network, enabling the Islamists, with their network of mosques and social services, to fill the gap. Elements within the establishment have resisted the threat to their vested interests posed by the reforms. The military is resistant to cutting back its vast economic empire and allowing the private sector to spur growth.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

175

Janes Defense Weekly


MULTI-PLAYER

Flashpoints Egypt
4 February 1995 Volume 23, Issue 5; Page 12 Fighting flared again in Minya province, south of Cairo, last week as Egypts civil war against Islamic revisionists enters its fourth year. Accurate figures are not available for the death toll, but the Egyptian police say that 600 officers have been killed since 1992. 11 February 1995 Volume 23, Issue 6; Page 22

GROUND COCKPIT

Fighting in the Nile valley, 300 km south of Cairo, has increased as Islamic groups and security forces intensify their activities. Amid the civil unrest, there are increasing accusations of police and army violence against innocent civilians in their hunt for armed rebels.

Frontline: The Middle East


28 April 1998 Volume 25, Issue 20; Page 10

Egypt slow to handle rebel takeover


The decades-old battle between the Egyptian government and political Islamists has erupted in a surprise takeover of government facilities in and around Cairo. Precise accounts of which facilities have been affected are unavailable, but reports confirm that at least three airbases at Cairo, El Sharif and Bur Said have fallen under rebel control. Several Islamist groups claim joint responsibility for the takeover, and there is some suspicion that arms, monetary and advisory aid from Libya, Syria and possibly Iran governments long opposed to westernization in the area may lie behind this sudden unification and mobilization of once disparate groups. The Egyptian government is still reeling from the attack and has given no indication of organized plans for reprisal. The Egyptian police forces normally assigned to the suppression of Islamic civil unrest continue to fight sporadically, joined by the Egyptian military whenever military installations are threatened. A long history of civilian casualties and raids has left the police unpopular in the Cairo region; local residents appear to support the rebels and refuse to cooperate with authorities. Several countries, including the US, France and Israel, have denounced the takeover and offered Egypt support, and it is expected that the EU will follow. Egypt has the second largest arsenal of aircraft, tanks and weapons in the region (Israel is first), and the possibility that it could fall into the hands of Islamist groups threatens the tenuous stability of power in the entire region.

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

176

CAMPAIGN HISTORY RUSSIA


Janes Intelligence Review
1 August 1994 Volume 6, Issue 8; page 338

MULTI-PLAYER

Decline and Fall - The China Card (abridged)


GROUND
by Dr Mark Galeotti It is important to appreciate just how far China is playing a long game at a time when Russia is still lurching from one hurried initiative to another in a desperate struggle for day-to-day survival. As far as Beijing is concerned, it does not matter whether Boris Yeltsin and, indeed, Russian democracy survives, so long as Sino-Russian relations have been uncoupled from domestic politics. Besides which, China feels that time is on its side and, therefore, the priority is to defuse Sino-Russian tensions for the medium-term; the long-term will look after itself. Sino-Russian relations have, after all, a long pedigree of conflict, arguably dating back to medieval Mongol invasion and, most recently, armed clashes along their common border in the mid-1980s. Their relationship will prove paramount in determining the fate of eastern Eurasia. Russias very presence in Asia may be at risk if regional separatism [in Russia] continues to develop. Russias Far East is already a semi-detached partner within the Federation, with a brief historical experience of independence (the Far Eastern Republic of 1918-21) and ethnic, economic and practical ties with China. Of late, Boris Yeltsin has revived talk of a collective security system for the Asia-Pacific region. What is unclear is what threats this system would be intended to avert. Ideally, it could prove an Asian CSCE, a forum for the solution of regional security problems. Alternatively, it could become the guarantor of a mutually convenient but arguably doomed status quo. This might prove attractive to many leaders but risks locking the member states into attempts to preserve an untenable status quo. That was what happened to the European Alliance system of the late nineteenth and early twentieth century, until one relatively trivial problem finally dragged all Europe into the First World War. Dr Mark Galeotti is Lecturer in International History at the University of Keele.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

177

Encyclopedia of Military History


MULTI-PLAYER
Volume XIV, page 1268

The Maritime Region


Called Primorsky Kray by the Russians, the Maritime Region was created in 1938 from part of the briefly autonomous Far Eastern Republic (Dalnevostchnaya Respublika), which had been re-absorbed into the Soviet Union in 1922. Vladivostok is now capital of the region, which has remained an administrative division of Russia since its inception. Historically speaking, the land has been much sought after by Russia, China and Japan for its rich farmland surrounding the Ussuri River, the strategic port of Vladivostok on the sheltered Zaliv Petra Velikogo (Peter the Great Bay), and mineral resources. During the 1800s the region passed repeatedly through control by imperialistic Russia, China and Japan. The 1858 Treaty of Aigun gave Russia jurisdiction over the land north of the Amur and Argun Rivers, China the land south of the Argun to the Ussuri, and the land east of the Ussuri to the Sea of Japan was to be held in common. After the Second Opium War, Russia took advantage of a weakened China and forced the Chinese to sign the 1860 Treaty of Peking, which gave Russia all of the lands east of the Ussuri, including the port city of Vladivostok. China has abided the terms of this treaty to date, but refers to it and other treaties signed during the Opium Wars as the unequal treaties. China holds that with these treaties the imperial powers of France, Britain, Russia and Japan collaborated to divest China of its rightful territories, its power and its right to regulate foreign trade within its borders. With China defeated, Russia and Japan began vying for control in the region. Common interest in the adjacent Chinese province of Manchuria led to the Russo-Japanese War of 1904-5, in which Russia was defeated and forced to cede its interests in southern Manchuria to Japan. Japanese control over Manchuria increased steadily, and in 1932, Japan set up a puppet government and declared the region the independent state of Manchukuo. In response to growing Japanese power, Soviet Russia created a nominally independent Far Eastern Republic in 1918 to act as a buffer zone between Sovietcontrolled western Siberia and the Japanese territory, which included the Vladivostok region. Skirmishes between local Bolsheviks and Japanese troops and pressure from the Soviet and US governments forced Japan to evacuate Siberia in 1922. The Far Eastern Republic was then incorporated into the Soviet Union.

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

178

Frontline: The Pacific


MULTI-PLAYER
23 April 2002 Volume 30, Issue 18; page 12

Hotspots Russia
With the Russian military effectively shattered by successive wars in Eastern Europe, the Peoples Republic of China has emerged as the leading military power on the Asian mainland. To preserve, or perhaps take advantage of this new position, Chinese military leaders began massing ground forces in Manchuria late last year. Recent intelligence reports indicate that approximately 10% of Chinese troops and up to 40% of the countrys air and naval forces are now stationed in Manchuria. It is believed that the PRC may be preparing an assault on the Russian Maritime Region and the port of Vladivostok. Although Imperial China ceded the area to Russia over 140 years ago, and its current population is 85% Russian, the PRC still considers it Chinese territory. Known historically for their ability to wait out political upheavals over centuries, it appears that the Chinese are now ready to play their advantage and correct what they feel to be an ancient injustice.
Sea of Okhotsk
Sakhalin

GROUND COCKPIT COMBAT CAMPAIGNS

Amur

CHINA

Primorsk (contested area)


Vladivostok

Sea of Japan

Recognizing the precarious position of its former enemy, and the threat an aggressive China would pose to the political balance of Eastern Asia, the US agreed to lease air and naval facilities in the Maritime Region from Russia earlier this year. However, American presence in the region seems to have intensified the situation, and reports of encounters with Chinese fighters over Russian airspace have increased.

PRO MISSIONS

JAPAN
NORTH KOREA SOUTH KOREA

TECHNOLOGY

Yellow Sea

SPECS

IN A HURRY

179

CAMPAIGN HISTORY BALTIC


Janes Intelligence Review
3 January 1996 Volume 8, Issue 003; Page 107

MULTI-PLAYER

Estonia: Facing up to Independence


GROUND
By Felix Corley Despite recent turbulence at the top, both on the political and military side, Estonia has single-mindedly pursued its eventual goal of protection from a potentially predatory Russia by full integration into European political and defense structures. After being stripped bare of almost all the Soviet armys military hardware in the wake of independence, Estonia had to build up its armed forces from scratch. The architect of this, since his appointment as commander of the defense forces in May 1993, was former US Army Colonel Aleksander Einseln. His sacking in early December last year brought to an end the first, reasonably successful attempts by this small Baltic state to face the challenges and potential threats to its independence.

COCKPIT COMBAT

Defense Forces Structure


Current conscription rules mean that the large number of Russian speakers who have not been given citizenship are excluded from service. While this ensures that young Russian men do not acquire military training that might be used against the Estonian state, it provides a dilemma for the government which is considering some kind of service for them, although this is likely to be outside the scope of the combat forces.

CAMPAIGNS PRO MISSIONS

Estonias Concerns over Russia


Following the break-up of the Soviet Union at the end of 1991, the Russian Federation and Estonia signed a treaty on 12 January 1992. Relations soon deteriorated, with hostility centering around the issue of ex-Soviet troops stationed in Estonia. After much international pressure, Russia eventually agreed to withdraw its forces from all three Baltic states. Estonian President Meri and Russian President Yeltsin signed a treaty in Moscow on 26 July 1994 outlining the terms of withdrawal of all remaining Russian forces from Estonia (with the exception of those from the Paldiski nuclear facilities on the Pakri peninsula which were dealt with separately under an agreement signed four days later). Now that the Russian forces have gone, the major bone of contention is the disputed border. Estonia complains that Russia is reluctant even to discuss the

TECHNOLOGY SPECS

IN A HURRY

180

disputed territories amounting to some 2,300 km2 around Pechory/Petserimaa and around Ivangorod/Jaanilinn, included in Estonia under the 1920 Tartu Treaty but transferred to the USSR in the wake of the wartime annexation. In 1994, President Boris Yeltsin pledged on a visit to the Russian side of the border that his country would not return one centimeter of territory. Although joint border talks last year made some progress in agreeing the sea border, progress on the disputed territory has been minimal. The Foreign Ministry also points out that Russia has never acknowledged that Estonia was illegally occupied by the Soviet Union. At the same time, it expressed concern about rising Russian nationalism in the run-up to the December elections to the Russian Duma and declared that four of the six leading contenders for the Russian presidency supported reincorporating the Baltic states into Russia. Now that the Russian elections are over, tensions should ease somewhat. However, Russia clearly remains the main threat to Estonian independence. Juri Arusoo, a counselor at the Foreign Ministry, spells this out bluntly: The main enemy is Russia. Thats clear. Others are more diplomatic. Victor Polyakoff, a spokesman at the Defense Ministry, says Estonia does not have enemies: Our main enemy is instability. There is no difference where instability comes from, whether north, south, east or west.

MULTI-PLAYER GROUND COCKPIT COMBAT

Estonia and NATO


Like the other two Baltic states, Latvia and Lithuania, Estonia sees the only realistic way to secure its defense as full integration into Western Europe, including membership of the European Union, the Western European Union and NATO. In applying for EU membership, Estonia made clear that national security was just as important a factor as the opportunity to join its political structures and to participate in the EUs vast economic market. One of the advantages of membership, the government stated, would be increased security through economic ties with West European countries and through participation in European security structures. Despite the lack of funds, which Oovel has admitted has hampered participation in joint NATO exercises, Estonia sets great store by its participation in international peace-keeping operations. Einseln proposed the formation of a peacekeeping unit during a meeting of Baltic military commanders in November 1993 and BALTBAT, as it came to be called, was set up on 13 September 1994 by Estonia, Latvia and Lithuania. Estonias first peace-keeping platoon, ESTPLA-1, served in Croatia from February 1995 (after parliament passed a law allowing overseas peace-keeping service) and was replaced by ESTPLA-2 in August 1995. The platoons were part of the Danish Battalion and Denmark has trained most of the Baltic servicemen who have participated in the UN peace-keeping operations in former Yugoslavia. Estonia has used the former Soviet Paldiski base as the headquarters of its own peace-keeping training.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

181

BALTBAT, which becomes NORWAY North fully operational this year, has SWEDEN three companies one from each of the Baltic states plus Murmansk GERMANY a logistics company. The main FINLAND Baltic Sea training base is at Adazi in Latvia. The battalion consists of ESTONIA Kaliningrad LATVIA 700-800 men, a third from each POLAND St. Arkhangelsk Pet LITHUANIA ersb Pskov of the states. The three main urg Novgorod BELARUS positions (commander, deputy RUSSIA UKRAINE commander and chief of staff) are rotated between the three states, with Estonia currently appointing the commander. The USA has provided the largest resources, in both money and equipment, to get the battalion off the ground.
Pet roz avo dsk

MULTI-PLAYER GROUND COCKPIT

Baltic Co-operation
Another of Einselns key goals was the creation of an effective military alliance with Latvia and Lithuania, part of which is coming to fruition with BALTBAT. The three have held regular high-level political meetings and Estonia has backed military co-operation, realizing that if Estonia is eventually to join NATO, it is likely to be only in association with the other Baltic states. In addition to meetings of the army commanders, the countries volunteer home guard chiefs met for the first time in October 1995 to discuss joint exercises. Estonia currently has no air defense network and sees Baltic co-operation as the most cost-effective way to build such a structure. The intention is to build a joint air control system for civilian and military forces. Co-operation with Estonias southern neighbor, Latvia, was complicated in 1995 by a dispute over the demarcation of the sea border between the two countries. Estonian border guards had detained Latvian vessels fishing in disputed waters. This dispute temporarily affected relations between the two Baltic states but both sides realize that close co-operation is essential.

COMBAT CAMPAIGNS PRO MISSIONS

Perspectives
It is obvious Estonia could not hope to defeat a Russian attack should it ever come again. The countrys defense policy therefore has to be geared around integration into wider defense structures. Baltic co-operation alone is not enough. Knowing that NATO membership its clear objective remains some way off, Estonia looks set to count on Western sympathy, which might eventually bring the country into closer integration with the rest of Europe on a political and economic level and make up for its reluctance to integrate Estonia into military structures in the immediate future. As the former Soviet republic with perhaps the least military hardware and infrastructure of its own on independence, Estonia has done much to build up its embryonic forces but will need to spend more money which it can ill afford if it wishes to create a viable defense structure of its own.

TECHNOLOGY SPECS

IN A HURRY

182

Frontline: Eastern Europe


MULTI-PLAYER
2 July, 2004 Volume 32, Issue 7; page 19

Russia Restores Communists to Power


In a resounding national rejection of crime, corruption and Western-style capitalism, the people of Russia voted overwhelmingly to return control of their country to the Communist Party. Last months elections gave Communists a majority of more than 80% in Parliament, and virtually all significant executive positions. The new government is expected to move rapidly to dismantle capitalist reforms, and return the country to a Soviet-style regime based on the old USSR, as it existed before its breakup in 1990.

GROUND

Frontline: Eastern Europe


4 November, 2007 Volume 36, Issue 11; page 22

COCKPIT

Russia Declares Re-Unification of USSR


On 24 October, the 90th anniversary of the beginning of the Russian Revolution, the Supreme Soviet announced its intention to re-unify the former USSR. The Soviet proclaimed that the 1991 breakup of the original Soviet Union was an illegal act, and called for the immediate economic, political, and military reintegration of all former states of the Soviet Union into a single unified entity. The announcement was greeted with global indignation. Speaking for NATO, Secretary-General Paquin said a return to 20th century policies of Communist imperialism, conquest and terror will not be tolerated, and that NATO would oppose all such policies to any degree which becomes necessary.

COMBAT CAMPAIGNS

Frontline: Eastern Europe


3 August, 2008 Volume 37, Issue 8; page 9

PRO MISSIONS

Belarus Falls
After less than six weeks of fighting, the Belarussian government has surrendered to invaders from the resurgent USSR. Soviet troops crossed the Belarussian border on June 4, and the government surrender was accepted on 13 July. Casualty totals for either side are unavailable at this time, but are believed to be light, due to the small size of the Belarussian military. When news of the attack first broke, NATO moved rapidly to mass its forces in Latvia and Estonia, to prevent further Soviet expansion into the Baltic states. Since the surrender, an uneasy peace has prevailed, but both NATO and the USSR continue to deploy troops to the new border.

TECHNOLOGY SPECS

IN A HURRY

MULTI-PLAYER

GROUND

COCKPIT

COMBAT

CAMPAIGNS

PRO MISSIONS

TECHNOLOGY

SPECS

183

(INTENTIONALLY LEFT BLANK IN ORIGINAL MANUAL)

IN A HURRY

184

CAMPAIGN HISTORY KURIL ISLANDS 1997


Note: The British spelling of Kuril (Kurile) is maintained in all articles from Janes publications.

MULTI-PLAYER

Encyclopedia of Military History


Volume XII, page 2320 (1996)

GROUND

Kuril Islands
Called Kurilskiye Ostrova by the Russians and Chishima-Retto by the Japanese, this archipelago is currently a part of the Sakhalin province of far-eastern Russia. The islands were first settled by the Russians in the 17 century. Japan developed an interest in the islands in the mid-1800s, and by 1875 they had control over the entire chain. As part of the Yalta agreement ending World War II, the Kuril Islands were returned to the Soviet Union. Japanese inhabitants of the islands were deported and replaced by Soviet settlers. Japan never relinquished interest in the islands, however, and has been seeking to persuade the Soviet Union (and, after 1991, Russia) to return the southern islands Habomai (Malaya Kurilskaya Grada), Shikotan, Kunashiri and Etorofu (Iturup) to Japanese sovereignty since 1945.
th

COCKPIT COMBAT CAMPAIGNS

Kamchatka Peninsula

MAJOR ISLANDS IN THE KURIL CHAIN 1 Habomai-Shoto (Malaya Kurilskaya Grada) 2 Shikotan-To (Ostrov Shikotan) 3 Kunashiri-To (Ostrov Kunashiri) 4 Etorofu-To (Ostrov Iturup) 5 Ostrov Urup 6 Ostrov Simushir

Sea of Okhotsk
Ostrov Sakhalin 9 8 7

PRO MISSIONS

RUSSIA 4 3 Hokkaido 2 1 JAPAN Honshu 5

TECHNOLOGY

Pacific Ocean

7 Ostrov Onekotan 8 Ostrov Paramushir 9 Ostrov Shumshu

SPECS

IN A HURRY

185

Janes Defense Weekly


MULTI-PLAYER
12 June 1993 Volume 19 Issue 24; Page 23

Russia trims MiG-23 forces in Kurile Islands


By: Kensuke Ebata The Russian Air Force has reduced the number of MiG-23 Flogger fighter aircraft based in the Kurile Islands. Japans Defense Agency reported late last month that, in keeping with the general reduction in forces on the islands, the aircraft were removed from the Brevestnik (Tennei) airbase on Iturup (Etorofu) island. The sovereignty of the Kurile islands, which are occupied by Russia, is disputed by the Japanese Government. Strategically the islands provide the only routes, especially the Kunashiri straits, that can be safely navigated by submerged Russian SSNs en route between the Pacific Ocean and bases on the Sea of Okhotsk at Poronaysk and Kirovskiy. Russian President Yeltsin told Japans then Foreign Minister Michio Watanabe in May last year that all armed forces on the islands would be removed with the exception of the border guard. Japanese Defense Agency sources said the reduction could be a move to improve relations between Japan and Russia or could simply be a cost-cutting exercise. No improvements or changes to the base infrastructure have been observed recently and therefore it is not thought that the Floggers will be replaced by more advanced fighter aircraft. Flogger aircraft have been based on the island since April 1984 when they replaced MiG-21 Fishbed fighters. The force was updated with the later model MiG-23 MLD Flogger F and trainer MiG-23UB Flogger C versions. About 5000 personnel are reported based at Burevestnik and a division scale ground force throughout the islands, reduced considerably since the early 1980s.

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Frontline: The Pacific


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1 May 1997 Volume 24, Issue 20; Page 3

US seeks Japanese support; offers Kuril Islands


In a press conference last week, a spokesman for the Joint Chiefs of Staff announced that a US Marine task force has captured the two of the southern islands of the Kuril chain Kunashiri and Shikotan and is currently engaging Russian air and ground troops on the island of Irutup (Etorofu). Seeking to safeguard Japanese economic support in the war against Russia, the United States announced last week its intent to secure the Kuril Islands. The islands, which are currently under Russian control, stretch between Japan and Russia and have long been of strategic concern for both countries. Japan was one of the first to sign the Russian embargo agreement imposed by the President of the United States early this year, costing Russia its largest supply of electronic equipment and computer components. As war in Eastern Europe pushed Russian resources to their limits, the regime began issuing increasingly direct threats toward its eastern neighbor in an attempt to break the embargo. Russian military bases in the Kuril islands place Japan well within reach of Russian air force bombers. Given the history of the atomic bomb in Japan, the threat of nuclear and conventional bombing is not taken lightly, and Japanese foreign officials have made it clear to the United States that they cannot continue support without increased measures of protection.

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CAMPAIGN HISTORY UKRAINE 1997


International Defense Review
1 August 1994 Volume 27, Issue 8; Page 9

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Crimea: On the razors edge


The Crimean parliaments decision of late June to hold a referendum on the autonomous republics separation from Ukraine, and to disregard Ukrainian laws which contradict the Crimean constitution, may thwart hopes to defuse tensions in one of the most dangerous hotspots of the former Soviet Union. Talking to Brigitte Sauerwein at the Forum of Crans-Montana in Switzerland, Crimeas President Yuri Meshkov denied separatist ambitions. A pro-Russian nationalist, Meshkov was elected with an overwhelming majority (73%) in January 1994. Crimeas goal is economic independence and normal relations with both Ukraine and Russia, he said. Rejecting suggestions that Crimeans want to establish their own armed forces, Meshkov warned that peace might be broken in a very short time in the peninsula, as the cities of Simferopol, Sevastopol and Feodosia are encircled by Ukrainian troops. Sometimes compared to Russias Vladimir Zhirinovsky, Meshkov pointed out that they had both studied law at Moscow University. In his view, Zhirinovsky, a clever man, was the first to account for popular sentiment in Russia. Meshkov justified his own decision to abolish the Tatar minoritys constitutional right to 14 seats in parliament because constitutional rights should not be based on ethnic distinctions. Besides that, the Crimean minister of social affairs is a Tatar, the first ever to hold such an office in Crimea. No Crimean representatives are involved in the Russian-Ukrainian negotiations on the future of the Black Sea Fleet headquartered at Sevastopol and this is an anomaly, in Meshkovs view. Although the official currency is the Ukrainian karbovanets, Crimea has a multi-monetary system, including unofficially both the Russian rouble and the US dollar. According to the president, the country also has a well-developed infrastructure of 11 airports and seven large sea ports and will be linked to Russia by a bridge which will span the strait of Kerch.

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Janes Navy International


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1 April 1996 Volume 101, Issue 3; Page 6

Black Sea Fleet division near


Division of the former Soviet Black Sea Fleet between Russia and Ukraine was expected to be complete by 10 March according to Ukrainian naval sources speaking in late February. Meanwhile, Russian President Boris Yeltsin has appointed Vice Adm Viktor Kravchenko as the new commander of the Black Sea Fleet. Formerly First Deputy Commander of Russias Baltic Fleet, Kravchenko relieves Vice Adm Gennadiy Suchkov, acting Black Sea Fleet commander since the dismissal of Adm Eduard Baltin in January. Baltin was sacked by joint decree after repeatedly condemning the division of the fleet. Speaking shortly afterwards he said: I could not hand over the fleet [to Ukraine] because it represents not only history but also a part of Russia. Baltin added, With the reduction of the fleet, the post of commander will become increasingly nominal, and I am glad that I was not the last commander. Without a fleet there is no commander. The split under the terms of the June 1995 Sochi accord will give Ukraine control of 13,000 personnel plus shore facilities and over 100 ships previously under joint command. There are already concerns over the future of Russias remaining share of the fleet. Interfax reports suggest that a number of major auxiliaries are to be transferred to the Caspian flotilla and the northern and Baltic fleets before 15 May. Major cuts in Black Sea naval aviation units have also been effected. Russian fears have been exacerbated by the war in Chechnya and alarm at Turkeys naval modernization. Calling for Russias Black Sea Fleet to be spared further cuts, deputy commander Rear Adm Aleksandr Aladkin said, It is possible to make an exception for the Black Sea Fleet, both in its quantitative and qualitative composition, given Russias geopolitical interests. Expressing disquiet over Russian concessions to Ukraine, he added, Ukraine, we believe, will set forth new overstated demands to Russia in the future, trying to establish its influence over the fleets coastal infrastructure.

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Frontline: Eastern Europe


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1 April 1997 Volume 24, Issue 16, Page 5

New Russian regime reclaims Black Sea Fleet


Reversing policy established under former Russian President Boris Yeltsin, earlier this month the infant military regime in Moscow announced its intention to retain the entire Black Sea Fleet with a show of force. Behind the success of this military coup lies a growing demoralization among military and citizens alike. Once a part of a respected and feared superpower, Russians began to feel their status slipping among world powers as the Russian economy steadily worsened. Military leaders began to fear that sales of arms and equipment were being considered to cover the debts democracy was incurring. And as military budgets thinned, civil disturbance in semi-autonomous regions grew. Ethnic Russians in these regions and in the states of the former Soviet Union felt increasingly abandoned. The 1996 division of the Black Sea Fleet between Russia and the Ukraine enraged the pro-Russian separatists in Crimea and the bloc of military and paramilitary leaders now in power in Russia. This fleet has historically been a source of pride among the Russians and is considered Russias gateway to the Mediterranean Sea. It is no wonder then that the fate of the fleet has become a locus of Slavic nationalism and the primary agenda of the new Kremlin order.

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CAMPAIGN HISTORY VIETNAM 1972


Naval Aviation in the Vietnam Conflict
Precedents
The doctrine of naval aviation developed during World War II and in Korea. During these wars, aircraft launched from carriers provided air support for ground forces and strikes against logistics and industrial targets. Such strikes established the naval carriers role in the projection of force onshore, as well as control of the sea. During the Vietnam Conflict, Task Force 77 oversaw carrier operations in the Gulf of Tonkin. Two stations were set up Yankee Station to the north for strikes against North Vietnam, and Dixie Station to the south for operations in South Vietnam, Laos and Cambodia. Naval air participation in the conflict began as early as May 1964, when Yankee Team began Navy and Air Force reconnaissance flights over Laos. Shortly afterward, Vietnamese PT boats repeatedly attacked the fleet, and US carriers in the Gulf of Tonkin launched retaliatory air strikes. In response to the increasing aggression in the gulf, Congress passed the Tonkin Gulf Resolution (H.J. Congress RES 1145) in August 1964, announcing the United States official entry into the conflict as an armed combatant.

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Rules of Engagement
Although the Gulf of Tonkin Resolution sanctioned the use of armed force, strict rules of engagement were in place that changed little until 1972. Keeping civilian casualties to a minimum was a primary concern. Targets were limited to roads, canals, bridges and petroleum storage facilities, and most cities were protected as restricted areas. The State Department even limited ordnance loads and insisted on perpendicular runs against bridges in an effort to minimize casualties alongside target areas. Such micro-management often rendered the strikes ineffective. For example, it was practically impossible to destroy a bridge with a perpendicular run (as opposed to a run down the center of the bridge). In addition, the attempt exposed the pilots to air defense units commonly located on riverbanks. Of equal concern was the possibility that the Soviet Union or China might be provoked into openly declaring war on the United States. To minimize this risk, strikes were prohibited in a 30-mile buffer zone along the Chinese border. Chinese ships that fired on aircraft and ships in the Tonkin Gulf were off-limits

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unless they hampered a rescue attempt. Even SAM sites under construction were off-limits for fear that the Soviet Union would retaliate if their advisors, who were helping to install the sites, were hit. Fear of open Chinese and Soviet entry into the conflict prevented strikes that would cut off supply routes at the Chinese border. Likewise, the Haiphong docks, through which most arms entered the country, were off-limits because of foreign ships docking there. Once supplies entered Vietnam they were split up into small shipments (often the size of a single 55-gallon drum) and transported throughout the country on civilian trucks and bicycles. The level of precision required for strikes against such small targets in civilian areas did not exist with the weapons systems of the time. However, laser-guided bombs introduced during the Linebacker phase greatly improved strike accuracy and success. The rules for retaliatory engagement loosened a bit in 1970, when protective reaction strikes, or retaliatory fire against North Vietnamese aggression, were approved. At first, pilots were only allowed to fire after they were fired upon. Later, this rule was amended to allow pilots to fire once an enemy locked up on their aircraft. However, restrictions on pre-emptive strikes remained largely unchanged until the Linebacker campaigns of 1972-73.

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Linebacker I and II
By May 1972, five Navy carriers the Constellation, Kitty Hawk, Hancock, Saratoga and Coral Sea were stationed in the Gulf of Tonkin. On 9 May, A-6s and A-7s from the Coral Sea began Operation Pocket Money the mining of the Haiphong harbor, through which 85% of all shipping traffic entered the country. The next day, the first decisive attempt to cut off all supply routes into Vietnam began with the Linebacker I campaign. For Linebacker I, targets and mission objectives were decided by individual units rather than in Washington. The campaigns goal of cutting road and rail lines into China made rail yards, hydroelectric plants, bridges and even airfields legitimate targets. Between May and September, Navy aircraft from the five carriers flew about 4000 sorties a month. This heavy air engagement provoked the greatest North Vietnamese air-resistance efforts of the war, including the highest number of air-to-air engagements. The unrelenting strikes paid off, however, as supply lines into Vietnam slowed to a near halt. U.S. forces witnessed the obvious drop in supplies SAM threats became almost non-existent and AAA went from 85mm barrages to mostly 23mm and 37mm small-arms fire. By October, the North Vietnamese government seemed ready to discuss a peace agreement, and strike operations slowed.

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However, peace negotiations soon ground to a near standstill, and President Nixon authorized the start of Linebacker II, a massive bombing campaign led by B-52s based in Guam and Thailand, with flak suppression support from Navy carrier aircraft. Peace negotiations were quickly resumed, and in 1973 combat operations in North Vietnam were halted. On January 23, representatives of the United States, North and South Vietnam and the Viet Cong signed a cease-fire agreement in Paris, and the United States began a complete withdrawal from Vietnam.

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Threats that Aircraft Faced


Anti-Aircraft Artillery
Although SAMs, which had been first sighted in Vietnam in 1965, were assumed be the greatest threat to aircraft, anti-aircraft artillery actually destroyed more planes than any other threat in Vietnam. Because of the SAM threat, a shallow-angle, low-altitude delivery was adopted for strike aircraft. This delivery pattern sent planes right into AAA range, but it was believed the gunners wouldnt be able to track the fast jets. In reality, North Vietnamese gunners didnt even bother with tracking. They figured out where the jets were headed and covered the path to target with as much flak as they could. The jets had to fly though a barrage of 100mm, 80mm, 57mm, 37mm, 23mm and even small arms fire, which was impossible to completely evade. Smaller caliber guns were extremely mobile, and they were moved quickly to concentrate along sortie routes. Flak suppressors took care of many of the larger guns, but these were easier to replace than SAMs, and were shipped in continuously on freighters entering Haiphong harbor until the harbor was mined in 1972. Note: In the game campaign, you are extremely vulnerable to small arms fire beneath 4000ft, but this does not do as much damage as larger guns. The largest anti-aircraft guns the 85mm KS-12 and the 100mm KS-19 can destroy you with one shot, but their minimum range is 4000ft. Higher value targets will be surrounded by more flak. If you have to fly through flak, get in and get out quickly, for it takes some time for them to target you and fire. If you are flying supersonic, or jinking, hit probability is reduced.

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Surface-to-Air Missiles
SA-2s had been in operation since the 1950s and were used throughout the Vietnam conflict. Each unit consisted of four to six launchers and a fire-control radar. There were about 200 units in Vietnam by 1972, but only about 35 were operational at any given time. (SAMs were continuously moved to hide them from SEAD aircraft.)

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Although not the biggest threat in terms of numbers of aircraft downed, they were certainly a threat for the pilots who encountered them. According to Soviet doctrine, missiles were fired in pairs with a few seconds separation between them. This was a sound strategy, for the first missile was easy to dodge if spotted early enough, but as the pilot avoided it, he lost the time he needed to avoid the second missile. SAM evasion tactics and ECM first came into widespread use in the skies over Vietnam. It had been common practice for ECM planes to accompany strike aircraft, but now ECM pods were attached to individual aircraft to combat both surface-to-air and air-to-air threats. Also, based on experience over Cuba, air wings knew that if they flew in a very tight box formation, radar systems detected them as a single large object. SAMs were automatically aimed at the center of such a target, and often would thus pass harmlessly through the center of the box formed by the aircraft. Note: True to life, SA-2 missiles in the game are not very accurate, and are especially vulnerable to jinking. Wait until one gets close, then pull hard on the stick. If you can handle the extra stress of evading SAMs, you might consider flying above maximum AAA range (25,000ft) yet still within maximum SA-2 range (50,000ft).

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Air-to-Air Combat
Only 3.3% of Navy and 9.7% of Air Force aircraft lost were downed by MiGs. However, the overall air-to-air exchange ratio was low only 2.5 enemy planes were downed for every U.S. pilot downed, versus 8 to 1 in World War II and 14 to 1 in Korea.* Several factors contributed to this reduced exchange rate. First of all, the playing field was uneven. NVN Airfields werent legitimate targets until late in the war, and the air radar installed in and around them combined with the Soviet patrol boats in Haiphong harbor rendered sneak attacks impossible. MiGs were directed entirely by ground control intercept (GCI) stations and would generally attack only when they had the advantage. When the advantage shifted, they were ordered to break off and return to the safety of an airbase.

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*Figures were taken from On Yankee Station: The Naval War Over Vietnam by Cdr. John B. Nichols, USN (ret.) and Barrett Tillman (Naval Institute Press: Anapolis, MD 1987). Other resources include Alpha Strike Vietnam: The Navys Air War, 1964 to 1973 by Jeffrey L. Levinson (Presidio Press: Novato, CA 1989) and One Day in a Long War by Jeffrey Ethell and Alfred Price (Random House: New York, NY 1989). Please see the Bibliography, p. G.1, for other interesting books and web addresses.

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Second, prior to the Vietnam Conflict, only the F-8 Crusader pilots had received advanced combat maneuver training. Advances in long-range weaponry seemed to be making dogfighting skills unimportant, for it was assumed that all engagements would take place from far off. However, air combat in Vietnam proved up-close and intense the most advantageous condition for North Vietnamese MiGs. All MiGs carried cannon, and MiG-21s and some MiG-19s carried short-range infrared-homing Atoll missiles. Although it lacked afterburners and often radar, a MiG-17 was capable of out-maneuvering an F-4 and was a bit more maneuverable than an F-8 at lower speeds. A MiG-21 could beat an F-4 in a subsonic turning fight, but MiG-21s and F-8s were fairly evenly matched. So, once the long-range opportunity was missed, aircraft which relied on long-range weapons (in particular the early model F-4s, which had no internal guns) had a decided disadvantage against their Vietnamese counterparts. In addition, the long-range, radar-guided AIM-7 Sparrow the Americans carried proved unreliable and ineffective. Visual identification requirements forced pilots to use the missiles at shorter ranges than they were designed for. The missiles required a complex sequence of tracking and locking, and were simply illsuited for intense, close combat. Plus, their sophisticated weaponry had a much greater tendency to malfunction than shorter-range, IR-guided AIM-9s and cannon. And all Vietnam-era missiles had difficulty tracking when fired during a high-G maneuver or at a target below the horizon. After Vietnam, it became obvious that the F-8 pilots significantly outperformed the rest in air-to-air engagements. They had cannon and shorter-range missiles, but more importantly, they had received training which enabled them to use these weapons effectively in close fighting. Emphasis returned to pilot training, and the Navy established the Fighter Weapons School, otherwise known as Topgun, in 1969.

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Note: In the game, as historically, the most common MiG tactic is to approach from behind, fire off a missile or gun rounds, and then leave. MiG-21s will also close at supersonic speeds from astern, fire a missile and run. They have a small frontal area and are difficult to spot until close. Also, they tend to fly low, in an attempt to lure you down into murderous AAA and small-arms fire zones.

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(INTENTIONALLY LEFT BLANK IN ORIGINAL MANUAL)

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7 CREATING PRO MISSIONS

HOME

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7. CREATING PRO MISSIONS


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LOADING AND SAVING MISSIONS....................197 DESIGNING MISSIONS ....................................198 Establishing a World The World Menu ..198 Set Map ........................................198 Set Weather (and Time of Day) ........198 Set Friendly and Enemy Sides............199 Set Screens ....................................199 Set Skill Levels ................................200 Setting the Historical Era The Aircraft Menu....................................200 Looking at the Mission Map......................201 Hiding/Displaying Objects The Show Menu ..................................201 Scrolling and Zooming The View Menu ..............................202 3-D Map View ................................203 Putting Objects on the Map The Object Menu ....................................204 The Choose an Object Panel ..............204 Selecting and Moving Objects ............205 Duplicating and Deleting Objects..............205 Defining Objects and Assigning Them Targets Text Buttons ..............................206 Creating Wings and Groups The Object Menu ....................................208 Grounding Aircraft and Delaying Takeoff ....208 Assigning Waypoints The Waypoint Menu ................................209 Waypoint Formation and Objectives....210 Formation, Spacing and Stacking Diagrams ..........................212 Setting Multi-Player Parameters ................214

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CREATING PRO MISSIONS


With the Quick Mission Generator, the computer creates a mission from a few general parameters that you set. The Pro Mission Creator allows you to set up more complex missions involving multiple wings, multiple ground targets, and air defenses. You control every aspect of every object in the game plotting exactly where they go at what time, what their objectives are, and how they react to other objects of different classes.

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LOADING AND SAVING MISSIONS


You can load and save the missions you create with the FILE menu, or by pressing the keys described below. To create a new mission, simply begin making changes to the mission map that appears when the Mission Creator screen pops up. If you wish to make changes to a mission you have already saved, choose LOAD MISSION from the FILE menu, or press L. L LOAD MISSION Load a mission youve already saved into the Pro Mission Creator

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If youre unhappy with the mission you are working on, select NEW MISSION to start over. cN NEW MISSION Start over with a new mission map

When youve created a mission you like, choose SAVE MISSION from the FILE menu. Type in a name for the mission, and then click OK or press e. The file will appear in your Fighters Anthology directory with a .m extension attached to it. You can load it from the Pro Mission Creator screen if you want to modify it, and it will appear as a choice on the Play Single Mission selection screen. S SAVE MISSION Save the mission youve created

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To fly a mission youve created, select PLAY SINGLE MISSION from the Choose Activity screen, and cycle through the missions on the selection panel until the name of your mission appears. See Play Single Mission, p. 14.

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DESIGNING MISSIONS
Although creating a challenging mission is more of an art than a science, it involves a few basic procedures: Establishing the world in which the mission takes place (p. 198) Setting the historical era (p. 200) Adding friendly and enemy objects to the mission map (p. 204) Defining these objects and assigning them targets (p. 206) Creating wings and groups (p. 208) Grounding aircraft and delaying takeoff (p. 208) Assigning waypoints to objects (p. 209) Setting parameters for multi-player missions (p. 214)

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Establishing a World The World Menu


The WORLD menu on the menu bar at the top of the Mission Creator screen allows you to set the environment for your mission. This includes choosing a map for your scenario, setting weather conditions and enemy forces, selecting which screens the player will see before he takes off, and setting default skill levels for pilots and ground forces on both sides.

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Set Map
The mission map determines the theater in which the mission takes place and the terrain you will fly over. Fighters Anthology offers 16 maps: CUBA, EGYPT, FALKLAND ISLANDS, FRANCE, GREECE, IRAQ, KURIL ISLANDS, NORTH VIETNAM, NORTH/SOUTH KOREA, PAKISTAN, PANAMA, PERSIAN GULF, TAIWAN, THE BALTICS, UKRAINE, and VLADIVOSTOK. Choose SET MAP from the WORLD menu to select a map for your mission. SET MAP (WORLD menu) Call up a selection panel where you can choose the theater in which your mission takes place.

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Set Weather (and Time of Day)


Weather conditions and time of day can help or hinder all sides in air combat. For example, cloud cover and darkness provide visual cover for attacking aircraft but create headaches for the defenders. SET WEATHER (WORLD menu) Select visibility conditions for the mission. Default is CLEAR. Click a condition on the selection panel and click OK.

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Set Friendly and Enemy Sides


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The red icons on the map denote enemy objects, and blue icons denote friendlies. An objects nationality determines whether it is friendly or enemy. You set which nations are friendly and which are hostile by choosing SET FRIENDLY AND ENEMY SIDES from the WORLD menu. SET FRIENDLY (WORLD menu) Choose which nations are your allies and which AND ENEMY SIDES are your enemies. An Assign nationalities to Enemy side selection panel appears. Buttons that are ON mark hostile nations; buttons that are not ON mark friendly ones. To change a countrys alliance, click on its button. When you are satisfied with the lineup, click OK.

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Set Screens
This option allows you to control which screens a player sees before he flies the mission the Mission Briefing screen (BRIEFING PAPER), the Mission Map screen (BRIEFING MAP), the Select Aircraft screen (SELECT PLANE) and/or the Load Ordnance screen (ARM PLANE). Options that are ON will be seen by the player. SET SCREENS (WORLD menu) Turn the screens available to the player on and off by clicking beside them.

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Note: If SELECT PLANE is ON, players will be able to choose an aircraft other than the one youve designated. If ARM PLANE is ON, players will be able to choose their own weapons load. Otherwise, they must fly with the default plane and/or loadout. Note: You can create your own briefing and debriefing text for the missions you create. The BRIEFING.TXT file in your Fighters Anthology directory explains how to do this in detail you can open this file in Notepad or a word processing program. (If you cannot find BRIEFING.TXT, you can search for it by clicking the Windows START button, then highlighting FIND, then FILES OR FOLDERS.)

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Set Skill Levels


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You can set the default skill levels of your enemys ground and air forces, as well as your own, by selecting any of these options from the WORLD menu. These are default levels for the entire group you can change the skill levels for individual objects once youve added them to the map. Use your mouse to highlight the skill level you want. FRIENDLY PILOT SKILLS FRIENDLY SAM SKILLS ENEMY PILOT SKILLS ENEMY SAM SKILLS Set the default skill level for friendly aircraft and other vehicles

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Set the default accuracy level for friendly SAMs Set the default skill level for enemy aircraft and other vehicles Set the default accuracy level for enemy SAMs

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Setting the Historical Era The Aircraft Menu


The aircraft menu limits the items you can add to a mission to those that were in use during a particular time period. This affects not only aircraft, but tanks, SAMs, etc., and it limits players to the the weapons available in the era as well. FLY ALL ERA Activate this option to set your mission in a historical era Once youve selected FLY ALL, use this option to specify which historical era 1956-1976, 1956-1982, 1956-1996 or 1956-FUTURE

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Note: If you activate FLY ALL, you will be unable to turn the Aircraft Selection screen ON (see Set Screens, previous page). If you want to allow the player the opportunity to choose his own aircraft, turn the briefing map option ON. On the Mission Map screen, the player will then be able to click the aircraft text button in the text to the right of the map and choose an aircraft. His choices will still be limited to aircraft that were available during the historical era youve specified.

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Looking at the Mission Map


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Hiding/Displaying Objects The Show Menu


Even before you add aircraft, ships and ground objects to the world, there are a number of permanent objects runways, bridges, roads, etc. fixed on the

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Scroll bar

Zoom switch

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map. The SHOW menu controls what items you see; items with check marks next to them are visible, items without check marks are hidden. In order to see all the permanent runways, select AIRPORTS; to see buildings and bridges, choose OTHER. Selecting these items again will hide the corresponding objects on the map.
SHOW

menu options: Hide/display aircraft

PLANES SAM SITES AAA SITES SHIPS AIRPORTS VEHICLES OTHER MISSION ITEMS ONLY SAM THREAT RANGES DISTANCE GRID

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Hide/display SAM sites Hide/display AAA sites Hide/display ships Hide/display all airports Hide/display all ground vehicles (tanks, trucks, etc.) Hide/display all other objects (buildings, bridges, etc.) Display airports and any objects that take part in the mission (buildings that are targets, enemy aircraft, etc.) only Show the ranges for all SAM and AAA sites. These appear as circles around the sites Superimposes a grid over the map, allowing you to deter2 mine the distance between objects. Each square is 25nm , 5nm on each side.

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Scrolling and Zooming The View Menu


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You can scroll the map by clicking and dragging the scroll bars along the bottom and right edges of the map. You can zoom in and out by clicking the +/ switch. You can also use the following keyboard commands to control the map, or choose the corresponding option from the VIEW menu.
VIEW

menu options:

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A S W Z N B + -

SCROLL LEFT SCROLL RIGHT SCROLL UP SCROLL DOWN CENTER MAP AT CURSOR CENTER MAP AT SELECTION ZOOM IN ZOOM OUT SMART ZOOM

Move map left Move map right Move map up Move map down Center the map on the cursor Center map on the selected icon Increase magnification of map Decrease magnification of map Map remains centered on selected icon as you zoom

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3-D Map View


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To fine-tune the placement of objects around an airport or base, you can jump into the 3-D map view. To activate/deactivate the 3-D view: L 3 AS WZ 1 Select an object on the map Activate the 3-D map Pan (slew) the view around the currently selected object Return to the normal map view

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You can move the object you selected while in 3-D view. First, pan the view until you find a perspective that you like. Next, lock the perspective and use the keys below to manipulate the object. (The currently selected object will have a small pink box above it.) cS AS WZ i d u y q Lock perspective Move the object forward and backward Move the object left and right Double the increment of each arrow key movement Halve the increment of each arrow key movement Increase the selected objects altitude Decrease the selected objects altitude Escape locked perspective mode

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Putting Objects on the Map The Object Menu


MULTI-PLAYER
Determining what fighters, ground targets, air defense sites, etc. a player will encounter, when and where he will encounter them, and how they will react to the player is the heart of designing a challenging and playable mission. Objects fall into two categories, permanent objects and mission objects. Permanent Objects. When youve chosen your map, you will notice there are already a few objects on it, most notably friendly and enemy airbases. These are permanent objects they cannot be deleted or changed, but they can be assigned as mission objectives. They can be attacked during the mission, and fragile objects like buildings and bridges can be destroyed. Mission Objects. You can add other objects, such as friendly and enemy planes, SAM sites and ships, to the objects already displayed on the map.

GROUND COCKPIT

The Choose an Object Panel


To add objects, press i or choose ADD from the OBJECT menu. The Choose an Object selection panel appears. The selection panel lists all of the objects in Fighters Anthology in alphabetical order. Only aircraft followed by asterisks (***) can be flown by players when FLY ALL is inactive. If FLY ALL is checked, other aircraft can be designated as humancontrolled. For a chart of all of the object names and what they are (i.e., fighter, ship, etc.) see Appendix E: Add Object List. i ADD Add items to the mission map. Brings up Choose an object panel.

COMBAT CAMPAIGNS

On the panel: PREV/NEXT SWITCH Left-click on this switch to cycle through the panels pages. Scroll through objects. Press a letter to jump to the objects beginning with that letter (e.g., press R to go to the objects beginning with R).

PRO MISSIONS

WZ ANY LETTER

TECHNOLOGY SPECS

IN A HURRY

205

Click the square next to an object to choose it, then click OK. You may add only one item at a time. The objects icon appears in the center of the map:

MULTI-PLAYER

Fighter

Helicopter

Bomber

GROUND

Airport

Structure

Miscellaneous

Aircraft carrier

Ship

SAM

COCKPIT

Tank

Other

AAA

COMBAT

Note: If the object doesnt appear on the map, make sure its class (e.g., PLANES, SHIPS) is currently activated in the SHOW menu (see p. 7.5).

Selecting and Moving Objects


Click on any object to select it. To move a selected object to another location, drag it with the mouse. Note that positioning an aircraft icon over a runway puts the aircraft in flight over that runway. To place an airplane in an airport or on a carrier, see Grounding Aircraft and Delaying Takeoff, p. 7.12.

CAMPAIGNS PRO MISSIONS

Duplicating and Deleting Objects


To delete or duplicate an object on the map, select it and press the appropriate key, or choose the corresponding option from the OBJECT menu. U d DUPLICATE DELETE Duplicate the selected icon Delete the selected icon

TECHNOLOGY SPECS

IN A HURRY

206

Defining Objects and Assigning Them Targets Text Buttons


As you select each object, information about it is displayed in the text to the right of the mission map. This text defines the object, its assignment, and its
Nationality Pilot name Heading Object Control Experience Altitude

MULTI-PLAYER GROUND

effect on the missions success or failure. To modify any of these, click on the appropriate text button.
NATIONALITY Brings up the Choose Nationality selection panel, allowing you to change the objects nationality. An objects nationality determines whether it is an enemy or friendly unit. Enemy objects have red icons, friendly objects have blue ones. What type of object is selected (e.g., B-2A Spirit, Barracks). Clicking this box brings up the Choose an object selection panel, allowing you to change the object to something else. Available only if the object is an aircraft. Brings up the Enter Pilot Name panel. Type a name for the pilot, and then click OK or press e. Choose the experience level for this unit. Experience affects how well a pilot flies and uses countermeasures; how accurately a tank or AAA site aims; etc. Designate whether the pilot is controlled by a human or the computer.

COCKPIT

OBJECT

COMBAT

PILOT NAME

CAMPAIGNS

EXPERIENCE

CONTROL HEADING ALTITUDE

PRO MISSIONS

Give the object an initial heading. Available only for airplanes. Establish an initial altitude between 1,000 and 60,000ft. If an aircraft is positioned over an airport or carrier, GROUND LEVEL is also available.

TECHNOLOGY

Target Reaction boxes Search range

SPECS

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207

TARGET

Designate the objects main target or the friendly it is to escort for the entire mission. Click the box beneath ASSIGNMENT, then click on the ally to be escorted or enemy target.

MULTI-PLAYER

DEFAULT REACTION The next series of text buttons specifies the objects default reaction to different classes of objects (Fighter, Bomber, etc.):

ATTACK DEFEND IGNORE EVADE


SEARCH RANGE

Search for enemy targets of this class and attack them. Defend if under attack from this class of enemy.

GROUND

Ignore enemies of this class. Attempt to gain separation from any object of this class. Designate the range at which the object searches for enemies. (Each object is still limited by the range of its detection devices.)

COCKPIT

Mission success Attack/ignore Show/hide Delay

MISSION SUCCESS Determine how the object affects the players success. Choose whether mission success:

COMBAT

IS NOT AFFECTED BY OBJECT

The object has no bearing on the players success or failure.

ONLY IF OBJECT IS DESTROYED Player must destroy object in order to succeed. ONLY IF OBJECT SURVIVES
Player must protect object from all aggressors.

CAMPAIGNS

ONLY IF OBJECT FINISHES WAYPOINTS Player must protect object until it reaches its last waypoint.
ATTACK/IGNORE Choose whether enemy objects attack the unit or just ignore it. This only affects computer-controlled enemies and in no way limits the player from attacking the object. This option is basically a mission designers cheat to ensure that computer-controlled objects do not do the players work by destroying mission objectives. Set the time the object must wait before beginning its mission. Note that this only applies to objects on the ground. Aircraft at any altitude above ground level are moving and cannot be delayed. Determine whether or not the player will see the object on the briefing map. This allows you to set how current the players intelligence data is, and install surprise ambushes and hidden SAM sites.

PRO MISSIONS

DELAY

SHOW/HIDE

TECHNOLOGY SPECS

IN A HURRY

208

Creating Wings and Groups The Object Menu


MULTI-PLAYER
Aircraft operate together in groups called wings. A wing allows you to assign a single mission objective for up to 10 aircraft. Commands governing wings are available from the OBJECT menu. To create a wing, add up to 10 aircraft to the map. Click on one of the aircraft to select it, and highlight ADD TO WING on the OBJECT menu. A submenu appears listing six wing colors. Highlight the color of the new wing and release the mouse button. Add the rest of the aircraft to the wing in the same manner. ADD TO WING Add selected object to a wing. Choose the wing from the submenu that appears.

GROUND COCKPIT COMBAT

A wing appears on the map as one icon, and when you give orders to one aircraft in the wing, the other aircraft receive those orders, too. When a wing is selected, information about its wingleader appears in the text to the right. You can cycle through the individual airplanes that form a wing by clicking the wing color and number at the top of the information panel to the right. You can remove an airplane from a wing or designate it as the wingleader by choosing options from the OBJECT menu: REMOVE FROM WING MAKE WINGLEADER Remove selected aircraft from the wing Make selected aircraft wingleader

CAMPAIGNS

You can create groups of tanks or truck in the same way using the following menu commands: ADD TO GROUP REMOVE FROM GROUP MAKE GROUP LEADER Add selected object to a group Remove selected group from the group Make selected object the leader of the group. All other objects in the group will follow the group leaders waypoints and objectives.

PRO MISSIONS TECHNOLOGY

Grounding Aircraft and Delaying Takeoff


You can stagger your aircraft by grounding them at airports or on carriers and giving them different take-off times, so that the player experiences several waves of fighters throughout the mission. To place an airplane or wing on the runway or on a carrier, position its icon over a runway or carrier icon and release. Next, right-click on the ALTITUDE text

SPECS

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209

button until the altitude reads GROUND LEVEL. (See Defining Objects, p. 206.) Grounded aircraft do not appear on enemy radar until they take to the air. Unless directed to wait, grounded aircraft will immediately take off from their base when the mission begins. You can, however, direct any aircraft to wait before beginning their mission. As a mission designer, this gives you the option of keeping enemy air units completely hidden until the you want them to begin their mission. To delay takeoff, click on the grounded unit to select it. Look at the bottom of the text to the right for Wait __ minutes before starting and click the text box until the appropriate delay time appears. A wing of grounded aircraft takes off one at a time, beginning with the wingleader.

MULTI-PLAYER GROUND

Assigning Waypoints The Waypoint Menu


Giving a unit waypoints specifies a series of actions for that object, determining where it goes and its response to the enemy objects it encounters. You can assign waypoints to any object that can normally move aircraft, ships and ground units. Select the unit to which you wish to assign waypoints, and select ADD from the WAYPOINT menu or press A. A waypoint marker, labeled A, appears on the map. Add up to ten waypoints for the selected object, then re-position the waypoints on the map by selecting them and dragging them with the mouse. A white line connects all of the waypoints in a series; the object will travel to the waypoints in alphabetical order (from A to B to C, etc.). A D [ ]
ADD DELETE SELECT PREV WAYPOINT SELECT NEXT WAYPOINT

COCKPIT COMBAT CAMPAIGNS

Give the selected unit a waypoint

PRO MISSIONS

Delete the selected waypoint Cycle through waypoints in reverse order Cycle through waypoints in alphabetical order

You can create a loop for objects with waypoints by selecting an ending waypoint, pressing C (or choosing CREATE LOOP from the WAYPOINT menu), and selecting a previous waypoint. The object will travel from its first waypoint, along any intermediary waypoints to the final waypoint, and then back to the first, repeating the cycle until the mission ends. To delete a loop, click on the final waypoint and select DELETE LOOP from the WAYPOINT menu or press E. C E
CREATE LOOP DELETE LOOP

TECHNOLOGY

Create a loop, beginning at the selected icon Delete a loop (must have final waypoint of loop selected)

SPECS

IN A HURRY

210

Waypoint Formation and Objectives


MULTI-PLAYER
Information about the waypoint appears in the text to the right of the map. You can specify a name for each waypoint and give the object an assignment to carry out there. If the waypoint is for a wing, you can also determine the default formation in which the airplanes fly to the waypoint. Select a waypoint by clicking on it, then use the text boxes to alter the following parameters in the text to the right of the map.

GROUND

Name Formation Stacking

Spacing Control Speed Altitude

COCKPIT

NAME FORMATION SPACING STACKING CONTROL

Bring up a selection panel that lets you name the waypoint (Ingress, Home Free, etc.). Choose a formation type for a computer-controlled wing (default formation for wing under human control). See diagram, p. 212. Choose spacing for wing. See diagram, p. 212. Choose stacking for wing. See diagram, p. 213. Govern how strictly the aircraft maintain their formation. TIGHT (wingmen maintain formation no matter what happens), MEDIUM (wingmen maintain formation until the wingleader directs them to attack, but break to avoid missiles) or LOOSE (wingmen break when an enemy or incoming missile is detected, and once broken, they will continue to search and attack until their wingleader signals to disengage). Set how fast an object travels to its waypoint. Note that as you change the speed, the ETA (Estimated Time of Arrival) changes accordingly. Setting a speed does not guarantee the object is capable of attaining that speed. Set the altitude at which an aircraft approaches this waypoint. (Note: if you set an altitude higher than the aircraft is capable of flying, it approaches at its maximum altitude.)

COMBAT CAMPAIGNS

SPEED

PRO MISSIONS

ALTITUDE

TECHNOLOGY

Waypoint assignment Target Duration

Reactions

SPECS

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211

WAYPOINT ASSIGNMENT NORMAL FLIGHT MIGCAP BARCAP


WILD WEASEL CAS

Give object an assignment to carry out at this waypoint:

Defend against enemy fighters; ignore all other objects. MiG Combat Air Patrol seek out and destroy enemy aircraft near specified waypoint. Barrier Combat Air Patrol engage any aircraft attempting to cross the patrol zone. Attack enemy air defenses (SAM sites, AAA, etc.).

MULTI-PLAYER GROUND

Provide Close Air Support for infantry and artillery by engaging enemy ground targets. Seek and destroy enemy naval craft. Come in at high altitude and sweep low to engage enemy target. Assign the object a specific enemy target to destroy or a friendly object to protect at this waypoint. Click on the text button, then click on an enemy target or friendly object. Specify the objects reaction to different classes of objects on its way to the waypoint. These supersede the objects default reactions (see p. 207), but only until the waypoint is reached. Possible reactions are as follows: Search for enemy targets of this class and attack them Defend if under attack from this class of enemy Ignore enemies of this class Attempt to gain separation between you and any object of this class Specify whether the unit continues its waypoint assignment until the WAYPOINT IS REACHED; the TARGET IS ATTACKED; or the TARGET IS DESTROYED.
Search range Force Vulnerability

ANTI-SHIP

HI/LO SWEEP TARGET

COCKPIT

REACTION

COMBAT

ATTACK DEFEND IGNORE EVADE DURATION

CAMPAIGNS PRO MISSIONS

FORCE SEARCH RANGE VULNERABILITY

DOUBLE/EQUAL/MAXIMUM. Specify the level of force with which the object attacks its enemies.

Establish how far from the waypoint the object searches for its target. (Note: an object is still limited by the range of its detection device.) Establish whether the object can be attacked or will be ignored at this waypoint.

TECHNOLOGY SPECS

IN A

Formation, Spacing and Stacking Diagrams


MULTI-PLAYER

FORMATION
LINE ASTERN LINE ABREAST

GROUND

Wingleader

Wingleader
ECHELON

COCKPIT COMBAT

Wingleader

CAMPAIGNS PRO MISSIONS

S PAC I N G

TECHNOLOGY

TIGHT SPACING

500 ft
COMBAT SPREAD

2000 ft

SPECS

IN A HURRY

213

STACKING MULTI-PLAYER
HIGH STACKING

Right wingman

Wingleader

GROUND

Left wingman
LOW STACKING

COCKPIT

Left wingman

Wingleader

COMBAT

Right wingman
LEVEL STACKING

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

214

Setting Multi-Player Parameters


MULTI-PLAYER
Options on the multi-player menu you allow you to impose limits on the number of lives players get and set a time limit and/or a kill total limit that ends the game. TIME LIMIT NUMBER OF KILLS END SCENARIO CONDITIONS NUMBER OF REVIVES REVIVE TIME DELAY REVIVE DISTANCE Set the multi-player mission time to UNLIMITED, 1, 2, 5, 10, 20 or 30 minutes.
UNLIMITED,

Set the number of kills needed to win the game to 1, 2, 3, 5, 10 or 20.

GROUND

Set who must make the specified number of kills (TOTAL, BY ONE SIDE, BY ENEMY SIDE, or BY ONE PLAYER). Set how many lives each player gets to UNLIMITED, 0, 1, 2, 3, 5 or 10. Set time delay between death/revival (no delay, 10 seconds, 30 seconds; or 1, 2 or 5 minutes). Set how far away from the battle a rejoining player is revived, to AT STARTING POINT, 5, 10, 20 or 40 miles.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

MULTI-PLAYER

GROUND

COCKPIT

COMBAT

CAMPAIGNS

PRO MISSIONS

TECHNOLOGY

SPECS

215

8 ADVANCES IN FIGHTER TECHNOLOGY

HOME

IN A HURRY

216

8. ADVANCES IN FIGHTER TECHNOLOGY


ADVANCES IN FIGHTER TECHNOLOGY ..............217 AGILITY ..........................................................218 Fly-By-Wire (FBW) Control System ............219 Tailless Aircraft ........................................220 Thrust Vectoring ......................................221 Composites ............................................222 Supercritical Wing ..................................223 Forward-Swept Wing (X-29 only)..............224 Close-Coupled Canards ............................225 SPEED ............................................................226 Engine Technology ..................................226 How a Turbofan Engine Works ..........227 Fighters Anthology Engine Requirements ....228 STEALTH ........................................................229 Radar Cross-Section (RCS)........................230 RAM/RAS Surfacing ................................231 Radar-Absorbent Material (RAM)................231 Radar-Absorbent Structures (RAS) ..............231 Intake and Exhaust Concealment ..............232 WEAPONS/SENSOR TECHNOLOGY ..................233 Radar ....................................................233 Fighters Anthology Avionics ..............234 IR (Infrared) ..........................................234 Radar and Infrared Seekers ......................235 HUDs and MFDs......................................236 Head-Up Display ..............................236 Multi-Function Display ......................236 ELECTRONIC COUNTERMEASURES ....................237 Radar Warning Receiver ..........................237 Electronic Jammer ..................................238

MULTI-PLAYER GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

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217

ADVANCES IN FIGHTER TECHNOLOGY


World War II proved to every military power that welltrained pilots are a crucial element in the war to win the skies. Since then, fighters have become extremely complicated requiring millions of dollars to build and thousands of hours to master their X-29 FSW complexity. Nevertheless, one simple axiom has remained constant and often predicts the outcome of an air battle Speed is Life. This lesson has been taught in every conflict to date. Maneuverability is almost as important. A lack of maneuverability in American aircraft became painfully evident during the Korean conflict, the first major air war fought extensively with jet-powered aircraft. Even though the F-86 Sabre (the premier U.S. fighter at the time) was a superior aircraft speed-wise, its turning ability was inferior to that of the MiG-15. Yet despite an inferior turn rate and radius, American pilots were still successful in Korea, further reinforcing the importance of a pilots skill. The conflict also taught aircraft designers lessons about tradeoffs between speed and agility. In Vietnam, the initial assumption was made that air battles would be fought beyond visual range, with guided missiles that would obviate the need for dogfighting and agile flying. But before the conflict ended, it became apparent that missile combat could still occur within visual range, and that guns-only dogfighting was still common. Desert Storm proved the effectiveness of reduced radar visibility in the stealthy F-117A Night Hawk, the undisputed star of that conflict. In the opening attack, the F-117 fighters remained undetected as they penetrated the very heart of Baghdad under the cover of night. Advancements in stealth and other aspects of aircraft technology in the last century are proof of exponential growth in the industry. Aside from training, the outcome of an air battle is determined by agility, speed, stealth and sensors. Fighters Anthology examines the hardware designs that focus on these traits. What remains to be discovered are the advantages that will be gained, and the trade-offs that will be made, as these aircraft are tested in combat with and against conventional and advanced-technology fighters.

MULTI-PLAYER GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

218

AGILITY
The agility of an aircraft is defined by its ability to perform maneuvers within certain speed, G-load, distance and time parameters. Superior agility allows a pilot to point and shoot at his target more easily, and it allows rapid transitions in motion that a) are unpredictable to pursuers, and b) give the pilot more time for making decisions. Several techniques have been developed for enhancing the agility of modern fighter aircraft. Fighters moving at high speeds tend to be very stable, which translates into less agility. At higher speeds the center of lift of the aircraft moves backward along the wing. This happens because more air passes over the aft horizontal surfaces and creates more downward pressure on the rear of the plane. The strength of this force depends both on speed and angle-of-attack (AoA). The total effect is similar to that of the rear fletching on an arrow. In flight, the aircraft becomes more and more stable (thus, less maneuverable) as the center of lift moves rearward. To make an aircraft more agile, it can be designed so that the center of lift, even at high speed, is still relatively far forward. However, the price of this design is that at lower speeds, the plane has an aerodynamic tendency to swap ends (reverse nose and tail positions). No human pilot is skilled enough to fly such an unstable aircraft design effectively in combat. But, a computer with lighting-fast sensors that determine an aircrafts position at any given moment can perform this function. The pilot supplies control inputs, which send digital instructions to the computer. The computer can then apply the correct inputs to guide the plane through the intended course, all the while making thousands of minute corrections to the aircraft to keep it on that flight path. The result of this computerized design is an aircraft with incredible performance characteristics.

MULTI-PLAYER GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY

Downward force

Center of lift at high speed

Original center of lift

SPECS

IN A HURRY

219

Fly-By-Wire (FBW) Control System


MULTI-PLAYER GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS
Conventional flight controls use hydraulic fluid to transfer a pilots control inputs to the appropriate control surfaces. In the 1970s, research began on flyby-wire (FBW) technology, a computerized flight system that relies on computers, wires and sensors. The main difference between the two systems is that flyby-wire transfers pilot inputs to an electronic signal instead of into a hydraulic medium. When the pilot moves the stick, it sends a command to the flight control computer. The processor then calculates the exact adjustment needed and sends a signal to the actuator to move the control surface. The FBW system does much more than just transfer the pilots command to the flight surface. It also receives input concerning flight conditions, such as speed, altitude and attitude. The computer assesses all of this information and continuously adjusts flight surfaces (up to 40 times per second) even when the pilot is not sending commands to the processor. When inputs are sent, the FBW system takes into account flight parameters and coordinates that information with the pilots commands. The result is that the pilots inputs are semi-corrected before action signals are sent to the planes control surfaces. FBW systems are not foolproof; they are susceptible to nuclear disruptions, jamming and other powerful electronic conditions. All FBW systems are backed up by three independently powered computer systems, all of which have their own analog backup. In the last few years, fly-by-light technology has made its debut, and will likely replace FBW in new 21st century fighters. Its principle of operation is the same, only its wires consist of fiber-optic cables that send pulses of light to a control actuator. This speed-of-light technology is impervious to disruptions that can affect current FBW systems.

IN A HURRY

220

Tailless Aircraft
MULTI-PLAYER GROUND COCKPIT
The addition of canards has nearly eliminated the need for the horizontal tailplane (flat tail structure) and its tailerons (flap/aileron structures). This should not be confused with the vertical tail rudder, which is still a prevalent structure on any fighter (although testing with the XF-31 includes the gradual removal of the rudder). One drawback to the tailless design is that when taking off and landing, the main wing elevons movable, trailing edge surfaces that provide lift must struggle to both control pitch and maintain sufficient lift. Without canards, elevons on tailless craft must angle upward on takeoff to pitch the nose up. This effectively adds a downward force at the rear of the wings, which in turn requires more upward force for liftoff. On planes with canards, the lift provided near the front of the plane alleviates some of this force, and the elevons are angled less steeply. This allows the elevons to provide lift instead of downward force.

Relaxed Static Stability


Tailless aircraft are aerodynamically efficient during flight they experience less drag and better maneuverability, and consume less fuel than normal planes. However, they tend to be unstable during flight. An aircrafts stability is its tendency to return to level flight after a control change.

COMBAT

Conventional Aircraft

CAMPAIGNS

Forward Swept Wing X-29 with Canards

PRO MISSIONS

In conventional aircraft, the tailplane continuously applies a downward load that counteracts lift produced when control surfaces are moved (see diagram). Lacking such a rear stabilizer, tailless fighters are difficult to control at subsonic speeds. This intrinsic trait is called relaxed static stability. Modern FBW flight control systems are designed to provide artificial stability for fighters built with relaxed static stability.

TECHNOLOGY SPECS

IN A HURRY

221

Thrust Vectoring
MULTI-PLAYER GROUND
Another technique that increases an aircrafts agility is to use the engine to reorient the nose of the aircraft by actually changing the direction of the thrust, called thrust vectoring. This is accomplished by moving engine exhaust paddles, vanes or the entire exhaust nozzle to redirect the flow of the exhaust gases. This creates a rotational force on the aircraft. Usually, a small angle (-30 to +30) is sufficient to give an extreme, controlled change in pitch. Vectoring permits sharp, controlled turns that are impossible in older fighters. The advent of thrust vectoring allows the pilot to point his nose at the target more easily, and has given birth to new flight maneuvers, the most notable of which is the Herbst maneuver (see Herbst Angle-of-Attack Maneuver, p. 155).

X-32 Proposed Thrust System

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

The F-22 vectors on one axis, allowing the nose of the aircraft to pitch up or down. The X-31, on the other hand, uses a two-axis system that allows both vertical pitch and horizontal yaw. Some aircraft such as the AV-8B Harrier and Sea Harrier have nozzles that angle 90 or more for nearly vertical takeoffs and landings. The current design for the X-32 utilizes flaps to redirect engine thrust up or down, and incorporates a lift fan that allows ASTOVL (Advanced Short Takeoff and Vertical Landing) capabilities. As proven against normal fighters, aircraft that use thrust vectoring have a greater chance of surviving in actual combat. They can make short, quick turns to bring an enemy into their weapons envelope, perform sharp evasive maneuvers in a fight, and perform post-stall turns without losing control of flight surfaces. Another advancement due to vectoring is the nearly vertical operation of the ASTOVL and Harrier fighters. Both use the rear engine and a second set of engines to quickly accelerate and decelerate on short runways, and the angles of thrust typically surpass the 90 mark. The Harrier possesses the unique ability to change direction or maintain a hover in midair by collectively angling its thrust. Using its four exhaust nozzles, it can provide lift, thrust, or lift and reverse thrust. In the future, it is almost certain that all fighters will employ some sort of vectoring mechanism.

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222

Composites
MULTI-PLAYER
Fighters were originally built with wooden wings and fuselage structures, then with metallic compounds and aluminum. Over the last decade, material engineers at Flight Dynamics Laboratory discovered that plastic or resin materials could be reinforced with other fibrous materials to create strong, lightweight materials called composites.

Conventional metal wing twists under load

GROUND

Tailored composite structure bends but limits twist

COCKPIT

Composite materials are not rigid the carbon, glass, Kevlar, other fibers or metallic oxide particles are arranged and embedded in plastic in a process called aeroelastic tailoring. This means that the material will remain rigid in one direction and bend in another when certain aerodynamic forces act on it. The composite is strengthened by layering composite fabrics over a casting mold and then heating the entire assembly. All new fighters take advantage of composites, which deliver great structural value at a lower weight and overcome the plaguing problem of structural divergence. (This is the tendency of the wing to bend up and back during high-speed flight.) Not only is this new material lightweight, but it also allows the wing surface to be manufactured as a single piece. The development of composite materials was the sorely needed technological leap that allowed the Forward-Swept Wing (FSW) fighter to be developed (see facing page). Although the design has been around since the 1950s, no structural materials were previously available that could withstand the twisting forces this structure generates during flight. Now that composites are regularly used in aircraft production, new wing designs like the FSW can be tested. As composites continue to evolve, they will certainly become more and more integral to aircraft design. Present aircraft use as much as 50 percent composite materials in production, reducing size, weight, drag and fuel consumption. Recently, other applications for composites have come to light as well one type incorporates electromagnetic pockets designed to dissipate incoming radar. (See Radar, p. 233, for more information.)

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

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Composites are also being researched that will reduce an aircrafts infrared signature. With the threat of modern IR weapons, minimizing the outside temperature or skin of the aircraft is obviously important. Composite research concentrates on this, and the search for insulating materials is never-ending.

MULTI-PLAYER

Supercritical Wing
As mentioned earlier, air passing over an airfoil (wing) surface is what creates lift. The air traveling over the top of the wing is moving faster than the air moving under the bottom surface of the wing. This difference in speed also results in a difference in pressure between the underside and top of the wing, which creates the upward force called lift. When a fighter approaches the sound barrier, however, shock waves form on the wing and disrupt this flow of air over the wing. Researchers have known for several decades that a thinner wing lessens the shock wave effect, but building such a wing was impractical before composite materials were developed. Nowadays, the supercritical wing is both useful and possible. The F-8A was the first aircraft to use the supercritical wing, but now it is a common design for all types of planes.

GROUND COCKPIT

Conventional Wing Design

COMBAT

Supercritical Wing Design

CAMPAIGNS

Thin Supercritical Wing Design

The cross-section of a supercritical wing is thinner than that of conventional wings, and the upper surface is flatter. The back edge of the wing is curved, while the front is blunt. This lessens the effect of air buffeting and drag during high-speed flight. These characteristics require less power and allow better maneuverability, higher top speeds and increased range. The newest development in this wing design is the thin supercritical wing, a flatter version of the normal design. The X-29 is the first fighter to test such a wing.

PRO MISSIONS TECHNOLOGY SPECS

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224

Forward-Swept Wing (X-29 only)


MULTI-PLAYER
The concept of forward-swept wings (wings angled forward instead of backward) has been around since World War II, when it was explored by Germany. However, until composite materials provided the material strength needed, all experiments of this type resulted in the wings ripping almost immediately during a turn due to a twisting, aerodynamic force. With its composite structure, the forward-swept wing overcomes such trivial problems as structural divergence (the twisting force mentioned earlier). Instead, it offers a number of positive flight characteristics it reduces drag by 29 percent, uses less fuel, reduces stall probability, provides enhanced maneuverability, and allows a maximum airspeed of 800 mph. Currently, the X-29 fighter is the only aircraft to utilize this wing configuration. No production fighter has yet incorporated the FSW into final design. Unquestionably, the most outstanding feature of an FSW is its increased angle of attack (see Appendix B, Glossary of Terms). At 45, the new X-29 fighter maintains agility; at 60, it is still controllable. The high AoA and low stalling speed of the X-29 are possible because of the reverse airflow caused by the wing configuration. Air flowing over a conventional wing flows outward toward the wingtip. In FSWs, air tends to flow inward toward the base of the wing. This means that the airflow over the wingtips remains smooth, giving the aircraft increased maneuverability. Any stalls that do occur begin at the base of the wing (away from the aileron control surfaces) and are more controllable.

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

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Pitch on the only existing FSW fighter is controlled by a trio of flight surfaces canards, ailerons and thrust-vectoring vanes. The pair of adjustable canards can move -60 to +30 from horizontal, sharing the aerodynamic load of the main wing and providing some pitch control. The main FSW wings use a set of flaperons (flaps/ailerons) to control pitch and roll. Finally, the rear engine has two strake flaps that control the majority of the aircrafts pitch. One disadvantage to forward-swept wings, some say, is that the protruding wing configuration compromises stealth under enemy radar conditions. A second drawback to the X-29 is that it is the most unstable of any of the current fly-bywire (computer-controlled) aircraft. The center of gravity of the aircraft is behind the center of lift at speeds less than Mach 1, making it rear-heavy at low speeds. As the aircraft speeds up to Mach 1, the center of lift moves backward and more or less coincides with the center of gravity. At this point, the aircraft is balanced in flight and the wings operate much more efficiently.

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Close-Coupled Canards
Canards, or foreplanes, are small wing-like structures X-31 EFM with canards mounted forward of the main wing that act as pitch mechanisms and horizontal stabilizers. In previous production planes, elevators on the tail structures performed these two functions but added extra drag to the aircraft. The addition of canards in front of the wings solved the drag problem and introduced several advantages. The latest canard designs are close-coupled, meaning that the canards lie in the same horizontal plane as the main wings. This spreads the aerodynamic load between the two wing surfaces and redirects airflow vortices (swirling currents of air). The vortices created by the canards pass over the outer surfaces of the main wings, adding more energy (in the form of moving air) to the wings and preventing the boundary layer of air over the wing from growing sluggish. They also prevent aerodynamic stalling at the wing base on forward-swept wing fighters. The actual geometry is complicated, but the end result is additional maneuverability in circumstances where control surfaces in non-canard aircraft would stall.

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One distinguishing characteristic of canards is their variable-incidence capability, or the ability to rotate up and down from a horizontal position. Although some models employ fixed canards, most new fighters are taking advantage of canards as adjustable control surfaces. On the Grumman X-29, the canard surface represents a fifth of the total wing area and can move from 60 down to 30 up. In a tactical sense, this means the pilot can pitch the nose of the plane up or down by changing the angle of the canards. This applies angled lift forces near the front of the plane and greatly increases the turn capability and maneuverability of the fighter, especially at high speeds.

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SPEED
Speed is the very essence of air combat. It can be transformed into altitude, and vice-versa, to gain the advantage in battle. More often than not, whoever has the most speed when a fight is initiated holds the upper hand. What determines an airTest version of the F-22A crafts speed is its engine power. And as aircraft designs continue to improve, so does engine technology.

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Engine Technology
Thrust is the force that propels an aircraft through the air. It is generated by an aircrafts engines, also called power plants. The more power a fighters engine can muster, the faster the plane can accelerate. The quest for speed has been a prime factor in aircraft design for decades, and the problem of how to sustain supersonic flight without afterburning has been a plaguing problem until recently. Modern aircraft engines strive to meet the strict requirements of high thrust, high temperature limits, low weight, low fuel consumption, and tight manufacturing tolerances. Therefore, the manufacturing race is to develop an engine that is lighter and more powerful than its counterparts.

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The propulsion power of an engine is referred to as its thrust-to-weight ratio. This compares the amount of thrust that can be generated to the total weight of the aircraft. The higher this ratio, the more powerful the engine. The average thrust-to-weight ratio for most fighter planes is 0.8. Newer combat craft surpass 1.0 and thus have enough power to climb vertically. A turbofan engine produces power by passing external air into the engine, moving it through several stages, and igniting a fuel-air mixture to generate thrust (see below). Called turbo combustion, this creates intense heat (approximately 1,800 to 2,500 F). New alloys have had to be developed to withstand these high temperatures. Nickel alloys are most common they can be cast and specially cooled as single, crystalline pieces free of structural weaknesses.

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Turbofan Engine ACompressor BCombuster C, DTurbine EAugmenter or Afterburner FExhaust Nozzle

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How a Turbofan Engine Works


A) Air is sucked into the engine and compressed in stages by turbine blades. B) Compressed air is mixed with fuel and injected into a combustion chamber.

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C) The resulting hot gases (1,800 to 2,500 F) travel through a nozzle into the turbine and drive turbine blades. D) The turbine blade wheel turns a second compressor that further compacts the gases. E) F) The gases escape out the exhaust nozzle and propel the aircraft. Additional fuel can be injected into the exhaust for short afterburner bursts.

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The amount of pressure exerted by the escaping gases are the heart of the engines power. The higher the pressure, the faster the gases pass through the exhaust nozzle. For this reason, engineers developed a spinoff of the turbofan engine called a turbojet engine. The principles are the same, except that the turbojet only allows a small amount of air into the compression chamber. The remaining air bypasses the engine via a bypass duct. The bypass duct limits the amount of air that passes through the engine. This creates more pressure in the same volume of space (previously occupied by more air in turbofan engines). The amount of air entering into the engine ranges from 3 to 50 percent of the total air used; the rest is fed into the bypass. This type of engine features more efficient fuel combustion, lower smoke production, and lighter weight. For aircraft that spend most of their time flying supersonically, the turbojet is a competitive engine. The turbofan combustion engine, however, has become the common choice for fighters that fly at subsonic speeds. The Pratt & Whitney F100-PW-229 model is a popular choice on many fighters currently in service, allowing aircraft to climb vertically with its nearly 30,000 pounds of thrust.

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ATF Engine Requirements


Specifications for advanced tactical fighters call for the ability to provide afterburner bursts, and some (like the F-22) will be required to cruise in supersonic flight. Recent, more powerful engines have surfaced in the F119-PW-100 version of the Pratt & Whitney turbofan and the Rolls Royce Pegasus. Of the two, the F119 most closely resembles a turbojet engine, bypassing only enough air to cool the afterburner chamber (this is more effective for supersonic flight). A common factor between the two engines is that they support thrust vectoring, described earlier (p. 221). In the still-classified Joint Attack and Strike Fighter (JAST) program, even more powerful engines are being called for that can accelerate to and cruise at supersonic speeds without relying on afterburners at all. Non-afterburning aircraft have smaller radar signatures and conserve fuel.

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STEALTH

B-2A Spirit Bomber

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Now that longrange weapons have lessened the need for up-close bomb and missile runs, research concentration has shifted toward one question how to approach the enemy unseen. Remaining undetected is the fighter pilots greatest challenge, whether conducting an offensive attack or returning to base with valuable reconnaissance information. Stealth technology as we know it today dates back to the 1950s, when the Defense Advanced Research Projects Agency (DARPA) funded secret Lockheed research to explore radar evasion techniques. The first Have Blue prototypes were originally painted in camouflage to conceal contours, then in light gray. Later came the F-117, which was plastered with polygonal surfaces designed to reflect radar waves away from their point of origin. Stealth avoidance involves more than avoiding radar, however. Seven detectable signatures are given off by aircraft: radar, infrared, visual, engine smoke, electromagnetic emissions, acoustics and vapor trails. Todays stealth-driven research concentrates on reducing radar, infrared and EM emissions. This can be done by carefully designing the aircrafts exterior, reducing its radar signature, shielding its hot spots, and covering the exterior with radar-absorbent, composite materials.

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Radar Cross-Section (RCS)


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The first approach to Larger radar cross section making a plane stealthy is to make it as invisible as possible to enemy radar systems. By virtue of design, aircraft are natural reflectors of radar. Inlet (Gray areas have highest radar reflectivity) edges, spinning blades, tall tails, rudders and joints readily return all beams to their source. Together, Smaller radar cross section they give an aircraft a radar signature, or picture that the aircraft reflects when struck by a radar beam. The size of this signature is called a radar cross-section, and varies according to the aircrafts shape. The larger the RCS, the more deadly enemy radar-guided missiles become their seeker heads use radar returns to home in for the kill. RCS is figured through complicated measurements that depend upon the size of the physical cross-section, how reflective the planes surface is, and in what direction the reflection is returned. Oddly enough, the physical cross-section is not as important as reflectivity some planes have smaller radar cross-sections than a small mammal. The resulting RCS is measured in square feet. Logically, aeronautical engineers seek to minimize the size of the RCS during the design process of any aircraft. Flat, vertical surfaces tend to reflect radar beams directly back to the source; therefore, the height of the plane and tail are vital. Sharp corners also give away an aircrafts presence to enemy radar systems. The best fighter designs exhibit many faceted surfaces (flat, angular panels) and curved joints (transitional surfaces that blend into one another). The first deflects radar beams away from their source of origin; the second gently guides radar beams around the aircrafts surface.

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RAM/RAS Surfacing
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Planform shaping (designing the aircraft with rounded edges and angled panels) reduces an aircrafts radar cross-section considerably. But although changing the shape of the aircraft helps reduce its RCS, it doesnt eliminate it. Other methods are also applied to reduce the likelihood of detection by radar. A relatively new advancement in stealth technology is the development of radar-absorbent materials (RAM) and radar-absorbent structures (RAS).

Radar-Absorbent Material (RAM)


A new type of composite material, RAM contains thousands of absorbent pockets. It receives radar beams and converts their energy into heat or small electromagnetic fields. The actual process is highly complicated, but is simple in principle. When a radar beam hits the planes outer skin, it enters the ferromagnetic pockets. These pockets bounce the beams back and forth between other pockets in a chain-link process. Eventually, the beam loses its intensity and its effective radar echo. Although not all beams are dissipated in this manner, enough are absorbed to give the aircraft additional stealthiness. A fighter with a small RCS and a composite RAM skin can effectively pierce an enemys defenses and not be detected until it has almost reached the target.

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Radar-Absorbent Structures (RAS)


RAM material does not entirely cover a fighters exterior. Instead, angles and planform shaping are used to reduce the RCS as much as possible. For areas that are still problematic, engineers add RAM. Where additional stealthiness is needed, they add RAS (radar-absorbing structures). These structures are hollow, radartransparent plastics that are filled with additional RAM material. RASs are usually reserved for use on stealth-specific aircraft, where joints, inlets and control surfaces give away the planes position on radar. Recently developed RASs can absorb almost all of the radar energy that strikes them. Radar-absorbent paint, nicknamed Iron Ball, is also applied to stealth bombers and fighters to ensure near-invisibility to radar at certain minimum ranges.

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Intake and Exhaust Concealment


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Radar (RAdio Detecting And Ranging) is the most common method of detection. Second to it is infrared tracking, which picks up heat signatures given off by objects. The frequency of IR waves are higher than those used by radar and fall just below the end of the visible spectrum. Just like radar-guided missiles, certain seeker heads use infrared search techniques. These infrared missiles are dangerous to fighter pilots because their tracking mechanisms are not directly related to radar. The aircrafts RCS does nothing to conceal its infrared signature. Although the firing party originally detected and acquired the fighter as its target using radar, the heat-seeking IR missile is equipped with a seeker head that can detect hot spots. It scans an arc in front of its flight path and searches for the best heat source at a wavelength that matches that of the intended targets radiation. The two visible IR wavelengths fall between 2 and 5 microns (given off by jet engines), and 8-15 microns (given off by friction or solar heating). The first wavelength is hotter; therefore, the most likely targets for an IR missile are exhaust ports and hot engine casings. For this reason, aircraft designers spend a lot of time and money ensuring that these areas are shielded and cooled as much as possible. Some modern fighters feature the exhaust port on top of the wing or fuselage to shield it from IR missiles with altitudes lower than that of the aircraft. Cooling the air that flows from an aircrafts exhaust pipes is a continual problem. Bypass intakes that mix outside air in with exhaust gases are standard. On newer fighters, the intakes and nozzles are often placed so that exiting exhaust flows around the rear of the fuselage, which acts as a screen against IR missiles. Engineers are also testing injector systems that intersperse cold chemicals (like chloro-fluoro sulphonic acid) with hot exhaust.

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WEAPONS/SENSOR TECHNOLOGY
External sensors, internal camera and detection systems, multi-functional displays, and onboard computers compose an aircrafts avionic system. Two vital functions of avionics are to transfer some of the pilots workload to a computerized system and to make the job of finding/targeting enemies easier. The bulk of enemy detection is carried by two major sensor systems radar and IR (Infrared).

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Radar
The first of the sensor systems is radar, whose name is derived from RAdio Detecting And Ranging. Although radar has evolved since the 1940s, its function detection has remained constant. It is used by virtually every non-transport military vehicle in some form or fashion, and is the foundation for selfguided weapon technology. Radar is fairly simple in concept: concentrated pulses of short-wave radio waves are sent in a general direction, and their echoes are read on a radarscope. Radar pulses are fed through an antenna at various frequencies, allowing the antenna to act as a receiver between pulses. (Changing the frequency after each pulse is called frequency modulation ranging, and gives an identifying label to returning echoes.) Any objects in the path of the radar beam reflect back echo signatures that display as blips on the screen. By reading the intensity and elapsed time of the returning radar beam, the radarscope can identify a targets approximate distance and speed of travel. While early radar systems had a single function (such as detecting air targets or mapping terrain), present-day systems possess multi-mode capabilities. The APG-70 is one of the most modern radars in use, with the ability to simultaneously track multiple air targets, distinguish between friends and foes, collect target speeds and geographical information, and supply information to help the pilot guide his weapons. The APG-70 uses different pulse-repetition frequencies, or pulse rates, to provide either medium (10,000 pulses/second) or high radar resolution (300,000 pulses/second). Slower intervals give the radar more accuracy and have less margin for error pulse echoes arrive back before new ones are sent, resolving any ambiguity that might result from multiple pulses. The APG-70 allows target verification even when the target is outside visual range. This is known as Non-Cooperative Target Recognition (NCTR), which questions transponders on detected aircraft. The system is far from perfect, however, and pilots still prefer to obtain visual IDs before firing. The APG-70 uses varying levels of frequencies and power levels to defeat enemy RWRs and other ECMs and has built-in trouble-shooting software.

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Advanced Tactical Fighters Avionics


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Future generation fighters (such as the F-22) will incorporate an advanced avionics system that links all of its sensors and onboard systems through a local area network. The radar used is the APG-77, a system that uses a number of modular mini-radars. Contrary to the high-energy emissions given off by normal radars, each of the modules emits low-energy pulses that are spread over a wide set of frequencies. Conventional radar warning systems dont have the ability to detect pulses within the APG-77s range, giving the F-22 an extreme offensive advantage. Another benefit provided by this new radar is that each mini-radar can independently conduct its own scan. This reduces scanning time from 15plus seconds to milliseconds. Finally, the NCTR software upgrade delivers more accurate screen information concerning friendly and enemy targets.

IR (Infrared)
Although radar remains the primary sensor on fighters, infrared sensors are a valuable tool for attacking both air and ground targets. IR systems detect radiated heat emitted by objects and present it as a visual, onscreen image. Two major infrared sensors exist: IR (Infrared) and IRST (Infrared Seeker Tracker). Both operate by sensing heat sources. IR systems are similar to infrared television systems, and can have either a wideangle sensor or a narrow field-of-view sensor. The assembly is mounted in a pod or turret, and has several detection cameras that can transmit independent views. The camera sensors detect sources of heat and send this information to a computer, which in turn translates the different temperatures into a visual image. With a trained eye, a pilot can pick out targets from the clutter that is emitted by trivial objects. Often, an IR system is incorporated into a navigational system, such as the LowAltitude Navigation and targeting Infrared Night (LANTIRN) system used on the F-16, or the AAQ-14 Navigational pod. IR is especially well-adapted for ground mapping and other navigational procedures, although it can also be valuable in isolating ground targets (as proven by F-111s during Desert Storm). IRSTs operate in wide-angle view and are usually dedicated to painting air targets that are anywhere from 10-15 nautical miles out. These systems operate along medium-to-high IR wavelengths and utilize a stabilizer sensor that takes the source aircrafts movement into account. Like FLIRs, they are pod-mounted and feed information to an onboard digital display.

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Radar and Infrared Seekers


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Advancements in radar and IR technology are not singularly applicable to aircraft and ground systems. A highly valuable use for both has surfaced in the form of guided bombs and missiles equipped with seeker heads. Guidance technology is not new, but conventional methods require that the pilot keep the tracking system trained on the target until impact. This is not the case with seeker-equipped weapons; their tracking sensors are built directly into the weapon itself the seeker head is essentially a miniature version of a radar or infrared system. The only task for the firing aircraft is to feed the position, course, present heading and speed of the target to the AI system in the missiles nose. Once the missile fires, it flies out some predetermined distance and then switches on its own homing system. The seeker identifies the target, queries it for friend-or-foe, then locks on for detonation. This gives the pilot true fire-and-forget capability, meaning that he can fire off one weapon and immediately concentrate on a new target. The first fire-and-forget missile was the AIM-54 Phoenix, which was initially used on the F-14 Tomcat and is still in service today. The AIM-120 (first put into service on the F-15) was originally tested in 1992 and has earned the nickname Slammer by the pilots that use it. A newer model of the AIM-9 Sidewinder (the AIM-9X) is in the works, and future generations will likely incorporate thrust vectoring and more powerful propulsion systems.

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HUDs and MFDs

HUD Over the last decade, weapon and computer advancements MFD have cluttered fighter cockpits with a formidable array of switches, dials and other mechanisms. Once computer processors and software became powerful enough to handle some of this information, many of these cockpit controls moved to electronic displays. Arguably the most important development in fighter history is the development of the Head-Up Display (HUD) and the Multi-Functional Display (MFD).

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Head-Up Display (HUD)


The HUD is currently a transparent screen placed in the cockpit, right in the middle of the pilots view. Information from the aircrafts various sensors is transmitted to the onboard computer. Important items, such as airspeed, target cues, weapon indicators and navigational information, are projected onto the HUD with neon-green imagery. Current research involves a similar helmetmounted sight capable of slewing any direction, a development that is already being used by the AH-64D Apache Longbow helicopter. For a description of HUD information, refer to Head-Up Display, p. 77.

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Multi-Functional Display (MFD)


Operating cooperatively with the HUD are the Multi-Functional Displays, or LCD computer screens mounted in the cockpit. Most modern fighters use two, although it is probably safe to assume that three or more will be used in future generation aircraft. By selecting mode buttons around the perimeter of each screen, the pilot can display different information provided by the aircrafts systems. Most MFDs have several modes that give radar, navigational and targeting information; the scope of MFD information is too broad to list here. For a complete description of MFDs used in Fighters Anthology, refer to Instrument Display Windows, p. 88.

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ELECTRONIC COUNTERMEASURES
Avoiding detection is only the first step in stealth technology. No matter how stealthy it is, an aircraft becomes vulnerable to detection when it flies close enough to a target. Fighters need to know when theyre being tracked by radar, and they need methods to defend themselves when under attack. For these purposes, engineers have developed defensive devices called countermeasures. As modern warfare becomes more technologically driven and electronic in nature, electronic countermeasures (ECMs) become increasingly important. Types-to-date include radar warning receivers and electronic jammers (discussed here), which accompany traditional flare and chaff countermeasures (discussed in Defenses and Countermeasures, p. 130).

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Radar Warning Receiver


The radar warning receiver is a passive device, meaning it does not emit anything that betrays the aircrafts presence. It is a standard member of every fighters electronic system and consists of external sensors that feed information to a digital processor in the onboard computer. The sensor receivers can appear in retractable antennae form (to reduce RCS) or can be mounted in pods on the wings and tail. When its sensors detect radar beams, it analyzes them and displays information concerning the emitter. Although it is impossible to cover 360 up, down and around the aircraft, the RWR can detect most radar threats. With radar beams emanating from the ground, friendly forces, enemy targets, SAMs and the aircraft itself, the RWRs most daunting task is how to single out threatening transmissions. The radar warning receiver is programmed to detect and observe the most imminent radar threats. It does so by analyzing the pulserepetition frequency of the radar beam. A distant SAM site, for instance, will have a weaker, slower emission than an approaching missile with a radar-seeker head. Todays complex processors store radar signatures in a threat library and can often give the emitters direction, class and range in a split second. Note: IRWR models (infrared warning receivers) accomplish nearly the same thing by using optical, infrared sensors. However, they are normally employed as ground-based systems that act as early missile warning sites. Once it detects and identifies an emission, the RWR observes the threat and watches to see how it responds to jamming techniques. Jammers do just what their name suggests theyre intended to disrupt and confuse enemy radar systems. The most complex jammers are electronic in nature.

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Electronic Jammer
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Electronic jammers are power-devouring devices that emit high-intensity microwaves. The first jammers merely filled the sky with random radar frequencies, but overheated easily and were not always effective. Modern jammers are carried in several pods partially built into the wings and fuselage. They have several different operating modes, including noise, pulse, continuous wave, transponder and repeater. Part of the RWRs function is to direct the intensity, frequency and direction of the jamming transmission. When incoming radar is detected by the RWR, the threat is analyzed. The RWR then determines the correct response mode. Noise mode radiates wide-area emissions that fill the sky with junk radar readings. Pulse mode emits pulsed transmissions, while continuous wave gives off uninterrupted signals. However, the fact that some radar beams are reflected from the aircrafts skin back to the source is the basis for transponder and repeater modes. Both take over the radars automatic gain control. In transponder mode, the jammer alters the radar reflection by sending back a pulse with a small time delay and a larger amplitude than the original. This causes the radar scope to display a larger target, off-course from the aircrafts true position. Repeater mode conveys inaccurate directional and altitude information by sending back inverse reflections. Intense signals are returned as weak ones, and weak ones are amplified into strong returns.

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9 SPECIFICATIONS

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9. SPECIFICATIONS
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INFORMATION IN THE GAME ..........................241 JANES SPECIFICATIONS ..................................242 A-7A/E Corsair II ....................................244 AC-130U Sprectre ..................................247 AV-8B Harrier II ......................................250 B-2A Spirit..............................................254 Eurofighter 2000 ....................................257 F-4B/J Phantom ....................................261 F-8J Crusader..........................................264 F-14 Tomcat ..........................................266 F-16 Fighting Falcon................................269 F/A-18 Hornet ......................................275 F-22......................................................278 F-104 Starfighter ....................................283 F-117A Night Hawk ................................286 JAS 39 Gripen ........................................289 MiG-17F Fresco ......................................292 Mig-21F Fishbed-C ..................................294 Rafale C ................................................297 Sea Harrier FA.2 ....................................301 Su-33 Flanker-D......................................305 Su-35....................................................308 X-29 ....................................................310 X-31 EFM ..............................................312 X-32 ASTOVL..........................................315 Yak-141 Freestyle ..................................316

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INFORMATION IN THE GAME


You can get information on all of the objects in the game by choosing REFERENCE from the Choose Activity screen. This takes you to the Reference screen, where you can view 3-D models, photographs and videos; and read specifications and design history from Janes Information Group. Choose which database you want to look at FIGHTERS, BOMBERS, HELICOPTERS, SAMS, AAA, TANKS, SHIPS, OTHER VEHICLES, STRUCTURES or MISSILES from the OBJECTS menu. Cycle through the objects in that database by clicking the PREV/NEXT switch in the upper right corner of the screen, or by pressing i and d. The name of the current object appears in the box just above this switch. A series of lights on the right side of the screen indicate what types of reference material are available for each game object. The lights next to available options will be red; grayed-out lights mark unavailable options. Click on a light next to the following options to display: DISPLAYS Janes specifications for the object Moveable 3-D model of the object Photos of the current object Drawing of the object with unusual features called out Photo or drawing of the cockpit Photo or schematic drawing of the engine Drawing of fuselage Video of objects history Video of special design features Video of special flight maneuvers Test drive the selected aircraft

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OPTION
DESCRIPTION (D)

3-D VIEW (3)


PHOTO ALBUM (P) PARTS LIST COCKPIT ENGINE FUSELAGE HISTORY DESIGN MANEUVERS FREE FLIGHT

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For photographs and text use y/u or left/right-click on the pages/photos to cycle through them. For 3-D model toggle the background with SHOW BACKGROUND on the MISC menu. Left-click above, below, to the left and to the right of the model to rotate it. Left- and right-click directly on the model to zoom in and out. For videos press z to start and stop.

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JANES SPECIFICATIONS
The descriptions and specifications in this section were taken from the Military Aircraft Fixed Wing section of the Janes All The Worlds Aircraft, except where noted. The descriptions and/or statistics have been abridged due to space constraints. All British spellings have been preserved. Note: Certain specifications presented here may still be classified and are subject to change throughout the development cycle. The following statistical information is provided for each plane, if available:
Length overall. Measured from nose to tail at longest point on fuselage (in meters). Height overall. Measured from ground to highest point on tailplane or fuselage (in meters). Wing span. Distance between wingtips (in meters).

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Wing aspect ratio. Measure of wing slenderness as seen in plan view; square of the wingspan divided by the gross area (as a ratio). Foreplane span. Measured from tip to tip (in meters). Tail span, horizontal surfaces. Measured from tip to tip (in meters).

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Tail span, vertical surfaces. Measured from base to highest point (in meters). Propeller diameter. Diameter of main propellers (in meters). Wheel track. Distance between mainwheels, measured from center of each wheel (in meters).

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Wheelbase. Minimum distance from center of nosewheel or tailwheel to line joining mainwheels (in meters). Gross wing area. Total projected area of clean wing (no flaps, slats, etc.) including all control surfaces and area of fuselage bounded by leading- and trailing-edges projected to centerline (in meters squared). Weight empty. Weight of aircraft without crew, fuel, cargo and ordnance (in kilograms). Operational weight empty. Aircraft weight that includes weight of all necessary avionic equipment (in kilograms). Max weapons load. Maximum weight of ordnance that can be loaded after aircraft is loaded with full internal fuel and avionic equipment (in kilograms). Internal weapons load. Maximum weight of ordnance that can be carried inside aircrafts weapons bay (in kilograms). Max internal fuel capacity. Weight of fuel held by internal fuel tanks (in kilograms).

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Max external fuel capacity. Weight of fuel that can be held by external tanks attached to hardpoints (in kilograms). Normal/Max T-O weights. Limit to which an aircraft can be loaded and still take off (in kilograms). Max landing weight. Limit at which aircraft can make a safe landing (in kilograms). Max payload. In military aircraft, loosely used to mean total load (weight) carried of weapons, cargo or other mission equipment (in kilograms).

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Max wing loading. Aircraft weight divided by wing area (in kilograms per meter squared). Max power loading. Aircraft weight divided by total propulsive power or thrust at takeoff (in kilograms per kilo Newton). Service ceiling. The height that is equivalent to the air density at which the maximum attainable rate of climb (100ft/min) occurs (in meters). Range, hi-low-hi and hi-hi-hi. The distance an aircraft can fly under specified conditions. Hi-hi-hi and hi-low-hi refer to different types of runs: hi-low-hi means an aircraft approaches the target at a high altitude, sweeps low, and then returns to base at high altitude; on a hihi-hi the aircraft maintains a constant high altitude (in nautical miles). Mission radius. Distance an aircraft can fly from base with enough fuel remaining to return (in nautical miles). Max level speed. Maximum speed achieved by the aircrafts power plant alone (i.e., not accelerated by diving, etc.); varies by altitude (in knots).
NE Never exceed speed (V ). Aerodynamic or structural velocity limit (in knots).

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Normal max operating speed. Normal speed beyond which the aircraft is not flown (in knots). Econ operating speed. Speed which maximizes fuel efficiency (in knots). Max rate of climb at S/L. Maximum rate of climb attainable at sea-level (in meters per minute). Stall speed. Speed at which aircrafts wings no longer generate enough lift to keep the plane in the air (in knots). T-O/landing run. Distance necessary for aircraft to take off or land safely (in meters). T-O speed at normal combat weight. Initial speed necessary to lift aircraft off the ground (in knots). Approach speed. Maximum speed at which the airplane can land without crashing (in knots). G-limit. Structural limit of G-force the aircraft is able to withstand (in units of G).

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A-7A/E Corsair II
MULTI-PLAYER Title
VOUGHT A-7 CORSAIR II

Type
Carrier-borne and land-based subsonic single-seat tactical fighter.

GROUND

Programme
On 11 February 1964 the US Navy named the former LTV Aerospace Corporation winner of a design competition for a single-seat light attack aircraft. The requirement was for a subsonic aircraft able to carry a greater load of non-nuclear weapons than the A-4E Skyhawk. To keep costs to a minimum and speed delivery it was stipulated by the USN that the new aircraft should be based on an existing design; the LTV design study was based therefore, on the F-8 Crusader. An initial contract to develop and build three aircraft, under the designation A-7A was made on 27 September 1965.

COCKPIT COMBAT

Design Features
Cantilever high-wing monoplane. Wing section NACA 65A007. Anhedral 5. Incidence -1. Wing sweepback at quarter-chord 35. Outer wing sections fold upward for carrier parking and, in the A-7H, to allow best utilization of revetments at combat airfields. One-piece all-moving tailplane, swept back 45 at quarter-chord and set at dihedral angle of 5 25.

CAMPAIGNS

Flying Controls
Plain sealed inset aluminum ailerons, outboard of wing fold, are actuated by fully triplicated hydraulic system. Leading-edge flaps. Large single-slotted trailing-edge flaps. Spoiler above each wing forward of flaps. Tailplane is operated by triplicated hydraulic systems, and the rudder powered by two systems.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

245

Structure
All-metal multi-spar structure with integrally stiffened aluminum alloy upper and lower skins. The fuselage is an all-metal semi-monocoque structure. Large door-type ventral speed-brake under centre-fuselage. The tail unit consists of a large vertical fin and rudder, swept back 44.28 at quarter-chord.

MULTI-PLAYER

Landing Gear
Hydraulically retractable tricycle type, with single wheel on each main unit and twin-wheel nose unit. Mainwheels retract forward into fuselage, nosewheels aft. Mainwheels and tyres size 28 x 9-12; nosewheels and tyres size 22 x 5.50. Nose gear launch bar for carrier catapulting. Sting-type arrester hook under rear fuselage for carrier landings, emergency landings or aborted takeoffs. Anti-skid brake system.

GROUND COCKPIT

Power Plant
One Allison TF41-A-2 (Rolls-Royce Spey) non-afterburning turbofan engine, rated at 66.7 kN. The A-7E has a pneumatic starter requiring ground air supply; A-7H, TA-7H and A-7K engines have self-start capability through the medium of battery-powered electric motor that actuates a small gas turbine engine (jet fuel starter), which in turn, starts the main engine through the gearbox. The engine has self-contained ignition for start/airstart, automatic relight and selective ignition. Integral fuel in tanks in wings and additional fuselage tanks. Maximum internal fuel 5678 litres. Maximum external fuel 4542 litres.

COMBAT

Accommodation
Pilot on McDonnell Douglas Escapac rocket-powered ejection system. Complete with US Navy life support system on the A-7E/H. Escape system provides a fully inflated parachute three seconds after sequence initiation; positive seat/man separation and stabilization of the ejected seat and pilot. Boron carbide (HFC) cockpit armor.

CAMPAIGNS PRO MISSIONS

Avionics and Equipment


The navigation/weapon delivery system is the heart of the A-7E/H light attack aircraft. It performs continuously the computations needed for greatly increased delivery accuracy, and for maneuvering freedom during navigation to a target and the attack, weapon release, pull up, and safe return phases of the mission. The system not only provides the pilot with a number of options during the navigation and weapon delivery, but also relieves him of much of his workload. The AN/ASN-91(V) navigation/weapon delivery computer is the primary element of the system, in constant conversation with basic electronic sensors, and computes and displays continuously present position, using computed position and stored data to calculate navigation and weapon delivery solutions, and

TECHNOLOGY SPECS

IN A HURRY

246

monitors the reliability of data inputs and outputs. An AN/ASN-90(V) inertial measurement set is the basic three-axis reference system for navigation and weapon delivery. AN/APN-190(V) Doppler measures ground speed and drift angle. AN/APQ-126(V) forward-looking radar provides pilot with 9 modes of operation; air-to-ground ranging; terrain-following; terrain-avoidance; ground mapping, shaped beam; ground mapping, pencil beam; beacon cross-scan terrain-avoidance; cross-scan ground mapping, pencil; TV; and Shrike integrated display system. AN/AVQ-7(V) HUD receives and displays computed attack, navigation and landing data from the tactical computer; aircraft performance data from flight sensors; and discrete signals from various aircraft systems.

MULTI-PLAYER GROUND

Armament
A wide range of stores, to a total weight of more than 6805kg, can be carried on six underwing pylons and two fuselage weapon stations, the latter suitable for Sidewinder air-to-air missiles. Two outboard pylons on each wing can accommodate a load of 1587kg. Inboard pylon on each wing can carry 1134kg. Two fuselage weapon stations, one in each side, can each carry a load of 227kg. Weapons include air-to-air and air-to-ground (anti-tank and anti-radar missiles); electrooptical (TV) and laser-guided weapons; general purpose bombs; bomblet dispensers; rockets; gun pods; and auxiliary fuel tanks. In addition, an M61A-1 Vulcan 20mm cannon is mounted in the port side of the fuselage. This has a 1000 round ammunition storage and selected firing rates of 4000 or 6000 rds/min. Strike camera in lower rear fuselage for damage assessment.

COCKPIT COMBAT

Specifications
DIMENSIONS, EXTERNAL Wingspan Width, wings folded Wing chord at root at tip Wing aspect ratio Length overall Height overall
WEIGHTS AND LOADINGS 4.72m 1.18m 4 14.06m 4.90m
1 2

CAMPAIGNS

PERFORMANCE 11.80m 7.24m

Max level speed at S/L at 5000 ft T-O run at max T-O weight Ferry range max internal fuel max internal and external fuel
1981nm 2485nm 600 knots 562 knots1 (595 knots2) 830m

PRO MISSIONS

Weight empty Max T-O weight

8668 kg 19,050kg

with 12 Mk 82 bombs after dropping bombs

TECHNOLOGY SPECS

IN A HURRY

247

AC-130U Spectre
MULTI-PLAYER Title
LOCKHEED 382 HERCULES

Type
Tactical transport and multi-mission aircraft.

GROUND COCKPIT

Programme
US Air Force specification issued 1951; first production contract for C-130A to Lockheed September 1952; two prototypes, 231 C-130As, 230 C-130Bs and 491 C-130Es manufactured. Lockheed delivered 2,000th Hercules (C-130H to Kentucky ANG) in April 1992.

COMBAT

Design Features
Can deliver loads and parachutists over lowered rear ramp and parachutists through side doors; removable external fuel tanks outboard of engines are standard fittings; cargo hold pressurized. Wing section NACA 64A318 at root and NACA 64A412 at tip; dihedral 2 30; incidence 3 at root, 0 at tip. Leadingedges of wing, tailplane and fin anti-iced by engine bleed air.

CAMPAIGNS

Flying Controls
All control surfaces boosted by dual hydraulic units; trim tabs on ailerons, both elevators and rudder; Lockheed-Fowler trailing-edge flaps; provision for two removable afterbody ventral strakes.

PRO MISSIONS

Power Plant
Four 3,362kW Allison T56-A-15 turboprops, each driving a Hamilton Standard type 54H60 four-blade constant-speed fully feathering reversible-pitch propeller. Fuel in six integral tanks in wings, with total capacity of 26,344 litres and two optional underwing pylon tanks, each with capacity of 5,146 litres. Total fuel capacity 36,636 litres. Single pressure refuelling point in starboard wheel well. Overwing gravity fuelling. Oil capacity 182 litres.

TECHNOLOGY SPECS

IN A HURRY

248

Accommodation
Crew of four on flight deck, comprising pilot, co-pilot, navigator and systems manager (fully performance qualified flight engineer on USAF aircraft). Provision for fifth man to supervise loading. Sleeping bunks for relief crew and galley. Flight deck and main cabin pressurized and air-conditioned. Standard complements for C-130H are as follows: 92 troops, 64 paratroopers, 74 litter patients plus two attendants. Corresponding data for C-130H-30 are 128 troops, 92 paratroopers, and 97 litter patients plus four attendants. Air transport and airdrop loads such as Sheridan light armored vehicle, 19,051kg when rigged for airdrop, are common to both C-130H and the C-130H-30; light and medium towed artillery weapons, or variety of wheeled and tracked vehicles and multiple 463L supply pallets (five in C-130H and seven in C-130H-30, plus one on rear ramp for each model) are transportable; C-130H-30 is only airlifter which can airdrop entire field artillery section (ammo platform, weapon, prime mover, and eight crew jumping over ramp) in one pass. Hydraulically operated main loading door and ramp at rear of cabin. Paratroop door on each side aft of landing gear fairing. Two emergency exit doors standard; two additional doors optional on C130H-30.

MULTI-PLAYER GROUND COCKPIT

Avionics
Standard fit specified by US government comprises dual AN/ARC-190 HF com, dual AN/ARC-186 VHC com, dual AN/ARC-164 UHF com, AN/AIC-13 PA system, AN/AIC-18 intercom, AN/APX-100 IFF/AIMS ATC transponder, dual AN/ARN-118 UHF nav, dual AN/ARN-147 VHF nav, self-contained navigation system (SCNS), dual DF-206A ADF, DF-301E UHF direction finder, emergency locator transmitter (ELT), AN/APN-218 Doppler nav, AN/APN-232 combined altitude radar alt, dual C-12 compass system, dual FD-109 flight director system, either capable of coupling with FD-109 autopilot, Sundstrand ground proximity warning system, Kollsman altitude alerter. Westinghouse low power colour radar (LPCR 130-1) replacing Sperry radar from March 1993, AN/APN-169C station keeping equipment, A-100A cockpit voice recorder, flight data recorder, AN/AAR-47 missile warning system, provisions for AN/ALE-47 flare and chaff dispensing system, provisions for AN/ALQ-157 infrared countermeasures system, provisions for KY-58 secure voice, provisions for microwave landing system (Canadian Marconi CMSLA system ordered for C-130 fleet retrofit, 1991), provisions for USTS Satcom system.

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY

Armament
Consists of (front to rear) General Electric GAU-12/U 25mm six-barrel Gatling gun with 3000 rounds, Bofors 40mm gun, and a 105mm gun based on US Army howitzer; addition of Rockwell Hellfire ASMs under consideration 1992; guns can be slaved to Hughes AN/APQ-180 (modified AN/APG-70) digital fire con

SPECS

IN A HURRY

249

trol radar, Texas Instruments AN/AAQ-117 FLIR or GEC-Marconi all-lightlevel television (ALLTV), for night and adverse weather attack on ground targets; sideways-facing HUD for visual aiming. Attack method is to circle target at altitude firing into apex of turn on ground, but guns can now be trained, relieving pilot of absolute precision flying; flight path is also less predictable; can fire on two targets simultaneously. Contains IR countermeasures; total of 300 chaff bundles and 90 MJU7 or 180 M206 flares in three AN/ALE-40 launchers under fuselage; ITT Avionics AN/ALQ-172 jammer in base of fin; Loral AN/ALR-56M RWR; AN/AAR-44 IR warner; QRC-84-2 IRCM and AN/APR-46 threat avoidance system; other equipment includes combined INS and GPS, triple MIL-STD-1553B digital databases and Spectra ceramic armor protection.

MULTI-PLAYER GROUND

Specifications
DIMENSIONS, EXTERNAL Wing span Wing chord at root mean Wing aspect ratio Length overall Height overall Tailplane span Propeller diameter
1

COCKPIT

PERFORMANCE
40.41m 4.88m 4.16m 10.1 29.79m 11.66m 16.05m 4.11m (C-130H at max normal T-O weight, unless noted)

Max cruising speed Econ cruising speed Stalling speed Max rate of climb at S/L Service ceiling Range
1
2 3 4

325 knots 300 knots 100 knots

COMBAT

579m 10,060m 8075m 4250nm

Service ceiling, OEI2


4

WEIGHTS AND LOADINGS Operational weight empty C-130H C-130H-30 Max fuel capacity internal external Max payload C-130H C-130H-30 Wing loading
1

34,686kg 36,397kg 20,108kg 8,255kg 19,356kg 17,645kg 434.5kg/m2 5.23kg/kN

all except HC-130H and C-130H-30 at max normal T-O weight at 58,970kg AUW with max fuel, incl external tanks, 7,081kg payload, reserves of 5% initial fuel plus 30 min at S/L

CAMPAIGNS PRO MISSIONS TECHNOLOGY

Power loading2

SPECS

IN A HURRY

250

AV-8B Harrier II
MULTI-PLAYER Title
MCDONNELL DOUGLAS/BRITISH AEROSPACE HARRIER II US Marine Corps designations: AV-8B and TAV-8B

GROUND

Type
Single-seat V/STOL close support, battlefield interdiction, night attack and reconnaissance aircraft.

COCKPIT

Programme
Early background given in several previous editions; present collaborative programme began with two YAV-8B (converted AV-8A) aerodynamic prototypes (first flights 9 November 1978 and 19 February 1979); followed by four FSD aircraft (first flight 5 November 1981); first 12 pilot production AV-8Bs ordered FY82 (first flight 29 August 1983), deliveries to USMC beginning 12 January 1984; development programme for night attack version announced November 1984; first flights of RAF GR. Mk 5 development aircraft 30 April (ZD318) and 31 July 1985 (ZD319); first USMC operational AV-8B squadron (VMA-331) achieved IOC August 1985; first flight of two-seat TAV-8B (No. 162747) 21 October 1986; first flight of night attack AV-8B prototype (162966) 26 June 1987; first GR. Mk 5 for RAF (ZD324) handed over 1 July 1987; TAV-8B deliveries (to VMAT-203) began August 1987; EAV-8B deliveries to Spain 1987-88; production contract for new-build GR. Mk 7s placed April 1988; first flight of Pegasus 11-61 power plant (ZD402) 10 June 1989; first production night attack AV-8B (163853) delivered to VMA-214 on 15 September 1989; first flight of RAF GR. Mk 7 (development aircraft, converted from GR. Mk 5) 29 November 1989; 27 GR. Mk 7s ordered April 1988 (later increased to 34); first flight of production Mk 7 (ZG471) May 1990; production contract for T. Mk 10 placed February 1990; first flight of Mk 10 (ZH653) 7 April 1994.

COMBAT CAMPAIGNS PRO MISSIONS

Design Features
Differences compared with Harrier GR. Mk 3/AV-8A include bigger wing and longer fuselage; use of graphite epoxy (carbonfibre) composite materials for wings and parts of fuselage and tail unit; adoption of supercritical wing section; addition of LIDS (lift improvement devices: strakes to replace gun/ammunition pods when armament not carried, plus retractable fence panel forward of pods) to augment lift for vertical take-off; larger wing trailing-edge flaps and drooped

TECHNOLOGY SPECS

IN A HURRY

251

ailerons; redesigned forward fuselage and cockpit; redesigned engine air intakes to provide more VTO/STO thrust and more efficient cruise; two additional wing stores stations; wing outriggers relocated at mid-span to provide better ground maneuvering capability; leading-edge root extensions (LERX) to enhance instantaneous turn rate and air combat capability; landing gear strengthened to cater for higher operational weights and greater external stores loads. Wing span and area increased by approx 20% and 14.5% respectively compared with GR. Mk 3/AV-8A; leading-edge sweep reduced by 10; thickness/chord ratios 11.5% (root)/7.5% (tip); marked anhedral on wings and variable incidence tailplane. Increased size (100%) LERX from 79th UK production aircraft (ZG506); being retrofitted.

MULTI-PLAYER GROUND

Structure
One-piece wing (incl main multi-spar torsion box, ribs and skins), ailerons, flaps, LERX, outrigger pods and fairings, forward part of fuselage, LIDS, tailplane and rudder, are manufactured mainly from graphite epoxy (carbonfibre) and other composites; centre and rear fuselage, wing leading-edges (reinforced against bird strikes on RAF aircraft), wingtips, tailplane leading-edges and tips, and fin, are of aluminum alloy; titanium used for front and rear underfuselage heatshields and small area forward of windscreen.

COCKPIT COMBAT

Landing Gear
Retractable bicycle type of Dowty design, permitting operation from rough unprepared surfaces of very low CBR (California Bearing Ratio). Hydraulic actuation, with nitrogen bottle for emergency extension. Single steerable nosewheel retracts forward, twin coupled mainwheels rearward, into fuselage. Small outrigger units, at approx mid-span between flaps and ailerons, retract rearward into streamline pods. Telescopic oleo-pneumatic main and outrigger gear; levered suspension nosewheel leg. Dunlop wheels, tyres, multi-disc carbon brakes and anti-skid system.

CAMPAIGNS PRO MISSIONS

Power Plant
One 105.87 kN Rolls-Royce F402-RR-408 (Pegasus 11-61) vectored thrust turbofan in AV-8B (95.42 kN F402-RR-406A/Pegasus 11-21 in aircraft delivered before December 1990); one 95.63 kN Pegasus Mk 105 in Harrier GR. Mk 5/7; Mk 15242 in Matador II. Redundant digital engine control system (DECS), with mechanical backup, standard from March 1987. Zero-scarf front nozzles. Air intakes have an elliptical lip shape, leading-edges reinforced against bird strikes, and a single row of auxiliary intake doors. Access to engine accessories through top of fuselage, immediately ahead of wing. Integral fuel tanks in wings, usable total 2,746 litres plus four fuselage tanks: front and rear, 609 litres each, port centre and starboard centre, 177 litres each. Internal fuel 4,319 litres usable; 4,410 litres total in single-seat versions; 4,150 litres total in two-seat versions.

TECHNOLOGY SPECS

IN A HURRY

252

Accommodation MULTI-PLAYER GROUND


Pilot only, on zero/zero ejection seat (UPC/Stencel for USMC, Martin-Baker for RAF), in pressurized, heated and air-conditioned cockpit. AV-8B cockpit raised approx 30.5cm by comparison with AV-8A/YAV-8B, with redesigned onepiece wraparound windscreen (thicker on RAF aircraft than on those for USMC) and rearward sliding bubble canopy, to improve all-round field of view. Windscreen de-icing. Windscreens and canopies for all aircraft manufactured by McDonnell Douglas.

Avionics
Include dual Collins RT-1250A/ARC U/VHF com (GEC-Marconi Avionics AD3500 ECM-resistant U/VHF-AM/FM in RAF GR. Mk 7 aircraft; military designation ARI 23447 but ARC-182/ARI 23387 in GR. Mk 5), R1379B/ARA-63 all-weather landing receiver (AV-8B only), RT-1159A/ARN118 Tacan (ARI 23368 for RAF), RT-1015A/APN-194(V) radar altimeter (ARI 23388 for RAF GR. Mk 5 but RT1042A/ARI 23388 in GR. Mk 7), Honeywell CV-3736/A com/nav/identification data converter, Bendix/King RT-1157/APX100 IFF (Cossor IFF 4760 Mk 12/ARI 23389 transponder for RAF), Litton AN/ASN-130A inertial navigation system (replaced by GEC-Marconi FIN 1075 or 1075G with RAF), AiResearch CP-1471/A digital air data computer, Smiths Industries SU-128/A dual combining glass HUD and CP-1450/A display computer, IP-1318/A CRT Kaiser digital display indicator, and (RAF only) GEC-Marconi moving map display. Litton AN/ALR-67(V)2 fore/aft looking RWR (AV-8B only), UK MoD AN/ARR-51 FLIR receiver, Goodyear AN/ALE39 flare/chaff dispenser (upper and lower rear fuselage; current two dispensers to be increased to six) (Tracor AN/ALE-40 in RAF aircraft).

COCKPIT COMBAT CAMPAIGNS

Armament
Two underfuselage packs, mounting on port side a five-barrel 25mm cannon based on General Electric GAU-12/U, and 300-round container on starboard side, in AV-8B; or (RAF) two 25mm Royal Ordnance Factories cannon with 100 rds/gun (derived from 30mm Aden); delivery of Aden 25 still awaited, early 1994. Single 454kg stores mount on fuselage centerline, between gun packs. Three stores stations under each wing on AV-8B, stressed for loads of up to 907kg inboard, 454kg on intermediate stations, and 286kg outboard. Four inner wing stations are wet, permitting carriage of auxiliary fuel tanks; reduced maneuvering limits apply when tanks mounted on intermediate stations. RAF aircraft and new production Harrier II Plus have additional underwing station, for Sidewinder air-to-air missile, ahead of each outrigger wheel fairing. Typical weapons include two or four AIM-9L Sidewinder, Magic or AGM-65E Maverick missiles, or up to six Sidewinders; up to sixteen 540lb free-fall or retarded general purpose bombs, 12 BL 755 or similar cluster bombs, 1,000lb

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

253

free-fall or retarded bombs, 10 Paveway laser-guided bombs, eight fire bombs, 10 Matra 155 rocket pods (each with eighteen 68mm SNEB rockets), or (in addition to underfuselage gun packs) two underwing gun pods.

MULTI-PLAYER

Specifications
DIMENSIONS, EXTERNAL Wing span Wing aspect ratio Length overall (AV-8B) Height overall Tailplane span
9.25m 4.0 14.12m 3.55m 4.24m

PERFORMANCE Max level speed at S/L at altitude STOL T-O run at max T-O weight ISA 32C G limits
1 2 3

Mach 0.87 Mach 0.98 435m 518m +8/-3

GROUND

WEIGHTS AND LOADINGS


(single-seaters, except where indicated)

COCKPIT

Operational weight empty1 Max fuel capacity internal only2 internal and external2 Max payload3 VTO STO Gross weight for 7G operation Max T-O weight 435m STO S/L VTO, ISA
5 4

6,336kg 3,519kg 7,180kg approx 3,062kg more than 7,710kg 10,410kg 14,061kg 9,342kg 8,142kg 11,340kg 9,043kg

including pilot and unused fuel, AV-8B 205kg (less in TAV-8B) incl fuel, stores, weapons, ammunition, and water injection for engine 4 Basic flight design 5 AV-8B/Pegasus 11-61

COMBAT CAMPAIGNS

S/L VTO, 32C Design max landing weight Max vertical landing weight

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

254

B-2A Spirit
MULTI-PLAYER Title
NORTHROP GRUMMAN B-2 SPIRIT

Type GROUND
Low-observable strategic penetration bomber.

COCKPIT

Programme
Development of high level bomber started 1978; contract placed by USAF Aeronautical Systems Division October 1981; design modified for low altitude operation 1983; KC-135 testbed for B-2 avionics flying at Edwards AFB since January 1987; six B-2s assigned to trials; all but first will be refurbished for operational service; two static airframes also funded, of which structural test airframe exceeded ultimate (150%) load test before fracture at 161%, December 1992; 4,000 hour test programme planned, of which 26% concerned with low observables (LO); testing ends 1997.

COMBAT

Design Features
Blended flying wing, with straight leading-edges, swept at 33; centre and tip sections have sharp, strongly under-cambered fixed leading-edges; two dielectric panels underwing outboard of flight deck cover dual radar antennae; double-W trailing-edge incorporating elevons and drag rudders outboard of engines; two side by side weapons bays in lower centerbody each have small, drop-down spoiler panels ahead of doors, generating vortexes to ensure clean weapon release; engines fed by S-shaped air ducts; irregular-shaped air intakes feed engines, with three-pointed splitter plates ahead of inlets which remove boundary layer and provide secondary airflow for cooling and IR emissions control; upper lip of intake has single point; two auxiliary air inlet doors mounted on top of intake trunks remain open on ground and in slow-speed flight; two V-shaped overwing exhausts set well forward of trailing-edge; titanium on wing surface behind engine outlet; wingtips and leading-edges have dielectric covering of aerofoil section to mask radar-dissipating sawtooth construction.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

255

Landing Gear
Tricycle type, adapted from Boeing 757/767. Inward retracting four-wheel main bogies have large trapezoidal door of thick cross-section. Rearward-retracting two-wheel nose unit has small door with sawtooth edges and large rear door, also used for crew access. Two landing lights on nosewheel leg. Landing gear limiting speed 224 knots.

MULTI-PLAYER

Power Plant
Four 84.5 kN General Electric F118-GE-110 non-afterburning turbofans mounted in pairs within wing structure, each side of weapons bay. In-flight refuelling receptacle in centerbody spine. Initially fuelled by JP-4; conversion to JP-8 due by March 1996. Development of contrail management system due by December 1996, reportedly involving regulation of exhaust temperatures, rather than mixing chloro-fluoro-sulfonic acid with exhaust gases, as previously understood.

GROUND COCKPIT

Accommodations
Two crew, with upward firing ejection seats: pilot to port, mission commander/instructor pilot to starboard. Provision for third member. Both forward positions have conventional control columns. Flight, engine, sensor and systems information presented on nine-tube EFIS display. Either crew member capable of flying complete mission, although data entry panels biased towards weapon systems officer on starboard seat. Four flight deck windows.

COMBAT

Avionics
Hughes AN/APQ-181 low-probability-of-intercept (LPI) J-band covert strike radar, having 21 modes including terrain following and terrain avoidance. Northrop Grumman GPS-Aided Targeting System (GATS) from Block 20, involving synthetic aperture mode on radar to establish GPS positional error of target for accurate high-level bombing; 4x zoom magnification available on radar picture. Loral Federal Systems AN/APR-50 RWR; Northrop Grumman ZSR-63 defensive aids equipment (role unspecified, but reportedly involves active cancellation of radar returns). Rockwell VLF/LF receiver. Rockwell Collins TCN-250 Tacan, VIR-130A ILS and ICS-150X intercom. Milstar satellite communications from Block 30.

CAMPAIGNS PRO MISSIONS

Armament
Boeing rotary launcher assembly (RLA) in each of two side by side weapons bays in lower centerbody; detachable for loading at weapons dump with up to eight large stores each. Total capacity of 16 AGM-131 SRAM II or AGM-129 ACMs or 16 AGM-137 TSSAMs (Tri-Service Standoff Attack Missiles). Alternative weapons include 16 B61 tactical/strategic or 16 B83 strategic freefall nuclear bombs; 80 Mk 82 1,000lb bombs; 16 Joint Direct Attack Munitions; 16 Mk 84 2,000lb bombs; 36 M117 750lb fire bombs; 36 CBU-87/89/97/98 cluster bombs; and 80 Mk 36 1,000lb or Mk 62 sea mines. Stores of 1,000lb and below held in four (two per weapons bay) bomb rack assemblies (BRA).

TECHNOLOGY SPECS

IN A HURRY

256

Specifications MULTI-PLAYER
DIMENSIONS, EXTERNAL Wing span Length overall Height overall Wheel track WEIGHTS AND LOADINGS Weight empty Max weapon load Max internal fuel capacity Normal T-O weight Max T-O weight Max wing loading Max power loading
45,360-49,900kg 22,680kg 81,650-90,720kg 168,433kg 170,550kg 367.2kg/m2 504.53kg/kN
1

PERFORMANCE
52.43m 21.03m 5.18m 12.20m

Approach speed Service ceiling Range1 hi-hi-hi hi-lo-hi (1,000nm at low level) Range2 hi-hi-hi hi-lo-hi (1,000nm at low level) Range3

140 knots 15,240m 6,300nm 4,400nm

GROUND

6,600nm 4,500nm over 10,000nm

with eight SRAMs and eight B83 bombs, totalling 16,919kg, at max T-O weight with eight SRAMs and eight B61 bombs, totalling 10,886kg, at 162,386kg T-O weight with one aerial refuelling

COCKPIT

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

257

Eurofighter 2000
MULTI-PLAYER Title
EUROFIGHTER 2000 (EFA)

Type
Single-seat, highly agile STOL-capable fighter, optimized for air defense/air superiority; secondary capability for ground attack.

GROUND

Programme
Outline staff target for common combat aircraft issued December 1983 by air chiefs of staff of France, Germany, Italy, Spain and UK; initial feasibility study launched July 1984; France withdrew July 1985, shareholdings then being readjusted to 33% each to UK and Germany, 21% Italy and 13% Spain; project definition phase completed September 1986; definitive ESR-D (European Staff Requirement - Development) issued September 1987, giving military requirements in greater detail; definition refinement and risk reduction stage completed December 1987; main engine and weapons system development contracts signed 23 November 1988. Programme halted 1992 by German demands for substantial cost reduction and studies of alternative proposals, which submitted in October 1992; Italy and Spain froze EFA work mid-October. Seven possible alternative configurations for New EFA (NEFA) offered to Germany, being permutations of single (three types) or twin engines; canards; and cranked wing. Only two of seven cheaper than EFA both inferior to developments of MiG-29 and Su-27. Defense ministers conference of 10 December 1992 re-launched aircraft as Eurofighter 2000, delaying service entry by three years, to 2000, and allowing Germany to incorporate off-shelf avionics (probably AN/APG-65 radar), lower standard of defensive aids and other deletions to effect 30% price cut. Production commitment due by Italy, Spain and UK in 1995 and by Germany in 1996; German service entry planned in 2002. Intended four production lines likely to be reduced. Eurofighter 2000 remained grounded throughout 1993 for exhaustive cross-checking of digital flight control system (DFCS); first flight eventually achieved 29 March 1994. Further difficulties resulted from German under-funding and demands for further cost-cuts. Political re-apportionment of work-shares to be attempted in 1994, following reduction of German requirement. Revised European Staff Requirement Development signed by four air forces, 21 January 1994.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

258

Variants
Single-seater. Standard version. Two-seater. Combat-capable conversion trainer.

MULTI-PLAYER

Design Features
Collaborative design by BAe, DASA, Alenia and CASA, incorporating some design and technology (incl low detectability) from BAe EAP programme; lowwing, low aspect ratio tail-less delta with 53 leading-edge sweepback; underfuselage box with side by side engine air intakes, each with fixed upper wedge/ramp and vari-cowl (variable position lower cowl lip) with Dowty actuators. Intended service life, 6000 hours or 30 years. Maintainability features include 9 mmh/fh and double engine change by four engineers in 45 min.

GROUND COCKPIT

Structure
Fuselage, wings (incl inboard flaperons), fin and rudder mainly of CFC (carbonfibre composites) except for foreplanes, outboard flaperons and exhaust nozzles (titanium); nose radome and fin-tip (GFRP); leading-edge slats, wingtip pods, fin leading-edge, rudder trailing-edge and major fairings (aluminum-lithium alloy); and canopy surround (magnesium alloy). CFC constitutes 70% of surface area, with metal 15%, GFRP 12% and other materials 3%. Manufacture includes such advanced techniques as superplastic forming and diffusion bonding; CASA-led joint structures team. BAe responsible for front fuselage, foreplanes, starboard leading-edge slats and flaperons; DASA the centre-fuselage, fin and rudder; Alenia the port wing, incl all movable surfaces; Alenia/CASA the rear fuselage; and CASA/BAe the starboard wing; no duplication of tooling; final assembly line at each manufacturers facility now in doubt; work-shares may be revised.

COMBAT CAMPAIGNS PRO MISSIONS

Power Plant
First two development aircraft each powered by two Turbo-Union RB199-122 (Mk 104E) afterburning turbofans (each more than 71.2 kN). DA3-DA7, and production aircraft, will have two Eurojet EJ200 advanced technology turbofans (each of approx 60 kN and 90 kN nominal thrust with afterburning), mounted side by side in rear fuselage with ventral intakes. Staged EJ200 improvements available (but not funded) to 103 kN and 117 kN. DASA digital engine control system. Lucas Aerospace fuel management system. Internal fuel capacity classified. Provision for in-flight refuelling and up to three external fuel tanks two 1000 litre and one 1500 litre carried simultaneously.

TECHNOLOGY SPECS

IN A HURRY

259

Systems
Normalair-Garrett environmental control system. Magnaghi hydraulic system. Lucas Aerospace electrical system, with GEC-Marconi/Bendix variable speed constant frequency generator (Sundstrand unit in DA1 and DA2) and GECMarconi transformer-rectifier units. Alenia-led utilities control system (UCS), controlled by microcomputer. Garrett APU for engine starting, systems running and NBC filtering. Microturbo UK air turbine starter motor.

MULTI-PLAYER GROUND

Avionics
BAe has overall team leadership for avionics development and integration. Primary sensor will be GEC-Marconi ECR 90 multi-mode pulse Doppler radar; secondary is Eurofirst (THORN EMI consortium) PIRATE (Passive Infra-Red Airborne Tracking Equipment) port side of windscreen; advanced integrated defensive aids subsystem (DASS), contracted to Euro-DASS consortium, led by GEC-Marconi Defense Systems, includes RWR and active jamming pod at each wingtip plus laser warning receiver, missile approach warning and towed decoys (Germany withdrew from DASS, but still requires RWR and MAW; Spain also withdrew, but to re-join in 1994; UK and Spain are only nations to have LWR). Rohde & Schwarz Saturn VHF/UHF communications. All avionics, flight control and utilities control systems will be integrated through database highways with appropriate redundancy levels, using fibre optics and microprocessors. Special attention given to reducing pilot workload. New cockpit techniques simplify flying aircraft safely and effectively to limits of flight envelope while monitoring and managing aircraft and its operational systems, and detecting/identifying/attacking desired targets while remaining safe from enemy defenses. This achieved through high level of system integration and automation, including HOTAS controls; GEC-Marconi wide-angle HUD able to display, in addition to other symbology, FLIR pictures from sensor podmounted externally to port side of cockpit; helmet-mounted sight (HMS), with direct voice input (DVI) for appropriate functions; and three Smiths Industries multi-function head-down (MFHD) colour CRT displays. Other cockpit instrumentation includes Computing Devices video and voice recorder, GEC-Marconi (Elmer) crash survival memory unit, and Teldix cockpit interface unit.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS

Armament
Interceptor will have internally mounted 27 mm Mauser gun on starboard side, plus mix of medium-range AIM-120 AMRAAM or Aspide and short-range airto-air missiles carried externally; four AIM-120s carried in underfuselage troughs. Short-range missiles carried on ML Aviation underwing ejector release units. Eurofighter will, if necessary, be able to carry considerable load of air-tosurface weapons. Total of 13 external stores stations five (incl one wet) under fuselage and four (incl one wet) under each wing.

TECHNOLOGY SPECS

IN A HURRY

260

Specifications MULTI-PLAYER
DIMENSIONS, EXTERNAL Wing span Wing aspect ratio Length overall Height overall AREAS Wings, gross Foreplanes WEIGHTS AND LOADINGS (APPROX) Weight empty Internal fuel load External stores load (weapons and/or fuel) Max T-O weight
9750kg 4000kg 6500kg 50.0m2 2.40m2 10.50m 2.205 14.50m 6.40m
1

PERFORMANCE (DESIGN) Max level speed T-O and landing distance1 Combat radius G limits2
Mach 2.0 500m 250-300nm +9/-3

with full internal fuel, two AIM-120s and two dogfight missiles, ISA + 15C with full internal fuel and two AIM-120s

GROUND

COCKPIT

21000kg

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

261

F-4B/J Phantom
Title
McDONNELL DOUGLAS PHANTOM II US Navy and USAF designations: F-4 and RF-4

MULTI-PLAYER GROUND

Type
Twin-engined two-seat all-weather fighter aircraft.

Programme
The Phantom II was developed initially as a twin-engined two-seat long-range allweather attack fighter for service with the US Navy. A letter of intent to order two prototypes was issued 18 October 1954, at which time the aircraft was designated AH-1. The designation was changed to F4H-1 26 May 1955, with change of mission to missile fighter, and the prototype XF4H-1 flew for the first time 27 May 1958. The first production Phantom II was delivered to US Navy Squadron VF-101 in December 1960. Trials in a ground attack role led to USAF orders, and the basic USN and USAF versions became the F-4B and F-4C respectively.

COCKPIT COMBAT

Variants CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS


F-4B (formerly F4H-1). All-weather fighter for US Navy and Marine Corps, powered by two General Electric J79-GE-8 turbojet engines. Total of 649 built. RF-4B (formerly F4H-1P). Multi-sensor reconnaissance version of the F-4B for US Marine Corps. No dual controls or armament. Reconnaissance system as for RF-4C. J79-GE-8 engines. High frequency single sideband radio. First flown 12 March 1965. Overall length increased to 19.2m. Total 46 built. F-4J. Development of the F-4B for US Navy and Marine Corps, primarily as interceptor but with full ground attack capability. J79-GE-10 turbojets. Use of 16.5 drooping ailerons and slotted tailgives reduced approach speed in spite of increased landing weight. Westinghouse AN/AWG-10 pulse Doppler fire control system. Lear Siegler AJB-7 bombing system; 30kVA generators. First F-4J demonstrated publicly on 27 May 1966. Production of 518 completed in December 1972.

IN A HURRY

262

Design Features MULTI-PLAYER


Cantilever low-wing monoplane. Wing section NACA 0006.4-64 (mod) at root, NACA 0004-64 (mod) at wing fold line, NACA 0003-64 (mod) at tip. Average thickness/chord ratio 5.1%. Incidence 1. Dihedral, inner panels 0, outer panels 12. Sweepback 45 on leading-edges. Outer panels have extended chord and dihedral of 12.

Structure GROUND COCKPIT COMBAT


Centre-section and centre wings form one-piece structure from wing fold to wing fold. Portion that passes through fuselage comprises a torsion-box between the front and main spars (at 15% and 40% chord) and is sealed to form two integral fuel tanks. Spars are machined from large forgings. Centre wings also have forged rear spar. Centerline rib, wing-fold ribs, two intermediate ribs forward of main spar and two aft of main spar are also made from forgings. Wing skins machined from aluminum panels 0.0635m thick, with integral stiffening. The fuselage is an all-metal semi-monocoque structure built in forward fuselage fabricated in port and starboard halves, so that most internal wiring and finishing can be done before assembly. Keel and rear sections make use of steel and titanium.

Landing Gear
Hydraulically retractable tricycle type, mainwheels retracting inward into wings, nose unit rearward. Single wheel on each main unit, with tyres size 30 x 11.5 Type VIII; twin-wheels on nose unit, which is steerable and self-centering and can be lengthened pneumatically to increase the aircrafts angle of attack for take-off. Brake-chute housed in fuselage tailcone. Mk II anti-skid system.

CAMPAIGNS

Power Plant
Two General Electric J79-GE-17A turbojet engines (each rated 79.6 kN with afterburning). Variable-area inlet ducts monitored by air data computer. Integral fuel tankage in wings, between front and main spars, and in seven fuselage tanks, with total capacity of 7022 litres. Provision for one 2270-litre external tank under fuselage and two 1400-litre underwing tanks. Equipment for probeand-drogue and buddy tank flight refueling, with retractable probe in starboard side of fuselage. Oil capacity 39 litres.

PRO MISSIONS TECHNOLOGY

Accommodation
Crew of two in tandem on Martin-Baker Mk H7 ejection seats, under individual rearward hinged canopies. Optional dual controls.

SPECS

IN A HURRY

263

Armament
Four Falcon, Sparrow, Sidewinder, Shrike or Walleye missiles, or two Bullpup missiles, on four semi-submerged mountings under fuselage and four underwing mountings. Provision for carrying alternative loads of up to 7250kg of nuclear or conventional bombs and stores on seven attachments under wings and fuselage. Stores which can be carried include B-28, -43, -57, -61 nuclear bombs; M117, M118, M129, MC-1, Mk 36, Mk 81, Mk 82, Mk 83 and Mk 84 bombs; MLU10 land mine; BLU-1, -27, -52 and -76 fire bombs; cluster bombs; practice bombs; flares; rocket packs; ECM pods; gun pods; spray tanks; tow targets Pave Knife pod; and AAVSIV camera pod. One M61A-1 nose-mounted gun.

MULTI-PLAYER GROUND

Specifications
DIMENSIONS, EXTERNAL Wingspan Wing mean aerodynamic chord Wing aspect ratio Width, wings folded Length overall Height overall
11.77m 4.89m 2.82 8.41m 19.20m 5.02m

PERFORMANCE (AT 24,572KG) Max level speed Average speed Stalling speed
2 1

over Mach 2 504 knots 148.5 knots 2816m 10925m 683nm 429nm 618nm 1718nm

COCKPIT

Max rate of climb at S/L Service ceiling Combat radius Area intercept

COMBAT

WEIGHTS AND LOADINGS Weight empty Weight empty, basic mission Combat T-O weight Design T-O weight Max T-O weight Max landing weight Max wing loading Max power loading
13,757kg 14,448kg 18,818kg 26,308kg 28,030kg 20,865kg 569.2kg/m
2

Defensive counter-air Interdiction Ferry range


1 2

with external stores approach power with BLC

CAMPAIGNS

176.1kg/kN

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

264

F-8J Crusader
Title
VOUGHT F-8 CRUSADER

MULTI-PLAYER

Type
Supersonic single-seat carrier fighter.

GROUND COCKPIT

Programme
Chance Vought (now Vought Aircraft Company was given a development contract for the F-8 in May 1953 after winning a design competition in which eight airframe manufacturers had participated. The prototype XF-8A Crusader flew for the first time 25 March 1955, exceeding the speed of sound in level flight. The first production F-8A flew 20 September 1955, and this version began reaching US Naval operational squadrons in March 1957. On 21 August 1956 an F-8A set up the first US national speed record of over 864 knots. Operating under restrictions, it recorded a speed of 882 knots. On 16 July 1057 an RF-8A photo-reconnaissance version of the Crusader set up the first supersonic US transcontinental record by flying the 2125nm from Los Angeles to New York in 3 hours 22 minutes 50 seconds, at an average speed of 628 knots. An outstanding feature of the F-8 is its two-position variable incidence wing. This provides a high angle of attack for take-off and landing, while permitting the fuselage to remain almost parallel to a flight deck or runway for good pilot visibility.

COMBAT CAMPAIGNS PRO MISSIONS

Design Features
Cantilever high-wing monoplane. Wings have thin laminar-flow section. Anhedral 5. Sweepback 35. Wing is adjustable to two incidence positions by a hydraulic self-locking actuator. Outer wing sections fold upward for carrier stowage. The tail unit consists of a large, swept vertical fin and rudder and onepiece horizontal slab tail.

TECHNOLOGY SPECS

IN A HURRY

265

Structure
The wing is an all-metal multi-spar structure with integrally stiffened aluminum alloy upper and lower skins. The fuselage is an all-metal structure in three main assemblies. Both magnesium alloy and titanium are used in the structure, the aft section and portion of the mid-section are titanium.

MULTI-PLAYER

Landing Gear
Hydraulically retractable tricycle type. Mainwheels retract forward into fuselage, nosewheel aft. Sting-type arrestor hook under rear fuselage.

GROUND

Power Plant
One Pratt & Whitney J57 turbojet engine with afterburner. Integral fuel tanks in wings inboard of wing fold. Other tankage in fuselage. Total internal fuel capacity approximately 5300 litres. Provision for in-flight refueling, with retractable probe housed in removable pack on port side of fuselage of F-8A and inside flush panel on RF-8A.

COCKPIT

Accommodation
Pilot on Martin-Baker Mk F7 lightweight ejection seat in pressurized cockpit. Liquid oxygen equipment.

COMBAT

Armament
Four 20mm Colt cannon in fuselage nose, with 84 rounds per gun (average) for F-8C/K, F-8H and F-8E/J, and 144 rounds per gun for NTF-8A and F-8F/L. Two Sidewinder missiles (four in F-8C/K, F-8D/H and F-8E/J) mounted externally on sides of fuselage.

CAMPAIGNS

Specifications
DIMENSIONS, EXTERNAL Wing span Length overall (F-8E/J) Height overall Width folded AREAS Wings, gross
34.84m
2

PERFORMANCE
10.87m 16.61m 4.80m 6.86m

Max level speed F-8A, F-8C F-8D, F-8E Combat radius (F-8A)
over 868 knots nearly Mach 2 521nm

PRO MISSIONS TECHNOLOGY

WEIGHTS AND LOADINGS Normal T-O weight (F-8C) Max T-O weight (F-8E/J)
12500kg 15420kg

SPECS

IN A HURRY

266

F-14 Tomcat
MULTI-PLAYER Title
GRUMMAN TOMCAT US Navy designation: F-14

Type
Two-seat carrier-based interceptor with attack capability.

GROUND COCKPIT

Programme
Won US Navy VFX fighter competition 15 January 1969; first flight of 12 development aircraft 21 December 1970; original programme was for 497 Tomcats including 12 development aircraft; programme since extended into 1990s. Initial F-14A deployed with USN squadrons VF-1 and VF-2 October 1972; total 557 including 12 development aircraft, delivered to US Navy by April 1987, when production ended; final 102 aircraft (beginning 161,597) delivered from FY 1983 powered by improved TF30-P-414A turbofans, having same rating as original 93 kN.

COMBAT CAMPAIGNS

Design Features
Wing sweepback variable from 20 leading-edge to 68; oversweep of 75 used for carrier stowage without wing fold; wing pivot point 2.72m from aircraft centerline; fixed glove has dihedral to minimize cross-sectional area and reduce wave drag; small canards on F-14A known as glove vanes extend forward progressively to 15 from inboard leading-edge to balance supersonic trim change and unload tail surfaces.

PRO MISSIONS

Flying Controls
Lateral control by long-span spoilers, ahead of flaps, and tailerons; automatic leading-edge slats assist maneuvering; strakes emerge from wing glove leadingedge at high airspeeds; automatic wing sweep has manual override; automatic scheduling of control with airspeed; autostabilization and angle of attack protection; autopilot and automatic carrier landing system (ALCS). Airbrake panel above and below tail, between fins. Twin fins and rudders.

TECHNOLOGY SPECS

IN A HURRY

267

Structure
Wing carry-through is one-piece electron beam-welded structure of TI-6A1-4V titanium alloy with 6.71m span. Fuselage has machined frames, titanium main longerons and light alloy stressed skin; centre-fuselage is fuel-carrying box; radome hinges upwards for access to radar; fuel dump pipe at extreme tail; fins and rudders of light alloy honeycomb sandwich; tailplanes have multiple spars, honeycomb trailing-edges and boron/epoxy composites skins.

MULTI-PLAYER

Landing Gear
Retractable tricycle type. Twin-wheel nose unit and single-wheel main units retract forward, main units inward into bottom of engine air intake trunks. Arrester hook under rear fuselage, housed in small ventral fairing.

GROUND

Power Plant (F-14B/D) COCKPIT COMBAT CAMPAIGNS


Two General Electric F110-GE-400 turbofans rated at 71.56 kN dry and 120.1 kN with afterburning. Garrett ATS200-50 air turbine starter. F110 engine has 43% more reheated thrust and 37% more military thrust (without afterburning) than TF30-P-414A in F-14A; results in 20% more specific excess energy, 30% lower specific fuel consumption in afterburner, 62% greater deck launch intercept radius and 34% more combat air patrol time; can be launched without afterburner; time to 10,670mreduced by 61% and acceleration time by 43%. Integral fuel fanks in outer wings, each with capacity of 1,117 litres; between engines in rear fuselage, with capacity of 2,453 litres; and forward of wing carry-through structure, capacity 2,616 litres; plus two feeder tanks with combined capacity of 1,726 litres. Total internal fuel capacity 9,029 litres. An external auxiliary fuel tank can be carried beneath each intake trunk, each containing 1,011 litres. Retractable flight refueling probe on starboard side of fuselage near front cockpit.

Accommodation
Pilot and naval flight officer seated in tandem on Martin-Baker NACES (or GRU7A in F-14A/B) rocket-assisted zero/zero ejection seats, under a one-piece bubble canopy, hinges at the rear and offering all-round view.

PRO MISSIONS

Avionics
In F-14A, Hughes AN/AWG-9 weapons control system, with ability to detect airborne targets at ranges of more than 65-170nm according to their size, and ability to track 24 enemy targets and attack six of them simultaneously at varied altitudes and distances. Fairchild AN/AWG-15F fire control set; CP-1066/A central air data computer; CP-1050/A computer signal data converter; AN/ASW-27B digital data link; AN/APX-76(V) IFF interrogator; AN/APX-72 IFF transponder; AN/ASA-79 multiple display indicator group; Kaiser Aerospace AN/AVG-12 vertical and head-up display system.

TECHNOLOGY SPECS

IN A HURRY

268

Armament
One General Electric M61A-1 Vulcan 20mm gun mounted in the port side of forward fuselage, with 675 rounds of ammunition. Four AIM-7 Sparrow air-toair missiles mounted partially submerged in the underfuselage, or four AIM-54 Phoenix missiles carried on special pallets which attach to the bottom of the fuselage. Two wing pylons, one under each fixed-wing section, can carry four AIM-9 Sidewinder missiles or two additional Sparrow or Phoenix missiles with two Sidewinders. F-14D has bombing capability; Rockeye and CBU-59 cluster bombs validated for F-14 December 1992; GBU-16 LGB and Gator mine to follow; AGM-88 HARM ARM and SLAM ASMs planned.

MULTI-PLAYER GROUND

Specifications
DIMENSIONS, EXTERNAL Wing span unswept swept overswept Wing aspect ratio Length overall Height overall Tailplane span Distance between fin tips
19.54m 11.65m 10.15m 7.28 19.10m 4.88m 9.97m 3.25m

PERFORMANCE (F110 ENGINES)

COCKPIT

Max level speed Max normal operating speed Carrier approach speed Service ceiling T-O run (field) Landing run (field) Range (with external fuel)

Mach 1.88 Mach 0.72 125 knots above 16,150m 762m 732m

COMBAT

approx 1,600nm

WEIGHTS AND LOADINGS


(F-14D with F110-GE-400)

CAMPAIGNS

Weight empty Max fuel capacity (usable) internal external Max external weapon load T-O weight fighter/escort mission fleet air defense mission max Max wing loading Max power loading

18,951kg 7,348kg 1,724kg 6,577kg 29,072kg 33,157kg 33,724kg 642.5kg/m2 140.4kg/kN

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

269

F-16 Fighting Falcon


MULTI-PLAYER Title
LOCKHEED (GENERAL DYNAMICS) F-16 FIGHTING FALCON

GROUND

Type
Single/two-seat multi-role fighter

COCKPIT

Programme
Emerged from YF-16 of US Air Force Lightweight Fighter prototype programme 1972 (details under General Dynamics in 1977-78 and 1978-79 Janes All the Worlds Aircraft); first flight of prototype YF-16 (72-01567) 2 February 1974; first flight of second prototype (72-01568) 9 May 1974; selected for full-scale development 13 January 1975; day fighter requirement extended to add air-toground capability with radar and all-weather navigation; production of six singleseat F-16As and two two-seat F-16Bs began July 1975; first flight of full-scale development aircraft 8 December 1976; first flight of F-16B 8 August 1977.

COMBAT CAMPAIGNS

Variants
F/A-16. Proposed modification of 300 Block 30/32 aircraft for close air support (CAS)/battlefield air interdiction (BAI) in late 1990s; head-steered FLIR, Pave Penny laser ranger and 30 mm cannon pod. From 1995 200 F-16Cs are to receive CAS/BAI modifications, including DTS, Navstar GPS and improved data modem. Block 30/32 upgrade abandoned January 1992 in favor of CAS/BAI assignment of Block 40/42 aircraft, having LANTIRN capability; these require more simple modification with ground data link, laser spot-tracker, anti-jam radio, missile approach warner, provision for pilots night vision goggles and upgrades to LANTIRN pods. F-16A. First production version for air-to-air and air-to-ground missions; production for USAF completed March 1985, but still available for other customers; international sales continue; powered since late 1988 (Block 15OCU) by P&W F100-PW-220 turbofan; Westinghouse AN/APG-66 range and angle track radar. Operational Capabilities Upgrade (OCU). USAF/NATO co-operative programme to equip F-16A/B for next-generation BVR air-to-air and air-to-surface

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

270

weapons; radar and software updated, fire control and stores management computers improved, data transfer unit fitted, combined radar-barometric altimeter fitted, and provision for AN/ALQ-131 jamming pods. Mid-Life Update (MLU). Development authorized 3 May 1991 (signature of final partner); USAF withdrew 1992, but ordered 223 modular computer retrofit kits from MLU to equip Block 50/52 aircraft. Cockpit similar to F-16C/D Block 50 with wide-angle HUD, night vision goggle compatibility, modular mission computer replacing existing three, digital terrain system, AN/APG-66(V2A) fire control radar, Navstar GPS, improved data modem and provision for microwave landing system (MLS). Inlet hardpoints and wiring for FLIR pods will be added to Block 10 aircraft. F-16(ADF). Modification of 279 (actually 272 because of pre-conversion attrition) Block 15 F-16A/Bs as USAF air defense fighters to replace F-4s and F-106s with 11 Air National Guard squadrons; ordered October 1986. Modifications include upgrade of AN/APG-66 radar to improve small target detection and provide continuous-wave illumination, provision of AMRAAM data link, improved ECCM, Bendix/King AN/ARC-200 HF/SSB radio (F-16A only), Teledyne/E-Systems Mk XII advanced IFF, provision for Navstar GPS Group A, low altitude warning, voice message unit, night identification light (port forward fuselage of F-16A only), and ability to carry and guide two AIM-7 Sparrow missiles. F-16B. Standard tandem two-seat version of F-16A; fully operational both cockpits; fuselage length unaltered; reduced fuel.

MULTI-PLAYER GROUND COCKPIT COMBAT CAMPAIGNS

MSIP-F-16C/D. Single/two-seat USAF Multi-national Staged Improvement Program (MSIP) aircraft respectively, implemented February 1980. MSIP expands growth capability to allow for ground attack and beyond-visual-range missiles, and all-weather, night and day missions. NF-16D. Variable stability in-flight simulator test aircraft (VISTA) modified from Block 30 F-16D (86-0048) ordered December 1988 to replace NT-33A testbed. RWR and chaff/flare equipment removed, providing space for Phase II and III growth including additional computer, reprogrammable display generator and customer hardware allowance. F-16N. US Navy supersonic adversary aircraft (SAA) modified from F-16C/D Block 30; features include AN/APG-66 instead of AN/APG-68 radar, F110-GE100 engine, deletion of M61 gun, AN/ALR-69 RWR, titanium in lower wing fittings instead of aluminum and cold working of lower wing skin holes to resist greater frequency of high g. AFTI/F-16. Modified pre-series F-16A (75-0750) used for US Air Force Systems Command Advanced Fighter Technology Integration (AFTI). Trials

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

271

programmes include automatic target designation and attack (1988), night navigation and map displays (1988-89), digital data link and two-aircraft operations (1989), autonomous attack (1989-91) and night attack (1989-92). F-16XL. Two F-16XL prototypes, in flyable storage since 1985, leased from General Dynamics by NASA; first flight of single-seat No. 1, 9 March 1989; NASA modified this aircraft at Dryden with wing glove having laser-perforated skin to smooth airflow over cranked arrow wing in supersonic flight, reducing drag and turbulence and saving fuel. F-16B-2. Second prototype F-16B (75-0752) converted to private venture testbed of close air support and night navigation and attack systems; equipment includes F-16C/D HUD, helmet sight or GEC-Marconi Cats Eyes NVGs, Falcon Eye head-steered FLIR or LANTIRN nav/attack pods, digital terrain system (Terprom), and automatic target handoff system. F-16ES. Enhanced Strategic two-seat, long-range interdictor F-16 proposal; developed November 1993 in response to Israeli preference for F-15I Eagle. F-16X. Projected development for 2010 service entry; 1.42m fuselage stretch; modified F-22 delta wing with increased leading-edge sweep, but similar taper, section, twist, camber, moving surfaces and structure; some 80% additional internal fuel, obviating drop tanks for most combat missions; conformal AIM120 AMRAAM carriage; developed version of F100 or F110 engine; cost, twothirds of F/A-18E Hornet.

MULTI-PLAYER GROUND COCKPIT COMBAT

Design Features
(Refers mainly to Block 40 F-16C/D) Cropped delta wings blended with fuselage, with highly swept vortex control strakes along fuselage forebody and joining wings to increase lift and improve directional stability at high angles of attack; wing section NACA 64A-204; leading-edge sweepback 40; relaxed stability (rearward CG) to increase manueverability; deep wingroots increase rigidity, save 113 kg structure weight and increase fuel volume; fixed-geometry engine intake.

CAMPAIGNS PRO MISSIONS

Structure
Wing, mainly of light alloy, has 11 spars, five ribs and single-piece upper and lower skins; attached to fuselage by machined aluminum fittings; leading-edge flaps are one-piece bonded aluminum honeycomb and driven by rotary actuators; fin is multi-spar, multi-rib with graphite epoxy skins; brake parachute or ECM housed in fairing aft of fin root; tailerons have graphite epoxy laminate skins, attached to corrugated aluminum pivot shaft and removable full-depth aluminum honeycomb leading-edge; ventral fins have aluminum honeycomb and skins; split speed-brakes in fuselage extensions inboard of tailerons open to 60. Nose radome by Brunswick Corporation.

TECHNOLOGY SPECS

IN A HURRY

272

Power Plant
One 131.6 kN General Electric F110-GE-129, or one 129.4 kN Pratt & Whitney F100-PW-229 afterburning turbofan as alternative standard.

MULTI-PLAYER

Systems
Regenerative 12 kW environmental control system, with digital electronic control, uses engine bleed air for pressurization and cooling of crew station avionics compartments. Two separate and independent hydraulic systems supply power for operation of the primary flight control surfaces and the utility functions. System pressure (each) 207 bars, rated at 161 litres. Bootstrap type reservoirs, rated at 5.79 bars. Electrical system powered by engine driven Westinghouse 60kVA main generator and 10kVA standby generator (including ground annunciator panel for total electrical system fault reporting), with Sundstrand constant-speed drive and powered by a Sundstrand accessory drive gearbox. 17Ah battery.

GROUND COCKPIT

Avionics
Westinghouse AN/APG-68(V) pulse Doppler range and angle track radar, with planar array in nose. Provides air-to-air modes for range-while-search, uplook search, velocity search, air combat, track-while-scan (10 targets), raid cluster resolution, single target track and (later) high PRF track to provide target illumination for AIM-7 missiles; and air-to-surface modes for ground mapping, Doppler beam sharpening, ground moving target, sea target, fixed target track, target freeze after pop-up, beacon, and air-to-ground ranging. Forward avionics bay, immediately forward of cockpit, contains radar, air data equipment, inertial navigation system, flight control computer, and combined altitude radar altimeter (CARA). Rear avionics bay contains ILS, Tacan and IFF, with space for future equipment. A Dalmo Victor AN/ALR-69 radar warning system is replaced in USAF Block 50/52 by Loral AN/ALR-56M advanced RWR. Tractor AN/ALE-40(V)-4 chaff/flare dispensers (AN/ALE-47 in Block 50/52); provision for Westinghouse AN/ALQ-131 jamming pods and planned AN/ALQ-184. Communications equipment includes Magnavox AN/ARC-164 UHF Have Quick transceiver (AN/URC-126 Have Quick IIA in Block 50/52); provisions for a Magnavox KY-58 secure voice system; Collins AN/ARC-186 VHF AM/FM transceiver (AN/ARC-205 Have Sync Group A in Block 50/52); government furnished AN/AIC-18/25 intercom; and SCI advanced interference blanker. Honeywell central air data computer.

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

273

Litton LN-39 standard inertial navigation system (ring laser Litton LN-93 or Honeywell H-523 in Block 50/52 and current FMS F-16A/B; Gould AN/APN-232 radar altimeter; Collins AN/ARN-108 ILS; Collins AN/ARN-118 Tacan; Teledyne Electronics AN/APX-101 IFF transponder with a government furnished IFF control; government furnished National Security Agency KIT-1A/TSEC cryptographic equipment; Lear Astronics stick force sensors; GEC-Marconi wide-angle holographic electronic head-up display with raster video capability (for LANTIRN) and integrated keyboard; Rockwell GPS/Navstar; General Dynamics enhanced stores management computer; Teledyne Systems general avionics computer; Honeywell multi-function displays; data entry/cockpit interface and dedicated fault display by Litton Canada and General Dynamics/Lockheed, Forth Worth; Fairchild data transfer set; and Astronautics cockpit/TV set.

MULTI-PLAYER GROUND COCKPIT

Armament
General Electric M61A1 20 mm multi-barrel cannon in the port side wing/body fairing, equipped with a General Electric ammunition handling system and an enhanced envelope gunsight (part of the head-up display system) and 511 rounds of ammunition. Mounting for an air-to-air missile at each wingtip, one underfuselage centerline hardpoint, and six underwing hardpoints for additional stores. Typical stores loads can include two wingtip-mounted AIM-9L/M/P Sidewinders, with up to four more on the outer underwing stations; Rafael Python 3 on Israeli F-16s from early 1991; centerline GPU-5/A 30 mm cannon; drop tanks on the inboard underwing and underfuselage stations; a Martin Marietta Pave Penny laser spot tracker pod along the starboard side of the nacelle; and bombs, air-to-surface missiles or flare pods on the four inner underwing stations. Weapons launched successfully from F-16s, in addition to Sidewinders and AMRAAM, include radar-guided Sparrow and Sky Flash air-to-air missiles, French Magic 2 infra-red homing air-to-air missiles, AGM-65A/B/D/G Maverick air-to-surface missiles, HARM and Shrike anti-radiation missiles, Harpoon anti-ship missiles, and, in Royal Norwegian Air Force service, the Penguin Mk 3 anti-ship missile.

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

274

Specifications MULTI-PLAYER
DIMENSIONS, EXTERNAL: F-16C, D Wing span over missile launchers over missiles Wing aspect ratio Length overall Height overall Tailplane span Wheel track Wheelbase AREAS (F-16C, D) Wings, gross Flaperons (total) Leading-edge flaps (total) Vertical tail surfaces (total) Rudder Horizontal tail surfaces (total)
27.87m2 2.91m2 3.41m2 5.09m2 1.08 m2 5.92m 9.45m 10.00m 3.0 15.03m 5.09m 5.58m 2.36m 4.00m

WEIGHTS AND LOADINGS Weight empty F-16C F-16D Max internal fuel F-16C F-16D Max external fuel (both) Max external load (both) Typical combat weight F-16C (F110) Max T-O weight, air-to-air, no external tanks1 with external load Wing loading at 12927kg AUW at 19187kg AUW Thrust/weight ratio (clean) PERFORMANCE Max level speed at 12200m Service ceiling Radius of action F-16C Block 40, two 907 kg bombs, two Sidewinders, 3940 litres external fuel, hi-lo-lo-hi 740nm (1371km) F-16C Block 40, four 907 kg bombs, two Sidewinders, 1136 litres external fuel, hi-lo-lo-hi 340nm (630km) F-16C Block 40, two Sparrows and two Sidewinders, 3940 litres external fuel 200nm (371km) G limit (Max symmetrical design with full internal fuel)
1 2 3

8273kg (100-PW-220), 8627kg (F110-GE-100) 494kg (F100-PW-220), 853kg (F110-GE-100) 104kg 567kg 66kg 443kg 10780kg

GROUND COCKPIT

12331kg 17010kg2, (19187kg)3 464kg/m2 688 kg/m2 1.1 to 1

COMBAT

above Mach 2.0 more than 15240m

CAMPAIGNS PRO MISSIONS

+9

F-16C (F110) F-16C Block 30/32 F-16C Block 40/42

TECHNOLOGY SPECS

IN A HURRY

275

F/A-18 Hornet
Title
MCDONNELL DOUGLAS F/A-18 HORNET US Navy/Marine Corps designations: F/A-18A, B, C, D

MULTI-PLAYER GROUND

Type
Carrier-borne and land-based attack/fighter.

Programme
US Navy study of VFAX low cost, lightweight multi-mission fighter accepted Spring 1974; replaced by derivative of either General Dynamics YF-16 or Northrop YF-17 lightweight fighter prototypes; McDonnell Douglas proposed F17 derivative with Northrop as associate; resultant Navy Air Combat Fighter called Hornet accepted in two versions, F-18 fighter and A-18 attack aircraft; single F/A-18 selected to fill both roles; McDonnell Douglas prime contractor and Northrop principal subcontractor for all versions agreed 1985; first Hornet flight (160775) 18 November 1978; 11 development aircraft flying by March 1980; delivery of F/A-18A/B (TF-18A designation dropped) to US Navy and Marines began May 1980 and completed 1987; millionth flying hour achieved 10 April 1990; two-millionth on 17 September 1993.

COCKPIT COMBAT CAMPAIGNS

Design Features
Sharp-edged, cambered leading-edge extensions (LEX), slots at fuselage junction and outward-canted twin fins designed to produce high agility and performance at angles of attack over 50; wings have 20 sweepback at quarter-chord; wings fold up 90 at inboard end of ailerons, even on land-based F/A-18s; landing gear designed for unflared landings on runways as well as on carriers.

PRO MISSIONS

Structure
Multi-spar wing mainly of light alloy, with graphite/epoxy inter-spar skin panels and trailing-edge flaps; tail surfaces mainly graphite/epoxy skins over aluminum honeycomb core; graphite/epoxy fuselage panels and doors; titanium engine firewall. Northrop Grumman produces rear and centre fuselages; assembly and test at McDonnell Douglas St Louis factory; CASA produces horizontal tail surfaces, flaps, leading-edge extensions, speedbrakes, rudders and rear side panels for all F/A-18s.

TECHNOLOGY SPECS

IN A HURRY

276

Power Plant
Two General Electric F404-GE-400 low bypass turbofans initially, each producing approx 71.2 kN with afterburning. F404-GE-402 EPE (Enhanced Performance Engine) standard from early 1992; rated at approx 78.3 kN. Selfsealing fuel tanks and fuel lines; foam in wing tanks and fuselage voids. Internal fuel capacity (JP5) approx 6061 litres. Provision for up to three 1250 litre external tanks.

MULTI-PLAYER

Accommodation
Pilot only, on Martin-Baker SJU-5/6 ejection seat, in pressurized, heated and air-conditioned cockpit. Upward opening canopy, with separate windscreen, on all versions. Two pilots in F/A-18B and USN F/A-18D; pilot and Naval Flight Officer in USMC F/A-18D.

GROUND COCKPIT

Avionics
Include an automatic carrier landing system (ACLS) for all-weather carrier operations; a Hughes Aircraft AN/APG-65 multi-mode digital air-to-air and airto-ground tracking radar, with air-to-air modes which include velocity search (VS), range while search (RWS), track while scan (TWS), which can track 10 targets and display eight to the pilot, and raid assessment mode (RAM). Hughes AN/APG-73 radar in C/Ds for USN, USMC, Finland, Malaysia and Switzerland from May 1994. Smiths Industries multi-purpose colour map display; two Kaiser monochrome MFDs (colour on Night Attack Hornets). Collins AN/ARN-118 Tacan, AN/ARC-182 UHF/VHF com and DF-301E UHF/DF; Magnavox AN/ALR-50 and Litton AN/ALR-67 RWRs; GEC-Marconi Type 117 laser designator; Harris AN/ASW-25 radio data link; Eaton AN/ARA-63 receiver/decoder; GEC-Marconi FID 2035 horizontal situation display; Bendix/King HSI; J. E. T. ID-1791/A flight director indicator; General Electric quadruple-redundant fly-by-wire flight control system, with direct electrical backup to all surfaces and direct mechanical backup to tailerons; two Control Data AN/AYK-14 digital computers; Litton AN/ASN-130A inertial navigation system (plus GPS from FY 1993), but being replaced by Litton AN/ASN-139 ring laser system (including retrofits); two Kaiser multi-function CRTs, central GEC-Marconi-Bendix/King CRT and Kaiser AN/AVQ-28 HUD; Conrac communications system control; Normalair-Garrett digital data recorder for Bendix/King maintenance recording system; flight incident recording and monitoring system (FIRAMS).

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

277

Armament
Nine external weapon stations, comprising two wingtip stations for AIM-9 Sidewinder air-to-air missiles; two outboard wing stations for an assortment of air-to-air or air-to-ground weapons, including AIM-7 Sparrows, AIM-9 Sidewinders, AIM-120 AMRAAMs (launch trials by VX-4 in 1992; cleared for squadron use mid-1993), AGM-84 Harpoons and AGM-65F Maverick missiles; two inboard wing stations for external fuel tanks, air-to-ground weapons or Brunswick ADM-141 TALD tactical air-launched decoys; two nacelle fuselage stations for Sparrows or Martin Marietta AN/ASQ-173 laser spot tracker/strike camera (LST/SCAM) or AN/AAS-38 and AN/AAR-50 sensor pods (see Avionics); and a centerline fuselage station for external fuel or weapons. Air-toground weapons include GBU-10 and -12 laser-guided bombs, Mk 82 and Mk 84 general purpose bombs, and CBU-59 cluster bombs. An M61A1 20mm sixbarrel gun, with 570 rounds, is mounted in the nose and has a McDonnell Douglas director gunsight, with a conventional sight as backup.

MULTI-PLAYER GROUND COCKPIT

Specifications
DIMENSIONS, EXTERNAL Wing span Wing span over missiles Wing chord at root at tip Wing aspect ratio Width, wings folded Length overall Height overall Tailplane span Distance between fin tips
4.04m 1.68m 3.52 8.38m 17.07m 4.66m 6.58m 3.60m 11.43m 12.31m

WEIGHTS AND LOADINGS

COMBAT

Weight empty Max fuel capacity internal (JP5) external (JP5) Max external stores load T-O weight fighter mission attack mission max Max wing loading
1 1

10,810kg 4,926kg 3,053kg 7031kg

CAMPAIGNS

16,651kg 23,541kg approx 25401kg 600.83kg/m2 156.80kg/kN

Max power loading

PRO MISSIONS

PERFORMANCE Max level speed Max speed, intermediate power Approach speed Service ceiling
1 1

more than Mach 1.8 more than Mach 1.0 134 knots approx 15,240m

TECHNOLOGY

attack mission loadout

SPECS

IN A HURRY

278

F-22
MULTI-PLAYER Title
LOCKHEED MARTIN 645 US Air Force designation: F-22

Type
US Air Force next-generation tactical fighter, formerly known as Advanced Tactical Fighter (ATF) programme.

GROUND COCKPIT

Programme
US Air Force ATF requirement for 750 (now 442) McDonnell Douglas F-15 Eagle replacements incorporating low observables technology and supercruise (supersonic cruise without afterburning); parallel assessment of two new power plants; request for information issued 1981; concept definition studies awarded September 1983 to Boeing, General Dynamics, Grumman, McDonnell Douglas, Northrop and Rockwell; requests for proposals issued September 1985; submissions received by 28 July 1986; USAF selection announced 31 October 1986 of demonstration/validation phase contractors: Lockheed YF-22 and Northrop YF-23; each produced two prototypes and ground-based avionics testbed; first flights of all four prototypes 1990. Competing engine demonstration/validation programmes launched September 1983; ground testing began 1986-87; flightcapable Pratt & Whitney YF119s and General Electric YF120s ordered early 1988; all four aircraft/engine combinations flown. Lockheed teamed with General Dynamics (Fort Worth) and Boeing Military Airplanes to produce two YF-22 prototypes, civil registrations N22YF (with GE YF120) and N22YX (P&W YF119); USAF serial numbers 87-0700 and 87-0701 assigned, but only 87-0701 applied during second phase of testing, from late 1991. N22YF rolled out at Palmdale 29 August 1990; first flight/ferry to Edwards AFB 29 September 1990; first air refuelling (11th sortie) 26 October 1990; thrust vectoring in flight 15 November 1990; anti-spin parachute for high angle of attack tests on 34th to 43rd sorties; flight testing temporarily suspended 28 December 1990; 43 sorties/52 hours 48 minutes. N22YX first flight PalmdaleEdwards 30 October 1990; AIM-9M Sidewinder (28 November 1990) and AIM-120A AMRAAM (20 December 1990) launch demonstrations; achieved Mach 1.8 on 26 December 1990; temporarily grounded after 31 sorties/38 hours 48 minutes, 28 December 1990. Flight test demonstrations included 100/s roll

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

279

rate at 120 knots and supercruise flight in excess of Mach 1.58 without Second (F119-powered) YF-22 taken by road to Palmdale mid-1991; fitted with strain gauges; began further 100 hour test programme 30 October 1991; gathered data on aerodynamic loads, flight control aerodynamic effects, vibration/acoustic fatigue and maximum coefficient of lift; flown by 6511th Test Squadron (F-22 Combined Test Force) of 6510th Test Wing at Edwards AFB; non-fatal crash landing at Edwards 25 April 1992, following pilot-induced oscillations; total 100 hours 24 minutes in 70 flights since October 1990; non-flyable, but repaired for use as antenna testbed at Rome Air Development Center, Griffiss AFB, New York. Fabrication of first component for first EMD aircraft (c/n 4001) began 8 December 1993 at Boeings facility in Kent, Washington; assembly of forward fuselage launched at Marietta on 2 November 1995 with start of work on nose landing gear well; assembly work also begun at Fort Worth Summer 1995 with mating of three assemblies that comprise the mid-fuselage of first EMD aircraft taking place in Spring 1996, followed by road transfer of entire section to Marietta in August 1996 for start of final assembly process; first flight planned May 1997; low-rate production decision in August 1998; first production delivery August 2000; high-rate production decision due March 2002.

MULTI-PLAYER GROUND COCKPIT COMBAT

Design Features
Low observables configuration and construction; stealth/agility trade-off decided by design team; target thrust/weight ratio 1.4 (achieved ratio 1.2 at T-O weight); greatly improved reliability and maintainability for high sortie-generation rates, including under 20 minute combat turnround time; enhanced survivability through first-look, first-shot, first-kill capability; short T-O and landing distances; supersonic cruise and maneuvering (supercruise) in region of Mach 1.5 without afterburning; internal weapons storage and generous internal fuel; conformal sensors. Highly integrated avionics for single pilot operation and rapid reaction. Radar, RWR and comms/indent managed by single system presenting relevant data only, and with emissions controlled (passive to fully active) in stages, according to tactical situation. Common integrated processor (CIP) handles all avionics functions, including self-protection and radio, and automatically reconfigures to compensate for faults and failures. F-22 has two CIPs, with space for third, linked by 400 Mbits/s fibre optic network (see Avionics). Wing and horizontal tail leading-edge sweep 42 (both 48 on YF-22); trailingedge 17 forward, increased to 42 outboard of ailerons (straight trailing-edge on YF-22); all-moving five-edged horizontal tail (four-edged elements on YF-22). Vertical tail surfaces (22% larger on YF-22) canted outwards at 28; leadingand trailing-edge sweep 22.9; biconvex aerofoil. F-22s wing and stabilator areas

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

280

same as YF-22, despite reprofiling. F-22 wing taper ratio 0.169; leading-edge anhedral 3.25; root twist 0.5; tip twist -3.1; thickness/chord ratio 5.92 at root, 4.29 at tip; custom-designed aerofoil. Horizontal tails have no dihedral or twist. Sidewinder AAMs stored internally in sides of intake ducts, with AMRAAMs, Sidewinders or GBU-32 JDAM 1000 precision-guided munitions in ventral weapons bay. Diamond-shaped cheek air intakes with highly contoured air ducts; intakes approximately 0.46m farther forward on YF-22; single-axis thrust vectoring included on PW119, but most specified performance achievable without. Additional production F-22 changes from YF-22 include decreased wingroot thickness, modified camber and twist (increasing anhedral); all 48 plan angles changed to 42; blunter nose; wheelbase reduced by approximately 0.46m; wheel track reduced by same; revised undercarriage legs and doors; constant chord ailerons; reprofiled cockpit canopy; dorsal airbrake deleted.

MULTI-PLAYER GROUND COCKPIT

Landing Gear
Menasco retractable tricycle type, stressed for no-flare landings of up to 3.05m/s. Nosewheel tyre 23.5 x 7.5-10; mainwheel tyres 37 x 11.5-18.

COMBAT

Power Plant
Two 155 kN class Pratt & Whitney F119-PW-100 advanced technology reheated engines reportedly developed from F100 turbofan. Two-dimensional convergent/divergent exhaust nozzles with thrust vectoring for enhanced performance and manueverability.

CAMPAIGNS

Accommodation
Pilot only, on zero/zero modified ACES II ejection seat and wearing tactical life support system with improved G-suits, pressure breathing and arm restraint. Pilots view over nose is -15.

PRO MISSIONS

Systems
Include Normalair-Garrett OBOGS, AlliedSignal APU and Smiths 270 V DC electrical distribution system.

TECHNOLOGY

Avionics
Final integration, as well as integration of entire suite with non-avionics systems, undertaken at F-22 Avionics Integration Laboratory, Seattle, Washington; airborne integration supported by Boeing 757 flying testbed; high-fidelity Full Mission Simulation (FMS) for integrated system Pilot-Vehicle Interface (PVI) evaluations, avionics development and mission effectiveness assessment.

SPECS

IN A HURRY

281

Comms: TRW communications/navigation/identification system, including Mk 12 IFF. Radar: Westinghouse/Texas Instruments AN/APG-77 electronically scanned radar (air-to-air and navigation). Flight: TRW communications/navigation/identification subsystem; Litton inertial reference system. Instrumentation: Fused situational awareness information is displayed to pilot via four Sanders/Kaiser colour liquid crystal multifunction displays (MFD); MFD bezel buttons provide pilot format control. Mission: Hughes common integrated processor (CIP); CIP also contains mission software that uses tailorable mission planning data for sensor emitter management and multisensor fusion; mission-specific information delivered to system through Fairchild data transfer equipment that also contains mass storage for default data and air vehicle operational flight programme; stores management system. General purpose processing capacity of CIP is rated at more than 700 million instructions per second (Mips) with growth to 2,000 Mips; signal processing capacity greater than 20 billion operations per second (Bops) with expansion capability to 50 Bops; CIP contains more than 300 Mbytes of memory with growth potential to 650 Mbytes. Intra-flight data link automatically shares tactical information between two or more F-22s. Airframe contains provisions for IRST and side-mounted phased-array radar. Self-defense: Sanders/General Electric AN/ALR-94 electronic warfare (RF warning and countermeasures) subsystem.

MULTI-PLAYER GROUND COCKPIT COMBAT CAMPAIGNS

Armament
Internal long-barrel M61A2 20 mm cannon with hinged muzzle cover and 480round magazine capacity (production F-22). Three internal bays (see Design Features) for AIM-9 Sidewinder (one in each side bay) and/or four AIM-120A or six AIM-120C AMRAAM AAMs and/or GBU-32 JDAM 1000 PGMs on hydraulic weapon racks in main weapons bay. Four underwing stores stations at 317 mm and 442 mm from centerline of fuselage capable of carrying 2,268kg each.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

282

Specifications MULTI-PLAYER
DIMENSIONS, EXTERNAL Wing span YF-22 F-22 Length overall YF-22 F-22 Height overall YF-22 F-22 AREAS Wings, gross YF-22 and F-22
78.0 m 5.41m 5.05m 19.56m 18.92m 13.11m 13.56m

WEIGHTS AND LOADINGS (ESTIMATED) Weight empty YF-22 F-22, target Max T-O weight F-22
almost 27,216kg over 13,608kg 14,365kg

PERFORMANCE (YF-22, DEMONSTRATED) Max level speed with afterburning Ceiling G limit +
supercruise Mach 1.58 Mach 1.7 at 9,150m 15,240m 7.9

GROUND

PERFORMANCE (F-22A, DESIGN TARGET, ESTIMATED)

COCKPIT

Max level speed at S/L G limit +9

800 knots

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

283

F-104 Starfighter
MULTI-PLAYER Title
LOCKHEED STARFIGHTER USAF designation: F-104

Type
Single-seat multi-purpose combat aircraft.

GROUND

Programme
Development of the F-104 began in 1951. After production ceased in the USA, Canada, Italy and Japan continued to produce the aircraft under license. The F104 is still in service within the following countries: Italy (135+), Taiwan (130+) and Turkey (170+).

COCKPIT

Design Features
Cantilever mid-wing monoplane. Bi-convex supersonic wing section with a thickness/chord ratio of 3.36%. Anhedral 10. No incidence. Sweepback 18 6 at quarter-chord. Leading-edge nose radius of 0.41mm and razor-sharp trailingedge. Narrow-chord ventral fin on centerline and two smaller lateral fins under fuselage to improve stability.

COMBAT CAMPAIGNS

Structure
All-metal structure with two main spars, 12 spanwise intermediate channels between spars and top and bottom one-piece skin panels, tapering from thickness of 6.3mm at root to 3.2 mm at tip. Each half-wing measures 2.31 m from root to tip and is a separate structure cantilevered from five forged frames in fuselage. The fuselage is an all-metal monocoque structure. Hydraulically operated aluminum airbrake on each side of rear fuselage. The tail unit is a T-type cantilever unit with all-flying one-piece horizontal tail surface hinged at midchord point at top of the vertical fin and powered by a hydraulic servo. Tailplane has a similar profile to wing and is all-metal.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

284

Landing Gear
Retractable tricycle type with Dowty patent liquid-spring shock absorbers on main units, oleo-pneumatic shock absorbers on nose unit. Hydraulic actuation. Mainwheels raised in and forward. Steerable nosewheel retracts forward into fuselage. Mainwheel legs are hinged on oblique axes so that the wheels lie flush within the fuselage when retracted. Mainwheels size 26 x 8.0, with Goodrich tyres size 26 x 8.0 Type VIII (18 ply rating), pressure 11.93 bars. Nosewheel tyre size 18 x 5.5 Type VII (14 ply rating). Bendix hydraulic disc brakes with Goodyear anti-skid units. Arrestor hook under rear of fuselage. Braking parachute in rear fuselage.

MULTI-PLAYER GROUND

Power Plant
One General Electric J79-GE-19 turbojet engine, rated at 52.8 kN dry and 79.62 kN with afterburning. Electrical de-icing elements fitted to air intakes. Most of the aircrafts hydraulic equipment mounted inside large engine bay door under fuselage to facilitate servicing. Internal fuel in five bag-type fuselage tanks with total standard capacity of 3392 litres. Provision for external fuel in two 740-litre pylon tanks and two 645-litre wingtip tanks.

COCKPIT

Accommodation
Pressurized and air-conditioned cockpit well forward of wings. Canopy hinged to starboard for access. Martin-Baker IQ-7A zero/zero ejection seat.

COMBAT

Armament
Nine external attachment points, at wingtips, under wings and under fuselage, for bombs, rocket pods, auxiliary fuel tanks and air-to-air missiles. Normal primary armament consists of two Raytheon AIM-7 Sparrow III air-to-air missiles under wings and/or two Sidewinders under fuselage and either a Sidewinder or 645-litre fuel tank on each wingtip. Alternatively, an M-61 20mm multi-barrel rotary cannon can be fitted in the port underside of the fuselage instead of the AIM-7 missile control package. Max external weapon load 3402kg.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

285

Specifications
DIMENSIONS, EXTERNAL Wingspan without tip tanks Wing chord (mean) Wing aspect ratio Length overall Length of fuselage Height overall Tailplane span
6.68m 2.91m 2.45 16.69m 15.62m l4.11m 3.63m

PERFORMANCE1 Never-exceed speed Max level speed at 11,000m Max level speed at S/L Max cruising speed at 11,000m Econ cruising speed Service ceiling Time to climb to 10,670m Time to climb to 17,070m Typical landing run at S/L
6700kg 2641kg 5153kg 9840kg 14,060kg 6806kg 7148kg 540kg/m
2 1 2

MULTI-PLAYER

Mach 2.2 Mach 2.2 Mach 1.2 530 knots Mach 0.85 17,680m

GROUND

1min 20s 2min 40s 762m 673nm 1576nm

WEIGHTS AND LOADINGS Weight empty Max internal fuel load Max internal and external fuel load T-O weight (clean) Max T-O weight Max zero-fuel weight (clean) Max zero-fuel weight (fighter-bomber) Max wing loading

Radius with max fuel Ferry range2

At 9840kg AUW except where indicated Excluding flight refueling

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

286

F-117A Night Hawk


MULTI-PLAYER Title
LOCKHEED F-117A Unofficial name: Night Hawk

Type
Precision attack aircraft with stealth elements, optimized for radar energy dispersion and low IR emission.

GROUND COCKPIT

Programme
Production complete; details of development and early service appeared in the 1993-94 and earlier Janes. Navalised F-117N proposal described separately.

Design Features
Multi-faceted airframe designed to reflect radar energy away from originating transmitter, particularly downward-looking AEW aircraft; vortexes from many sharp edges, including leading-edge of wing, designed to form co-ordinated lifting airflow pattern; wings have 67 30 sweepback, much greater than needed for subsonic performance, with aerofoil formed by two flat planes underneath and three on upper surface; forward underwing surface blends with forward fuselage; all doors and access panels have serrated edges to suppress radar reflection; internal weapons bay 4.7m long and 1.75m wide divided longitudinally by two lengthwise doors hinged on centerline; boom refuelling receptacle on port side of top plate, aft of cockpit. Frontal radar cross-section estimated as 0.01 m2.

COMBAT CAMPAIGNS PRO MISSIONS

Landing Gear
Tricycle type by Menasco, with single wheels all retracting forward. Loral brakes (steel originally, being replaced by carbon/carbon), wheels (F-15E size) and antiskid system. Goodyear tyres. All doors have serrated edges to suppress radar reflections. Emergency arrester hook with explosively jettisoned cover; Pioneer Aerospace braking parachute (black).

TECHNOLOGY

Power Plant
Two 48.0 kN class General Electric F404-GE-F1D2 non-augmented turbofans. Rectangular overwing air intakes with 2.5 x 1.5 cm heated grid for anti-icing and low observability. Auxiliary air intake doors in horizontal surface immedi-

SPECS

IN A HURRY

287

ately to the rear. Part of cold air ingested bypasses engine and is mixed with exhaust gases for cooling. Narrow-slot platypus exhausts, designed by Astech/MCI, in rear fuselage, 1.65m long and 0.10m high, with extended lower lip, surrounded by heat tiles of type used on Space Shuttle and with 11 vertical, internal guide vanes. Sundstrand air turbine starter. In-flight refuelling receptacle in decking aft of cockpit, illuminated for night refuelling by lamp at apex of cockpit. Optional drop tank on internal weapons pylon.

MULTI-PLAYER

Accommodation
Pilot only; McDonnell Douglas ACES II zero/zero ejection seat. Five Sierracin/Sylmar Corporation individually framed flat-plate windows, including single-piece windscreen. Transparencies gold-coated for radar dissipation. Canopy hinged to open upward and backward.

GROUND COCKPIT

Systems
AiResearch environmental control, auxiliary power and emergency power systems.

Avionics
Forward-looking infrared (FLIR) sensor, with dual fields of view, in recessed emplacement, covered by fine mesh screen, below windscreen. Retractable downward-looking DLIR and laser designator beneath forward fuselage to starboard of nosewheel bay; FLIR and DLIR by Texas Instruments (to be replaced by improved equipment during third-phase retrofit in 1994). HUD based on Kaiser AN/AVQ-28; large head-down display for FLIR imagery flanked by two multi-function CRTs. Retractable radio antennae beneath fuselage, ahead of port main landing gear, and on spine. Honeywell radar altimeter, Honeywell SPN-GEANS INS (replaced by Honeywell H-423/E ring laser gyro from August 1991; Rockwell Collins GPS to be added); IBM AP-102 mission computer (replacing original three Delco M362F computers); GEC-Marconi flight control computer/navigation interface and autopilot computer (NIAC) system; SLI Avionic Systems Corporation expanded data transfer system and AHRS. Harris Corporation digital moving map added as retrofit with full-colour MFDs.

COMBAT CAMPAIGNS PRO MISSIONS

Armament
Full range of USAF tactical fighter ordnance, principally two 2000 lb bombs: BLU-109B low-level laser-guided or GBU-10/GBU-27 laser-guided glide weapons; alternatively, AGM-65 Maverick or AGM-88 HARM ASMs. Provision for AIM-9 Sidewinder (against AWACS aircraft). Internal carriage on two extendible beams in weapon bay. (Only missiles with seeker heads extended below aircraft prior to launch; bombs released from within weapons bay.)

TECHNOLOGY SPECS

IN A HURRY

288

Specifications MULTI-PLAYER
DIMENSIONS, EXTERNAL Wingspan Length overall Height overall WEIGHTS AND LOADINGS Weight empty (estimated) Internal weapons load Max T-O weight
13,381kg 2268kg 23,814kg 13.20m 20.08m 3.78m

PERFORMANCE Max level speed Normal max operating speed * T-O speed at normal combat weight * Landing speed Mission radius, unrefuelled, 2268kg weapon load G limit +
* (not confirmed by USAF) 561 knots Mach 0.9 165 knots 150 knots 570 nm 6

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

289

JAS 39 Gripen
MULTI-PLAYER Title
JAS 39 GRIPEN (GRIFFIN)

Type
Single-seat all-weather, all-altitude interceptor, attack and reconnaissance aircraft.

GROUND COCKPIT

Programme
Funded definition and development began June 1980; initial proposals submitted 3 June 1981; government approved programme 6 May 1982; initial FMV development contract 30 June 1982 for five prototypes and 30 production aircraft, with options for next 110; overall go-ahead confirmed Spring 1983; first test runs of RM12 engine January 1985; Gripen HUD first flown in Viggen testbed February 1987; study for two-seat JAS 39B authorized July 1989. First of five single-seat prototypes (39-1) rolled out 26 April 1987; made first flight 9 December 1988 but lost in landing accident after fly-by-wire problem 2 February 1989; first production Gripen (39.101) made first flight 10 September 1992 and joined test programme in lieu of 39-1; flight test results in many cases (acceleration, speed, range, turn performance) better than specification due to lower zero drag; flight test programme to continue until 1995.

COMBAT CAMPAIGNS

Variants
JAS 39A. Standard single-seater. Description applies to this version except where indicated. JAS 39B. Two-seater (Gripen SK), under development; 0.65m fuselage plug and lengthened cockpit canopy. Primary roles conversion and tactical training. Avionics essentially as for JAS 39A except no HUD in rear cockpit; instead, HUD image from front seat can be presented on flight data display in rear cockpit. Redesigned environmental control system. No internal gun. JAS 39C and D. Potential improved Swedish versions of A and B with enhanced data handling capability. JAS 39X. Potential future export version, to upgraded standard of C/D.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

290

Design Features
Intended to replace AJ/SH/SF/JA/AJS versions of Saab Viggen, in that order, and remaining J 35 Drakens; partners are Saab Military Aircraft, Ericsson Radar Electronics, Volvo Flygmotor and FFV Aerotech; to operate from 800m Swedish V90 road strips; simplified maintenance and quick turnround with conscript groundcrew.Delta wing with squared tips for missile rails has approx 45 leadingedge sweepback; independently movable foreplanes have leading-edge sweep of approx 43.

MULTI-PLAYER GROUND

Structure
First 3 1 2 carbonfibre wing sets produced by BAe; all subsequent carbonfibre parts (30% of airframe) made by Saab, including wing boxes, foreplanes, fin and all major doors and hatches.

COCKPIT

Systems
Hymatic environmental control system for cockpit air-conditioning, pressurization and avionics cooling. Hughes-Treitler heat exchanger. Two hydraulic systems, with Dowty equipment and Abex pumps. Sundstrand main electrical power generating system (40kVA constant speed, constant frequency at 400Hz) comprises an integrated drive generator, generator control unit and current transformer assembly. Lucas Aerospace auxiliary and emergency power system, comprising gearbox-mounted turbine, hydraulic pump and 10kVA AC generator, to provide auxiliary electric and hydraulic power in event of engine or main generator failure.

COMBAT CAMPAIGNS

Avionics
CelsiusTech dual VHF/UHF com transceivers. Honeywell laser inertial navigation system and radar altimeter. Nordmicro air data computer. Ericsson EP-17 electronic display system incorporates Kaiser wide-angle HUD, using advanced diffraction optics to combine symbology and video images. PP1 or PP2 display processors (PP12 in production Lot 2), and three Ericsson head-down CRT displays; minimum of conventional analog instruments, for backup only. Left hand (flight data) head-down display normally replaces all conventional flight instruments. Central display shows computer generated map of area surrounding aircraft with tactical information superimposed. Right hand CRT is a multi-sensor display showing information on targets acquired by radar, FLIR and weapon sensors. Ericsson SDS 80 central computing system (D80E 32-byte computer, Pascal/D80 high order language and programming support environment); three MIL-STD1553 databases, one of which links flight data, navigation, flight control, engine control and main systems. BAe three-axis strapdown gyro-magnetic unit provides standby attitude and heading information.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

291

Ericsson/GEC-Marconi Avionics PS-05/A multi-mode pulse Doppler target search and acquisition (lookdown/shootdown) radar (weight 156 kg). For fighter missions, this system provides fast target acquisition at long range; search and multi-target track-while-scan; quick scanning and lock-on at short ranges; and automatic fire control for missiles and cannon. In attack and reconnaissance roles its operating functions are search against sea and ground targets; mapping, with normal and high resolution; and navigation. FLIR pod, carried externally under starboard air intake trunk, forward of wing leading-edge, is for attack and reconnaissance missions at night, providing heat picture of target on right hand head-down CRT. Radar warning equipment and countermeasures.

MULTI-PLAYER GROUND

Armament
Internally mounted 27 mm Mauser BK27 automatic cannon in fuselage and infra-red dogfight missiles at wingtips. (No internal gun in JAS 39B.) Five other external hardpoints (two under each wing and one on centerline) for short- and medium-range air-to-air missiles such as RB74 (AIM-9L Sidewinder) or AIM120 AMRAAM; air-to-surface missiles such as RB75 (Maverick); anti-shipping missiles such as Saab RB 15F; DASA DWS 39 munitions dispenser; conventional or retarded bombs; air-to-surface rockets; or external fuel tanks. Series of mission pods to be developed.

COCKPIT COMBAT

Specifications
DIMENSIONS, EXTERNAL Wing span Length overall JAS 39A JAS 39B Height overall Wheel track Wheelbase JAS 39A JAS 39B
5.20m 5.90m 14.10m 14.80m 4.50m 2.40m 8.40m

WEIGHTS AND LOADINGS Operating weight empty Internal fuel weight T-O weight, clean Max T-O weight with external stores PERFORMANCE Max level speed T-O and landing strip length G limit
supersonic at all altitudes approx 800m +9 6622kg

CAMPAIGNS

2268kg approx 8500kg approx 12500kg

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

292

MiG-17F Fresco
MULTI-PLAYER Title
MIKOYAN MiG-17 NATO reporting name: Fresco

Type
Single-seat fighter-bomber.

GROUND

Programme
Less than a year after the MiG-15 had been sanctioned for production (1948), this design bureau initiated work on a follow-on fighter that would approach the speed of sound mainly through efinement of the basic airframe configuration. The first prototype received the designation I-330, and flew for the first time in January 1950. Claims that the I-330 managed to better Mach 1 during test flights are believed to be unsubstantiated, but the overall improvements in performance were important. Following the loss of the first prototype, a second and further improved prototype took over, allowing testing to be completed in 1951, and production of the MiG-17 was given the go-ahead. Compared to the MiG-15, the MiG-17 had a lengthened fuselage with softer taper, larger area tail surfaces to benefit handling characteristics, and thinner section wings with rounded tips. Indeed, the wings were designed from scratch, with the inner leading-edges extended forward; this resulted in greater root chord and varying leading-edge sweepback (45 along inner portions, 42 on outer panels). A mark of identification was the MiG-17s three boundary layer fences on each wing. Production began with a day fighter model (NATO Fresco-A), which retained the VK-1 engine. The later MiG-17PF introduced all-weather capability, housing Izumrud S-band radar in a bullet radome at the center of the nose air intake and in an extension on the upper lip of the intake. Subsequently, this Sband radar was superseded by an E/F-band version of Scan Fix, which still gave neither a large antenna nor a wide angle of scan and is now thought obsolescent.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY

Design Features
Cantilever mid-wing monoplane. Sweepback 45 at roots, 42 on outer panels. Anhedral 3. Three boundary layer fences on each wing.

SPECS

IN A HURRY

293

Flying Controls
Split Fowler type flaps. Bulged rear airbrakes.

MULTI-PLAYER

Structure
The fuselage is a semi-monocoque structure. The tail unit has sharply swept surfaces. Fin tip dielectric aerial.

Landing Gear GROUND


Retractable tricycle type. Mainwheel tyres diameter 60 cm.

Power Plant
One Klimov VK-1A turbojet engine, developing 33.83 kN with afterburning. Normal fuel load in internal tanks 1410 litres. A 400 litre external tank may be fitted at half-span on each wing.

COCKPIT

Accommodation
Pilot only in pressurized cockpit with ejection seat. Rearward sliding canopy.

Armament
One 37mm Nudelmann-Suranov NS-37 cannon and two 23mm NudelmannRikhter NR-23 cannon, or three 23mm cannon. Provision for four underwing packs of 8 x 55mm air-to-air rockets or a total of 500kg of bombs under the wings.

COMBAT

Specifications
AVIONICS See Programme. PERFORMANCE Max level speed at 3000m Max rate of climb at S/L DIMENSIONS, EXTERNAL
Wing span 9.63m 11.36m 3.80m 3.85m
1

CAMPAIGNS

617 knots 3900m 16,600m 755nm

Service ceiling Max range


1

PRO MISSIONS

Length overall Height overall Wheel track

with external tanks and bombs

WEIGHTS Weight empty Max T-O weight


3930kg 6069kg

TECHNOLOGY SPECS

IN A HURRY

294

MiG-21F Fishbed-C
MULTI-PLAYER Title
MIKOYAN MiG-21 NATO reporting names: Fishbed and Mongol

GROUND

Type
Single-seat multi-role fighter and twoseat operational trainer.

Programme
Development began to meet Autumn 1953 official requirements for short-range interceptor; tailed delta configuration selected for production late 1956 after flight testing of prototypes with swept and delta wings; Ye-6 pre-production prototype flew late 1957; MiG-21 production authorized 1958; deliveries began late that year; production completed except in China, where developed versions are manufactured by Chengdu Aircraft Corporation (CAC) and Guizhou Aviation Industry (GAIC).

COCKPIT COMBAT

Design Features
Diminutive tailed delta with clipped tips to mid-mounted wings; circular-section fuselage with prominent dorsal spine; nose intake with large three-position centerbody; swept tail, with large vertical surfaces and ventral fin; 2 wing anhedral from roots; TsAGI section, thickness/chord ratio 5% at root, 4.2% at tip; leading-edge sweep 57; no wing leading-edge camber.

CAMPAIGNS

Flying Controls
Manual operation, with autostabilization in pitch and roll; hydraulically boosted inset ailerons; blown plain trailing-edge flaps, actuated hydraulically; forward hinged door type airbrake each side of underfuselage below wing leading-edge; third forward hinged airbrake under fuselage forward of ventral fin; airbrake actuated hydraulically; hydraulically boosted rudder and all-moving horizontal surface with two gearing ratios for varying combinations of altitude and airspeed; tailplane trim switch on control column; no tabs.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

295

Structure MULTI-PLAYER
All-metal; wings have two primary spars and auxiliary spar; semi-monocoque fuselage, with spine housing control pushrods, avionics, single-point refueling cap and fuel tank; blister fairings on fuselage above and below each wing to accommodate retracted mainwheels.

Landing Gear
Hydraulically retractable tricycle type, with single wheel on each unit; all units housed in fuselage when retracted. Forward retracting non-steerable nosewheel unit, tyre size 500 x 180mm; inward retracting mainwheels which turn to stow vertically inside fuselage.

GROUND

Power Plant
One Tumansky R-13-300 turbojet, rated at 41.55 kN dry and 64.73 kN with afterburning. Fuel tanks in fuselage, and two integral tanks in each wing, with total capacity of 2600 litres, of which approx 1800 litres are usable within CG limits at low speed. Provision for carrying one finned external fuel tank, capacity 490 litres or 800 litres, on underfuselage pylon and two 490 litre drop tanks on outboard underwing pylons. Two jettisonable solid propellant JATO rockets can be fitted under rear fuselage, aft of wheel doors.

COCKPIT COMBAT

Accommodation
Pilot only, on zero/zero ejection seat with spring loaded arm at top which ensures that seat cannot be operated unless hood is closed. Canopy is sideways hinged, to starboard, and is surmounted by a small rearview mirror. Flat bulletproof windscreen. Cabin air-conditioned. Armor plating forward and aft of cockpit.

CAMPAIGNS

Systems
Duplicated hydraulic system, supplied by engine driven pump, with backup by battery powered electric pump, and emergency electric tailplane trim.

PRO MISSIONS

Avionics
Search and track radar (NATO Jay Bird) in intake centerbody, with search range of 10.8nm. Other standard avionics include VOR, ARK automatic radio compass, IFF and Sirena 3 radar warning system with an indicator marked in 45 sectors in front of and behind the aircraft. Gyro gunsight maintains precision up to 2.75g. Automatic ranging can be fed into gunsight. Full blind-flying instrumentation, with attitude and heading indicators driven by remote central gyro platform.

TECHNOLOGY SPECS

IN A HURRY

296

Armament
One twin-barrel 23mm GSh-23 gun, with 200 rounds, in belly pack. Four underwing pylons for weapons or drop tanks. Typical loads for interceptor role include two AA-2/2D (K-13A) Atoll air-to-air missiles on inner pylons and two radar homing AA-2C Atolls or two UV-16-57 rocket packs (16 57mm rockets) on outer pylons; or two drop tanks and two AA-2/2D or AA-2C Atoll. Typical loads for ground attack role are four UV-16-57 rocket packs, two 500kg and two 250kg bombs; or four 240mm S-24 air-to-surface rockets.

MULTI-PLAYER GROUND

Specifications
DIMENSIONS, EXTERNAL (MIG-21MF) Wing span Length, incl. boom Fuselage length Height overall AREAS Wings, gross
23.0 m
2 1

PERFORMANCE (MIG-21MF) Max level speed (above 11000m) Max level speed (low-altitude) Landing speed Design ceiling Range, internal fuel only Ferry range
1 3

7.15m 15.76m 12.30m 4.10m

Mach 2.05 Mach 1.06 146 knots 18000m 593nm 971nm

COCKPIT

WEIGHTS AND LOADINGS (MIG-21MF) Weight empty T-O weight


2

2 3

5843kg 8200kg 9800kg 426.0kg/m


2

intake lip to jet pipe nozzle with four K-13A missiles with three external tanks

COMBAT

Max T-O weight Max wing loading Max power loading

151.4kg/kN

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

297

Rafale C
MULTI-PLAYER Title
DASSAULT RAFALE (SQUALL)

Type
Two-seat Avion de Combat Tactique (French Air Force) or single-seat Avion de Combat Marine (French Navy) interceptor, multirole fighter and reconnaissance aircraft.

GROUND

Programme
Ordered to replace French Air Force Jaguars and Navy Crusaders and Super Etendards; for early development history, see 1990-91 and earlier Janes; first flight of Rafale A prototype (F-ZJRE) 4 July 1986; first flight with SNECMA M88 replacing one GE F404, 27 February 1990 (was 461st flight overall); 865th and final sortie, 24 January 1994. Rafale programmes 2,000th sortie, 5 September 1994. ACE International (Avion de Combat European) GIE set up in 1987 by Dassault Aviation, SNECMA, Thomson-CSF and Dassault Electronic, partly to attract international partners; none found. Production launch officially authorized, 23 December 1992 (and 31 December 1992 for M88-2 power plant). First Rafale B and Rafale M ordered 26 March 1993. Four preproduction aircraft, as under: To accelerate programme, early Rafales for navy will be to SU0 interceptor standard, lacking ASMP, helmet-mounted sight, OSF and voice command controls; definitive SU1 attack version will be delivered subsequently to replace Super Etendards. Air force plans similarly limited capability for initial aircraft, but cost-saving measures applied in 1995 included postponement of first deliveries to 2005, when full standard aircraft will be available. Dassault offers export aircraft from 1999.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS

Variants
Rafale B. Originally planned dual control, two-seat version for French Air Force; weight 350kg more than Rafale C; 3 to 5% higher cost than Rafale C. Being developed into fully operational variant for either pilot/WSO or single pilot combat capability. Rafale C. Single-seat combat version for French Air Force. Detailed description applies to Rafale C, except where indicated.

TECHNOLOGY SPECS

IN A HURRY

298

Rafale D. Original configuration from which production versions derived; now `Rafale Discreet (stealthy) generic name for French Air Force versions. Rafale M. Single-seat carrierborne fighter; navalisation weight penalty, 610kg; take-off weight from existing French carrier Foch limited to 16,500kg; has 80% structural and equipment commonality with Rafale C, 95% systems commonality. Navys financial share of French programme cut in 1991 from 25 to 20%.

MULTI-PLAYER

Design Features
Minimum weight and volume structure to hold minimum cost; thin, midmounted delta wing with moving canard; individual fixed, kidney-shaped intakes without shock cones.

GROUND

Landing Gear
Hydraulically retractable tricycle type supplied by Messier Dowty, with single mainwheels and twin, hydraulically steerable, nosewheels. All wheels retract forward. Designed for impact at vertical speed of 3m/s, or 6.5m/s in naval version, without flare-out.

COCKPIT

Power Plant COMBAT CAMPAIGNS


Two SNECMA M88-2 augmented turbofans, each rated at 48.7 kN dry and 72.9 kN with afterburning. M88-3 of 87 kN maximum rating in production aircraft. Internal tanks for more than 5,325 litres of fuel. Fuel system by Lucas Air Equipement and Zenith Aviation; equipment by Intertechnique. One 1,700 litre drop tank on centerline; 2,000 litre drop tank on each inboard underwing pylon; and/or 1,300 litre tank on each centre underwing pylon. Maximum external fuel 6,600 litres. Pressure refuelling in 7 minutes, or 4 minutes for internal tanks only. Fixed (detachable) in-flight refuelling probe on all versions.

Accommodation PRO MISSIONS


Pilot only, on SEMMB (Martin-Baker) Mk 16 zero/zero ejection seat, reclined at angle of 29. One-piece Sully Products Speciaux blister windscreen/canopy, hinged to open sideways to starboard. Canopy gold-coated to reduce radar reflection.

Avionics TECHNOLOGY
Provision for more than 780kg of avionics equipment and racks. Comms. EAS V/UHF and TRT Saturn UHF radios. TEAM intercom; Sextant Avionique voice activated radio controls and voice alarm warning system. Thomson-CSF/CNI SB 25A IFF. Chelton aerials. Radar: GIE Radar (ThomsonCSF/Dassault Electronic) RBE2 look-down/shoot-down radar, able to track up to eight targets simultaneously, with automatic threat assessment and allocation of priority.

SPECS

IN A HURRY

299

Flight. SOCRAT VOR/ILS; SAGEM Sigma RL90 INS (interface with carriers navigation on Rafale M); Thomson-CSF NC 12E Tacan; Sigma RL-90 ringlaser gyro INS; Thomson-CSF/CNI AHV 17 radio altimeter and SFIM/Dassault laser gyro INS; Thomson-CSF/CNI AHV 17 radio altimeter and SFIM/Dassault Electronic flight recorder. Sextant Avionique GPS. Instrumentation: Digital display of fuel, engine, hydraulic, electrical, oxygen and other systems information on collimated eye-level display and two lateral multifunction touch-sensitive colour LCD displays by Sextant. Fourth cockpit screen is head-level tactical navigation/sensor display. Sextant Avionique CTH3022 wide-angle, holographic HUD incorporating Thomson TTD Optronique OTA 1320 CCD camera and recorder. Sextant/Intertechnique Topsight helmetmounted sight. Mission: Thomson-TRT/SAT OSF electro-optical sensors. MIDS (Multifunctional Information Distribution System) datalink (equivalent to JTIDS/Link 16). Various reconnaissance, ECM, FLIR and laser designation pods. Self-defense: Spectra radar warning and ECM suite by Thomson-CSF, Dassault Electronic and Matra. Thomson TTD Optronique DAL (Detecteur dAlerte Laser) system.

MULTI-PLAYER GROUND COCKPIT COMBAT

Armament
One 30 mm Giat DEFA 791B cannon in side of port engine duct. Fourteen Alkan external stores attachments: two on fuselage centerline, two beneath engine intakes, two astride rear fuselage, six under wings and two at wingtips. Forward centerline position deleted on Rafale M. Normal external load 6,000kg; maximum permissible, 8,000kg. In strike role, one Aerospatiale ASMP standoff nuclear weapon. In interception role, up to eight Mica AAMs (with IR or active homing) and two underwing fuel tanks; or six Micas and 5,700 litres of external fuel. In air-to-ground role, typically sixteen 227kg bombs, two Micas and two 1,300 litre tanks; or two Apache standoff weapon dispensers, two Micas and 5,700 litres of external fuel; or FLIR pod, Atlis laser designator pod, two 1,000kg laser-guided bombs, two AS.30L laser ASMs, four Micas and single 1,700 litre tank. In anti-ship role, two Exocet or projected ANS sea-skimming missiles, four Micas and 4,300 litres of external fuel.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

300

Specifications
DIMENSIONS, EXTERNAL Wing span, incl wingtip missiles Wing aspect ratio Length overall Height overall (Rafale D) AREAS Wings, gross
46.00m 10.90m 2.6 15.30m 5.34m

PERFORMANCE (ESTIMATED) Max level speed at altitude at low level Approach speed T-O distance air defense attack G limits
.400m Mach 2 750knots 115knots

MULTI-PLAYER GROUND

600 m +9.0/-3.6

WEIGHTS AND LOADINGS (ESTIMATED) Basic weight empty, equipped Rafale D Rafale M External load normal max
6,000kg 8,000kg 9,060kg 9,670kg

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

301

Sea Harrier FA.2


MULTI-PLAYER Title
BAe SEA HARRIER Royal Navy designations: FRS.Mk 1 and F/A.Mk 2

GROUND

Type
V/STOL fighter, reconnaissance and strike aircraft.

Programme
Development of P1184 Sea Harrier announced by British government 15 May 1975; first flight (XZ450) 20 August 1978; first delivery to Royal Navy (XZ451) 18 June 1979; first ship trials (HMS Hermes) November 1979. Ski jump launching ramp (proposed by Lt Cdr D. R. Taylor, RN) take-off trials ashore 1977, and at sea from 30 October 1980; HMS Invincible and Illustrious first fitted with 7 ramps, HMS Ark Royal 12; latter allows 1,135kg increased load for same take-off run or 50-60% shorter run at same weight; HMS Invincible recommissioned with 13 ramp 18 May; HMS Illustrious received similar year re-work, May 1991 to April 1994.

COCKPIT COMBAT CAMPAIGNS

Variants
FRS.Mk 1. Initial Royal Navy version; Pegasus 104 engine; first used operationally during Falkland Islands campaign 1982, from HMS Hermes and Invincible (29 flew 2,376 sorties, destroying 22 enemy aircraft in air-to-air combat without loss; four lost in accidents and two to ground fire). Total 37 remained, June 1993, including Mk 2 conversions. Following description applies to Sea Harrier FRS. Mk 1, except where indicated otherwise. FRS.Mk 51. Similar to Mk 1, for Indian Navy. F/A.Mk 2. Differs externally from Mk 1 by less pointed nose radome; longer rear fuselage, resulting from 35cm plug aft of wing trailing-edge; revisions of antennae and external stores. Internal changes include GEC-Marconi Blue Vixen pulse Doppler radar, offering all-weather lookdown/shootdown capability, with inherent track-while-scan, multiple target engagement, greatly increased missile launch range, enhanced surface target acquisition, and improved ECCM performance. Current weapons plus AIM-120 AMRAAM on Airscrew Howden (Frazer-Nash) rail launchers and McDonnell Douglas LAU-106A eject launchers. Wingtip extensions of 20cm and 30cm test-flown to enhance stability carrying AMRAAM, but proved unnecessary by 1990 trials.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

302

Design Features MULTI-PLAYER


Single-engined V/STOL system with four rotatable exhaust nozzles that can be set through 98.5 from fully aft position; short take-off made with nozzles initially fully aft, then turned partially downward for lift-off and continued forward acceleration; nozzles can be vectored at high speed to tighten turn radius or decelerate suddenly; control at less than wing-borne airspeed automatically transferred to reaction control valves at wingtips, nose and tail, also enhancing combat maneuver. Main differences from land-based Harriers include elimination of magnesium components, introduction of raised cockpit, revised operational avionics, and installation of multi-mode GEC-Marconi radar with air-to-air intercept and airto-surface modes in redesigned nose that folds to port; Pegasus 104 turbofan of Mk 1 incorporates additional anti-corrosion features and generates more electrical power than land-based Pegasus 103.

GROUND COCKPIT

Landing Gear
Retractable bicycle type of Dowty Aerospace manufacture, permitting operation from rough unprepared surfaces of CBR as low as 3 to 5%. Hydraulic actuation, with nitrogen bottle for emergency extension of landing gear. Single steerable nosewheel retracts forward, twin coupled mainwheels rearward, into fuselage. Small outrigger units retract rearward into fairings slightly inboard of wingtips. Nosewheel leg of levered suspension liquid spring type.

COMBAT

Power Plant
One Rolls-Royce Pegasus Mk 104 or (retrofit option) Mk 106 vectored thrust turbofan (95.6 kN), with four exhaust nozzles of the two-vane cascade type, rotatable through 98.5 from fully aft position. Engine bleed air from HP compressor used for jet reaction control system and to power duplicated air motor for nozzle actuation. Low drag intake cowls each have eight automatic suction relief doors aft of leading-edge to improve intake efficiency by providing extra engine air at low forward or zero speeds. A 227 litre tank supplies demineralized water for thrust restoration in high ambient temperatures for STO, VTO and vertical landings. Fuel in five integral tanks in fuselage and two in wings, with total capacity of approx 2,865 litres. This can be supplemented by two 455 litre jettisonable combat tanks, or two 864 litre tanks, or two 1,500 litre ferry tanks on the inboard wing pylons. Ground refueling point in port rear nozzle fairing. Provision for fixed in-flight refueling probe above the port intake cowl.

CAMPAIGNS PRO MISSIONS TECHNOLOGY

Accommodation
Pilot only, on Martin-Baker Mk 10H zero/zero rocket ejection seat which operates through the miniature detonating cord equipped canopy of the pressurized, heated and air-conditioned cockpit. Seat raised 28cm compared with Harrier. Manually operated rearward sliding canopy. Birdproof windscreen, with hydraulically actuated wiper. Windscreen washing system.

SPECS

IN A HURRY

303

Pilot only, on Martin-Baker Mk 10H zero/zero rocket ejection seat which operates through the miniature detonating cord equipped canopy of the pressurized, heated and air-conditioned cockpit. Seat raised 28cm compared with Harrier. Manually operated rearward sliding canopy. Birdproof windscreen, with hydraulically actuated wiper. Windscreen washing system.

MULTI-PLAYER

Avionics
Nose-mounted GEC-Marconi Blue Fox (Blue Vixen in F/A. Mk 2) multi-mode radar, with TV raster daylight viewing tube which conveys flight information, as well as radar data, to pilot. Smiths electronic HUD and 20,000 word digital weapon aiming computer, bus control unit and missile control system. Radar altimeter and Racal Doppler 72 radar. GEC-Marconi self-aligning attitude and heading reference platform and digital navigation computer, up-front control panel and multi-function display. Radio navaids include UHF homing, GECMarconi AD 2,770 Tacan with offset facility, Plessey PTR 446 D-band IFF transponder, Cossor IFF 3,500 interrogator, THORN EMI ARI 5983 I-band transponder and THORN EMI Microwave Airborne Digital Guidance Equipment (MADGE). Radio com by multi-channel Magnavox AN/ARC-164 UHF and GEC-Marconi AD 120 VHF with VHF standby via Dowty D 403M transceiver. GEC-Marconi Defense Systems Sky Guardian 200 RWR, Vinten video recording system for HUD and HDD. Intended 1994 retrofit of Mk XII IFF; GPS in 1997; JTIDS in 1997-99.

GROUND COCKPIT COMBAT

Armament
No built-in armament. Combat load carried on four underwing and three underfuselage pylons. Wing and centre-fuselage pylons fitted with ML ejector release units; other underfuselage pylons with McDonnell Douglas LAU-106/A missile eject launchers for AIM-120 AMRAAM. Inboard wing points and fuselage centerline point stressed for loads up to 907kg each, and outboard underwing pair for loads up to 295kg each; two strake fairings under the fuselage can each be replaced by a 30mm Aden gun pod and ammunition or, on F/A. Mk 2, by two missile pylons. Aircraft cleared for operations with maximum external load exceeding 2,270kg, and has flown with weapon load of 3,630kg. F/A. Mk 2 outboard pylons re-stressed to 454kg. Able to carry 30mm guns, bombs, rockets and flares of UK and US designs.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

304

Specifications MULTI-PLAYER
DIMENSIONS, EXTERNAL Wing span normal ferry Length overall FRS.Mk 1 F/A.Mk 2 Length overall, nose folded FRS.Mk 1 F/A.Mk 2 Height overall Tailplane span
12.73m 13.16m 3.71m 4.24m 14.50m 14.17m 7.70m 9.04m

WEIGHTS AND LOADINGS (FRS. MK 1) Weight empty Max fuel capacity internal external Max weapon load STO VTO Max T-O weight Max wing loading Max power loading
3,630kg 2,270kg 11,880kg 636.0kg/m2 124.27kg/kN 2,295kg 2,404kg 6,374kg

GROUND

PERFORMANCE (FRS. MK 1) AREAS Wings, gross Rudder, incl. tab Tailplane


18.68m2 0.49m2 4.41m2

COCKPIT

Max level speed at high altitude at low altitude Mission radius G limits
Mach 1.25 above 640 knots EAS 250nm +7.8/-4.2

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

305

Su-33 Flanker-D
MULTI-PLAYER Title
SUKHOI Su-33 NATO reporting name: Flanker-D

Type
Single-seat ship-based air defense fighter.

GROUND

Programme
Development began 1976; based on production Su-27, but embodying folding wings, other features for shipboard operation, and movable foreplanes. Navalised Su-27 (T-10-25), with arrester hook, flew 1984; first Su-27K (K for korabelnyy: ship-based) prototype (T-10K-1) flew 17 August 1987; second (T-10K-2) made first conventional (non-V/STOL) landing by Soviet aircraft on ship, the Admiral of the Fleet Kuznetsov (then Tbilisi), 1 November 1989; production at Komsomolsk-on-Amur began 1990; first production Su-33 (T-10K-3) flew 1990; deliveries began 1991; initial operational capability 1992; 20 delivered and shore-based on Kola Peninsula mid-1994.

COCKPIT COMBAT

Design Features
Airframe similar to Su-35, but with folding wings, arrester hook and other features for carrier-borne operations; strengthened landing gear with twin nosewheels; long tailcone of land-based versions shortened to prevent tailscrapes during take-off and landing on ship; IRST with wider angle of view.

CAMPAIGNS PRO MISSIONS

Structure
Generally as Su-27, but hydraulically folding outer wings (through 135) and upward folding horizontal tail surfaces. Riveted and welded structure of aluminum and titanium alloys and steel.

Landing Gear
Hydraulically retractable tricycle type, made by Hydromash, with single wheel on each unit; mainwheels retract forward into wingroots; steerable nosewheel, with mudguard, also retracts forward; mainwheel tyres 1030 x 350mm, pressure 12.25-15.7 bars; twin nosewheel tyres 620 x 180mm, pressure 9.3 bars; hydraulic brakes with two-signal anti-skid system; brake-chute housed in fuse-lage tailcone. Arrester hook under tailcone.

TECHNOLOGY SPECS

IN A HURRY

306

Power Plant
Two Saturn/Lyulka AL-31F turbofans, each 122.6 kN with afterburning. Large auxiliary air intake louvres in bottom of each three-ramp engine duct near primary wedge intake; two rows of small vertical louvres in each sidewall of wedge, and others in top face; fine-grille screen hinges up from bottom of each duct to shield engine from foreign object ingestion during take-off and landing. Pressure or gravity fuelling. Retractable flight refueling probe beneath windscreen on port side; provision for centerline buddy refueling pack.

MULTI-PLAYER GROUND

Accommodation
Pilot only, on K-36MD zero/zero ejection seat, under large rearward opening transparent blister canopy, with low sill.

Avionics COCKPIT
Track-while-scan coherent pulse Doppler lookdown/shootdown radar (antenna diameter approx 1.0 m) with reported search range of 130nmand tracking range of 100 nm; infra-red search/track (IRST) sensor in transparent housing forward of windscreen; Sirena-3 360 radar warning receivers, outboard of each bottom air intake lip and at tail. Integrated fire control system enables radar, IRST and laser rangefinder to be slaved to pilots helmet-mounted target designator and displayed on wide-angle HUD; autopilot able to restore aircraft to right-side-up level flight from any attitude when panic button depressed. Nav systems specialized for use over sea.

COMBAT

Armament
One 30mm GSh-301 gun in starboard wingroot extension, with 150 rds. Up to 10 air-to-air missiles in air combat role, on tandem pylons under fuselage between engine ducts, beneath each duct, under each centre-wing and outerwing, and at each wingtip. Typically, two short-burn semi-active radar homing R-27R (NATO AA-10A Alamo-A) in tandem under fuselage; two short-burn infra-red homing R-27T (AA-10B Alamo-B) missiles on centre-wing pylons; and long-burn semi-active radar homing R-27ER (AA-10C Alamo-C) or infra-red R-27ET (AA-10D Alamo-D) beneath each engine duct. The four outer pylons carry either R-73A (AA-11 Archer) or R-60 (AA-8 Aphid) close-range infra-red missiles. R-33 (AA-9 Amos) missiles optional in place of AA-10s. Five-round packs of 130mm rockets, or larger rocket pods, under wings in ground attack role. Ability to carry Kh-31 (AS-17 Krypton) air-to-surface missiles underwing and 4,500kg Kh-41 (3M80 Moskit: mosquito) anti-ship missile on centerline.

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

307

Specifications MULTI-PLAYER
DIMENSIONS, EXTERNAL Wing span Length overall, incl nose probe Width, wings folded Height overall Tailplane span
14.70m 21.185m 7.40m 5.90m 9.90m

PERFORMANCE Never-exceed speed (VNE) at 11,000m Stall speed T-O run on carrier with 14 ramp Range with max internal fuel G limit
Mach 2.165 130 knots 120m 1,620nm +8

GROUND

WEIGHTS AND LOADINGS Not available.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

308

Su-35
MULTI-PLAYER Title
SUKHOI Su-35

Type
Single-seat all-weather counter-air fighter and ground attack aircraft.

GROUND

Programme
Experimental version of Su-27 with foreplanes (T-10-24) flew May 1985; first of six prototypes (successively T-10S-70, Su-27M, Su-35) flew 28 June 1988; another was exhibited at 1992 Farnborough Air Show; in final stages of flight testing early 1993; 10 built by September 1993; scheduled entry into Russian Air Force service mid-1990s, for effective service until 2015-2020.

COCKPIT COMBAT

Design Features
Advanced development of Su-27; airframe, power plant, avionics and armament all upgraded; quadruplex digital fly-by-wire controls under development; claimed to be first series-built fighter with static instability and tandem tri-plane layout, with foreplanes; double-slotted flaperons; taller twin tail fins with integral fuel tanks; reprofiled front fuselage for larger-diameter radar antenna; enlarged tailcone for rearward facing radar; twin-wheel nose landing gear; three-dimensional thrust vectoring nozzles under development for use on production aircraft.

CAMPAIGNS PRO MISSIONS

Structure
Higher proportion of carbonfibre and aluminum-lithium alloy in fuselage; composites used for components such as leading-edge flaps, nosewheel door.

Power Plant
Two Saturn/Lyulka AL-31FM turbofans; each 137.3 kN with afterburning. Retractable flight refuelling probe on port side of nose.

TECHNOLOGY SPECS

IN A HURRY

309

Avionics
N011 multi-mode radar able to acquire airborne targets at ranges up to 216 nm, surface targets up to 108 nm; simultaneous tracking of more than 15 air targets and engagement of six; low-altitude terrain-following/avoidance; rearward facing radar may enable firing of rearward facing IR homing air-to-air missiles; newtype IRST moved to starboard; all combat flight phases computerized; enhanced ECM, including wingtip jammer pods. Shown at Farnborough with GEC Ferranti TIALD (thermal imaging airborne laser designator) night/adverse visibility pod fitted for possible future use.

MULTI-PLAYER GROUND

Armament
One 30 mm GSh-30 gun in starboard wingroot extension. Mountings for up to 14 stores, including R-27 (AA-10 Alamo-A/B/C/D), R-40 (AA-6 Acrid), R60 (AA-8 Aphid), R-73A (AA-11 Archer) and R-77 (AA-12) AMRAAM class air-to-air missiles, Kh-25ML (AS-10 Karen), Kh-25MP (AS-12 Kegler), Kh-29 (AS-14 Kedge) and Kh-31 (AS-17 Krypton) air-to-surface missiles, KAB-500 bombs and rocket packs. Max weapon load 8000 kg.

COCKPIT

Specifications
DIMENSIONS, EXTERNAL Wing span, over ECM pods Length overall Height overall
15.00m 22.00m 6.00m

COMBAT

PERFORMANCE Max level speed at height at S/L Service ceiling Balanced runway length Range with max internal fuel with flight refuelling
more than 2160nm more than 3510nm Mach 2.35 Mach 1.18 18000m 1200m

CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

310

X-29
MULTI-PLAYER Title
Grumman X-29

Type
Forward Swept Wing Advanced Technology Demonstrator.

GROUND

Description
At first glance, the X-29 may appear to be flying backwards. Its sharply angledforward swept wings are mounted far back on the fuselage while the canards horizontal stabilizers for controlling pitch - are mounted in front of the wings rather than at the tail. The X-29 uses a close-coupled design that places the canards close to and in the same plane as the wing. The complex geometries of the main wings and canards combine to give the aircraft exceptional maneuverability, supersonic performance, a very light structure and low drag. Using one F404 engine, the X-29 will demonstrate technologies that are expected to allow future aircraft to fly faster and farther for a given engine thrust.

COCKPIT COMBAT CAMPAIGNS

Programme
The X-29 represents a unified commitment to future aircraft development by the Defense Advanced Research Projects Agency (DARPA), the US Air Force, the National Aeronautics and Space Administration (NASA), and aerospace manufacturers. Intensive investigations and technology validation studies to develop a viable forward-swept wing supersonic aircraft have been under way since 1976. The $87 million X-29 program began officially in December 1981 when DARPA awarded a contract to Grumman Aerospace Corporation to produce two test aircraft.

PRO MISSIONS

Design Features
The X-29 uses a three-control-surface configuration for pitch control. The canards, flaperons, and strake flaps are driven in concert to minimize trim drag. This maximizes the aircrafts responsiveness at the onset of maneuvers by increasing pitch acceleration. The three surfaces, which jointly minimize the aircrafts drag, are driven continuously: the canard for primary pitch control; the flaperons for roll control, high lift, and camber changing; and the strake flaps to augment the canards at low speeds, which rotates the aircraft on takeoff or pitches the aircraft down from a deep stall.

TECHNOLOGY SPECS

IN A HURRY

311

Technologies
The forward swept wing of the X-29 could alter the thinking of future aircraft designers. It performs more efficiently over a wider range of speeds than aircraft with traditionally swept wings, which mean less drag, more lift, better maneuverability, and more efficient cruise speed. In flight, air moving over the forward swept wing tends to flow inward toward the root of the wing rather than outward toward the wing tip as it does on an aft swept wing. This reversed airflow allows the wing tips, with their ailerons, to remain unstalled at high angles of attack. Stall (loss of lift) that does occur tends to develop at the root of the forward swept wing where it is easier to control. Because of this, the X-29 is more responsive to low speed and high angle-of-attack maneuvering commands than an aircraft with aft swept wings.

MULTI-PLAYER GROUND

Future Benefits
The combined efforts of government and commercial enterprise built the X-29. Beyond evaluating its own flying qualities, the demonstrator may serve as a host aircraft to prove the value of advanced technology features for incorporation in future aircraft designs. A two-dimensional engine nozzle that will be able to deflect thrust up or down and reverse the thrust for braking the aircraft is under development. This mechanism could enhance short-field performance and handling qualities. Advanced cockpit designs that include a complete geometric rearrangement of the cockpit and an advanced autopilot require intensive testing and crew orientation. A pilots seat reclined at a sharp angle to prevent blood from draining from the head during high-gravity turns, and a head-up display on a screen mounted at eye level or perhaps even on the pilots visor are among the designs under consideration. Research in these technologies will lead aircraft designers into the 21st century.

COCKPIT COMBAT CAMPAIGNS

Power Plant PRO MISSIONS


The X-29 powerplant is a 16,000 -pound-thrust-class General Electric F404-GE400 turbofan engine, the same type as that currently used to power the twin engine F-18 aircraft.

Specifications
DIMENSIONS, EXTERNAL Wingspan Overall Length Height
27 feet 48 feet 14 feet

WEIGHTS AND LOADINGS Empty Weight Maximum Fuel Takeoff Gross Weight
13,600 pounds 4,000 pounds 17,600 pounds

TECHNOLOGY SPECS

IN A HURRY

312

X-31 EFM
MULTI-PLAYER Title
ROCKWELL/DASA X-31 EFM

Type
Single-seat combat manueverability research aircraft.

GROUND

Programme
Evolved from work begun at MBB (now Deutsche Aerospace Military Aircraft Division) in 1977; joined by Rockwell 1983; feasibility study began November 1984, followed by US/German MoU May 1986 and start of one-year Phase 2 (vehicle preliminary design) September 1986; two prototypes funded August 1988 and assembled by Rockwell under 22 month Phase 3; first prototype (BuAer No. 164584) rolled out 1 March 1990, making first flight 11 October 1990; first flight of second prototype (164585) 19 January 1991; first aircraft made first flight with thrust vectoring paddles installed 14 February 1991; poststall testing started November 1991 and 52 angle of attack reached by end 1991, after total 108 flights; International Test Organization formed when testing moved to Dryden in January 1992. Phase 4 high angle of attack (AoA) tests started June 1992; final target 70 AoA with 45 bank reached 18 September; first ever 360 rolls at 70 AoA performed 6 November; post-stall programme completed March 1993 and followed by tactical utility trials with military pilots at Naval Air Test Center Patuxent River; first one X-31 with post-stall controls against the other X-31 with poststall controls disabled; then dissimilar combat against various operational aircraft. On 17 March 1994, X-31 climbed to 11,582m and showed stability and manueverability at Mach 1.2 with normal fin and rudder neutralized by other controls and using only engine thrust vectoring for directional control. First 180 turn at 70 AoA achieved 29 April 1993. In 1993 dogfights against an evenly matched F/A-18, the X-31 showed high lethality in attack and good survival in defensive situations. Some flights were flown with the pilot wearing a GEC-Marconi Avionics Viper visual and audio display helmet and fighting a virtual enemy generated by another pilot in a dome simulator on the ground. Funding ended in April 1994, but other funds are keeping the programme alive until a new 25-month series of tests can be started in October.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

313

Design Features
Low-mounted cranked delta wings with Rockwell transonic aerofoil section (thickness/chord ratio 5.5%), incorporating camber and twist; no dihedral or anhedral; incidence 0; sweepback at quarter-chord 48 6 inboard, 36 36 outboard; sweptback foreplanes, fin and rudder; no horizontal tail surfaces. Design integrates several technologies to expand maneuvering flight envelope, including vectored thrust, integrated control systems and pilot assistance; enhanced manueverability could yield significant exchange ratio advantages in future close-in fighter combat, and X-31 is intended to break so-called stall barrier by allowing close-in aerial combat beyond normal stall angles of attack; design also expected to enable extremely rapid target acquisition and fuselage pointing for future low-speed, transonic and supersonic engagements; earlier programmes such as Rockwell HiMAT RPV and MBBs TKF-90 contributed much useful data to X-31 design and development. Rockwell primarily responsible for configuration, aerodynamics and construction, DASA for control systems and thrustvectoring design, plus some major components and subassemblies (incl wings).

MULTI-PLAYER GROUND COCKPIT

Landing Gear
Menasco landing gear adapted from F-16; hydraulically retractable tricycle type, main units retracting forward into fuselage, nose unit rearward. Main units have Goodrich (Cessna Citation III) wheels and brakes and Vought A-7D tyres (pressure 15.51 bars). Syndex tail braking parachute.

COMBAT

Power Plant
One 71.17 kN (with afterburning) General Electric F404-GE-400 turbofan. Single fuel tank in fuselage, with gravity feed filler just aft of canopy. Single ventral air intake, with movable lower lip.

CAMPAIGNS

Accommodation
Pilot only, on Martin-Baker SJU-5/6 ejection seat in pressurized, heated and airconditioned cockpit. Windscreen and rear-hinged, upward opening canopy from McDonnell Douglas F/A-18 Hornet. General Electrics Aerospace Business Group assisted in cockpit development.

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

314

Specifications MULTI-PLAYER
DIMENSIONS, EXTERNAL Wingspan Wing aspect ratio Foreplane span Length overall incl nose probe excl probe fuselage, excl probe Height overall Wheel track Wheelbase WEIGHTS AND LOADINGS Weight empty, equipped Fuel weight Normal flying weight Max T-O weight
5175kg 1876kg 6622kg 7228kg 14.85m 13.21m 12.39m 4.44m 2.29m 3.51m 7.26m 2.51 2.64m

PERFORMANCE (ESTIMATED, AT MAX T-O WEIGHT) Never-exceed (VNE) and max level speed S/L to 8535m 8535-12,200m Max rate of climb at S/L Max operating altitude T-O run T-O to 15m Landing from 15m Landing run Design G limits
1485knots Mach 1.3 13,106m/min 12,200m 457m

GROUND

823m 1128m 823m +9/-4

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

315

X-32 ASTOVL
MULTI-PLAYER Title
ADVANCED STOVL STRIKE FIGHTER (ASTOVL)

Type GROUND
SSF - short take-off/vertical landing (STOVL) strike-fighter.

Programme COCKPIT COMBAT CAMPAIGNS PRO MISSIONS


Lockheed among five contenders in ARPA (US Advanced Research Projects Agency) contest for SSF, late 1992; foreseen as possible F/A-18 Hornet replacement; service entry 2015. Selected March 1993 for further studies, in competition with McDonnell Douglas/British Aerospace consortium; Boeing elected to continue private funding of own CALF design, which was later officially adopted as third competitor; Lockheed immediately received first part of $32.9 million, three-year contract to develop design of aircraft employing mechanical drive for lifting fan. Allison (for fan), Pratt & Whitney, Hercules and Rolls-Royce collaborating on development of F119 engine and incorporation of lifting technology. Phase 2, begun April 1994, is full-scale wind tunnel tests at NASA Ames, 1995, for concept validation; identification of required technologies; and demonstration of operational aircraft design margin and affordability. UK government funding 35% of $60 million Phase 2 costs. In third phase, from 2000, ARPA to select one contractor to produce two flying aircraft, although merger with JAST programme is likely beforehand.

Design Features
Trapezoidal wing with canards and twin fins. Lifting fan for vertical component of flight is mechanically driven by a clutch and gearbox linked to the engine low-pressure spool. Fan forms forward lifting component; engine exhaust ducted downwards to provide rear component.

TECHNOLOGY

Power Plant
One 155 kN class Pratt & Whitney F119 advanced afterburning turbofan.

Specifications
WEIGHTS AND LOADINGS (OTHER STATS ARE UNDETERMINED AT PRESENT) Weight empty
not exceeding 10,886kg

SPECS

IN A HURRY

316

Yak-141 Freestyle
MULTI-PLAYER Title
YAKOLEV YAK-141 NATO reporting name: Freestyle

Type
Single-seat carrier-based V/STOL multi-purpose combat aircraft

GROUND COCKPIT

Program
Authentic details first released by Yakolev OKB at 1991 Paris Air Show; project started 1975; first flight of prototype March 1989; first vertical take-off 29 December 1989. Intended originally to replace Yak-38 for air defense of Kiev class carriers/cruisers, with secondary attack capabilities. Flight tests planned to continue until 1995, but programme stopped due to termination of Defense Ministry funding. Yakolev OKB continuing development in refined land-based and naval combat aircraft forms.

COMBAT

Design Features
Multi-engine lift/thrust configuration as Yak-38, but twin fins widely separated on flat-sided tailbooms, extending well beyond nozzle of propulsion engine; inner surface of each tailboom protected by curved titanium heatshield; rectangular wedge engine air intake each side of fuselage; recirculation of jet efflux restricted by large door that hinges down forward of vectored main nozzle, and smaller doors between this and liftjets; shallow fence forward of each fin root, as on MiG-29 but longer, probably housing chaff/flare dispensers; bulged wingtips for puffer-jet stability control system.

CAMPAIGNS PRO MISSIONS

Flying Controls
Triplex full-authority digital fly-by-wire control of aerodynamic surfaces and puffer-jets, with inputs from inertial and area nav systems via nav computer and from air computer system, with provision for satellite navigation; all-moving horizontal tail surfaces; leading-flaps on wing.

TECHNOLOGY SPECS

IN A HURRY

317

Structure MULTI-PLAYER
Extensive use of aluminum/lithium; 26% by weight CFRP, including flaps, slats, leading- and trailing-edges, and tail surfaces; swept-back wings fold upward at mid-span for stowage; wing leading-edge extension (also CFRP) on side of each intake duct forward of wing root.

Landing Gear
Retractable tricycle type with single wheel on each unit; nosewheel retracts rearward; main wheels, on trailing-link legs, retract forward into engine ducts. Brake chute housing on centerline above jet nozzle.

GROUND

Power Plant
Primary power plant is Soyuz RD-79V-300 turbofan, 88.25 kN dry, 152.0 kN with afterburning; door beneath nozzle allows it to be vectored 65 downward for short take-off , 95 downward and forward for vertical landing. RD-79 lift thrust is approx 80% of cruise rating. Two RKBM Rybinsk RRD-41 liftjets, each 40.2 kN, inclined at 10 from vertical immediately aft of cockpit in installation similar to Yak-38 liftjets, able to vector rearward to 24 from vertical for STOL, and 2 forward of vertical for braking; puffer-jet stability controls at wingtips and nose; computerized engine control system. Conformal centerline 2,000 litre external fuel tank.

COCKPIT COMBAT

Accommodation
Pilot only, on Zvezda K-36 zero/zero ejection seat under blister canopy; flat bullet-proof windscreen; automatic ejection system for pilot in emergency during vertical and transition flight modes.

CAMPAIGNS

Avionics
Manual or automatic flight-control from take-off to landing, day and night, in all weathers; multi-mode fire control radar similar to that of MiG-29 with slightly smaller antenna, providing information to HUD and multi-function displays via computer that also receives input from IFF and stores management systems, with optional laser/TV target designator and helmet-mounted display.

PRO MISSIONS

Armament
One 30mm gun, 120 rds; four underwing hardpoints for R-27 (NATO AA-10 Alamo), R-73 (AA-11 Archer) or R-77 air-to-air missiles, anti-ship missiles Kh-31 A/P (AS-17 Krypton) or Kh-25 (AS-12 Kegler), air-to-surface missiles, 500kg bombs, rockets or 23mm gun pods.

TECHNOLOGY SPECS

IN A HURRY

318

Specifications MULTI-PLAYER
DIMENSIONS, EXTERNAL Wing span Wing aspect ratio Width, wings folded Length overall Height overall AREAS Wings, gross
31.70m
2

PERFORMANCE
10.10m 3.22 5.90m 18.30m 5.00m

Max level speed at height at S/L Service ceiling STOL T-O run STOL landing run Mission radius1 Range2 at S/L
545nm 1,133nm +7 Mach 1.7 Mach 1.02 15,000m 30-100m 240m 372nm

GROUND

WEIGHTS AND LOADINGS Weight empty Max fuel capacity internal external Max external weapons load, STOL Max T-O weight VTOL STOL
15,800kg 19,500kg 11,650kg 4,400kg 1,750kg 2,600kg

at 10,000-12,000m G-limit, 50% fuel


1 2

COCKPIT

STOL, with 2,000kg weapons STOL, with 1,000kg weapons

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

MULTI-PLAYER

GROUND

COCKPIT

COMBAT

CAMPAIGNS

PRO MISSIONS

TECHNOLOGY

SPECS

319

APPENDICES

HOME

IN A HURRY

320

APPENDICES
MULTI-PLAYER
APPENDIX A: ACRONYMS ................................321 APPENDIX B: GLOSSARY OF TERMS ................324 APPENDIX C: PRE-FLIGHT MENU BARS ............330 APPENDIX D: IN-FLIGHT MENU BAR ................332 APPENDIX E: OBJECT LIST ..............................335 APPENDIX F: BIBLIOGRAPHY ..........................339

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

321

APPENDIX A: ACRONYMS
AA AAA AAM AB ACM AGL Anti-Aircraft. Weapons used to down aircraft. Anti-Aircraft Artillery. Also Triple-A or flak; heavy version of the AA gun, often mounted on an armored vehicle. Air-to-Air Missile

MULTI-PLAYER GROUND

AfterBurner capability; AirBase Air Combat Maneuvering Above Ground Level. Measure of a planes altitude above the terrain it is flying over. In other words, a plane may be flying at 1,500 ft ASL, but be only 500 ft off the ground.

COCKPIT

AGM AIM ALARM AMRAAM

Air-to-Ground Missile Air-Intercept Missile Air-Launched Anti-Radiation Missile. Missile with active infrared transmitter in nose that homes in on targets emitting heat energy. Advanced Medium-Range Air-to-Air Missile. Missile with active radar transmitter in nose that tracks target, allowing fire and forget tactics. Angle of Attack. Aerodynamic angle formed between the chord of an airfoil and the direction of the relative wind. Angle off Tail. Angle between the flight path of an attacker and its
target.

COMBAT

AoA AoT ASE ASL ASTOVL ATF

CAMPAIGNS

Aircraft Survivability Equipment. An aircrafts defensive systems

PRO MISSIONS

(i.e., RWR, jammers, chaff and flares).

Above Sea Level. Aircrafts altitude above sea level (in feet). Advanced Short Take-Off and Vertical Landing. X-32 fighter
development program.

Advanced Tactical Fighter. Group of fighter prototypes that employ


state-of-the-art design, materials, avionics and weaponry to enhance combat performance. Term comes from the original name for the F-22 program.

TECHNOLOGY

ATGM

Anti-Tank Guided Missiles. Missiles used against armored ground


vehicles; guided by lasers, wires or infrared signals (such as Hellfire and TOW-2).

SPECS

IN A HURRY

322

AWACS

Airborne Warning And Control System. Aircraft fitted with long


range radar that provide tactical and target information to air and ground control units. Usually big, slow and extremely high priority, both to defend and to attack.

MULTI-PLAYER

BARCAP

Barrier Combat Air Patrol. Fighters form a barrier to prevent enemy aircraft from entering a designated airspace or approaching a friendly target. Generally set up along most probable corridor of approach, often involves fighter relays. Bombardier/Navigator. US Navy term for co-pilot operator that handles navigation and targeting operations on bombing missions. Beyond Visual Range Combat Air Patrol. Cruising at medium-to-high altitude over a certain area in search of enemy planes. Close Air Support. Dropping bombs in support of ground troops also known as an air strike. Countermeasures. Used by airborne vehicles in defense against airto-air or SAM weapons (e.g., chaff, flares and jammers).

GROUND

B/N BVR CAP CAS CM ECM

COCKPIT COMBAT

Electronic Countermeasures. Countermeasures that use the electromagnetic spectrum to confuse or defeat enemy radar and sensor systems. Enhanced Fighter Maneuverability. Aircraft designed with the aim of increasing turn and AoA performance during combat.

EFM FBW

CAMPAIGNS

Fly By Wire. Computer-aided flight control flight computer corrects pilot control input according to the flight condition data (altitude, airspeed) it receives, and uses this to adjust flight surfaces. Forward-Looking InfraRed. Sensor that reads the heat signatures
of nearby objects.

FLIR GIB HARM HUD

PRO MISSIONS

Guy In Back. Slang term for WSO, RIO and B/N. High-speed, Anti-Radiation Missile. Missile whose seeker head homes in on radar-emitting sources. Heads-Up Display. Glass mounted at the front of the cockpit. The pilot looks forward through the glass, and important combat and flight information is reflected onto the HUD and superimposed over his view of the outside world. High-Velocity Missile Identification Friend or Foe. A coded message sent to a targets IFF transponder. If correct coded reply is received, the IFF interrogator reports friendly.

TECHNOLOGY

HVM IFF

SPECS

IN A HURRY

323

ILS IR LGB MIGCAP PGM PNVS RIO RAM

Instrument Landing System. A radio device at airfields that assists


pilots in low-visibility landings.

MULTI-PLAYER

Infrared. Range of the electromagnetic spectrum where a signals


intensity is directly related to its heat signature.

Laser-Guided Bomb MiG Close Air Patrol. Patrol of an area in search of enemy aircraft, no specified objective to protect. Precision Guided Munition. Smart bomb (a guided bomb). Pilots Night Vision Sensor. Device that aids night vision by translating heat emissions into pictures.

GROUND COCKPIT

Radar Intercept Officer. US Navy term for back-seat weapons and targeting systems operator. Radar Absorbent Material. Material containing thousands of
absorbent pockets that convert radar beams into heat or small electromagnetic fields, reducing overall radar cross-section.

RCS RWS RWR

Radar Cross Section

COMBAT CAMPAIGNS

Range While Search. Radar mode that uses continuous wave emissions to provide contact range and bearing at extremely long range.

Radar Warning Receiver. Aircraft device that warns the pilot if he is being tracked by an enemy missile guidance system or air intercept radar. Surface-to-Air Missile Semi-Active Radar Homing. Radar-guided missile that relies on aircraft radar guidance.

SAM SARH SSM TWS

Surface-to-Surface Missile Track While Scan. Radar mode that uses pulse-Doppler radar to target a contact, providing detailed tracking information at short range.

PRO MISSIONS

VSI STOVL

Vertical speed indicator

TECHNOLOGY

Short TakeOff and Vertical Landing. Group of aircraft that redirects thrust using vanes, nozzles or lift fans for yaw and/or pitch maneuverability. Weapons Systems Officer. US Air Force term for back-seat weapons and targeting systems operators.

WSO

SPECS

IN A HURRY

324

APPENDIX B: GLOSSARY OF TERMS


Note: Definitions for acronym terms appear in the Appendix A: Acronyms, p. A.1.

MULTI-PLAYER

Airfoil. Curved wing or blade surface designed to produce lift when air passes
over it.

Airframe. Basic construction of the aircraft (doors, landing gear, seats, cabin, etc.). Angels. Altitude in thousands of feet. Angels ten indicates 10,000 feet of altitude. Angle of attack (AoA). Aerodynamic angle formed between the chord of an airfoil and the direction of the relative wind. Angle off tail (AoT). Angle formed between the flight path of an attacking aircraft and a target.

GROUND COCKPIT

Aspect angle. Angle from which a target is viewed. 45R means a view of the targets right wing from a 45 angle.

Bandit. Confirmed enemy aircraft. Bogey. Unidentified aircraft. Canard. Small fixed or variable wings in front of an airplanes main wings.
Canard means duck in French the name comes from the pre-WWI plane that first featured these wings and was nicknamed The Duck.

COMBAT

Center of gravity. Single, imaginary point where the resultant force of all weight
forces occurs (also known as center of lift).

Chaff. Strips of metal film released to confuse and reflect signals from radarguided weapons. Chord. Imaginary line that passes through the leading and trailing edges of an airfoil. See angle of attack. Composites. Plastic or resin materials reinforced with other fibrous materials to create a strong, lightweight material that bends only in one direction. Corner speed. Point at which maximum lift occurs with the least amount of
airspeed.

CAMPAIGNS PRO MISSIONS

Drag. Force that counteracts an object in motion through the air, such as air
resistance.

Flight Envelope. Graphical guide showing the aircrafts limits in airspeed, altitude and G-load, and the aircrafts current position within those limits.

TECHNOLOGY

Flare. Cartridge-shaped source of heat energy used to divert infrared-homing missiles. Jammer. Electronic countermeasure that emits microwaves to distort/confuse enemy radarscopes. Knot. Measure of speed equal to one nautical mile per hour. (See nautical mile.) Lag pursuit. Refers to pointing an aircrafts nose just behind an enemys flight
path during a turn.

SPECS

IN A HURRY

325

Lead pursuit. Refers to pointing an aircrafts nose just ahead of an enemys flight
path during a turn.

MULTI-PLAYER

Leading. Refers to aiming just ahead of an enemys flight path. Mach. Speed of sound at sea level (760 ft/s) that is measured in multiples (Mach
I, Mach 2, etc.).

Nautical mile. Aeronautical measurement of distance equal to 6,076ft. Ordnance. Expendable armament, such as missiles and ammunition. Point of impact. Point along the leading edge on an airfoil where the air separates and flows over the top and bottom of the airfoil. Radar signature. Indication of an aircrafts visibility to radar, also called its radar cross section (RCS). Radar waves reflect off of vertical surfaces and sharp corners and create signatures on the detecting radarscope. Relative wind. Force created as an airfoil moves through the air. It equals the
airfoils forward velocity, but acts in the opposite direction. This is a method of looking at an airfoil moving through the air from a different frame of reference in which the airfoil is stationary and a wind equal to the actual forward velocity of the blade is passing over it.

GROUND COCKPIT COMBAT CAMPAIGNS

Resultant force. Sum of all forces acting on an object. On a plane, the resultant force is the total effect of lift vs. gravity and thrust vs. drag. The resultant force determines what direction the aircraft moves. Stall. Loss of lift condition that occurs when the angle of attack is too steep for the airfoil to provide any lift. During a stall, the normally streamlined flow of air over the blade is disrupted. Thrust. Horizontal, directional force that overcomes drag and powers the aircraft in the desired direction (usually forward, although some aircraft can direct thrust at an angle). Turbofan/turbojet. Jet engine that produces thrust by passing external air into
the engine, moving it through several stages and igniting a fuel-air mixture.

PRO MISSIONS

Turn rate. Number of degrees per second a particular aircraft can turn. The higher the rate, the faster the turn.

Turn radius. Radial distance required to complete a turn. The smaller the radius, the shorter the turn. Vectored thrust. Thrust that is redirected using angled nozzles or vanes, or lift
fans. Some aircraft (such as the F-22) can vector in the pitch axis; the XF-31 can vector in both the yaw/pitch axes.

TECHNOLOGY

Weapon envelope. Effective area of attack for a weapon. Enemies within this
envelope are vulnerable to gun or missile fire.

Zero-zero. Ejection seat that can save a crew members life down to zero airspeed and zero altitude (full crash impact), as long as the aircraft is not inverted.

SPECS

IN A HURRY

326

APPENDIX C: PRE-FLIGHT MENU BARS


? MENU
TO WINDOWS.

MULTI-PLAYER

This menu appears on all screens. On pre-flight screens, it has one option EXIT On the In-Flight menu bar, it has two END MISSION and EXIT TO WINDOWS.

Screens will not be listed if the ? menu is the only menu available.

GROUND

Choose Activity Screen


PREF MENU GRAPHICS PREF SCREEN RESOLUTION SOUND PREFS MULTI-PLAYER MENU SERIAL MODEM IPX/SPX NETWORK TCP/IP NETWORK DISCONNECT AIRBASE ASSAULT Set up a serial (or null-modem) connection and game. Direct Serial, p. 32. Set up a modem connection and game. Modem, p. 34. Set up a LAN connection and game. IPX/SPX Network, p. 36. Set up an internet connection and game. TCP/IP Network, p. 38. Disconnect from any type of connection. Set up an Airbase Assault Game. Toggle graphics effects. See Install Guide. Adjust the resolution of for in-flight screens to 320x200, 640x480, 800x600 or 768x1024. Adjust the volume of music and sound effects. See Install Guide.

COCKPIT COMBAT CAMPAIGNS PRO MISSIONS

Fly Single Mission Screen


AIRCRAFT MENU FLY ALL Fly any aircraft in the game.

TECHNOLOGY

Quick Mission Creator Screen


AIRCRAFT MENU FLY ALL ERA Fly any aircraft in the game. Limits the FLY ALL option to include aircraft (and weapons used) in the era checked 1956-1976/1956-1982/1956-1996/1956-FUTURE.

SPECS

IN A HURRY

327

Mission Brief Screen


In single missions, only the ? menu appears. In campaign missions, the CAMPAIGN menu also appears. CAMPAIGN MENU REPLAY THIS MISSION EXIT CAMPAIGN Return to the Mission Brief screen. Return to the Choose Activity screen.

MULTI-PLAYER GROUND

Mission Map Screen


VIEW MENU (P. 167, P. 202) SCROLL LEFT SCROLL RIGHT SCROLL UP SCROLL DOWN CENTER MAP AT CURSOR CENTER MAP AT SELECTION ZOOM IN ZOOM OUT SMART ZOOM WAYPOINT MENU (P. 168, P. 209) ADD DELETE CREATE LOOP DELETE LOOP SELECT PREV WAYPOINT SELECT NEXT WAYPOINT Add a waypoint for the selected icon. Delete the selected waypoint. Create a loop between waypoints. Choose the end waypoint and click a waypoint previous to it. Delete selected loop. Click the end waypoint in the loop and then choose this option. Highlight the previous waypoint in reverse alphabetical order. Highlight the next waypoint in alphabetical order. Move mission map left. Move mission map right.

COCKPIT

Move mission map up. Move mission map down. Center mission map on mouse cursor. Center map on selected icon. Magnify mission map. Decrease magnification of mission map. When active, the selected icon remains in the center of the map as you zoom.

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

328

SHOW MENU (P. 201)

MULTI-PLAYER

PLANES SAM SITES AAA SITES SHIPS AIRPORTS VEHICLES OTHER MISSION ITEMS ONLY SAM THREAT RANGES DISTANCE GRID

Hide/display bombers, fighters and helicopters. Hide/display SAM sites. Hide/display AAA sites. Hide/display ships (other than aircraft carriers). Hide/display airports and carriers. Hide/display all vehicles (tanks and unarmored). Hide/display structures and miscellaneous objects. Display only mission objectives, targets, home airbases, etc. Dark red circles indicate the range of SAM and AAA sites. Put a distance grid over the mission map. Each square on the grid is 5nm on a side.

GROUND COCKPIT

In campaign missions, the CAMPAIGN menu also appears. CAMPAIGN MENU

COMBAT

REPLAY THIS MISSION EXIT CAMPAIGN

Return to the Mission Brief screen. Return to the Choose Activity screen.

Aircraft Selection Screen


In single missions, only the ? menu appears. In campaign missions, the CHEAT and CAMPAIGN menus also appear. CHEAT MENU ALLOW FLYING ANY PLANE Allows you unlimited aircraft for the campaign. (While this is active, you will be ineligible for medals and promotions.)

CAMPAIGNS PRO MISSIONS

CAMPAIGN MENU REPLAY THIS MISSION EXIT CAMPAIGN Return to the Mission Brief screen. Return to the Choose Activity screen.

TECHNOLOGY SPECS

IN A HURRY

329

Load Ordnance Screen


In single missions, only the ? and WEAPONS menus appear. In campaign missions, the CAMPAIGN menu also appears. WEAPONS MENU UNLOAD ALL CHEAT (LOAD ANYTHING ANYWHERE) CAMPAIGN REPLAY THIS MISSION EXIT CAMPAIGN Return to the Mission Brief screen. Return to the Choose Activity screen. Unload all weapons from all of your hardpoints. Load any type of weapon on your hardpoints. (During a campaign, you will not receive medals or promotions while this is active.)

MULTI-PLAYER GROUND COCKPIT

Mission Creator Screen (Pro Missions)


FILE MENU (P. 197) NEW MISSION LOAD MISSION SAVE MISSION VIEW MENU See p. 202. WORLD MENU (P. 198) SET MAP Choose mission theater: CUBA, EGYPT, FALKLAND ISLANDS, FRANCE, GREECE, IRAQ, KURIL ISLANDS, NORTH VIETNAM, NORTH/SOUTH KOREA, PAKISTAN, PANAMA, PERSIAN GULF, TAIWAN, THE BALTICS, UKRAINE, or VLADIVOSTOK. Set visibility conditions for the mission:
CLEAR/CLOUD COVER/FOG/SUNRISE/SUNSET/NIGHT

Clear map and create a new mission. Load a mission.

COMBAT

Save the mission youre working on.

CAMPAIGNS PRO MISSIONS

SET WEATHER SET FRIENDLY & ENEMY SIDES SET SCREENS

Assign allied and enemy nations. Choose screens (Mission Brief, Mission Map, Aircraft Selection, Load Ordnance) player sees before takeoff. Set default skill level for friendly aircraft and other vehicles. Set default skill level for friendly SAM and AAA sites. Set default skill level for enemy aircraft and vehicles. Set default skill level for enemy SAM and AAA sites.

TECHNOLOGY

FRIENDLY PILOT SKILL FRIENDLY SAM SKILL ENEMY PILOT SKILL ENEMY SAM SKILL

SPECS

IN A HURRY

330

OBJECT MENU (P. 204)

MULTI-PLAYER

ADD DUPLICATE DELETE ADD TO WING REMOVE FROM WING MAKE WINGLEADER ADD TO GROUP REMOVE FROM GROUP MAKE GROUP LEADER WAYPOINT MENU See p. 209. SHOW MENU See p. 201.

Add an object to the mission map. Duplicate the selected object. Delete the selected icon. Add the selected object to a wing or create a new wing for the selected object. Remove the selected object from a wing. Make the selected object leader of the wing. Add selected TRUCK or TANK icon to a group. Remove selected TANK or TRUCK icon from a group. Make selected object the leader of the group.

GROUND COCKPIT COMBAT

MULTI-PLAYER MENU TIME LIMIT NUMBER OF KILLS END SCENARIO CONDITIONS Set the maximum length of the mission UNLIMITED, 1, 2, 5, 10, 20 or 30 minutes. Set the number of kills needed to win UNLIMITED, 1, 2, 3, 5, 10, or 20. Set who must make the specified number of kills (TOTAL, BY ONE SIDE, BY ONE PLAYER, or BY ENEMY SIDE). Set how many lives each player gets UNLIMITED, 0, 1, 2, 3, 5 or 10.
NO DELAY,

CAMPAIGNS

NUMBER OF REVIVES REVIVE TIME DELAY REVIVE DISTANCE AIRCRAFT MENU FLY ALL ERA

PRO MISSIONS

Set time delay between death and revival 10 or 30 SECONDS or 1, 2 or 5 MINUTES. Set how far from the battle players are revived 5, 10, 20, or 40 MILES away.

AT STARTING POINT,

TECHNOLOGY

Allows the player to choose any fixed wing aircraft in the game for this mission. Limits the fly all option, so that the player can choose only the aircraft and weapons available between 1956-1976/1956-1982/1956-1996/1956FUTURE.

SPECS

IN A HURRY

331

Reference Screen
MULTI-PLAYER
OBJECTS MENU (P. 241) FIGHTERS BOMBERS HELICOPTERS SAMS AAA TANKS SHIPS OTHER VEHICLES STRUCTURES MISSILES MISC MENU (P. 241) NEXT PAGE PREV PAGE SHOW BACKGROUND IN 3-D VIEW View next photo or page of a description View previous photo or page of a description Toggle sky, water and ground textures on/off Display fighter database Display bomber database (includes cargo and surveillance aircraft) Display helicopter database Display SAM database Display AAA database Display tank database (includes APCs and IFVs) Display ship database (includes aircraft carriers) Display unarmored-vehicle database

GROUND COCKPIT

Display structure database Display missile database

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

332

APPENDIX D: IN-FLIGHT MENU BAR


Press q during flight to display/hide the In-Flight menu bar. CONTROL MENU STICK Choose flight stick: KEYBOARD, JOYSTICK, CH F-16 FLIGHT STICK, CH F-16 COMBAT STICK, CH FLIGHTSTICK PRO, JANES COMBAT STICK or MS SIDEWINDER 3D PRO. Choose rudder control: KEYBOARD or RUDDER PEDALS. Choose throttle control: KEYBOARD or THROTTLE
STICK.

MULTI-PLAYER GROUND

RUDDER THROTTLE HAT PREF MENU GRAPHICS ... SOUND ... TIME ACCELERATED TIME? HUD PITCH LADDER? DIM HUD BRIGHTEN HUD SHOW COCKPIT? REAR VIEW WINDOWS?

VIEW

Controls the function of the joystick hat SLEW (as in USNF) or VECTOR THRUST (as in ATF).

COCKPIT

Toggle graphic effects. See Install Guide. Adjust volume of music and sound effects. See Install Guide. Choose a time compression: PAUSED, SLOW MOTION (half of normal speed), 1X, 2X, 4X, or 8X Accelerates any time compression by 33%. When active, displays pitch ladder on the HUD.

COMBAT CAMPAIGNS

Reduces the brightness of the HUD. Increases the brightness of the HUD. When active, displays the cockpit. When active, rear view windows in the cockpit let you check six without shifting your head. (Cockpit must be displayed.) When inactive, windows are smaller than normal. When active, displays authentic radar CRT in Radar Window. See Standard Radar CRT vs. Authentic Radar CRT and Seeker, p. 98. When active, each targets identity (i.e., F-22, MiG-29, Viceroy) appears below it in forward view. If the target is an airplane, its current maneuver appears as well. This information is orange unless the object is targeting you, in which case it is red. In multi-player games, each players callsign also appears below his aircraft.

PRO MISSIONS

LARGE WINDOWS? AUTHENTIC RADAR CRT AND SEEKER

TECHNOLOGY

SHOW TARGET INFO?

SPECS

IN A HURRY

333

IR/LASER ADVANCED TARGETING?

When this is active, and your IR sensor is on, brackets appear on your viewscreen around all IR targets. You can then target IR targets and radar targets simultaneously. See IR/Laser Advanced Targeting, p. 112. When active, you hear limited wingman or RIO chatter. They reserve their messages for the most important situations, such as missile launches.

MULTI-PLAYER

RADIO SILENCE?

VIEW MENU The VIEW menu allows you to choose different views. See View Controls, p. 103 for details on these options. VIEW TRANSITIONS When active, views pan as you switch between them. When inactive, views snap when you switch between them.

GROUND COCKPIT

WINDOW MENU The WINDOW menu allows you to select different Instrument Display Windows. See Instrument Display Windows, p. 88 for details. CHEAT MENU DAMAGE UNLIMITED AMMO? Choose INVULNERABLE, NORMAL or REALISTIC. (NORMAL is the default.) When active, provides you with unlimited ammo. Note that the types of weapons youre carrying remain the same. When active, provides you with unlimited fuel. When active, near misses become hits. When active, your aircraft will survive crashes. When active, your airplane will not enter a spin. When active, plane does not experience turbulence. When active, you can pull a few extra Gs over your normal limit. When active, your airplane will perform as if it were carrying no weapons. When active, no glare appears on canopy. When active, you do not suffer redouts or blackouts from excessive positive and negative G-loads. A No-penalty cheat. When active, screen does not shake from explosions.
AVERAGE

COMBAT CAMPAIGNS

UNLIMITED FUEL? EASY AIMING? NO CRASHES? NO SPINS? NO TURBULENCE? PULL EXTRA G? IGNORE WEAPON WEIGHTS? NO SUN WHITEOUT? NO REDOUT OR BLACKOUT? NO SCREEN-SHAKING? ENEMY AI?

PRO MISSIONS TECHNOLOGY

Sets computer enemy skill levels to NOVICE, or UNCHANGED.

SPECS

IN A HURRY

334

IGNORE MID-AIRCOLLISIONS? EASY TARGETING

When active, you cant crash into another airplane. When inactive, the TD box only drifts to the edge of the HUD, and the Target Window (S4) can only be opened if the target is in visual range. When active the TD box moves to the edge of the screen, and the Target Window can be opened even if the target is BVR. When active, all air-to-air missiles are removed from all aircraft.

MULTI-PLAYER

AIR COMBAT GUNS ONLY? POSITION MENU

GROUND COCKPIT

This menu allows you to change where you are located, either READY FOR TAKEOFF, 10,000 FT, 40,000 FT, or FINAL APPROACH. This menu can only be used when you go into free flight from the Player Aircraft Reference screen. MULTI MENU REDUCE BULLET ACCURACY REDUCE BULLET DAMAGE REDUCE MISSILE ACCURACY REDUCE MISSILE DAMAGE REDUCE ENGINE THRUST REDUCE RADAR LOOK-DOWN Reduce bullet accuracy to 30% or 60%. Bullets inflict less damage per hit. Missiles hit less often. Missiles inflict less damage per hit. Lowers engine thrust and reduces climbing ability. Reduces the effective of players radar.

COMBAT

ALLOW FIND NEAREST OBJECTS CHEAT When active, allows players to use the cZ, cX and cA keys. SHOW PLAYER SCORES MAP MENU PAUSES FLIGHT? If active, the game is paused when you open the in-flight nav map in single-player missions (this does not effect multi-player missions). Your Instrument Display Windows appear onscreen when youre looking at the in-flight nav map. Controls which items are displayed on the in-flight nav map. See SHOW MENU, p. 201. Displays players kill totals onscreen.

CAMPAIGNS PRO MISSIONS

DISPLAY WINDOWS?

SHOW

TECHNOLOGY SPECS

IN A HURRY

335

APPENDIX E: OBJECT LIST


The objects listed in this section can be added to the mission map in the Pro Mission Creator. For statistical information on these objects, or to see what they look like, choose REFERENCE from the Choose Activity screen. Aircrafts that can be flown in single-player missions are marked with ***

MULTI-PLAYER

ANTI-AIRCRAFT
(SHOW MENU CLASS: AAA SITE) KS-12 85MM AAA KS-19 100MM AAA M1939MM AAA M1939MM AAA ZONE* M163 APC ZIF-31 TYPE 76 ZSU-23-4 SHIKA ZSU-57-2 SPARKA *THE M1939 ZONE IS A GROUP OF SEVERAL HIDDEN M1939 AAA GUNS.

AIRCRAFT CARRIERS
(SHOW MENU CLASS: AIRPORT*) CLEMENCEAU CLASS EISENHOWER KITTY HAWK KIEV WASP *DESCRIPTIONS UNDER SHIPS OPTION ON REFERENCE SCREEN

AIRPORTS
(SHOW MENU CLASS: AIRPORT) AIRPORTS (1-7) SMALL AIRPORT

BOMBERS/TRANSPORTS/AWACS
(SHOW MENU CLASS: PLANE) A-1 SKYRAIDER A-4E SKYHAWK A-6 INTRUDER A-6E INTRUDER A-37 DRAGONFLY AC-130U SPECTRE***

AIR FORCE 1 AIRBUS 310 AN-74 COALER ATLANTIQUE 2 AURORA SPY PLANE B-1B LANCER B-2 SPIRIT*** B-52G STRATOFORTRESS BAE BUCCANEER BAE STRIKEMASTER BOEING 707 BOEING 747 C-130 HERCULES C-17 GLOBEMASTER C-5B GALAXY E-2C HAWKEYE E-3 SENTRY E-8C J-STARS EA-6B PROWLER F-105 THUNDERCHIEF F-111F AARDVARK F-117A NIGHT HAWK*** IL-76 MAINSTAY IL-96 KC-135A STRATOTANKER P-3C ORION SEPECAT JAGUAR SF.260 SU-24 FENCER-D SU-34 PLATYPUS TORNADO IDS TU-160 BLACKJACK-A TU-26 BACKFIRE-C TU-95 BEAR-H

GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

336

FIGHTERS
(SHOW MENU CLASS: PLANE) A-10 THUNDERBOLT A-7A CORSAIR II*** A-7E CORSAIR II*** AIDC CHING KUO ALPHA JET AV-8B HARRIER II*** BAE HAWK EUROFIGHTER 2000 F-104 STARFIGHTER*** F-14D TOMCAT*** F-15C EAGLE F-15E STRIKE EAGLE F-15J EAGLE F-16A FALCON F-16C FALCON*** F-22A*** F-4B PHANTOM II*** F-4G WILD WEASEL PHANTOM F-4J PHANTOM II*** F-5E TIGER F-8J CRUSADER*** F/A-18D HORNET*** FIGHTER SUPPORT-X IAI KFIR J7-E FISHBED MIG-17F FRESCO*** MIG-21 FISHBED MIG-21*** MIG-23 FLOGGER-B MIG-25 FOXBAT MIG-27 FLOGGER-J MIG-29 MIG-29M MIG-31 FOXHOUND MIRAGE 2000 MIRAGE 5 MIRAGE F1 MIRAGE III MITSUBISHI F1

Q-5 FANTAN RAFALE C*** SAAB AJ37 VIGGEN SAAB GRIPEN SAAB J35F DRAKEN SEA HARRIER FA.2*** SU-7 FITTER SU-25 FROGFOOT SU-27 FLANKER-B SU-33 FLANKER-D*** SU-35*** SUPER ENTENDARD X-29 FSW*** X-31 EFM*** X-32 ASTOVL*** YAK-141 FREESTYLE***

MULTI-PLAYER GROUND COCKPIT

HELICOPTERS
(SHOW MENU CLASS: PLANE) AH-1 COBRA AH-64 APACHE ANTI-STEALTH BLIMP CH-47 CHINOOK GAZELLE HAC TIGER (EUROCOPTER TIGRE) KA-50 HOKUM-A MI-17 HIP MI-24 HIND-D RAH-66 COMANCHE SH-3A SEA KING SH-60 SEAHAWK SUPER FRELON UH-60 V-22 OSPREY WESTLAND LYNX

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

337

MISCELLANEOUS
(SHOW MENU CLASS: OTHER) BIG ROCKS (A-E) CAT OFFICER CONTAINERS (1-3) CRATES (1-4) CRATER DESTROYED VEHICLE DOWNED PILOT MAN MOOSE PILOT ROADS (VARIOUS) ROCKS (A-E) SOLDIER(S) WATER BUFFALO

SARANCHA SEA SHADOW SOVREMENNY TICONDEROGA CLASS TYPE 69 A

MULTI-PLAYER

SAMS
(SHOW MENU CLASS: SAM SITE) 2S6 TUNGUSKA CROTALE SAM FIM-92 STINGER M48 CHAPARRAL MIM-23 HAWK MISTRAL SATCP ROLAND SA-13 GOPHER SA-14 GREMLIN SA-15 GAUNTLET SA-16 GIMLET SA-2A GUIDELINE SA-3 GOA SA-6 GAINFUL SA-7 GRAIL SA-9 GASKIN SCUD LAUNCHER

GROUND COCKPIT

SHIPS
(SHOW MENU CLASS: SHIP) BARGE CARGO SHIP CIMMARON OILER CONTAINER SHIP CYCLONE FISHING BOAT IOWA CLASS JIANGHU II CHINA JIANGHU II EGYPT JOHN C. BUTLER JUNK KIEV CLASS KIROV CLASS KNOX CLASS KRIVAK III LCAC 34 LCAC 38 OLEKMA CLASS OSCAR CLASS POMORNIK RIVERBOAT SACRAMENTO CLASS

COMBAT CAMPAIGNS

TANKS/ARMORED VEHICLES
(SHOW MENU CLASS: VEHICLE) BMP-2 BTR-80 M-1975 M-113 M-1 ABRAMS M-2 BRADLEY T-72 T-80 T-90

PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

338

OTHER VEHICLES
(SHOW MENU CLASS: VEHICLE) FUEL TANKER TRUCK HMMWV (HUMVEE) LONG TRACK RADAR MULES (A-C) SAM-CARRYING TRUCK STEALTH RADAR (1 AND 2) STRAIGHT FLUSH RADAR TRUCK

STRUCTURES
(SHOW MENU CLASS: OTHER) APARTMENTS (VARIOUS) BARRACKS (1-2) BRIDGE (VARIOUS) BRIDGE ENDS/MIDDLES BUNKER CASTLE CITY BLOCKS (1-7) CITY SLUMS (1-2) COMMERCIAL BLOCKS (1-3) COMMAND HQ (1AND 2) COMMUNICATIONS CENTER CONTROL TOWERS (VARIOUS) CRANE CROP FIELDS (1 AND 2) DOCK DOCK HOUSE (1 AND 2) FACTORIES (VARIOUS) FACTORIES (1-2) FUEL TANKS (1-2) GCI RADAR HANGERS (1 AND 2) HARDENED C&C BUNKER HARDENED SHELTERS (1-8) HOOCH BLOCKS HOUSE (1 AND 2) INDUSTRIAL BLOCKS (1-2) LARGE CITIES (1-3) MICROWAVE DISH MICROWAVE TOWER

MIM-23 SITE MISSILE SILO OIL RIG OIL STATION WELL PARKING LOT PASSIVE RADAR (1 AND 2) PRISON COMPOUND REACTOR (VARIOUS) RESIDENTIAL BLOCKS (1-2) ROADS (VARIOUS) RUNWAY FLAGS (VARIOUS) SA-3 SITE SHELTER SHOPS SLUM BLOCKS (1-2) STORAGE SUPER HARDENED C&C BUNKER TALL KING RADAR TENTS (VARIOUS) WINDMILL

MULTI-PLAYER GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

339

APPENDIX F: BIBLIOGRAPHY
Time-Life Books (Eds.). Air Combat. Time-Life Books, Alexandria, Virginia (1990). Clancy, T. Fighter Wing: The Guided Tour of an Air Force Combat Wing. Berekely Books, New York, New York (1995). Gunston, B. Modern Air Combat. Crescent Books, New York, New York (1983). Federal Aviation Regulations. Jepperson Sanderson, Englewood, Colorado (1991). Aviation Fundamentals. Jepperson Sanderson, Englewood, Colorado (1991). Pace, S. X-Planes at Edwards. Motorbooks International Publisher & Wholesalers, Osceola, Wisconsin (1995).

MULTI-PLAYER GROUND COCKPIT

Lamber, M. (Ed.). Janes All the Worlds Aircraft: 1993-94. Janes Information Group, Limited, Coulsdon, Surrey, United Kingdom (1993). Janes CD-ROM Reference Manual. Janes Information Group, Limited, Coulsdon, Surrey, United Kingdom (1995). Janes Defense Magazine Library on Disc. Janes Information Group, Limited, Coulsdon, Surrey, United Kingdom (1995). X-29 Advanced Technology Demonstrator. Grumman Corporation, Bethpage, New York (1994). Office of Assistant Secretary of Defense, Public Affairs. X-29A Advanced Technology Demonstrator Program. 27 August 1984. Office of Assistant Secretary of Defense, Public Affairs. X-31 Aircraft Flies at Paris Air Show. 23 March 1995. NASA Facts. X-29 Enhanced Fighter Maneuverability Demonstrator. Dryden Flight Research Center, Edwards, California (1994). NASA Facts. X-31 Enhanced Fighter Maneuverability Demonstrator. Dryden Flight Research Center, Edwards, California (1994). X-31 EFM Press Information. Rockwell International (1990).

COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

IN A HURRY

340

NOTES
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MULTI-PLAYER GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

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IN A HURRY

341

NOTES
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MULTI-PLAYER GROUND COCKPIT COMBAT CAMPAIGNS PRO MISSIONS TECHNOLOGY SPECS

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