Jane's Usaf Manual
Jane's Usaf Manual
Jane's Usaf Manual
INTERFACE
Chapter 1
General Instructions ......1.1
Janes USAF
Flight Screens..................1.5
Quick Mission Editor Screen ......1.5
Mission Settings......................1.6
Revivals ..............................1.7
Mission Forces ........................1.7
Training Screen...........................1.8
Choosing a Course..................1.8
Flying a Mission ......................1.8
Single Missions Screen................1.9
Listing Available Missions ........1.9
Choosing a Mission.................1.10
Campaign Screen........................1.10
Starting or Rejoining
a Historical Campaign...........1.11
Winning Historical
Campaigns .....................1.11
Starting or Rejoining
a Future Campaign ...............1.12
Campaign Info Box ................1.12
About Mission Box ................1.12
Campaign Control Window ....1.13
Winning a Futuristic
Campaign.......................1.14
INTERFACE
GENERAL INSTRUCTIONS
This chapter provides an overview of the USAF interface. This section gets
you started and explains a few general features. The other major sections
cover the following:
Flight Screens (p. 1.5) covers all of the screens where you can choose or create a mission to fly immediately.
Mission Screens (p. 1.15) describes all of the interface screens you see after
you have loaded a mission.
Tools Screens (p. 1.26) talks about the Pilot Records, Mission Recorder,
Reference and Web screens.
For information on setting up multiplayer games, see Multiplayer, p. 5.1.
For Preference screen options, see Appendix D: Preferences Window, p. 8.8.
Note: Janes USAF has a primarily cursor-driven interface. Unless specified otherwise, click always refers to left-clicking the mouse.
Getting Started
There are two ways to begin playing Janes USAF, once youve installed the
game. (For installation instructions, please see your Janes USAF Install Guide.)
Jump directly into flight. If you want to jump directly into a random, computer-generated air-to-air battle, you will want to choose the Fly Now option.
Click the USAF Fly Now icon on your desktop.
You will begin the mission in the cockpit. (For more information on Fly
Now, see Fly Now, p. 1.4.)
Begin at an interface screen. If you want to begin at an interface screen,
where you can choose missions, view your pilot records, etc. before you fly,
you will want to choose the Janes USAF option.
Double-click the Janes USAF shortcut icon on your desktop to start the game.
OR
Click Start on the Windows 95/98 taskbar menu and then select Programs
> Janes Combat Simulations > USAF > Play USAF to start the game.
You can bypass the introduction by pressing any key.
You begin every USAF game from a Main Menu screen. You can disable the
Main Menu by de-selecting the SHOW MAIN MENU checkbox on that screen. If
you do so, the opening screen defaults to the last screen you visited.
1.1
1. INTERFACE
Main Menu Screen (p. 1.3) details all of the features of the Main Menu screen,
including Fly Now.
Menu Button
At the bottom of nearly every screen is a MENU button
which gives you access to all of the interface screens.
Click on an option to go to that screen.
Instant Action
Fly Now
Flights
Quick Mission
Training
Single Mission
Campaigns
Multiplayer
Janes USAF
Tools
Pilot Records
Web
Preferences
Set graphics, sound, game controls, keyboard, and gameplay options. See
Appendix D: Preferences, p.8.8, for full documentation of these features.
Main Menu
Return to the Main Menu. See p. 1.3.
Quit
Exit the game.
1.2
Fly Now,
p. 1.4
Drop-down
pilot window,
p. 1.2
Information
window
Show main
menu option
Links to
other
screens,
p. 1.4
Information Window
When you run Janes USAF for the first time, a customized welcome message
appears in this box in the lower center of the screen. It recommends an initial
mission type based on the gameplay level you selected during installation.
When you subsequently return to this screen, your current pilots stats
appear in this window.
Whenever you position the cursor over a link on the screen, information
about that link replaces the information in this window.
1.3
1. INTERFACE
Fly Now
The large FLY NOW button in the center of the Main Menu screen takes you
directly to the cockpit of one of the eight flyable aircraft, in the middle of an
air-to-air scramble.
To get an idea of your situation, you can of course use all of the instruments
normally available to you in the cockpit such as your radar, RWR, etc. For
a brush-up on instrumentation, see the Cockpit chapter, p. 2.1-2.48.
You can also take a look at the real-time Tactical Display screen by pressing q.
This screen shows the movement of all friendly and enemy aircraft in each area,
as well as relevant ground objects. You can zoom in on areas, object and
flights, and click VISIT for a cameras-eye view of some objects. See Tactical
Display screen, p. 1.15, for more details.
Note: Fly Now missions do not count toward your currently selected pilots kill tally,
statistics, score and rank (see Pilot Records Screen, p. 1.26).
Janes USAF
FLIGHT
SCREENS
TOOL
SCREENS
1.4
Quick Mission
p. 1.5
Training
p. 1.8
Single Missions
p. 1.9
Campaigns
p. 1.10
Multiplayer
Multiplayer, p. 5.1
Pilot Records
p. 1.26
Mission Recorder
p. 1.33
Reference
p. 1.35
Web
p. 1.36
Preferences
Appendix D, p. 8.8
Quit
FLIGHT SCREENS
The flight screens allow you to choose or create a mission to load and fly. All
are available from both the Main Menu screen and the MENU button at the
bottom of all preflight screens (see Main Menu Screen, p. 1.3 and MENU
Button, p. 1.2). Flight screens include:
Set basic mission parameters to create a custom
mission that you can fly immediately.
Fly a pre-scripted, single mission, a mission you created, or a future campaign mission youve already won.
You can also jump directly into a randomly generated air-to-air battle by clicking the FLY NOW button on the Main Menu Screen. See Fly Now, p. 1.4.
1.5
1. INTERFACE
Mission Settings
You will set general parameters for your mission in the
box on the left side of the screen. Note that Quick
Missions are modeled on USAF Red Flag missions in that
USAF pilots fly against each other on red and blue
sides. You always start out on the blue side, leading the
Austin flight.
Note: In multiplayer games, you can switch sides before you fly by jumping into a red
side flight. (Click the CORVETTE or DODGE flight button at the bottom Tactical
Display screen see Switching Aircraft/Flights, p. 1.21, for details.) Once you
are in flight, however, you cant switch sides.
Mission Name
For the following options, choose a setting from the pull-down menu:
Area
or GERMANY
(determines the terrain you will fly over)
Time of Day
Starting Position
HEAD-ON
or NIGHT
Starting Range
(Determines how far apart the red and blue forces are)
Janes USAF
Weapons
Note: Guns are available in every loadout selection. Additionally, you can always use
guns for either air-to-air or air-to-ground attacks. The options above limit only the
missile and bomb ordnance loaded on aircraft.
USAF A/G Target
Enemy SAMs
0, 1, 2
Enemy AAAs
0, 1, 2
1.6
or NONE
(Establishes a ground target for the blue side)
or 3
(Sets the number of SAM sites on the red side)
or 3
(Sets the number of AAA sites on the red side)
Revivals
This sets the number of times aircraft on both the red and blue sides can
regenerate. If you fly the blue side, the settings below apply to the red side.
If you jump to the red side, the settings below apply to blue.
0, 1, 2, 3,
or UNLIMITED
Revival Delay
0, 10 SECONDS, 20 SECONDS
Weapon Reload
CURRENT LOAD
or 1 MINUTE
Mission Forces
In the box on the right side of the screen you
will configure the flights for the blue and red
sides. Each side has a maximum of two flights
Austin and Buick flights are always blue and
Corvette and Dodge are always red.
Aircraft
Task
CAP, CAS
or STRIKE
(See Tasking Section, p. 1.18, for definitions.)
Starting Altitude
1.7
1. INTERFACE
No. of Revivals
Training Screen
Janes USAF has a variety of training missions covering the basics of flying, airto-air combat and air-to-ground combat. Training missions count toward
your currently selected pilots kill tally, statistics, score, and rank (see Pilot
Records Screen, p. 1.26).
Choose a
course
Choose a
mission
Choose an
aircraft
Load the
mission
Choosing a Course
The training series is made up of three courses: Basic, Weapons School and Red
Flag. Click on a training course in the upper right corner of the screen to
select it. The currently selected course is highlighted.
BASIC.
Covers basic flight skills taking off, landing, refueling, and training.
WEAPONS SCHOOL. Provides hands-on experience with various weapons systems in different environments. These missions are based on the actual USAF
Weapons School curriculum, and have been enhanced for this game.
Red Flag is the Air Forces air combat training program. These training missions feature more advanced scenarios designed to prepare fighter pilots
for grueling air-to-air combat. They are only available to pilots who have
reached the rank of 1st Lieutenant. For more information on USAFs Red Flag
program and its history, see Background: Operation Red Arrow, p. 6.24.
Janes USAF
RED FLAG.
Flying a Mission
The Missions box on the left of the Training screen lists the missions available
in the currently selected course. Click on a mission to select it. Information
about the mission including the mission objective, the flights participating in the mission and a map of the mission area appears in the About
Mission window in the center of the screen.
The Planes box on the right of the screen lists the aircraft that you can fly for
the selected mission. Click on an aircraft to select it.
Once you have selected your mission and plane, click LOAD to load
the mission and display the Tactical Display Screen (see p. 1. 15).
Go back to the previous screen.
1.8
List all available single missions. (None count toward campaign outcomes, some count toward currently selected pilots record see SINGLE
below.)
SINGLE.
List single missions that are not part of any campaign. These are the
only missions that count toward your currently selected pilots record (i.e.,
kill tally, statistics, score and rank).
Important Note: Most single missions flown from this screen do not count toward
your currently selected pilots record (i.e., kill tally, statistics, score and rank). The
exceptions are standalone single missions that are not also a part of any campaign
(see notes above). Likewise, missions that are also part of campaigns do not count
toward the outcome of the campaign when flown from this screen as single missions.
Missions youve created with the Quick Mission Editor or User Mission Editor will not
affect pilot statistics.
For more information on what counts toward a pilots record, see Pilot Records
Screen, p. 1.26.
1.9
1. INTERFACE
Missions youve created and saved with the Quick Mission Editor
( p. 1.5) or User Mission Editor (UME). (See Start > Program > User
Mission Editor (UME) Manual.)
List
available
missions
Choose a
mission
Load the
mission
Choosing a Mission
Click on a mission in the Missions box on the left side of the screen to select
it. (Use the scroll bar on the right edge to scroll the list.) The currently selected mission is yellow. Information about that mission appears in the About
Mission box on the right.
Load the currently selected mission. A pop-up window will show
the progress of the load; click the CANCEL button on this pop-up if
you want to stop loading and return to the Single Missions screen.
Go back to the previous screen.
Note: Once you click FLY at the bottom of the Tactical Display screen, youve begun the
mission. If you quit without successfully completing your mission objectives, you will have
failed the mission. (You can refly missions as often as you like.)
Janes USAF
Once the mission has loaded, you will begin the mission pre-flight, at the
Tactical Display screen (see Tactical Display Screen, p. 1.15).
Campaign Screen
Janes USAF offers four campaigns. Two historical campaigns are taken
directly from the conflict in Vietnam and Operation Desert Storm. One
futuristic campaign (Sleeping Giant) is a fictional conflict set in Germany.
The other futuristic campaign (Red Arrow) consists of dogfighting with MiG
fighters, air-to-air operations, and air-to-ground operations in the continental US.
In the historical campaigns you can access all missions at any time. In the
future campaigns, you must successfully complete each mission to advance
to the next. Campaign missions count toward your currently selected pilots
kill tally, statistics, score, and rank (see Pilot Records Screen, p. 1.26).
For background reference information on the campaign scenarios, see the
Background: Campaigns, pp 6.10-6.28.
1.10
HISTORY
DESERT STORM
VIETNAM
Choose a
mission
Load
mission
Click on a mission in the Missions box on the left side of the screen to select it.
(The currently selected mission is yellow.) Information about that mission
appears in the About Mission box on the right. All missions are available at all
times, and you can fly missions in any order.
Load the currently selected mission. A pop-up window will show
the progress of the load; click the CANCEL button on this pop-up if
you want to stop loading and return to the Campaigns screen.
Go back to the previous screen.
You begin the mission pre-flight, at the Tactical Display screen (see p. 1.15.)
1.11
1. INTERFACE
Select
campaign
FUTURE
OPERATION
RED ARROW
OPERATION
SLEEPING
GIANT
Campaign
Info box
About
Mission box
In both futuristic campaigns, you must closely manage your pilots, aircraft
and weapons. At least one time (possibly two times) during each campaign,
youll need to fly weapon and supply missions (see facing page).
Janes USAF
1.12
WEAPON
SUPPLY
MISSION
DEPLOY
AIRCRAFT
QUIT
CAMPAIGN
The WEAPON SUPPLY MISSION and DEPLOY AIRCRAFT options are only available if
youre running low on aircraft, pilots or weapons and cant finish the campaign without restocking. You can fly up to two missions of each type. If either
option is grayed-out, youve either used up all available missions of that type,
or youre not running low yet.
1.13
1. INTERFACE
RESOURCE
Janes USAF
To pass a mission, you must achieve all of your mission objectives and either
quit when prompted, or (if you choose to continue flying) land safely.
If you quit out of a mission before completing your mission objectives, you
will fail the mission. This wont affect your pilots score, but you will have
to refly the mission successfully before you can advance to the next one.
Once youve passed a mission, it will be available from the Single Missions
screen. When flown as single missions, they will not count toward the outcome of the campaign.
1.14
MISSION SCREENS
Tactical Display Screen
Briefing,
p. 1.16
Map tools,
p. 1.16
Map
Navigator,
p. 1.19
Map icon
buttons,
p. 1.19
Record
button,
p. 1.33
MENU
Click the gray MENU button at the bottom of the screen to return
to any other screen.
(If you are in flight, you will see a prompt asking if you want to end
the mission. Click NO if you want to continue your current mission.
Click YES to end the mission and continue to the interface screen
youve selected.)
LOADOUT
VISIT
(Not available before flight.) Click this button to jump to a closeup camera view of a selected object. See Visit, p. 1.21 for details.
FLY
When you are ready to fly (or return to the cockpit view if you are in
flight) click the FLY button in the bottom right corner of the screen.
BACK
Click this button to return to the previous screen (the last one you
visited).
1.15
1. INTERFACE
The Tactical Display screen is available within every mission both before the
mission, when it displays your mission briefing and the target area, and during the mission, when it displays a real-time aerial view of mission events. All
functionality described in this chapter is available both before and during
flight unless otherwise indicated.
Before a Mission
After your Quick, Single, Campaign or special Multiplayer mission has loaded,
the Tactical Display screen displays your briefing for that mission, including a mission area map and information about waypoints, threats and flight selection.
Janes USAF
Click this icon to change the cursor to a cross hair. Click on the map
with the cross hair to center the map where youve clicked.
Briefing Window
The briefing lists the mission name and type, with a brief
description of the situation, weather, available intelligence,
flight tasking, objectives, safety concerns and helpful tips.
You will want to pay particular attention to the
Intelligence, Flight Tasking and Mission Objectives sections.
Click the BRIEFING button in the top left corner of
the Tactical Display Screen to open a gray Briefing
window on top of the map.
Click the PRINT button at the bottom of the window to print your briefing.
Click the X button at the top of the window to close the window.
1.16
Intelligence Section
This section of your briefing lists your targets and all known threats in the
area. (The threats listed may not be the only threats!). Light-blue, underlined
text indicates a hotlink to additional reference windows.
Object View windows. Pop-up Object View
windows display a 3D model of the threat or
target and list specifications from Janes
Information Group, Ltd.
Use the scroll bar at the left edge of the window to scroll through the
Janes text.
Click the X button at the top of the window to close it.
Target View windows. These windows display live footage of the target area (and
therefore cannot be printed out). Use the
buttons at the bottom of the window to
change views.
SATELLITE VIEW
ZOOM VIEW
Switch to a zoomed-in
version of the above view. Rotate the view using A and S.
UAV VIEW
1.17
1. INTERFACE
Tasking Section
List each flight in the mission, along with the number and type of aircraft in
each flight, and each flights task and targets. As in the intelligence section,
light-blue, underlined text marks hotlinks to additional reference windows.
A brief overview of tasks is listed below.
CAP. (Combat Air Patrol) Fly around a specified waypoint or along a specified path in search of aircraft threats. Often performed in support of another mission element that is executing a ground strike.
CAS. (Combat Air Support) Fly to the specified target area and strike tanks,
ground artillery, troops and other enemy ground force elements. This task is
always performed in support of friendly ground force elements operating
within or near the target area.
Escort. Defend a specified friendly unit(s) from enemy attack as it travels
through its waypoints. Escort missions are generally performed in support of
friendly air elements that are executing the main mission objective. The
objective of the mission is to keep the escorted aircraft out of harms way.
Intercept. Neutralize an attack by enemy aircraft, such as fighters that are
attempting to interfere with a mission, or bombers that have targeted a
friendly ground installation.
SEAD. (Suppression of Enemy Air Defenses) Destroy enemy AAA and SAM
sites, and perhaps ground control radar installations to clear a path for
another strike force. Target types include surface-to-air missile sites, anti-aircraft artillery batteries and any associated radar systems.
Janes USAF
Strike. Fly to the specified target area and strike specified targets. Targets
might include anti-air sites, storage or production facilities, radar installations, and other strategic structures. Sometimes strike operations are performed in support of another air element for example, to destroy enemy
AAA and SAM sites to clear a path for another strike force. Sometimes they
are the missions main strategic objective.
Note: In Janes USAF, you are responsible for completing every flights task (see
Flight/Aircraft Buttons, p. 1.20). Make sure you note which flight is responsible
for which task the aircraft assigned to it and their weapons loadout will probably
be best suited to the task it has been given. For example, if two F-15Cs are assigned
to fly a CAP for A-10s on a ground strike, the slow low-flying A-10s would have
extreme difficulty taking over the air-to-air role and the F-15Cs probably wouldnt
have the loadout for the ground work.
Mission Objectives
Pay very close attention to the information listed in this section. Here you
will be told exactly what you are responsible for in the mission.
1.18
(blue)
When the icon buttons are lit, the objects are displayed; when they are dark,
the objects are hidden.
Click the text buttons listed below to hide/display all objects of that type.
When a button is depressed, the corresponding objects are displayed. When
a button is raised, the objects are hidden.
Display/hide aircraft, including fighters
aircraft
, and helicopters
.
Display/hide vehicles, including tanks
trucks
, and armored vehicles .
Display/hide SAM sites
, support
,
Display/hide runways
Display/hide structures
and radar
1.19
1. INTERFACE
Click the map navigator button (second button on the left) in the
Tactical Display screen to open and close the Map Navigator window.
Flight/Aircraft Buttons
The flight and aircraft buttons at the bottom of the screen allow you to center the map on different friendly flights or aircraft. In missions flown by more
than one flight, you can also use these buttons to jump from flight to flight.
Click on a flight text button (AUSTIN, BUICK, CORVETTE, etc.) to take
control of that flight. The map will re-center on the flights current
location, and the flight button turns yellow.
Click on the numbered aircraft icon buttons to re-center the map
on that aircraft. (This does not affect which flight you are in.) The
button for your aircraft is green, all other aircraft buttons are blue.
Human pilots will always lead a flight of computer wingmen. Aircraft 1 is
always the flight leader.
Note: You cannot change flights in basic or weapons training missions.
In-Flight
You can also access the Tactical Display screen while flying by pressing q.
The game keeps running while you are viewing the Tactical Display screen.
Janes USAF
1.20
Visit
Use the VISIT button to view any mission element including ground forces,
target structures and both enemy and friendly planes. Alternatively, doubleclick on any icon.
To visit an object:
Click on an icon to select the object you want to look at.
- /+
Switching Aircraft/Flights
During a mission, you can use the flight and aircraft buttons at the bottom
of the Tactical Display screen to jump into different aircraft or flights. You must
finish the objectives for all flights, not just the one you fly initially. For this reason, you
may want to spend time fine-tuning loadouts for each flight before you take
off that way, youll be prepared for whatever the mission holds in store.
Press a flight button to jump to a different flight, if one is available. You must always fly the lead aircraft (aircraft 1) unless it is
destroyed during a mission. Then you will fly lead in the next available aircraft (aircraft 2, then 3, then 4).
Press an aircraft button to center the map around that aircraft.
If your aircraft is destroyed during a mission and you are flying with at
least one other friendly, you will automatically jump to the Tactical Display
screen, where you can choose a new aircraft.
You must complete the mission objectives for all flights to win a mission.
As soon as you successfully complete one flights objectives, you can continue in either your aircraft or select another flight and take over its mission. The mission wont end until all flights mission objectives have been
completed or all mission aircraft have been destroyed.
Press s1, 2, 3, or 4 to switch to Flights 1, 2, 3 or 4 without using
the Tactical Display screen. The mission wont end until all flights mission
objectives have been completed or all mission aircraft have been
destroyed.
To manually end a mission, press cQ. Or, click the MENU button at the
bottom of the Tactical Display screen and choose any option. You will fail
the mission if you end it before completing your objectives.
1.21
1. INTERFACE
Loadout Screen
Click the LOADOUT button at the bottom of the Tactical Display screen to go to
the Loadout screen and customize weapons load for all flights in your mission.
Current mission
Available
weapons/
equipment
Hardpoint
Current
aircraft
Maximum
take-off
weight
Current
weight
Flight/
aircraft
buttons
Janes USAF
Description
of item
currently
under cursor
DEFAULT
Return to the default loadout for the currently selected flight (see
Flight/Aircraft Buttons, p. 1.20).
SAVE
Save the current loadout to your hard drive in order to use it later.
You may want to set up a custom loadout for use against a specific target type, or a loadout that best utilizes your weapon delivery
skills. Another advantage to saving custom loadouts is that it considerably speeds up the process of setting up a multiplayer game.
Loadout files (*.ldt) are specific to the type of aircraft for which
they were created (F-22, F-15, etc.). By default, loadouts are saved
under Program Files\Janes Combat Simulations\USAF\
Resource\Loadouts\<name of aircraft>. (This path will be different if you did not install the game to the default location.)
OPEN
TACTICAL
Return to the Tactical Display screen. If you have made any changes
to a loadout, you will be prompted, Use Loadout? Click YES to
keep the changes or NO to lose the changes.
DISPLAY
FLY
Enter flight. If you have made any changes to a loadout, you will
be prompted, Use Loadout? Click YES to keep the changes or NO
to return to the Tactical Display screen.
BACK
1.22
Customizing a Loadout
Choosing a Flight
All aircraft in a flight carry the same weapons and equipment: when you
reconfigure this planes loadout, you are reconfiguring the loadout for all
aircraft in the currently selected flight.
GP
LGB
TV
HARM
MISC
Display available guidance and ECM pods and fuel tanks (e.g., ALQ-119)
When you place your cursor over a displayed weapon or equipment pod, a
brief description of that item appears in the text box at the lower left corner
of the screen.
For more information on the different weapons, see Combat: Using
Weapons, p. 4.28. For more information on different targeting systems, see
Combat: Targeting, p. 4.23.
1.23
1. INTERFACE
Tactical Considerations
Many tactical considerations affect your loadout. You will need to review your
briefing, determine which kinds of targets and/or threats you are likely to face,
and load effective weapons. For ground strike missions, the level of precision
required for the strike should also influence your weapon choice. Weather conditions may also affect your choice of weapons IR-seeking missiles are more
effective at night, but TV-guided weapons may be useless. You may also need
to load additional targeting and sensor pods to use certain types of weapons.
See Combat: Using Weapons, p. 4.28, for more information on weapons.
Janes USAF
If you have a weapon loaded onto a hardpoint, you can left-click on the
hardpoint to add another weapon of the same kind, up to the maximum
number that the hardpoint will hold.
Hardpoints are generally designed to carry certain types of weapons or
equipment. You wont be able to successfully mount an item to a hardpoint that cannot carry it. Try dragging the item to a different hardpoint.
Usable hardpoints have yellow outlines that appear when you select a certain weapon, while unusable hardpoints have white outlines.
1.24
Debrief Screen
Once you have completed a mission (successfully or unsuccessfully) you will
see the Debrief screen. The Debrief screen gives a summary and statistics for
your performance during the mission. Click the text buttons on the left side
of the screen to display the corresponding information on the right.
1. INTERFACE
SUMMARY.
Once you have finished viewing your stats, click REPLAY MISSION to fly the mission over or CONTINUE to return to the screen where you selected/created the
mission (Single, Quick Mission, etc.).
If you recorded the mission, a RECORDED MISSION button also appears. Click
this to go to the Mission Recorder screen and review your mission.
1.25
TOOLS SCREENS
Pilot Records Screen
From the Pilot Records screen, you can view the stats of your current pilot,
load a saved pilot and create and delete pilots. Click the text buttons in the
box to the left of the screen to call up the corresponding window. (The currently selected button is yellow.)
Go back to the previous screen.
Pilot Dossier
Janes USAF
The Pilot Dossier window displays basic statistics for your currently selected
pilot. You can also use this area to change your current pilot, create new
pilots and delete those you no longer need from this window.
Create a new pilot. Type the pilots name and callsign in the
pop-up window that appears and click OK.
Deleting a Pilot
REMOVE PILOT
1.26
Rank. Shows your pilots current rank insignia. The current rank reflects all Single,
Campaign and Training missions that this pilot has flown. See Rank, p. 1.31.
Pilot score, Number of missions flown and Total flight hours. The totals
for your current pilot, tallied from all pre-scripted missions the pilot has
flown (i.e., Single, Training and Campaign missions).
Your current pilots performance in Quick Mission and Fly Now missions
does not affect these statistics. The only exception occurs when you host a
multiplayer game using this pilot in a cooperative mission (but not in any
other type of multiplayer game).
Mission Status
The Mission Status window charts the
currently selected pilots success and
failure in pre-scripted missions on a
mission-by-mission basis. Mission
series are listed on the left; mission
numbers are listed across the top.
Mission 1 is the first mission in a
series, mission 2 the second, and so
forth.
The series are as follows:
SINGLE
and
SLEEPING GIANT
= campaign
A red FAILED status indicates you quit the mission or lost all friendly force aircraft
before successfully completing all of your mission objectives. A green PASSED status indicates you successfully completed all of your mission objectives.
1.27
1. INTERFACE
If you would like to replace the default photo with another image,
click the IMPORT button, then locate the image on your hard drive
and click OPEN. The image must be in bitmap (.bmp) format.
Kill Tally
The Kill Tally window lists the enemy
aircraft, ground forces and structures you have destroyed, broken
down by object type. The kills listed
are for all pre-scripted missions the
current pilot has flown (i.e., Single,
Training and Campaign missions).
Your current pilots performance in
Quick Mission and Fly Now missions
does not affect these statistics. The
only exception occurs when you host a multiplayer game using this pilot in a
cooperative mission (but not in any other type of multiplayer game).
(red)
Represents objects destroyed by friendly forces. The designation and number of objects are listed beneath the icon.
PERSONAL
USAF Losses
Janes USAF
Represents objects destroyed by friendly forces. The designation and number of objects are listed beneath the icon.
FRIENDLY KILLS
TOTAL LOSSES
1.28
Pilot Statistics
The Pilot Statistics window tracks your
pilots performance in different types
of aircraft and over time.
Weapon Statistics
The Weapons Statistics window records
the number and types of weapons
youve fired, hit percentages, kills
achieved and weapons fired per kills.
Click on the BASIC tab to see a breakdown by class of weapon (air-to-air
missiles, air-to-air guns, etc.). Click
on the ADVANCED tab to see a breakdown by weapon designation (AIM7F, MK-82, etc.).
The following stats are listed for each category:
TOTAL FIRED
The total number of this type of weapon that your current pilot has released.
HIT PERCENTAGE
1.29
1. INTERFACE
Mission Statistics
The Mission Statistics window shows performance statistics broken down by
mission category. Click on the text buttons to select a category (the currently selected button is yellow).
ALL
BASIC TRAINING
View stats for the basic training series of Training missions (see Training Screen, p. 1.8).
WEAPON SCHOOL
View stats for the weapon school series of Training missions (see Training Screen, p. 1.8).
RED FLAG
DESERT STORM
VIETNAM WAR
SLEEPING GIANT
RED ARROW
SINGLE
View stats for the series of Single missions that are not also
part of a campaign (see Single Missions Screen, p. 1.9).
Janes USAF
AVERAGE MISSION
SUCCESS TIME
MINIMUM MISSION
SUCCESS TIME
AVERAGE AA KILLS
PER MISSION
MAXIMUM AA KILLS
PER MISSION
AVERAGE AG KILLS
PER MISSION
MAXIMUM AG KILLS
PER MISSION
1.30
Rank
The Rank window provides a record of your pilots promotional history, listing the RANKS and insignia he has earned, and the point in his career when he
earned each rank (FLIGHT HOURS AT PROMOTION and MISSION).
Ranks (in order received)
2nd Lieutenant
1st Lieutenant
Points
0
5000
Captain
15,000
Major
25,000
Lt. Colonel
45,000
Colonel
70,000
Brigadier General
100,000
Major General
130,000
Lt. General
160,000
General
200,000
Note: If you score enough points during a mission for a promotion, but you fail the
mission, you wont be promoted. Youll get to keep your points, and the promotion
will be awarded the next time you pass a mission.
1.31
1. INTERFACE
Medals
See the Install Guide for more details on scoring and medals.
When you complete certain parts of the game
and/or surpass a certain
score, your pilot will
receive a medal. You can
view your pilots current
medals (as well as all
potential medals) in the
Pilot Records Screen, p.
1.26. Click on the name
of a medal to display it.
The medals in the game are modeled after actual US Air Force decorations.
For the sake of preserving some element of suspense and surprise, specific
mission and score requirements are not listed here. You can receive specific
medals for accumulating a certain score, and campaign medals for completing each individual game campaign.
Mission Medals/Patches
Red Flag Participant Patch
Medal of Honor
Silver Star
Air Medal
Janes USAF
As with promotions, you wont receive a medal in any mission that you fail.
You can only earn one medal of one type for a particular mission even
if you replay that same mission and score enough points for a second
medal, you wont receive one for that mission again.
You can receive multiple medals of the same type.
You cant receive any medals while flying on the red side.
You dont receive any medals for any of the training missions.
It is possible to be awarded both a mission medal and a campaign medal
when completing a mission.
You can collect multiple medals for completing the same future campaign
more than once. (This is only true for future campaigns.)
1.32
1.33
1. INTERFACE
Visiting
You can visit any mission object during playback.
To visit USAF aircraft, click on the flight or aircraft button below the
viewscreen. You can watch exactly what you did during the mission, or what
other objects did. You can access the Tactical Display, watch other flights,
watch the scene from the enemys point of view, or visit a ground target.
Janes USAF
DISPLAY
tab, then
VISIT
VISIT COCKPIT
1.34
Reference Screen
The Reference section contains more detailed information about most of the
objects in the game and their real-world counterparts. This mini-encyclopedia is taken directly from the Janes reference books.
Object
list
3D model
Photo
Janes
entry
Object List
The text options in the upper left control which objects are displayed in the
object list on the right.
FRIENDLY
ENEMY
AIR
GROUND
WEAPONS
SIDE
TYPE
Tabs on the object list break the categories down further. Click on a tab to
view that subcategory. Click on an object name to view information about
that object. The currently selected item is yellow.
Viewing Box
Information about an object is displayed in the box on the right.
Photo. Click on the photo to enlarge it. Click OK to close the enlarged view.
3D Model. Click on the model window to enlarge it. Click OK to close the
enlarged view. Rotate the model with the arrow keys. Zoom in and out with
+ / -.
Janes Entry. Scroll the text to view the Janes entry for this object.
Go back to the previous screen.
1.35
1. INTERFACE
Choose
side and
type
Web Screen
Get the latest on this and other Janes Combat Simulations games, and connect to related sites. You must have access to the Internet (i.e., a modem or
LAN connection, an ISP provider, web browser, etc.) to use this feature.
Click on the buttons and links to launch your web browser and jump to a
site. (Janes USAF will continue to run in the background.)
Note: Clicking WEB from the Main Menu screen or the Web screen launches your
default browser.
Janes USAF
1.36
2
COCKPIT
Previous page: Closeup on an F-16C. USAF photo by Senior Airman Jeffrey Allen
Chapter 2
Terminology Overview ...2.2
What are Modes?.......................2.2
What is the HUD?......................2.2
What are MFDs?........................2.3
Aircraft Cockpits.............2.4
Training Missions .......................2.4
Musical Cockpits ........................2.5
Advanced Avionic Options .........2.5
DASH Helmet Display .............2.5
Night Vision Goggles ...............2.5
Flyable Aircraft Cockpit Layouts.2.6
Physical Gauges
and Lights.........................2.10
Dials and Gauges ....................2.10
Lights .....................................2.11
Switches and Levers.................2.11
Janes USAF
Head-Up Display.............2.12
HUD Key Commands .................2.12
Master Mode Settings ................2.13
Common HUD Information........2.14
Navigation HUDs .......................2.16
Nav HUD Information.............2.16
ILS HUD ................................2.16
Refueling HUD .......................2.17
Air-to-Air HUDs.........................2.18
LCOS HUD.............................2.18
EEGS HUD .............................2.20
MRM HUD.............................2.22
SRM HUD ..............................2.24
Air-to-Ground HUD Modes........2.25
Strafe HUD.............................2.25
CCIP HUD..............................2.26
HARM HUD ...........................2.27
Laser-Guided Bomb HUD........2.27
TV-Guided Missile HUD ..........2.28
COCKPIT
In Janes USAF, you have the ability to pilot nine different aircraft. Most of the
cockpits have similar cockpit elements and avionic systems, all of which are discussed in this chapter.
If youre going to effectively utilize all of your aircrafts avionic functions, its
worth taking some time to read this chapter. Theres a lot of information
here to absorb, but the objective is to provide you with an in-depth reference
to each screen and mode you can access.
Here are the major sections in this chapter, along with their page references.
Once youve mastered the cockpit, youll probably want to read Chapter 4:
Combat (p. 4.1) to learn how to use weapons.
Physical Gauges and Lights (p. 2.10). Find out what dials, switches, buttons, gauges and lights appear in each flyable aircraft. Most aircraft use the
same instruments, although the position varies by plane.
Head-Up Display (p. 2.12). Become familiar with the HUD, the bright display in the middle of your front viewscreen. Youll learn about its modes and
functions when different weapons are active.
Multi-Function Display Pages (p. 2.29). Extend your knowledge of MFDs, small
square windows in the cockpit dash. Each displays different pages of information.
2.1
2. COCKPIT
Aircraft Cockpits (p. 2.4). Learn what aircraft you can fly and take a look
at their cockpit layouts.
TERMINOLOGY OVERVIEW
What are Modes?
The term mode is used in this manual several times, and has different meanings. Simply put, a mode is simply a group of avionics displays and functions
suited for a particular task. Several of your aircrafts avionic systems use
modes the HUD, MFDs and onboard weapons and radar systems.
Master Modes. There are three master modes. These modes simultaneously configure your HUD mode, multi-functional display panels, radar mode
and weapon systems for one of three basic tasks: navigation (NAV master
mode), air-to-air combat (AA master mode)or air-to-ground weapons delivery (AG master mode).
The name of the current mode appears in the lower left corner of the HUD.
M Toggle avionics master mode
(Navigation / Air-to-air / Air-to-ground)
N Toggle NAV HUD
MFD Pages (p. 2.29). Multi-function displays (MFDs) have display modes,
but theyre usually referred to as pages. You have access to ten different
MFD pages. Some activate automatically when you select certain weapons,
while others require manual activation. You can click MENU from any MFD to
see a list of MFDs. Some MFDs have shortcut keys (listed on p. 2.29).
Janes USAF
Radar Modes (p. 2.31). Your onboard radar has both air-to-air and air-toground functionality, each with a number of submodes.
R Toggle air-to-air / air-to-ground radar
Q Cycle through radar submodes
Weapons. The term mode loosely applies to weapon systems as well you
can fire air-to-air (A/A) weapons only while in air-to-air master mode, and
air-to-ground (A/G) weapons in air-to-ground HUD mode.
] / [ Cycle through air-to-air / air-to-ground weapons
2.2
Below is a list of master modes and HUD submodes, along with a page reference to help locate details about each one. For in-depth information
about the HUD, see Head-Up Display (HUD), p. 2.12.
NAV, p. 2.16 (Navigation)
Landing, p. 2.16
Refuel, p. 2.17
AG, p. 2.25 (Air-to-Ground)
CCIP, p. 2.26 (Continuously
Calculated Impact Point)
HARM, p. 2.27
TV, p. 2.28 (TV-guided weapons)
16 17 18 19 20
15
14
13
12
11
1
2
3
4
5
Here is a list of MFDs and their keyboard shortcuts (if applicable), along
with a page reference to help you locate details about each one:
Nav (N, Navigation), p. 2.30
ADI , p. 2.31
(Altitude Direction Indicator)
Stores, p. 2.41
(Stores Management System)
TV, p. 2.44
HARM, p. 2.46
Damage (D), p. 2.47
2.3
2. COCKPIT
AIRCRAFT COCKPITS
The flyable aircraft share similar cockpit instrumentation, although the position of the dials, switches, gauges and panels may differ. For instance, some
cockpits have only two MFD panels, while others have three.
The next section provides diagrams so youll know whats what, and where
its located in the cockpit. The lettered callouts correspond to the definitions
on pp. 2.10-2.11. For Janes specifications on each of the flyable aircraft, see
Aircraft Specifications (p 7.1) or the games Reference screen.
:
View help on the instrument under the mouse cursor.
You can get instant help on any instrument in the cockpit by right-clicking on
it while in the normal, 2D cockpit view. (This feature does not work in the
3D, pannable cockpit view.)
Training Missions
If youre learning how to fly but could use a few avionics lessons, the game
has a detailed set of training missions to get you familiar with the cockpit
and its functions. You can access the training missions by selecting the
Training screen from the Main Menu.
The training missions are separated into three categories. Try the Basic Course
missions first to get a feel for flight. Heres a basic recap of the missions see
Interface: Training Missions, p. 1.8, for details on specific missions.
Basic Training (4 total). Takeoffs, landings, low-level flight and navigation,
and air-to-air refueling.
Weapons School (8 total). A/A and A/G weapons and radar modes,
weapon camera views, HUD modes, bombing techniques, dogfighting,
radar-warning receiver, SAM avoidance, guided weapons, LANTIRN, stealth
flight, night flight, wingman communication, formations, JTIDS.
Janes USAF
2.4
Musical Cockpits
A unique aspect of Janes USAF is the fact that you can fly several aircraft
within a single mission. Once youve met the mission objective for your
flight, you receive a mission completed message. Then, you can continue the
mission in your aircraft or manually open the Tactical Display screen (press
q) and select another plane in another flight. Then, click FLY to enter the
other cockpit. Alternatively, use the keyboard shortcuts to switch cockpits.
q
Switch to Flight 1, 2, 3 or 4
2. COCKPIT
s1 / 2
3/4
2.5
Lights
A.
B.
C.
Airspeed indicator
Altitude indicator
Angle-of-attack (AoA) indicator
(F-16C only)
D. Artificial horizon
E. Chaff counter
F. Flare counter
G. Fuel level indicator
H. RPM indicator(s)
(twin-engined aircraft have
left/right gauges)
I. Temperature gauge(s)
(twin-engined aircraft have
left/right gauges)
J. Variometer (rate of climb)
Autopilot button
Fire extinguisher button
Gear handle
A-10A
E
Janes USAF
Q
S
L
RWR
J
D
A
MFD1
G
V
2.6
F-105D
E
RWR
F
L
N
K
S
MFD1
2. COCKPIT
F-117A
M
R
F-15C
Q
E
R
L
O
S
K
RWR
MFD1
J
MFD2
B
I
A
2.7
Lights
A.
B.
C.
D.
E.
F.
G.
H.
I.
J.
Airspeed indicator
Altitude indicator
AoA indicator (F-16C only)
Artificial horizon
Chaff counter
Flare counter
Fuel level indicator
RPM indicator(s)
Temperature gauge(s)
Variometer (rate of climb)
Autopilot button
Fire extinguisher button
Gear handle
F-15E
E
F
L
S
N
MFD2
MFD1
J
A
B
G
H
MFD3
Janes USAF
F-16C
S
RWR
B
MFD2
MFD1
2.8
F-22A
L
Q
E
MFD1
MFD2
2. COCKPIT
MFD3
F-4E
E
RWR
F
S
L
MFD1
N
D
V
MiG-29
MFD1
B
J
MFD2
M N
2.9
Airspeed indicator. Shows how fast the aircraft is traveling in knots of indicated airspeed (See Flight: Airspeed, p. 3.2, for definitions). Each tic mark
on the dial indicates 100 knots, and the dial ranges from 0 to 900 knots.
Janes USAF
The long needle represents 100ft of altitude; the smaller one, 1000ft. The
dial has ten tic marks, each measuring 100ft of altitude. Each time the
long needle makes a complete revolution around the dial, the smaller
needle rotates slightly clockwise to indicate another 1000ft of altitude.
C
Chaff counter. Lists how many chaff pods you have left.
RPM indicator. Displays engine revolutions per minute each tic mark
on the dial represents 10% of maximum RPM. As RPM increases, the needle rotates clockwise. Twin-engined aircraft have one gauge per engine.
2.10
Lights
Air brake light. When lit, your air brakes are open. Open your air brakes
when landing or if you need to quickly lose speed during combat.
Autopilot light. When lit, your autopilot system is active (in either LEVEL
or NAV mode). The current mode appears in the alphanumeric text on the
left side of the HUD. See Flight: Autopilot, p. 3.14.
Fire light. When lit, a fire in one of your engines. Twin-engined aircraft
have a separate light for each engine. (Press X to use fire extinguisher.)
Flap indicator light. Indicates whether your flaps are raised (up) or lowered (down). Lowered flaps change the shape of the wing, provide added
lift and significantly slow your aircraft down. Lower your flaps (F) to
gain extra lift at low speeds.
The lights color represents the current state of your flaps.
off Flaps are up
green Flaps are down
red or yellow Flaps are in between the up and down positions
ECM light. When lit, RWR jamming is active (press J to toggle jamming
if available).
Gear indicator lights. These three lights indicate the current position of
your landing gear through their color. Press G to toggle gear up/down.
Color represents different gear states.
off Gear is stowed in the up position
green Gear is down and locked
red or yellow Gear is in between the up and locked positions
Master caution light. Shows whether a main system is damaged (is no go).
You can view the status of all systems in the Damage MFD (D), p. 2.47.
RWR warning lights. These two lamps light up when the radar warning
receiver has detected a threat that has locked onto your aircraft, or a
missile that has been fired at your aircraft. The SAM lock warning light (S)
indicates a surface-to-air missile site has a lock on your aircraft. The aircraft lock warning light (R) indicates an air threat has a radar lock on your
aircraft.
Autopilot button. Toggles your autopilot system on/off. Press this button
to cycle through the autopilot modes (off, NAV and LVL), or press A.
Activating this button causes the autopilot lamp to light up.
2.11
2. COCKPIT
Right alphanumeric
Heading scale area. Displays the direction in which the plane is headed. In the
center, a three-digit number indicates the exact heading. A small caret appears
below this scale to indicate the bearing of the currently selected waypoint.
If the waypoint is off the scale, several arrows appear and point in the direction of the waypoint.
Pitch ladder area. Shows information about your aircrafts bank angle, airspeed, altitude, and angle of attack. Also displays weapon targeting aids. The
contents change depending on the HUD mode and currently selected weapon.
Left alphanumeric area. Contains important information such as thrust and
selected weapon. The contents change depending on the HUD mode.
Janes USAF
The HUD information is sometimes too hard to see against different backgrounds. For this reason, you can adjust the color of the HUD to make it
easier to read:
H
2.12
NAV
Active MFDs
Air-to-Ground
Radar
Tactical
RWR
AG
air-to-ground
General-purpose
bombs*
Note: If youre flying an F-22A, F-117A, and F-15C or F-15E, the JTIDS MFD
replaces the Tactical Map or RWR MFD. See p. 2.40 for details on this display.
* Active by default
If your cockpit contains three MFDs, you see all of the MFDs listed above for
the appropriate modes. If you have only two MFDs, you see only the first two
MFDs listed, and if you have one MFD, you see only the first listed.
For details on HUD symbology, see Head-Up Display, p. 2.12.
For details on MFDs see MFD Pages, p. 2.29.
For details on radar modes, see Radar MFD Page, p. 2.31 and Combat:
Using the Radar, p. 4.12.
For more details on using weapons, see Combat: Using Weapons, p. 4.28.
2.13
2. COCKPIT
HUD mode
Radar mode
Available
weapons
Air-to-Air
Tactical
Radar
Radar
Tactical
NAV
RWR
NAV
AA
air-to-air
air-to-air
none
Medium-range
(gun is active
missiles*
if gear is stowed)
Janes USAF
4
5
2
9
10
11
7
1
8
6
Gun cross. Small cross in the center of the HUD that represents where your
gun is aimed. This displays no matter what weapon you have selected.
Airspeed ladder. Displays airspeed each tic mark on the vertical ladder
represents 10 knots of airspeed. Numbers to the left of the tic marks indicate 100-knot increments. As airspeed changes, the ladder scrolls up and
down. The stationary box centered on the scale shows current airspeed.
Note: T appears next to the airspeed reading in the box in the AG HUD when true
airspeed is shown. G appears in the NAV HUD modes when ground airspeed is
shown. I appears in the AA HUD when indicated airspeed is shown. For definitions
of these airspeed measurements, see Flight: Airspeed, p. 3.2.
In NAV mode, a sideways velocity caret scrolls up and down with the ladder and
shows how fast you need to fly to reach the next waypoint on schedule.
5
Altitude ladder. Indicates your altitude each tic mark on the vertical ladder represents 100ft of altitude, and the numbers to the right of the tic
marks indicate 500ft increments. As altitude changes, the ladder scrolls up
and down. The box in the middle of the scale shows your current altitude.
In NAV mode, a sideways altitude caret scrolls up and down with the ladder and shows the planned altitude for this leg of your flight.
2.14
Note: B appears next to the altitude reading in the box in AA HUD mode, when
barometric altitude, or altitude above sea level (ASL), is displayed. R appears in
NAV and AG HUD modes, when radar altitude, or altitude above ground level
(AGL), is displayed. For an explanation of these different altitude measurements, see
Flight: Altitude, p. 3.4.
Current waypoint. Shows the direction to your currently selected waypoint.
Circles indicate ordinary waypoints the number next to the circle is the
number of the current waypoint (1, 2, etc.). Triangles indicate target waypoints a T inside of a triangle indicates a waypoint with a missioncritical target youre supposed to attack. (In NAV mode, the alphanumeric text on the right side of the HUD lists additional information about
range and time-to-arrival see Navigation HUDs p. 2.16).
Pitch ladder. Indicates how far your aircrafts nose is pitched up or down.
The longest line appears when youre flying level (i.e., at 0 of pitch). The
lines above and below this represent 5 of pitch (above is positive, below
is negative); the brackets at the ends of the lines point toward the horizon
(0 pitch line). The lines are labeled numerically every 10.
10
Target designation (TD) box. This square box appears when you have a
target locked. If the target is within the HUD field of view, the TD box
surrounds it. The TD box moves to the edge of your HUD when the target is out of HUD field of view but still in radar range. If the target falls
out of the field of view, the lock breaks and the TD box disappears. For
details on acquiring targets, see Combat: Targeting the Enemy, p. 4.23.
If you activate the EASY TARGETING option in the Preferences window, you can
maintains your lock on a target, even when it moves out of your view. The
TD box also remains onscreen and floats outside the HUD in the direction
of the target.
If you ENABLE CHEAT RADAR in the Preferences window, you can maintain a
radar lock on any threat in a 360 radius around your aircraft.
11
Velocity vector. Indicates the direction in which your aircraft is traveling (its
current flight path). If you make a hard maneuver (i.e., bank or climb
sharply) your aircraft may be pointed in one direction, but moving in another. The velocity vector always marks the actual direction of travel, not the
direction in which your aircrafts nose is pointed.(The vertical line represents
your aircrafts tail position; the horizontal lines represent your wings.)
2.15
2. COCKPIT
Navigation HUDs
See Common HUD Information, p. 2.14, for additional HUD elements.
Navigation mode is the mode youll use whenever youre not in combat. For most
flight in non-combat areas, put the HUD in NAV mode to aid you in moving
between waypoints. Be sure your radar is in a mode suitable for the environment,
either AA for air-to-air missions (default) or AG for air-to-ground missions.
N
When the HUD is in NAV mode and you are making an approach to land,
the Instrument Landing System (ILS) information displays on HUD. When
youre re-fueling in mid-air, the Refueling information appears.
12
13
Janes USAF
14
12
13
14
Estimated Time-to-Arrival (ETA). How long it will take to reach the currently selected waypoint at your current airspeed. This information
appears in the alphanumeric text on the right side of the HUD.
The top line lists the current waypoint and its range W02 27.8 indicates youre 27.8nm away from Waypoint 2.
The second line indicates the time it will take for you to reach the waypoint
in minutes and seconds. For instance, 4:0 indicates four minutes.
2.16
15
16
16
15
Note: If the needles lines are dashed, and all cues are centered in the HUD,
youre not receiving ILS information. For the cues to appear, you must be
within 10nm of the runway and maintain the correct descent rate.
Refueling HUD
The Mid-Air Refueling training mission is a detailed, real-time tutorial that takes
you through the refueling process. (See Training Screen, p. 1. 8.) See Flight:
Manual Mid-Air Refueling (p. 3.16) for step-by-step refueling instructions.
Refueling information appears on the HUD when it is in NAV mode and you
open the fuel hatch (cR). The Refuel HUD display is similar to the NAV
HUD display with one addition:
Current refuel status. Audio cues from the boom operator describe the
current refueling stage:
READY
Hatch is open and ready for fueling
CONTACT
FULL
DISCONNECT
Note: You can refuel on autopilot by pressing A after you open the hatch
(cR).Make sure RFL appears in the HUD. See Flight: Using Autopilot for MidAir Refueling, p. 3.15.
You can also select the UNLIMITED FUEL option from the Preference window in order
to never run out of fuel. See Appendix D: Preferences Window, p. 8.8.
2.17
2. COCKPIT
This section discusses the symbology used in the four A/A HUD submodes.
Please see Combat: Using Weapons (p. 4.28) for details on how to acquire
targets and use different weapons.
For step-by-step firing instructions, see Combat: How to Fire Guns, p. 4.37.
Janes USAF
Your gun is always active. Plus, if you are in A/A master mode, the LeadComputing Optical Sight (LCOS) HUD appears. This mode uses your
onboard air-to-air radar to track and acquire targets. It automatically
attempts to acquire any targets flying through your front view.
This HUD displays a circular pipper symbol that drifts around in the HUD.
When you have a target locked, the pippers position is constantly updated
through calculations involving the targets speed, range and G-force. It
shows where you should aim in order to land a hit on a locked target. Firing
shots in your targets anticipated flight path is called leading the target.
Move the pipper over the target. Hold fire until the target moves within gun
range and you have a good aspect angle to the target. At about 2nm away
from the target, a full dark arc forms around the pipper and starts decreasing in length. The shorter the arc, the closer the target.
e Cycle through available targets
2.18
12
15
13
14
Closure speed. How fast youre closing in on the target (or how fast its
flying away from you) in knots. The third line of alphanumeric text on the
right side of the HUD gives the range as positive (closing in on the target) or negative (opening up space on the target). For instance, +400
means youre closing in quickly on a target, while 30 means the target
is slowly pulling away from you.
13
14
Pipper. Small, circular aiming cue that aids in firing guns at a locked target. It is located in the center of the reticule. When you move the pipper/reticule over the target and fire, you have the best chance of hitting
the target.
15
Range arc. When the target is approximately 2nm away (the maximum
range for most guns), a dark arc appears on top of the pipper The arc
decreases in radius as you close in on your target. Each small tic mark
around the reticule indicates 900 feet of distance. The size of the arc represents target distance:
2nm
15
1.5nm
1nm
.5nm
Gun cross. Small cross in the center of the HUD that represents where your
gun is aimed. This displays no matter what weapon you have selected.
2.19
2. COCKPIT
12
17
19
13
Janes USAF
13
Reticule. Medium-sized circle that drifts in the HUD and shows you
where to lead your shots. It replaces the Target Designation box when the
air radar is active and youve locked onto a target.
The reticule in the EEGS gun sight has a function similar to the range ladder in the LCOS gun sight. When the target is approximately 2nm away,
the reticule is a full circle. Small tic marks around the reticule indicate
300 meters of distance. As you get closer to the target, the circle turns
into an arc that decreases in radius. The length of the arc represents target distance (see diagram on p. 2.19).
14
Pipper. (Not shown; BATR replaces this in example diagram) Small aiming dot cue that aids in firing guns at a locked target. When you move
the pipper over the target and fire, you have a good chance of hitting it.
15
Range arc. (Not shown; see diagram on previous page) When the target
is approximately 2nm away (the maximum range for most guns), a dark
arc appears on top of the pipper The arc decreases in radius as you close
in on your target. Small tic marks around the reticule indicate 900 feet of
distance. The size of the arc represents target distance (see diagram on
previous page).
2.20
17
Funnel. Two lines in the shape of a funnel showing the path of your bullets. The funnels shape twists and changes as you and the target maneuver during a dogfight to gain a firing solution.
The funnel represents a 35ft wingspan target at ranges between 200
meters (the wide end of the funnel) and 1nm (the narrow end of the funnel). If your targets wings fit in between the funnel lines on the skinny
end of the funnel, for example, hes 250ft away. The EEGS funnel also
shows the path your bullets follow. When you fire, the bullets start out
in the approximate center of the funnel.
In general, line the target up inside the funnel so his wingspan touches
both sides of the funnel.
18
If you can see your target pulling a high-G maneuver, aim the normal
pipper slightly more toward the + symbol.
If the target looks like its losing Gs quickly, aim slightly toward the
symbol.
19
Bullets at Target Range (BATR). A small circle with a dot in the middle
showing where your bullets are once they reach the targets range. If the
target is at 500m, the BATR cue appears once the bullets have traveled
500m.
2.21
2. COCKPIT
The small mouth of the funnel shows where your bullets will be once they
travel 1 nautical mile (which is why you should line small, long-distance
targets up on this end of the funnel). The large mouth shows where your
bullets fall after traveling 200 meters.
24
20
22
21
23
20
ASE circle and steering dot. The Allowable Steering Error circle and dot
provide a steering reference when you are tracking your target with radar.
Janes USAF
The circle graphically illustrates the seeker heads effective field of view.
The size of the ASE circle changes as a function of target range, altitude
and aspect angle. As you close in on your target, the ASE increases in size
to a certain point, then may decrease depending on target aspect. A larger circle indicates a better chance of a hit.
The solid dot indicates where the missile would impact if you fired it
immediately. Its position is calculated using the missiles performance
statistics and the targets range, aspect angle and speed. Before firing,
maneuver to place this dot inside the ASE circle. You can fire the missile
without doing so, but youll probably miss the target.
21
Shoot cue. This flashing symbol appears beneath the TD box when your
target is within weapon range and the aim dot falls inside the ASE circle.
The shoot cue indicates that the weapon is in its dynamic launch zone
(DLZ).
2.22
22
Current radar
range
Max. weapon
kill range
Min. weapon
kill range
Target caret
When the target caret slides within the weapons kill range line, you can
fire your weapon.
Estimated Time-to-Impact (ETI). How long it will take the missile to fly
to the target and detonate. 2 SEC, for instance, means it will take two
seconds to impact. This reading appears just below the DLZ.
24
25
Break X. (Not shown) A large X replaces the ASE and flashes when you
are too close to fire (i.e., inside the missiles minimum range).
2.23
2. COCKPIT
23
Cues that are different from those that appear in the Medium-Range Missile
(MRM) HUD (previous page) are described here:
27
26
26
SRM (IR) seeker head. Small, diamond-shaped cue representing the seeker heads boresight. It has four different acquisition modes that change:
Janes USAF
Caged mode is initially active. You dont have a target locked on radar. The
seeker head is not detecting any heat source and the seeker cue sits in the
middle of the HUD. If a heat source (target) moves within the boresight,
the seeker head attempts to acquire a lock on the target.
Radar slaved mode becomes active when you have a radar-locked target, but
the seeker cant yet detect the heat source. The missile slaves to the radar LOS
and tries to acquire the radar target.
Helmet slaved mode activates when you press the boresight key (\). The missile
follows your helmet view and tries to acquire the heat source youre looking at.
Acquisition mode activates once a heat source is detected in any of the previous modes. The missiles seeker head locks onto the heat source and follows it as long as you maintain lock and keep the target within the seeker
heads field of view. At that point, the missile tone changes. If you switch
radar targets at this point, the seeker returns to radar-slaved mode.
27
IR seeker circle. Large circle indicating the field of view for the missiles
seeker head. If a target falls within this circle and is in range, the seeker
head tries to gain a lock on its exhaust pipes. The circle is large when you
dont have a target, but shrinks in size when you acquire a lock.
2.24
Note: Though they dont have specific HUD symbology, laser-guided bombs do display
a special TD box on the HUD. It has small lines that show the LANTIRNs camera
position. See TV-Guided Missile (TV) HUD (p. 2.28) for details.
2.25
2. COCKPIT
13
15
14
13
12
Pipper. Dot centered within the reticule. It reflects the bombs calculated
impact point. When you move the pipper/reticule over the target and release
the bomb, you have the best chance of hitting the target. If youve selected a
ripple setting, the pipper marks the average impact point for all weapons.
The CCIP pipper enters one of two modes when you release the weapon,
depending on whether the calculated impact point is in the HUD view:
In immediate CCIP mode (default), the pipper/reticule indicates the
bombs predicted impact point at that instant. It remains active when
the calculated impact point is visible in the HUD.
Janes USAF
Delayed CCIP mode is used when the impact point cant be shown on the HUD
due to high altitude, shallow dive angle, low speed, or high angle of attack.
(If released, the bombs impact point would fall outside the HUD.) Delayed
CCIP mode solves this by displaying a delayed pipper. You still release the
bomb when the pipper is over the target, but the drop is delayed. The delay
is calculated by the aircrafts computer and considers dive angle, airspeed
and AGL altitude. More HUD symbols appear (described later).
Press the pickle button (z or joystick button 2) when the reticule
centers on the target area. (If youve locked a target, align the reticule with
the TD box.) When you press the pickle button, the pipper point becomes
the designated target and the pipper recenters on the pickle point.
Hold down the pickle button. The bomb fall line is initially solid, but
flashes once you press the button. It continues flashing until the bomb
is released. Once it quits flashing, you can release the pickle button.
14
Bomb fall line. Line connecting the pipper to the velocity vector circle.
This line flashes once all bombs are released. If youre in delayed CCIP
mode, a delay indicator appears on this line. In that case, you must keep
the pickle button depressed until all cues start flashing.
2.26
15
Delay indicator. Horizontal line that slides down the bomb fall line
toward the pipper. It starts out at the far end, representing a 10-second
or longer delay between pickle/release. As range decreases, the delay cue
falls down the line toward the pipper (representing a shorter delay).
This is a countdown cue of sorts it starts falling at 10 seconds to
release. Once the delay line crosses the velocity vector, your bombs drop.
If youre ripple-firing, keep the pickle button depressed until all cues flash.
HARM HUD
For instructions on HARMs, see Combat: How to Fire HARM Missiles, p. 4.42.
16
18
17
Current LANTIRN position. Indicates where the FLIR camera and the laser
designator are pointing. It slaves to the LANTIRNs current position.
18
2.27
2. COCKPIT
18
Position the camera indicator diamond over the Target Designation (TD) box.
For weapons requiring manual steering, press c and ASZW. This lets
you control where the camera is looking. Try to center it over the target.
When youre in the missiles kill range, READY appears on the HUD next to
the altimeter ladder.
Janes USAF
2.28
MFD PAGES
Multi-Function Displays (MFDs) display pages of information. Most cockpits have two MFDs, though some have one or three. You can display different pages of information in any MFD. Not all MFDs appear in all aircraft.
Pushbuttons around the perimeter of each MFD perform different functions,
depending on the page currently displayed. Left-click on a pushbutton to use it.
The name of the current MFD page appears in the corner near PB 16.
16 17 18 19 20
Menu Page
15
14
13
12
11
1
2
3
4
5
10 9 8 7 6
Key
PB#
Name
Function
PB2
NAV
PB3
DAMAGE
n/a
PB5
ADI
PB4
TACTICAL
PB4
JTIDS
PB11
RADAR
PB12
RWR
n/a
PB13
STORES
PB15
FLIR
Automatically displays LANTIRN, FLIR and targeting information for IR- and laser-guided
weapons.
n/a
n/a
TV
Automatically displays optical and target information necessary for firing TV-guided missiles.
n/a
n/a
HARM
Automatically displays optical and target information necessary for firing HARM missiles.
2.29
2. COCKPIT
If youre in Autopilot NAV mode, the aircraft automatically flies toward the
selected waypoint. (See Flight: Autopilot, p. 3.14).
The current waypoint heading displays as an inverted caret on the heading scale and indicates the bearing to the next waypoint.
Waypoint
number/name
Waypoint distance
Waypoint bearing
Janes USAF
ETA
2.30
Horizon line
2. COCKPIT
Current
altitude
Aircrafts current
bank angle
See pp. 2.32 for information on the Radar MFD page in air-to-air mode.
See pp. 2.36 for information on the Radar MFD page in air-to ground mode.
2.31
Current range
visible in MFD
Grid
Antenna
elevation
caret
Horizon line
Waypoint symbol
Grid. Lines on the side of the Radar MFD divide the page into a 4 x 4 grid.
The grid increment depends on the current visible range setting.
Janes USAF
2.32
2.33
2. COCKPIT
Target altitude
Closure speed
Janes USAF
Closure speed. How fast the target is flying toward or away from you. High,
positive numbers mean youre closing in on the target, while low, negative
numbers mean the target is slowly pulling away. This indicator slides up and
down the DLZ, and the closure rate appears numerically next to it.
2.34
Designated
target icon
Undesignated
target icon
Priority target icon. The first target the radar comes across in its scan is designated as the priority target. It has a star-shaped icon around it, and it is
brighter than other targets in the Radar MFD. The altitude, velocity, aspect
angle and closure speed for this priority target appear at all times as long the
target remains in the Radar MFD page. You can designate a different priority
target by left-clicking on an undesignated target icon or pressing e to cycle
through targets.
K
AA Cheat Submode
This mode is active only if you turn on ENABLE CHEAT RADAR in the Preferences
window. Similar to the track-while-scan mode, it provides a 360 scan of the
surrounding area. It also displays all air targets, regardless of their radar
cross-signatures. Even stealthy F-117As appear on the Radar in this mode.
The symbology for AA Cheat mode is identical to the TWS symbology.
2.35
2. COCKPIT
Undesignated target icon. These small squares represent undesignated targets. The tail on each square represents the threats current direction of flight.
CHEAT)
This section only describes the symbology that appears in the Radar MFD when
air-to-ground radar is active. For specific information on how to use the air-toground radar to target ground threats, see Combat: Air-to-Ground Radar
Submodes, p. 4.20.
Priority target
Horizon line
Waypoint symbol
Janes USAF
Antenna
elevation
caret
2.36
Cursor. (Not shown) When you move the mouse cursor over the MFD, two
vertical lines form a cross hair and show your cursor position. You can move
the cursor over a target and left-click on it to acquire a target.
Map Submode
This mode is the default air-to-ground radar mode and the best mode for
targeting and striking stationary objects on the ground. You can adjust the
map range and scroll across the map by using the pushbuttons.
No additional symbology is displayed in this mode, although a terrain map
appears behind the grid.
AG Cheat Submode
The air-to-ground radar has a cheat mode you can enable by selecting ENABLE
CHEAT RADAR from the Preferences Window . Instead of the usual 120 scan, it
provides you a 360-scan of the ground around you.
Functionally, AG Cheat operates similarly to GMT mode. The one exception
is that all moving targets have tails indicating their direction of movement.
Other targets appear as small squares with a hole in the center.
No additional symbology is displayed in this mode.
2.37
2. COCKPIT
Waypoint symbol. The small triangle indicates the position of your current
waypoint. Steer toward the symbol to get to the next waypoint.
The RWR considers air threats that have launched missiles the most important, following by AAA fire, then SAMs that have launched missiles. If no
missiles are airborne, priority is assigned to the nearest enemy aircraft / AAA
site / SAM site (in that order).When another radar has locked onto your
plane and fired heat- or radar-guided missiles, SAM missiles or AAA gunfire,
its threat symbol appears in the RWR.
You receive an audio warning when a threat has locked onto your aircraft
(one short beep) or fired a missile (siren and Missile Launched! message
every five seconds).
Note: In most aircraft, the RWR is an MFD page. However, some aircraft have a
physical RWR in the cockpit dash.
Threat icon
Janes USAF
RWR circle
RWR circle. This circle represents detection range/area of the radar warning
system a 25nm radius, 360 around your aircraft. The RWR can detect
any threats emitting active radar signals within this circle. The cross in the
center represents your aircrafts current position. Tic marks around the
perimeter represent 30 increments. The top of the circle is 0, or straight in
front of your aircrafts nose.
Threat icons. Shows the target category and type. Threats are marked with
symbols (general target category) and number codes (specific target type). See
Combat: Viewing Threats in the RWR, p. 4.25, for a full list of threat codes.
Denotes aircraft (in this case, an F-16)
Denotes SAM
Denotes boat
2.38
Map scale
Declutter toggles
Target waypoint
Current waypoint
Current aircraft
position
Current aircraft position. The small cross with a tail in the lower third of the
MFD represents your aircrafts position. A circle appears around your aircraft and changes size depending on what map scale you have selected.
Map scale. You can zoom the map scale in and out by pressing the pushbuttons. Available ranges are 10 / 20 / 40 and 80nm.
PB14 / PB15 Decrease/increase visible map range
(or s< / >)
2.39
2. COCKPIT
Waypoints
When AWACS and JSTAR aircraft are in your area, additional targets appear
on this screen. If youre flying in formation with other flights, their targets
also appear on your radar.
Current target
Ground target
Toggle air targets
Air Target
Toggle ground targets
The JTIDS symbology is similar to the Tactical MFD Page, with a few additions and changes:
Air targets. Aircraft appear as triangles pointing in the direction of flight. Enemies
are red; friendlies are blue. If an aircraft is firing a missile, its icon flashes.
Janes USAF
PB4
Ground targets. The JTIDS shows all ground targets, not just SAMs.
Stationary ground objects appear as squares; moving ground objects are
squares with small lines pointing in the direction of movement. Enemies are
red (specified enemy targets are solid red) ; friendlies are blue. If an object is
firing a missile, its icon flashes.
PB5
If a SAM has locked onto you, a small red kill radius circle appears around
it. If the SAM has fired a missile, its icon and kill radius start flashing.
Current targets. If you lock onto an air or ground target, a yellow line connects your aircraft to that target, and targets icon turns solid yellow.
If another aircraft in your flight has a radar lock on a target, the line also
appears, but its dashed.
2.40
Hardpoint PB
Quantity
Ammo/AA
weapon count
Interval
Current fuel
Hardpoint PBs. The number and name of the weapon(s) loaded on each
hardpoint appear next to these PBs. Click on a PB to arm (select) that
weapon. If a green X appears on top of a hardpoint, that weapon has malfunctioned and remains unavailable for the rest of the mission.
PBs 1-3, 13-15, Click on a PB to select the weapon listed next to it.
16, 18 and 20
Current weapon. The hardpoint label for the currently armed (selected)
weapon is boxed. Press [ or ], or click a hardpoint PB to change weapons.
Ammo/AA weapon count. Lists number of rounds of gun ammo (GUN 240),
short-range and medium-range missiles (4 X SRM and 2 X MRM, for instance).
Current fuel. How many pounds of fuel remain.
Quantity (QNT). (Bombs/rockets only) Number of weapons released in one
salvo, initiated by a single weapon launch command. This is often called
ripple-firing. This setting defaults to 2, but ranges from one to however
many bombs are left of that type.
PB11 / PB12
Note: Stealth aircraft (i.e., the F-22 or F-117) keep weapons hidden in bomb bays
to reduce the aircrafts radar signature. The bay doors on these aircraft automatically open prior to dropping a bomb.
2.41
2. COCKPIT
Current weapon
Janes USAF
If you press e to switch radar targets while the LANTIRN is active, the
LANTIRN automatically acquires the new target you picked.
If your designated target moves out of range, the designation point moves
to the edge of the MFD and remains there until you bring the target back
into view or until the LANTIRNs camera can no longer track the target.
The LANTIRN is in passive mode when the laser is off. In passive mode, the
LANTIRN pod locks onto a laser designation provided by friendly forces.
If more than one designation exists, the pod locks onto the closest one. The
LANTIRN can detect designations up to 25nm away.
If you have a radar target locked, the LANTIRN automatically acquires
that target by default (active mode only).
The LANTIRN cannot lock onto high-contrast targets in passive mode.
2.42
FLIR/LANTIRN Symbology
Camera zoom
Next-zoom brackets
Gate
Next-zoom brackets
NIM/Laser
designation dots
Pointing Range
Next-zoom brackets. Four L-shaped brackets marking the field of view for
the next-largest zoom level. (These do not appear at 8X zoom.)
NIM/Laser designation dots. FLIR camera/laser position relative to its boresight (straight-ahead view). To establish a laser designation, center the NIM
dot within the gate and on top of the contrast lock, then activate the laser.
Gate. Center of the LANTIRNs camera view, and the area under which the
LANTIRN pod tries to acquire a contrast lock.
Contrast lock. (Not shown) The LANTIRN pod constantly scans underneath
the gate for hot (high-contrast) targets. When the gate moves over a hot
object, it automatically locks onto it. The FLIR camera view centers on this
contrast lock, which is marked by a bright white square on HUD. Panning
the camera breaks this lock.
Pointing range. Range to center of cameras current view. Max range in active
mode is the AG radars max range. Max range in passive mode is 25nm.
Laser ON/OFF. Text describing the current state of the laser. Turning the laser
on puts you in active LANTIRN mode. Turing it off puts you in passive mode.
L or PB 18 Toggle laser on/off
Laser spot detection. When LANTIRN locks onto the nearest laser designation, IN RANGE appears here. NO RNG means youre out of range, UNCGD means
you dont have a valid target.
Full-Screen View
You can also view this MFD in full-screen mode (highly recommended).
Z Display MFD in full-screen mode (press again to return)
c + ASWZ Pan the LANTIRN camera boresight.
Horizon line. (Full-screen only) Current horizon position, relative to
aircrafts attitude.
Current waypoint (Full-screen only) Currently selected waypoint, which
appears as a numbered circle.
2.43
2. COCKPIT
Camera zoom. In active mode, you can manually pan the LANTIRN camera
view and zoom it in and out. (Not available in passive mode.)
PB14 / PB15 Cycle through camera zoom levels (1X / 2X / 4X / 8X)
c + ASWZ Pan the LANTIRN camera boresight.
TV MFD Page
For step-by-step firing instructions, see Combat: How to Fire TV-Guided Missiles,
p. 4.44. Those instructions apply to TV Bombs as well.
TV weapons are generally reserved for long-range, precision stand-off
attacks. There are two types of TV-guided weapons: fire-and forget (AGM-65
Maverick) and steerable after launch (AGM-130, AGM-142 and GBU-15).
You cant access this MFD from the Menu MFD page it automatically
opens when you select a TV-guided missile or bomb. The TV cameras current position shows up in the HUD as a diamond, and the TV MFD shows a
close-up image of its target.
If you are using a GPS-guided (JDAM) missile and you are flying an aircraft
with at least 2 MFDs, the TV MFD page appears, with a FLIR image from the
missile camera.
Current weapon
Horizon line
Cross hairs
Current weapon. Name of the selected weapon, and the number remaining
on the currently selected hardpoint.
Janes USAF
Camera zoom. You can manually zoom and pan the TV camera. If you pan
the AGM-65 camera after launch, however, you will lose your target lock.
PB14 / PB15
c + ASWZ
Contrast lock. (Not shown) The TV camera scans its field of view for hot
(high-contrast) targets. When the camera detects such an object, it displays
a white rectangle in the MFD. The camera view centers on the contrast lock
and marks the current target on the HUD with a white square. Panning the
camera manually prior to launch breaks this lock.
To manually slave the camera to a target, press e to acquire a radar target, or click on a target in the MFD.
Cross hairs. A vertical and horizontal line with a small gap at the point of
intersection. The gap represents the lock location.
Horizon line. (Missile only) Current horizon position, relative to aircraft attitude.
2.44
TRAN
TERM
AGM-130s are in terminal mode from release until impact because theyre
equipped with a jet engine.
Estimated Time-to-Impact (ETI). How long it will take the bomb to reach
its target and detonate. 20 SEC, for instance, means it will take 20 seconds
to impact. If the ETI exceeds 300 seconds, XXX displays instead.
Full-Screen View
You can also view this MFD in full-screen mode (highly recommended). With
full-screen mode active, you can pan the camera view.
+ / - Zoom MFD in/out
Z Display MFD in full-screen mode
(press again to restore MFD view)
c + ASWZ Pan camera view (full-screen view mode only)
Current waypoint (Not shown; full-screen only) Currently selected waypoint, which appears as a numbered circle. The target waypoint has a T in
the circle.
2.45
2. COCKPIT
Flight stage. GBU-15s have two loft profiles after launch. The current stage,
or profile, is represented in the MFD as transitional (TRAN) or terminal
(TERM). Before launch, the flight stage is listed as ready (RDY).
Current target
Threat icon
Cross hairs. A vertical and horizontal line with a small gap at the point of
intersection. The gap represents the lock location. To place cross hairs on the
MFD, double-left-click inside the MFD on top of the intended HARM target.
Janes USAF
Threat icon. Each threat has its own numerical threat icon. The icon for the
currently locked threat is boxed.
Threat Type
SA-2
SA-3
SA-5
SA-6
SA-8
SA-10
Icon
2
3
5
6
8
10
Threat Type
Hawk
ZSU-23X4
Patriot
Roland
General AAA
Icon
H
A
P
R
A
2.46
In general, GO indicates an operational system, and NOGO or MAL indicates a moderate to severe system failure. Below are specific damage messages.
ENG MAL
AB MAL
AB NOGO
GEAR NOGO
GEAR MAL
FLAP NOGO
ABRK NOGO
WBRK NOGO
FLTC NOGO
FLTC MAL
ELCT NOGO
ELCT MAL
RDR NOGO
HUD NOGO
INS NOGO
NVG NOGO
RWR NOGO
ILS NOGO
DASH NOGO
ECM NOGO
WPNS NOGO
WPNS MAL
GUN NOGO
RFLH NOGO
2.47
2. COCKPIT
Janes USAF
Here are the most common views. For a complete listing, see the printed
Reference Card.
1
Player Wing View. External view of your aircraft that lines the
camera up with your wingman. Press this key multiple times to
cycle through other aircraft in your flight.
Player Target View. External view of your aircraft that lines the
camera up with the current target. Press again to reverse the view.
Arcade View. External view of your current target that lines the
camera up behind your aircraft in a chase view.
Chase View. External view of your aircraft. Press this key multiple
times to view close-ups of different parts of your aircraft. To pan
while in this view, use the arrow keys or mouse.
Weapon View. External view of your missile that lines up with the
current target
2.48
3
FLIGHT
Chapter 3
Basic Physics...................3.1
Autopilot....................................3.14
Thrust ......................................3.1
Airspeed .................................3.2
......................................3..3
Overview of Instruments..........3.16
Altitude ..................................3.4
Drag ......................................3.2
Lift
Janes USAF
Throttle......................................3.9
Spins ......................................3.24
Spin Recovery .....................3.24
FLIGHT
This chapter contains the information you need for basic flight:
Basic Physics (p. 3.1) discusses the forces governing flight (such as thrust, lift,
and gravity); the effects of altitude, angle-of-attack and airspeed; and G-forces.
Flight Control (p. 3.8) provides an overview of basic aircraft control systems
and explains how to use them.
Basic Flight (p. 3.10) covers taking off (p. 3.10); navigating to waypoints (p.
3.11); using the autopilot system for navigation, low-level flight and mid-air
refueling (pp. 3.14-3.15); manual mid-air refueling (p. 3.16); using night
vision goggles (p. 3.18) and landing (p. 3.19).
Flight Disruptions (p. 3.22) describes different types of stalls and spins
while offering advice on avoiding and recovering from them.
Gravity
Lift
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. The
second is thrust, the force produced by the engines propelling the plane
through the air. This forward movement causes air to move over the wings,
which in turn creates a lift force which counteracts the gravitational force.
The final force acting on an aircraft is drag, generated as the aircraft moves through the air, pushing against the aircraft in a direction opposite to
its movement.
e
c
or
tf
e
N
Drag
Thrust
Thrust
An aircrafts engines generate a thrust force. As this thrust force propels the
aircraft forward, air moves over and under the wings, generating a lift force.
Thus, the amount of thrust the engines generate governs not only how fast
the aircraft moves forward, but also how much lift it can generate.
A common measure of an aircrafts power is its thrust-to-weight ratio. This is
the ratio between its total weight (including airframe, equipment, crew, and
stores) and the thrust capability of its engine. A ratio greater than 1:1 indicates an aircraft can overcome gravity in a vertical climb.
3.1
3. FLIGHT
BASIC PHYSICS
The table below compares the flyable aircraft, their engines, and maximum
thrust ratings. Thrust ratings listed are for dry operation (i.e., without afterburning) and are given in static pounds of thrust (lb st). All statistics are courtesy of Janes Information Group, Ltd. See Aircraft Specifications, p. 7.1.
ENGINES
# Make
Model
Thrust
(lb st)
Total
(lb st)
9,065
18,130
21,600
21,600
RD-33
11,100
22,200
J79-GE-17
17,900
35,800
F100-PW-220
23,700
47,400
F100-PW-229
29,100
29,100
29,588
29,588
A-10A
General Electric
TF34-GE-100
F-117A
General Electric
F404-GE-F1D2
MiG-29
Klimov/Sarkisov
F-4E
General Electric
F-15C
F-16C
F-105D
General Electric
J75-P-19W
26,500
26,500
F-15E
F100-PW-229
29,100
58,200
Janes USAF
Airspeed
The pressure of air flowing around an aircraft can be used to determine its
airspeed. As the speed of this airflow increases, so does its pressure; these
variations in pressure are measured by a
Airspeed Indicator. If
pitot tube mounted on the aircrafts
youre using the AA
nose and used to calculate airspeed.
HUD, youll see indicated
However, air pressure also varies with
airspeed. If youre using
altitude and wind conditions. Thus, the
computed airspeed of an aircraft flying the AG HUD, true airspeed is
at 30,000ft above sea level (ASL) with a reported instead. The NAV
constant thrust and angle of attack HUD displays ground speed.
(AoA), is much slower than the computed airspeed for the same aircraft travelling under the same thrust and AoA
conditions at a 5000ft ASL.
Three types of velocities appear in the game one for each main HUD:
True airspeed. (AG HUD). Airspeed compared to air flowing around the aircraft.
Indicated airspeed. (AA HUD). Airspeed corrected to account for variations
in air density and altitude; it gives the best indication of your aircrafts lift.
Ground speed. (AG HUD). Airspeed relevant to the ground (measured as
0 if youre going straight up or straight down).
Drag
Drag forces are created by the friction of air moving along the aircrafts
wings and buildups of pressure as air pushes against the aircrafts surfaces.
Drag forces cause an aircraft to resist movement in the direction of flight,
thus reducing airspeed.
3.2
Induced drag is the rearward component of lift. As the wings produce more
lift, they also produce more drag (thus a climbing aircraft requires increasing throttle to maintain a steady speed). As an aircraft approaches Mach 1,
more pressure is created in front of the aircrafts wing than behind it, which
creates a backward drag force known as wave drag. Parasitic drag includes wind
resistance and all other types of drag not lift-induced. Different flight attitudes, speeds, and altitudes yield differing types and amount of drag.
Lift
Lift is produced when air rushes over an aircrafts wing. As the wing meets
the air, it separates at the point of impact and flows both over and under the
exterior surfaces. Most aircraft wings are designed so the top surface is more
curved, and thus longer, than the bottom surface. Because the air flowing
over the wing travels farther than the air flowing under it, the airflow over the
wing is faster.
Angle of Attack
The amount of lift produced by the wing varies according to the angle at which
the wing hits the air. This angle is called the angle of attack (AoA). Generally, as
angle of attack increases, lift increases up to a point. If the wings hit the air
at too great an angle, the air rushing against the wing pushes the aircraft backward more than upward. This reduces lift and forward velocity, which further
reduces lift. Continued high-angle attack flight can in this way generate a stall.
Note: If AoA is too high, an audio tone will activate in the cockpit, warning of an
impending stall. See Stalls, p. 3.22, for more information.
Angle of attack and an aircrafts attitude are closely
related, although not the
same. An aircrafts attiPitch angle
AoA
tude is the pitch angle of
its nose relative to the
horizon. Your current AoA is not exactly the same as your pitch angle,
because an aircrafts wings are not always level with the fuselage and they
may bend somewhat during flight. However, as your pitch angle increases or
decreases, so does your AoA.
Pitch ladder. Attitude is represented on the HUD by the
pitch ladder each bar indicates 5 of pitch. The ends of
the bars point down if pitch is positive and up if pitch is negative (see Cockpit: Pitch Ladder, p. 2.15).
3.3
3. FLIGHT
This faster airflow over the top surface results in a low-pressure area immediately above the wing. The pressure differential, or imbalance of pressure,
between the air above and beneath the wing results in a net force that pushes upward, causing lift.
Altitude
An aircraft gains altitude as
a result of lift. Altitude can
be measured in two ways:
distance above ground level
(AGL) and distance above sea
level (ASL). Altitude above
sea level (ASL) is also known
as barometric altitude.
Janes USAF
3.4
Aircraft
Service
Ceiling
F-15C
60,000 ft
F-16C
50,000 ft
MiG-29
55,775 ft
F-22A
50,000 ft
F-4E
28,100 ft
A-10A
44,200 ft**
F-15E
65,000 ft**
F-105D
51,000 ft**
F-117A
45,000 ft**
**Statistics from the USAF
Museums Archives Gallery
web site (www.wpafb.af.mil/
museum/research/rsrch.htm).
Turn Performance
An aircrafts maneuverability is determined by its turn performance, or its ability to change direction during flight. A fighter does not always need to be
powerful in order to be maneuverable. The Vietnam-era MiG-17, for example, was by far one of the less powerful fighters in the skies over Vietnam.
However, its turn performance exceeded that of at least one rival, the F-4E.
In a series of skilled maneuvers, a capable pilot might press this advantage
into an opportunity to get on his opponents six.
This section explains the physics principles behind turn performance. See
Combat: Pursuit Curves (p. 4.58) for instruction on capitalizing on turn performance advantages and minimizing disadvantages.
G indicator. Your
current G level is
reported on the bottom left
of your HUD (+1.0G here).
Pilot Tolerance
A well-trained pilot can endure about 9-10 positive Gs for a limited time
anything beyond this can cause tunnel vision or blackout. Blood collects in
the lower torso and the legs, denying blood to the brain. Eyesight starts to
gray-out, and eventually you will black out. A similar condition called
red-out occurs when the aircraft pulls too many negative Gs blood collects in the upper regions of the body, and the blood vessels in the eyes swell.
This causes your vision to go red. Usually, this starts occurring after several
seconds of flying at -3Gs or greater.
Both red-out and black-out effects are accurately simulated in the game
the screen will go red or black, and you may begin to have difficulty controlling your aircraft.
3.5
3. FLIGHT
The relationship between the forces of lift and weight can be described in terms
of G. An airplane in level flight experiences 1G of force 1G is equivalent to the
gravitational force on an object at sea level. Making a turn increases the aircrafts acceleration and adds G-force this is called the load factor of the
turn. The higher the airspeed, the greater the load factor during a turn.
Other accelerations such as those produced by sharp climbing maneuvers
or increased throttle also contribute to G-forces.
tL
im
it
Lif
1G
Zero G Line
Lif
tL
im
Janes USAF
-4
it
-2
Vs
Vc
Vd
Stall Speed
Corner Speed
Design
Speed Limit
Indicated Airspeed
3.6
Vs
Vc
Vd
Stall Speed
Corner Speed
Design
Speed Limit
Turn Radius
3. FLIGHT
AIRSPEED
Minimum
Turn
Radius
Vs
Vc
Vd
Stall Speed
Corner Speed
Design
Speed Limit
Airspeed
3.7
FLIGHT CONTROLS
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. This section describes main aircraft flight controls and explains how to use them to alter the aircrafts flight attitude.
Note: In Janes USAF, you can control flight using game controls (such as a joystick,
throttle device and rudder pedals), the keyboard, or a combination of both. In this
section, instructions for using game controls and the keyboard are both given.
Keyboard commands are re-mappable, the keys listed here are default assignments.
You can set up keyboard and game controls using the Preferences window (see
Appendix D: Preferences Window, p. 8.8).
Coupled Motion
Non-coupled motion, or motion along a single axis, can be generated by a
single flight control input such as yawing left with the rudder. More often
than not, you will need to coordinate input from several flight controls to get
the aircraft to move in the direction you want to travel. Coupled motion, or
motion occurring along more than one axis requires coordinated inputs: yawing with the rudder and pulling the stick to pitch upward creates a banking
turn or rolling effect, for example.
Janes USAF
Pull the stick back to lift the aircrafts nose upward. Pitching the nose
upward and increasing throttle generally causes an aircraft to climb.
Push the stick forward to drop the aircrafts nose downward. Pitching the
nose downward generally causes an aircraft to dive.
W
Z Pitch upward
3.8
Roll left
S Roll right
Throttle
Decrease throttle 5%
0 Increase throttle 5%
3.9
3. FLIGHT
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.
BASIC FLIGHT
This section explains the basic skills you will need to take off, steer through
your waypoints, land, use night vision aids and refuel in mid-air.
Note: Keyboards are re-mappable in Janes USAF. Key commands listed are defaults.
Taking Off
This section provides basic instructions for takeoff, and is designed as a reference guide. However, learning to fly and in particular learning to take off
and land requires training and practice in the cockpit.
Janes USAF
1.
2.
Verify flaps are extended. A FLAPS indicator light should be lit somewhere
on your instrument panel (placement varies by cockpit).
F Extend your flaps if they are not already extended.
3.
Begin takeoff run. First, make sure you get a Clear to Hold Runway"
message from the tower. If the runway is not clear, the tower will
request you to "hold short" on the runway.
B Re-engage wheel brakes
8 Open throttle to afterburner 1
(if using throttle device, push it almost all the way forward)
B Disengage wheel brakes
4.
When you see the nose of your aircraft rise up slightly at about 150
knots pull up by pressing Z or pulling back on your joystick.
Z Pitch nose upward (if using joystick, pull backward)
5.
When you reach an altitude of 300 AGL, retract your landing gear and
flaps. Above Ground Level (AGL) altitude is reported on the box on the
right side of your HUD (See HUD diagram, facing page.)
G/F Retract your landing gear / flaps
3.10
Navigation
This section serves as a reference guide to navigation in Janes USAF. It familiarizes you with the basic systems and instruments providing navigational
information and walks you through a typical navigation sequence.
Overview of Instruments
For more information on the HUD in NAV mode, see Cockpit: Nav HUD
Information, p. 2.16.
Waypoint
caret
Current
waypoint
indicator
Current altitude
(AGL)
Aerial range to
waypoint
Estimated time
of arrival
3.11
3. FLIGHT
Navigation information is reported on your HUD, and on the INS and the
Tactical Map or JTIDS MFD pages. These instruments and an overview of
their features are presented in the following sections.
Click the MENU button on the MFD to call up the MFD main menu.
2.
1.
Press T.
See Cockpit: JTIDS MFD Page, p. 2.40, or Tactical MFD Page, p 2.39.
Janes USAF
Waypoint
number/name
Aerial range
to waypoint
Waypoint
heading
Click the MENU button on the MFD to call up the MFD main menu.,
then click the NAV button. (Or, press N.)
3.12
Choosing a Waypoint
When you pass within .5 miles of your current waypoint, the ILS auto-selects
your next waypoint. If the waypoint is a target waypoint, however, it wont
change that way, you can fly around the target area.
You can also manually change your current waypoint. This may be useful if
you need to bypass a waypoint to avoid enemy fire enroute to your target
waypoint, for example.
W
sW
Normally, you will use the waypoint caret on the HUD heading tape to orient yourself toward your current waypoint.
Find the waypoint caret on your HUD, and steer to
place it in the middle of the heading tape.
Waypoint caret
If the caret is all the way to one side of the heading tape, then the heading to your waypoint is outside the range of the bar. Steer in the direction
of the caret until it begins to move toward the center of the tape.
When the caret is near the center of the bar, only make very slight steering
adjustments to center it. It is very easy to overcompensate.
Time Compression
If you want to speed up flight to your next waypoint, activate time compression. As you cycle through the settings, the current setting appears in the
upper right corner of the screen.
C
cC
3.13
3. FLIGHT
Steering to a Waypoint
Autopilot
The autopilot system can take over navigational flight while you are doing
other things, to assist in in-flight refueling, and to maintain current above
ground level altitude and heading for low-level flight.
AP RFL. Autopilot refuel: if the fuel hatch is open, the AP NAV automatically flies
to the nearest refueling point. AP RFL appears on the HUD in place of AP NAV.
Janes USAF
Flying at low altitudes is the best way to remain undetected. Flying below 500ft
puts you beneath the minimum detection altitude for most ground radar systems. Flying nap-of-the-earth (NOE), or hugging terrain contours, decreases
your chances of being detected by airborne radar systems by making it difficult
for them to pinpoint and track your location among the ground clutter.
Low-level flight is extremely difficult for fixed-wing aircraft flying slowly. The
autopilot in AP LVL (autopilot level) mode can be used for NOE flight. Under 500
feet, it switches to AGL and tries to maintain altitude above ground level so that
you wont crash however, its not foolproof.
Use this tactic with caution, and only over ground thats relatively flat.
To use the autopilot for low-level flight:
1.
Orient your aircraft toward your waypoint and drop down to the
altitude you wish to maintain.
3.
AP LVL
appears in the
The autopilot maintains the heading and AGL altitude. To disengage, pitch
the aircraft upward more than 5 or press A to cycle through autopilot settings until they vanish from the HUD, indicating that the autopilot is off.
3.14
Open your refueling hatch and request a vector to the nearest tanker.
READY will appear on the left side of the HUD, indicating the boom
hatch is open and functional. The rest of the pilots in your flight will
likewise prepare to refuel.
cR
2.
The controller gives you heading and range to the nearest tanker. He or
she updates this information until you are within 2 miles of the tanker.
Engage the autopilot in AP RFL mode to fly to the tanker on autopilot.
A
AP RFL
appears in the
When you are within one mile of the tanker, its pilot radios permission
to join. The autopilot aligns you with the tanker, connects and maintains position while the fuel is transferred.
As you are positioning, your flight will align in refuel formation on the
tanker, with each aircraft 45 back and to the right of the one in front
of it, maintaining a 900ft spread. (See diagram on p. 3.17.)
4.
After fuel is transferred, the tanker pilot radios: Full, clear to disconnect. Reduce throttle to idle and maintain a very steady hand on the
flight stick. If you fail to reduce throttle enough, or move the stick too
far in any direction, you risk a hatch malfunction.
1
Reduce throttle to idle (if you are using a throttle device, pull
it almost all the way closed)
5.
6.
Remain within three miles of the tanker while the rest of your flight refuels.
As each aircraft refuels, it returns to formation on your tail, with each
aircraft 45 back and to the left of the one in front of it, maintaining a
900ft spread. (See diagram on p. 3.18.)
7.
After all aircraft are clear of the tanker, fly out of the three-mile radius.
Your flight will return to standard cruise formation.
When you leave the radius, other aircraft in your sortie leave at the same
time, whether or not theyve finished refueling. If an aircraft doesnt complete the refueling process, that plane leaves with a partially full tank.
3.15
3. FLIGHT
3.
Overview of Instruments
In addition to all of the flight symbology you normally use when in NAV HUD
mode, you also need to visually monitor the following new information.
Janes USAF
Refuel status. Once you open your fuel hatch, the boom operator sends audio
cues to report the status of the refueling process.
Tanker direction system. This system consists of audio cues from the boom
operator to direct the refueling plane into position. Hell broadcast messages that appear at the top of your HUD for example, Left and Up.
3.16
Open the refueling hatch and radio a request for a vector to the nearest tanker. All other aircraft in your flight do likewise. READY appears in
the bottom left corner of the HUD.
cR
2.
The controller gives you heading and range to the nearest tanker. He or
she updates this information until you have an air-to-air radar locked
onto the tanker or are within 2 miles of it.
3.
When you are 1 mile from the tanker, its pilot radios: Clear contact.
You have permission to begin lining up with the tankers tail.
4.
About 500ft from the end of the boom, youll get cues from the tanker.
If you are too far forward, close your throttle bit. If you are too far
back, open the throttle slightly.
0/9
Increase/decrease throttle by 5%
6.
Step 1:
Refuel
formation
1
2
3
When you are in the correct position, the
boomers radios, Stabilize, and you lose
control of the aircraft. The tanker radios,
Connected. Im seeing fuel flow and begins to transfer fuel.
When the your tanks are full, the tanker radios, Full. Clear to disconnect. To regain control of your aircraft, reduce throttle to idle. This
reduces your aircrafts velocity, so it falls back away from the boom.
1
Caution: Keep a very steady hand on your flight stick. Any lateral or pitch movement
at this stage may cause hatch damage or malfunction. Opening throttle more than
10% while dropping back may also cause hatch damage.
3.17
3. FLIGHT
If you are too far up, pitch down slightly. If too far down, pitch up.
7.
8.
Remain within three miles of the tanker while the rest of your flight refuels.
As each aircraft refuels, it returns to formation on your tail.
Step 2:
Refuel
formation
Step 3:
Refuel
formation
3
2
1
3
4
8.
After all aircraft are clear of the tanker, leave the three-mile radius. The
other flights revert to standard cruise formation. Your wingman
resumes wedge formation.
When you leave the radius, other aircraft in your sortie leave at the same
time, whether or not theyve finished refueling. If an aircraft doesnt complete the refueling process, that plane leaves with a partially full tank.
Janes USAF
3.18
Landing
This section provides an overview of the instruments you use to land and a
basic landing sequence. We recommend you use these to familiarize yourself
with basic landing procedures, and then fly the Landing training mission to
get a feel for it in the cockpit.
Overview of Instruments
The Instrument Landing System projects onto your HUD information that
helps you line your aircraft up with the runway.
ILS activates automatically when the HUD is in NAV mode and you lower
your landing gear. Additional symbology appears on the HUD.
N
Place HUD in NAV mode (NAV appears in the lower left corner)
Glide slope
deviation
bar
Localizer
deviation
bar
Velocity
vector
Localizer deviation bar. This vertical I-shaped line drifts left and right to indicate the aircrafts approach relative to the runways center. Align the velocity
vector with this line. (If you do so, youre on the glide path 3 to 4 of pitch.)
Glide slope deviation bar. This is a horizontal I-shaped line. It drifts up and
down to indicate your aircrafts altitude with respect to the runway. Center
this bar and the localizer bar on top of the velocity vector to form a cross. If
the velocity vector is above this bar, youre flying too high.
Caution: If these indicators become fixed in the center of the screen and the needles
are dashed lines, you have drifted too far outside ILS parameters to make a good
landing. Break off your landing at this point, turn around, and re-align for another
try. (See Aborting a Bad Landing, p. 3.21.)
3.19
3. FLIGHT
Place HUD in NAV mode, if you havent already.Steer so that you center
the waypoint caret on the heading tape this allows you to adjust your
heading, without banking your wings. Maintain level flight at this point.
N
2.
Extend your flaps. This creates additional lift during low speed flight.
F
3.
Extend flaps
Reduce throttle to 70% and pitch the nose down 5 to lose airspeed
and descend. (Place the velocity vector between the horizon line and the 10 line on the pitch ladder to pitch down 5).
3
Note: It may seem counter-intuitive to lower the nose in order to slow down; however, as
you lower throttle you reduce lift. Dropping the nose slightly counteracts this loss of lift.
4.
Make slight pitch and throttle adjustments. You should slow down to
your approach speed (approximately 165 knots) and drop to 1000ft of
altitude by the time you are 2nm from your landing waypoint. Extend
your speed brake if needed to slow down, lower the nose slightly to
speed up. Watch your airspeed and altitude indicators.
Janes USAF
Steer so that the velocity vector is centered on the front of the runway.
This will bring you into the correct position, provided you keep your airspeed at around 165 knots.
Z
Note: In general, 165 knots is an acceptable landing speed for any empty aircraft. If
youre flying a fully loaded A-10A or F-4E, however, increase airspeed to 180 knots.
5.
About 2nm from the runway and at about 1,000 feet, pitch the nose up
to 10 degrees and lower your gear to begin your descent. ILS information will appear on the HUD.
3.20
6.
Once you slow your approach speed, begin using your throttle to
adjust your altitude and your pitch to adjust speed. Steer to center the horizontal glide slope deviation bar and the vertical localizer
deviation bar over the velocity vector. Make very slight steering adjustments, especially as your aircraft nears the ground.
W/Z
A/S
Note: Although it may seem counter-intuitive, it isnt a good idea to yaw during the
last phases of a landing approach. Yawing will cause the aircraft to sideslip so its nose
will be aligned correctly, but the rest of the aircraft is not. Sideslip is not a problem
in the air, but if you touch down, your wheels would be at an angle to the aircrafts
direction of motion. Unable to roll properly, the wheels would cause you to crash.
Once you are aligned, level your wings and keep your heading steady.
After your aircraft touches down, cut your throttle to slow down and
apply your wheel brakes to stop.
1
sB
3.
4.
5.
6.
Fly several miles past the start of the runway (at least 5nm)
7.
Make another 180 turn to the left to realign yourself with the runway.
8.
3.21
3. FLIGHT
7.
FLIGHT DISRUPTIONS
While modern aircraft have become better at overcoming aerodynamic limitations, they are still not immune to flight disruptions. This section discusses the conditions under which stalls and spins occur, and how you can
recover from them.
Stall
A stall occurs when AoA exceeds maximum allowable levels for the current
airspeed and a smooth airflow over the wings is disrupted. In level flight it can
occur if the aircraft drops below stall speed (the minimum speed required to
produce 1G of lift). In either case, lift evaporates and the airplane falls toward
the earth. Knowing how to recover from a stall can be critical.
Janes USAF
If you do not take action to increase airflow, usually by relaxing G-load and
pitching your nose down to reduce drag, the airflow disruption and buffeting worsens. If possible, increase speed by diving or afterburning. Fighter aircraft have a stall horn which makes a loud, distinguishable wail that warns
of a potential stall.
If you still take no corrective action, and a stall occurs, the aircraft begins to
fall. If in a turn, the aircraft remains banked, but stops turning and moves in
a straight line tangent to the original turn circle. This is referred to as departing controlled flight, or departure.
3.22
Recovering
To end the stall, airflow must be re-established over the wings, which usually means increasing the aircrafts speed. Engaging afterburner in high-thrust
aircraft usually provides sufficient acceleration. Many aircraft, though, cannot produce enough thrust, even in afterburner, to simply blast their way out
of a stall.
Pointing the nose down quickly adds airspeed and helps re-establish smooth
airflow. Of course, your airplane is dropping, so its critical you have enough
altitude available. A stall at low altitude is often fatal. Also, aircraft control
decreases as the stall worsens, since there isnt enough airflow over the control surfaces. If you wait too long to begin stall recovery, you may find the
aircraft uncontrollable. In that event, youre simply along for the ride and
must wait until the aircraft begins to recover on its own. Again, at low altitude, you may not have enough time to wait. Keep the following guidelines
in mind:
Attempt stall recovery as soon as possible. The longer you wallow uncontrolled
in the sky, the greater the chance someone will shoot you or you will crash.
Pay attention to stall tickle. If the aircraft tickles or buffets, a stall is imminent.
Take particular care to avoid stalls at low altitude. Devote special attention to avoiding stalls near the floor. Stall recovery often requires altitude.
If there isnt enough room to recover, you could buy the farm.
3.23
3. FLIGHT
Always monitor airspeed and AoA instruments. Dont let speed drop
below stall speed or AoA exceed maximum.
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 pioneer
pilots discovered spin recovery procedures. Some historians estimate more
World War I pilots died from spinning and crashing their aircraft than from
combat with the enemy. In USAF, spins only occur if you use the rudder in
the direction of the wing thats dropping.
Spin Recovery
Once understood, 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, therefore, are extremely dangerous.
Janes USAF
Neutralize lateral stick. Using the ailerons at this point often aggravates
the spin center the joystick.
2.
3.
Apply forward stick. Push the stick forward to keep the nose down.
4.
Maintain the current stick and rudder positions until rotation stops.
You will generally find yourself nose-low at low speed and presenting a
perfect target for any nearby bandits. Gently pull out of the dive, apply
full power, and return to normal flight.
5.
Dont panic. If youve done all of the above and the aircraft is unwilling
to recover, keep your head about you and go through the procedure
again. You might also try increasing your throttle in addition to the above.
3.24
4
COMBAT
Previous page:: An F-16C dispenses flares. USAF photo by Senior Airman Jeffrey Allen.
Chapter 4
Mission Preparation.......4.2
Quick Cockpit Review ...4.3
MFD Pages ................................4.3
Modes ......................................4.4
Quick Navigation
Review...............................4.5
Detecting the Enemy .....4.7
Detection Systems......................4.7
Janes USAF
Targeting...........................4.23
Easy Targeting............................4.23
Targeting Aircraft.......................4.24
Targeting Ground Objects ..........4.24
Viewing Threats: RWR ..............4.25
Viewing Threats: Tactical MFD...4.26
Viewing Targets: JTIDS MFD......4.27
Defenses and
Countermeasures ...........4.51
RCS Signatures...........................4.51
Avoiding Detection.....................4.52
Using Defensive Systems ............4.53
Combat Tactics................4.56
Situational Awareness ................4.56
Combat Geometry......................4.57
Pursuit Curves............................4.58
Speed vs. Altitude ......................4.59
Choosing Your Attack ................4.60
Air Combat Maneuvers ..............4.63
Break Turn..............................4.63
Barrel Roll ..............................4.64
Scissors ..................................4.64
Spiral Dive ..............................4.66
High-Speed Yo-Yo....................4.67
Low-Speed Yo-Yo.....................4.68
Immelman ..............................4.69
Split-S ....................................4.69
Engaging Ground Targets...........4.70
Communication...............4.71
Flight Commands .......................4.71
Formation Commands................4.72
COMBAT
Despite the technological advances of the last few decades, air combat still
involves the same basic strategy find the enemy before he finds you, get
into an advantageous firing position, and stay there. Either way, its to your
advantage to locate the enemy before hes aware of your presence.
This chapter teaches you combat theory, air maneuvers and practical combat use of avionics and weapons against enemy aircraft and ground vehicles.
Mission Preparation (p. 4.2) goes over some basic considerations you
should think about prior to taking off.
Quick Cockpit Review (p. 4.3) briefly reviews the main sections of the cockpit and refers you to additional information in Cockpit, p. 2.1.
Quick Navigation Review (p. 4.5) lists some common navigational commands to help you get to your target point.
Detecting the Enemy (p. 4.7) provides a lengthy discussion on ways to
detect threats. It also covers in detail how to use your air-to-air and air-toground radar.
Using the Radar (p. 4.12) teaches you the ins and outs of the air-to-air and
air-to-ground radar. Youll learn how to detect targets and read the Radar
MFD page symbology.
Using Weapons (p. 4.28) details positioning techniques, sensors, weapon types
and HUD modes related to firing weapons. Most importantly, this section gives
step-by-step information on how to use specific weapons in the game.
Defenses and Countermeasures (p. 4.51) elaborates on methods you can
use to avoid being shot down.
Combat Tactics (p. 4.56) illustrates offensive and defensive aerial maneuvers
you can use against air threats, and describes how to attack ground targets.
Communication (p. 4.71) lists key commands you can use to send messages
to your wingmen, other flights in your sortie, and AWACS, J-STARS and
tankers in the area.
4.1
4. COMBAT
Targeting (p. 4.23) takes you to the next level gaining a target lock on another aircraft, ground threat and mission-critical target. It also describes how to
use your aircrafts RWR, Tactical Map and JTIDS MFDs to track targets.
MISSION PREPARATION
A great deal of your mission success depends on how prepared you are
before you go into battle. You should become very familiar with your mission
objectives, the objectives of other wings in your flight, and any expected
resistance you might encounter along the way. Find out how far you must
travel, and calculate how much fuel youll need to return home. Gear your
initial aircraft loadout toward your intended target(s), but dont be caught
off-guard for instance, if youre attacking ground targets, carry an air-toair missile or two for any unexpected air enemies. If youre on a combat air
patrol, take an air-to-ground weapon for any interesting ground targets presenting themselves.
In the Loadout screen before each mission, you can switch out weapons
which appear by default on each aircrafts hardpoints. Some weapons are
heavier than others, and you must keep the total aircraft weight underneath
its maximum T.O.W. (takeoff weight). Also, when youre loading weapons,
pay attention to the sensor system each uses. Look for IR, Laser, etc. below
each weapon icon on the Available Weapons/Equipment panel of the Loadout
screen.
See the Weapon Information Chart, p. 4.32, for weapon and sensor types.
In most missions, you fly more than one type of aircraft in a single mission.
In addition, once youve completed your flights objectives, you can jump
into the lead aircraft in any other flight in the sortie by opening the Tactical
Display screen (press q). So, its obviously to your advantage to examine
the objectives for each flight and adjust the loadouts as you deem necessary.
In any event, keep the following items in mind when youre preparing for a
mission:
What is your objective?
Janes USAF
Are there any special parameters for the mission (i.e., objects you must
not hit)?
What resistance can you expect?
Will you have enough fuel for the mission? Enough for unexpected air
encounters?
Do all flights have a good mix of weapons to cover most situations?
4.2
MFD Pages
See Cockpit: MFD Pages, p. 2.29.
Multi-Function Displays, known as MFDs, display pages of information.
Most cockpits have two MFDs, though a select few have three. You can display many different pages of information in any of the MFD screens.
Every MFD is surrounded by gray, interactive pushbuttons. You press these buttons
to change settings or display various data.
Throughout this manual, these buttons are
referred to as PB1, PB2, etc. The button
numbering is illustrated in the picture to
the right.
16 17 18 19 20
15
14
13
12
11
1
2
3
4
5
10 9 8 7 6
System
MFD Page
Menu PB
Key
NAV
PB2
N
D
DAMAGE
PB3
TACTICAL/JTIDS
PB4
ADI
PB5
-na-
RADAR
PB11
RWR
PB12
STORES
PB13
-na-
ADI
Radar
Radar Warning Receiver*
Stores Management System
* If RWR is not currently displayed.
4.3
4. COMBAT
Whenever you click MENU (PB10) in the bottom left corner of any MFD, this
Menu MFD page displays in the MFD. This page displays the entire array of
MFD pages you can activate. Left-click on the pushbutton (PB) next to any
of the following names to open that page.
Modes
See Cockpit: What Are Modes?, p. 2.2.
Most of the aircraft systems in Janes USAF use modes the HUD, the radar,
MFDs and weapon systems. A mode is simply a set of functions.
Master Modes
See Cockpit: Head-Up Display, p. 2.12, and Using Weapons, p. 4.28.
There are three master modes: NAV (navigation), AA (air-to-air) and AG (air-toground). When you select a master mode, the information displayed in your
HUD and MFDs change, and your radar mode and currently selected weapon
may change.
M Toggle avionics master mode (Navigation / Air-to-air / Air-to-ground)
The chart below lists default settings for each master mode. Under certain
conditions, such as when you have your gear down or a certain weapon selected, information is added to your HUD, and the pages in your MFDs change,
as indicated below. (The default mode for the radar is listed in parentheses.)
HUD
MFD 1
MFD 2
MFD 3
Default
NAV
Tactical
Radar (AA)
NAV
Gear down
ILS
Tactical3
Radar (AA)
NAV
Refuel
Tactical
Radar (AA)
NAV
HUD
MFD 1
MFD 2
MFD 3
AA Master Mode
Janes USAF
Condition
1
Radar (AA)
LCOS
EEGS
Tactical
RWR
Radar (AA)
Tactical3
MRM
RWR
Radar (AA)
Tactical3
RWR
SRM
Radar (AA)
Tactical
RWR
Condition
HUD
MFD 1
MFD 2
MFD 3
AG
Stores
Radar (AG)
Tactical3
GP bombs selected
CCIP
Stores
Radar (AG)
Tactical3
CCIP
Stores
FLIR
Tactical3
TV
Stores
TV
Tactical3
HARM
Stores
HARM
Tactical3
AG Master Mode
1
3
2
In A-10A, F-105D, F-4E, F-117A and MiG-29.
In F-15C/E, F-16C and F-22A.
In F-16C, F-15C/E, F-117A and F-22A, the JTIDS page replaces the Tactical page.
4.4
Multi-Function Displays
See Cockpit: MFD Pages, p. 2.29.
MFDs have many different pages you can access by using the MENU pushbutton and choosing the appropriate pushbutton for a particular page.
MENU Display MFD menu (or click PB 10 on any MFD)
Here is a list of MFD pages and their general functions:
NAV
Displays waypoint information.
Displays current system status (GO/NO GO/MAL)
RADAR
RWR
STORES
ADI
TACTICAL
JTIDS
Displays map and combined data from radar, RWR, JSTARS and
AWACS. It shows friendly status, friendly and enemy radar locks,
and air and ground targets.
FLIR
HARM
TV
Weapons
You can fire air-to-air weapons when in AA master mode, and air-to-ground
weapons when in AG master mode. When you select a weapon, additional
symbology you need to fire or drop it is added to your HUD, and your MFD
pages may change.
] / [ Cycle through air-to-air/air-to-ground weapons
See Using Guns (p. 4.36), Using Rockets (p. 4.38), Using Missiles (p. 4.39)
and Using Bombs (p. 4.46).
Radar
The radar has both A/A and A/G modes. Under each of these modes are several submodes with specific applications Some A/A submodes are better at longrange searches, while some are best at short-range searches. In A/G mode, the
radar has separate submodes for detecting stationary and moving targets.
R Toggle between A/A and A/G radar modes
Q
sR
4.5
4. COMBAT
DAMAGE
sW
The waypoint caret appears on the heading scale in all HUD modes. The
range to the next waypoint, however, only displays in NAV HUD mode.
If youd rather not navigate manually at all, you can always use the games
autopilot system.
Ax2
Janes USAF
Current waypoint
marker
Time-to-arrival
at current waypoint.
4.6
Detection Systems
First and foremost in combat, you need to preserve the element of surprise
and detect your unsuspecting enemies before they spot you. In air battles,
gaining even a hundred feet of altitude advantage against your opponent can
give you a speed boost when you need it most. Coming in on your enemys
six gives you a significant upper hand during your initial attack.
4.7
4. COMBAT
If you cant make it to the target area undetected perhaps the length of
your mission requires you to fly at a higher altitude to conserve fuel your
next best strategy is taking out the air opposition with a single pass, before
they have a chance to lure you into a dogfight. Doing this requires great skill.
Natural Eyesight
Use your eyes for air (or ground) targets within visual range.
The Numpad keys are very useful visual aids during combat. Use the
check six key (Numpad 2) liberally to keep an eye on your rear.
At night, you can use night-vision goggles to enhance your natural vision
(press cN. They amplify the available light source.
Dont discount the advantage of having 20/20 or better vision during combat. You can always rely on eyesight, often referred to as the Mark I eyeball
detection method. With a keen eye, for instance, you may be able to pick up
enemies above while youre cruising safely along in low-level flight and trying
to avoid radar detection.
Another instance in which eyesight can be particularly useful is during closerange air combat. At ranges of less than a couple of miles, you probably
already know an enemy is around. Your missile guidance systems wont work
at that distance, so guns are the normal modus operandus. An onboard
lead-computing gunsight system (in some fighters) can help you get a good
bead on your enemy, but in many cases, you have to rely on your instinct for
a quick snap shot or close-range missile shot.
Janes USAF
Youll find several of the games camera views useful during combat. You can
open up your view by removing the HUD, follow your target, track an
incoming missile, and more. (See Cockpit: Cockpit View Controls, p. 2.48,
or the printed Reference Card for a complete list of views.)
1
Padlock Target View. Interior cockpit view that points your eyes
directly at the currently locked target. Even if the target isnt in your
HUD view, this view still looks in the direction of the target.
Arcade View. External view of your current target that lines the
camera up behind your aircraft in a chase view.
Player Target View. External view of your aircraft that lines the camera up with the current radar target. Press again to reverse the view.
Chase View. External view of your aircraft. Press multiple times to view
close-ups of parts of your aircraft. Press s0 to switch to an external orbit view. To pan this view, use Numpad 2468 or the mouse.
Weapon View. External view of your missile that lines up with the
current target.
4.8
Active Radar
Use active radar to find air targets when youre using radar-guided weapons.
Be aware that if your radar is on, air- or ground-based enemies can detect
your radar signals and find you.
Active radar sends out pulses or waves of electromagnetic energy. This energy
bounces off objects it hits, and some waves are reflected back. Your
onboard computer examines how strong the reflected waves are, what frequency shift occurred, and how long the waves took to return. With this
information, the computer can determine the approximate distance, altitude, direction and speed of the object. (See Using the Radar, p. 4.12.)
While active radar is a primary detection method, it can also be used to guide
certain weapons the AIM-7F, AIM-7B, and AIM-120. Its function as a
weapon guidance tool is covered in Know Your Guidance Systems, p. 4.34.
R
sR
</>
4.9
4. COMBAT
Janes USAF
The FLIR pod is used in conjunction with IR-guided missiles. It allows target
acquisition (in ACTIVE mode) and laser guidance (in PASSIVE mode). The
pod itself has three main sections. The FLIR head provides a green-and-black
infrared MFD image. A laser indicator sends out a laser beam to designate
targets for laser-guided bombs, and a laser receiver detects laser designations from other sources.
One real drawback to FLIR technology is the fact that it operates at limited
range. If the weather is foggy or cloudy, it becomes less effective. But since
FLIR can detect both air and ground targets, it is somewhat more versatile
than active radar. IR guidance technology also helps guide several types of
weapons for instance, AA-8, AIM-9L and AIM-9M air-to-air missiles and
laser-guided GBU-series bombs. The FLIRs function as a weapon guidance
system is covered in Know Your Guidance Systems, p. 4.34.
I
4.10
J-STARS/AWACS/EWR
AWACs, J-STARS and EWRs can give you information on radar targets from
other aircraft without using your aircrafts radar to scan for them. They detect
targets with their powerful radar and then broadcast messages about targets
in your area. These cues also display in text form at the top of the screen.
An AWACS controller always identifies itself with a callsign, which is different for each campaign.
Buckeye
Desert Storm, Red Flag and Training missions
Big-Bird
Future and Domestic missions
Red Crown Vietnam (ship-based; located in Hai-Phong Bay)
When you fly the F-22A, F-117A, F-15C, F-15E or F-16C, the Tactical MFD is
replaced by the Joint Target Information Distribution System (JTIDS) MFD,
which displays additional radar, RWR and AWACS/J-STARS contact data.
In addition, Early Warning Radar (EWR) sites were used in Vietnam to transmit intelligence from ground controllers to overflying aircraft.
Friend or Foe?
IFF is automatically active and cannot be deactivated.
Friendly aircraft have an X in the target designation box when targeted.
If your AA radar is on and you enable OBJECT ID ON TD BOX, all targeted aircraft are identified by name in the HUD above the target designation box.
(See Preference window under GAMEPLAY > OTHERS.)
Other aircraft send radio messages to alert you to enemy aircraft.
Press 4 to view a closeup of your current radar target.
Before you fire on a target, always verify its an enemy instead of a friendly.
The importance of target identification has increased with BVR combat and
the increasing use of coalition-type forces in worldwide hotspots. All aircraft
in this game are equipped with Identification Friend-or-Foe (IFF) equipment,
or interrogation transponders. Friendly aircraft automatically emit a specific beacon or code when targeted by a fellow aircraft. The pilots IFF box
answers the aggressors box, and his transponder returns a friendly message when queried (or squawked) by another allied aircraft. Onscreen, this
places an X in the target designation box for a friendly target.
4.11
4. COMBAT
Janes USAF
Radar Submodes
The correct radar submode is not automatically activated when you select a
particular weapon. You must manually toggle the correct mode with R
and/or Q. Each radar submode is discussed fully later in this section.
Flight Only
Condition
Air-to-Air Combat
Radar Mode
Condition
Radar Mode
LRS
AA (Long Range)
LRS or TWS*
Cruise Flight
LRS
AA (Short Range)
ACM or BORE*
AA (Gun)
ACM or BORE*
Air-to-Ground Combat
Condition
Radar Mode+
AG (Dumb Bombs)
MAP or GMT
AG (Laser-Guided)
MAP or GMT
AG (Gun)
MAP or GMT
AG (TV Missiles)
MAP or GMT
AG (HARM Missiles)
MAP or GMT
4.12
STT, BORE
or
AA CHEAT)
An air-to-air radar lock wont break, even if you switch submodes while you
have a locked target. The only exception is when the new submode has a
smaller range than the initial one in the new submode, the radar cant see
the target because its out of range.
Q
Off. The radar is not active (i.e., the aircrafts engines are off).
Standby (STBY). The radar is powered, but not transmitting anything.
sR
Long-Range Search (LRS). Long Range Search submode facilitates the detection
of enemy targets before they discover you. Use it when you are flying in what
seem to be clear skies. It has the longest range, but shows the least information.
Air Combat (ACM). In Air Combat submode, the radar fully automates the
selection of targets so you can concentrate on aiming and firing weapons. It
has the shortest range, however.
Boresight (BORE). A short-range submode, BORE mode can get you a fast
lock on a target if it is within the HUD frame. The radar rapidly targets and
acquires any object within ten nautical miles if it is visible inside the HUD
frame. Its useful in close-range dogfights when you cant find the enemy.The
player must not have a target currently selected to use this. Press b to
break lock, then use Boresight (press \).
Single Target Track (STT). A sub-mode of LRS, boresight, and ACM modes,
Single Target Track helps to acquire and hold onto a feisty enemy. When you
have acquired a single enemy on radar, it shifts to this mode automatically.
This mode is essential for semi-active radar missiles. It gives the most target
information available.
The game has a cheat mode you can enable by selecting ENABLE
from the Preferences menu. In this mode, you have access to a
continuous, 360 scan of the airspace around you.
AA CHEAT.
CHEAT RADAR
4.13
4. COMBAT
Current range
Antenna elevation
caret
Horizon line
Antenna
azimuth caret
Janes USAF
10nm
60
60
4.14
80nm
60
60
LRS submode lets you acquire targets at the longest range 80 nautical
miles. By identifying a target early, you have the maximum amount of time to
identify the target and prepare for combat against identified bandits. The
available ranges (in nautical miles) are 5 / 10 / 20 / 40 / 80.
Of all the air radar submodes, LRS provides the best detection capabilities,
but it provides no initial information about targets other than their locations. You cant tell, for instance, a targets closure speed.
Once the radar picks up a target in LRS submode, the target appears on the
Radar MFD as a dot. The brightest dots represent the most recently detected targets, while the dimmer one represent older targets.
You can lock onto the target two different ways, and you can release a locked
target and continue scanning in LRS submode:
e Acquire nearest target
L
Additional Symbology
History. The scan refreshes the radar
view every four seconds. By selecting
a history setting, you can watch a targets progress over time. Each target
displays its current position (a bright
dot), along with up to three additional dim history dots showing its previous positions.
PBs 1/2
Older position
Number of
positions
displayed
Newer position
4.15
4. COMBAT
40nm
60
60
In Track While Scan submode, the radar performs multiple detections of targets to calculate their vectors within the radars field of view. The radar can
track up to fifteen different targets simultaneously, displaying the position
and direction of flight for all targets. Because of its greater precision, TWS
has a shorter range than either the LRS or STT mode. The available ranges
(in nautical miles) are 10 / 20 / 40.
The first target the radar scans is designated as a priority target. This target is
scanned more thoroughly than the other undesignated targets in view, and
its scanned similarly to an STT target. This means you can view more information about this target than the other targets on your MFD. (See SingleTarget Track Submode, p. 4.18).
You can designate a different priority target by left-clicking on any of the targets in the Radar MFD. To lock onto a priority target, left-click on it again.
L
Lx2
Select priority target(or, if the target is already a priority target,lock onto the target)
Lock onto a priority target (activates STT radar mode)
When you fire a semi-active radar missile (such as the AIM-7), the radar
switches to STT submode for that particular target.
Janes USAF
This mode gives you the most information about all targets at once, and
lots of information about your priority target.
4.16
Undesignated target
Priority target
Target velocity
Target aspect angle
DLZ
Closure speed
Additional Symbology
Undesignated target icon. These small squares represent undesignated targets. The tail on each square represents the threats current direction of flight.
Priority target icon. The first target the radar comes across in its scan is designated as the priority target. It has a star-shaped icon around it, and it is
brighter than other targets in the Radar MFD. The altitude, velocity, aspect
angle and closure speed for this priority target appear at all times as long the
target remains in the Radar MFD page. You can designate a different priority
target by left-clicking on an undesignated target icon or pressing e to cycle
through targets.
Maximum
weapon kill
range
Target caret
Minimum weapon
kill range
When the target caret slides within the weapons kill range line, you can fire
your weapon.
4.17
4. COMBAT
AA Cheat Submode
Max Range
Azimuth scan
Elevation scan
80nm
360
360
Altitude parameters
Airspeed parameters
# of Targets tracked
None
None
All visible
If you have ENABLE CHEAT RADAR activated in the Options menu, the radar
enters AA cheat submode. This mode operates similarly to TWS submode,
with a couple of exceptions. First, the radar has a 360 view. Secondly, the
radar does not automatically switch to STT submode when you fire a medium-range missile at a locked priority target.
The symbology for AA Cheat mode is identical to the TWS symbology.
10nm
+/-60
+/-60
During dogfights, you may want to get a fast lock on a target directly in front
of you. Boresight (BORE) submode is useful in this situation because it automatically acquires the first target in your immediate visual field of view.
Janes USAF
Boresight submode has a very narrow and short scanning range. It locks
onto the first target to come into your front view.
To use Boresight submode, point your HUD at the target, and press and hold \.
The target is automatically acquired. Release the key, and the radar enters STT
submode. (See Single-Target Tracking (STT) Submode, facing page.) If you
have not acquired a target, releasing the key returns the radar to the previous
mode.
\
4.18
80nm
+/-60
+/-60
Single Target Track (STT) submode helps you maintain a radar lock on a single target. The radar tracks the target as long as you keep it within the
azimuth and elevation scan ranges. The radar view refreshes itself several
times each second, and adjusts the range setting according to how far away
the target is. If the target is close enough to be tracked with the next-smallest range setting, that setting is chosen.
You cant actually select STT submode from the MFD or menus instead, it
activates automatically when you acquire and lock onto a single target in
LRS, TWS, BORE or ACM submodes.
In STT submode, only one target appears on the screen at a time. Radar data is
fed directly to your currently selected weapon system and to the gun reticule calculator. You can see a lot of information about your target on the MFD, including the targets altitude (in thousands of feet), closure rate, and speed.
e Switch to next target
b Release current target (also switches radar to LRS submode)
For short-range targets, STT submode focuses the radar on a single target
so you can launch missiles against it. At the shortest ranges, use STT to
make the kill, or switch to BORE submode for targets you are trying to
keep in front of your plane.
Additional Symbology
Target velocity
Target aspect
angle
Target altitude
Closure speed
4.19
4. COMBAT
TWS gives the most information for target tracking and missile launches.
Undesignated target
Priority target
Waypoint symbol
Antenna position
marker
Janes USAF
Antenna
elevation caret
Horizon line
Grid
4.20
Priority target. When you left-click on a target, a bright cross hair appears
over it and remains on the MFD display. You can designate a different priority target by left-clicking on another threat icon or pressing e to cycle
through targets.
If youre in GMT submode and double-click on a target, it becomes a GMTT
target, and the radar tracks its movement.
Horizon line. This line simulates the horizon. When the aircraft is flying
straight and level, the line is horizontal. The angle of the line changes when
you bank, and it moves up and down when you change pitch.
Waypoint symbol. The small triangle indicates the position of your current
waypoint. Steer toward the symbol to get to the next waypoint.
Cursor. (Not Shown) When you move the mouse cursor over the MFD, two
vertical lines form a cross hair and show your cursor position. Move the cursor over a target and left-click to it. Left-click anywhere on the MFD to designate a target for bombs and laser-guided weapons.
Map Submode
Range
80nm
Azimuth scan
120
Large objects, such as control towers and vehicles, appear in MAP mode as solid
blips. These objects can be targeted and designated for the weapons system.
By using the pushbuttons, you can adjust the range of the ground radar.
Finally, you can designate a priority target in the Radar MFD by left-clicking
on it, or by pressing e to select the next closest target. When you acquire
a target, a priority target icon appears on the Radar MFD screen, and a target designation box surrounds the target in the HUD.
e Switch to next target
L
4.21
4. COMBAT
MAP submode is most suitable for striking stationary objects on the ground.
In this submode, the radar scans the terrain below and displays contours
onto the Radar MFD screen, regardless of weather and visibility conditions.
The available ranges (in nautical miles) are 5 / 10 / 20 / 40nm. (The range
in some aircraft extends to 80nm.)
80nm
Azimuth scan
20
While Map submode can detect either stationary or moving targets, GMT
submode can only spot moving targets. You use GMT submode to track,
acquire and attack targets on the ground or water. Its primarily useful
against tanks, convoys, ships, and other moving targets.
Targets appear on the Radar MFD as blips. Once a target is detected, you
can press e or left-click on it to designate it as a ground-moving target
track (GMTT) target. This locks onto the target so you can use your air-toground weapons against it.
When you activate GMT mode, the radar begins scanning the area for moving targets. You can adjust the radar range. The available ranges (in nautical
miles) are 5 / 10 / 20 / 40nm. (The F-15Es range extends to 80nm.)
e Switch to next target
L
AG Cheat Submode
Janes USAF
Range
80nm
Azimuth scan
360
The air-to-ground radar has a cheat mode you can enable by selecting ENABLE
CHEAT RADAR from the Preferences menu. Instead of the usual 120 scan, it
provides a 360 scan of the ground around you. You can detect targets in
front of you, to either side of you, below you and behind you.
Functionally, the radar operates similarly in AG Cheat mode and GMT
mode. The one exception is all moving targets have tails indicating their
direction of movement. Other targets appear as small squares with a hole in
the center.
4.22
TARGETING
Targeting involves many complex systems, but its not really difficult. In basic
terms, you just need to activate the correct master mode (AA for air targets,
or AG for ground targets) and select a radar submode (the default mode
usually works just fine). Then, its just a matter of pressing e or letting
the radar auto-acquire targets for you.
To find the currently selected target, look for a green Target Designation box
in the HUD. (It appears around the currently selected target.) Make sure the
target isnt friendly (i.e., theres no X in the TD box). Then, activate the
correct weapon, move in range, and fire. Thats it.
M Toggle avionics master mode
(Navigation / Air-to-air / Air-to-ground)
e / ce Select next/previous radar target
4 View currently selected target
7 Activate LOS view from your aircraft to your target
7 x2 Activate LOS view from your target to your aircraft
Easy Targeting
If you dont really want to target objects manually, the game has a few
options to help make it easier.
Enable Cheat Radar. From the Preferences window, you can select a cheat
mode that gives you a continuous, 360 scan of the airspace or terrain
around you.
Air Combat Mode (air-to-air only). This air-to-air radar mode automatically
acquires targets for you as soon as they fly into your radars scan view.
Easy Targeting. Also from the Preferences window, you can select the EASY TARGETING. This displays the TD box outside of the HUD and let you maintain
that target lock even if the radar target is out of view.
Note: You can press aI to display colored squares in the HUD that represent
nearby friendly and enemy aircraft. Red boxes denote enemies, while blue ones denote
friendlies. Small pointers indicate the aircrafts direction of flight.
4.23
4. COMBAT
This section discusses basic methods for targeting both aircraft and ground
objects. For more details, read over Using the Radar, p. 4.12, and the how
to use instructions for each weapon type. The acquisition and lock requirements differ slightly between weapon types and radar modes.
Targeting Aircraft
You use your air-to-air radar to detect and target airborne enemies. Keep in
mind, however, that youre vulnerable and very visible to enemy RWRs whenever the radar is active.
Follow these steps to target an aircraft using your radar:
1. Turn on your radar if it is not active (press R).
Switch to AA radar mode if not in it already (press R).
2.
Select a radar search submode (press Q). See p. 4.13 for details on the
submodes.
4. Lock onto the target:
For the LRS and TWS submodes, press e, joystick button 3, or leftclick on the target in the Radar MFD.
In ACM submode, the radar automatically locks onto the first target it finds.
For BORE mode, press \ to lock on a target in the boresight field of view.
3.
5.
6.
Janes USAF
Follow these steps to target a stationary ground object using your radar:
1. Turn on your radar if it is not active (press R).
2.
3.
4.
5.
4.24
Follow these steps to target a moving ground object using your radar.
1. Turn on your radar if it is not active (press R).
2.
3.
Air threat
SAM threat
Boat
Gundish
GROUND
Anti-aircraft artillery
AIR
Threat
Code
SA-2
SA-3
SA-5
SA-6
Threat
Code
Threat
Code
MiG-21
21
F-117
17
MiG-23
23
A-10
A1
MiG-25
25
F-111
11
MiG-29
29
F-4
SA-8
SU-22
22
F-15
15
SA-10
10
SU-24
24
F-16
16
Hawk
Su-35
35
F-22
F2
ZSU-23X4
Mirage F-1
General AAA
F-105
05
4.25
4. COMBAT
Part of the RWRs job is to classify threats. Each threat has a specific icon
that displays inside the RWR circle:
Map scale
Declutter toggles
Target waypoint
Current waypoint
Symbology
Current aircraft position. The small cross with a tail in the lower third of the
MFD represents your aircrafts position. A circle appears around your aircraft and changes size, depending on what map scale you have selected.
Map scale. You can zoom the map scale in and out by pressing the pushbuttons (PB14 to decrease the map range, PB15 to increase it). Available
ranges are 10 / 20 / 40 and 80nm.
Janes USAF
Declutter toggles. You can use PB1 PB3 to toggle various elements of this
display on or off. This is called decluttering because it simplifies the display.
You can remove SAM sites (PB1), waypoint information (PB2), and the map
image (PB3).
4.26
Current target
Ground target
Air target
Toggle air targets
Toggle ground targets
The JTIDS uses similar symbology to the Tactical Map Display, with a few exceptions:
Air targets. You can toggle air targets on/off with PB4. Friendly aircraft are
blue, and enemy aircraft are red. Locked targets show up as green circles,
and are surrounded by a Target Designation (TD) box.
Friendly aircraft appear as blue triangles pointing in the direction of flight.
Enemy aircraft show up as red triangles. If the enemy is firing a missile, its
icon flashes.
Ground targets. The JTIDS shows all ground targets, not just SAMs. You can
toggle ground targets on/off with PB5. Any threat appearing on your RWR
also shows up here. Friendly, stationary ground objects appear as blue
squares. Friendly, moving ground objects are also blue squares, but they
have a tail pointing in the direction of movement. Enemy ground object
icons are similar, but theyre red. If the enemy is firing a missile, its icon
flashes. Specified enemy targets show up as solid green squares.
If a SAM has locked onto you, a small red circle appears around it. If the SAM
has fired a missile, the circle and the SAMs kill radius circle start flashing.
Current targets. If you lock onto an air or ground target, a yellow line
appears. It connects your aircraft to the target, and turns the target s icon
solid yellow. If another aircraft in your flight has a radar lock on a target, the
line also appears, but its dashed.
4.27
4. COMBAT
Additional Symbology
USING WEAPONS
When selecting weapons, you must first and foremost consider what type of
target youre going after, and where you are in your mission. As a general
rule, you shouldnt expend any ammo or munitions you need to attack your
mission target. (Once youve successfully completed the mission, however,
its fine to hit a few wayward targets on the way home.)
You should always try to select your weapons before you approach the target area sometimes, even a few seconds saved can afford you a great
advantage. A weapon is automatically armed once you select it, and the correct HUD mode is activated.
Weapons with built-in sensors are fire-and-forget, meaning you dont have
to keep the target in view after firing. You can tell which sensor system a
weapon uses in the Loadout screen. The name of the missile or bomb sensor
appears in the weapon description box at the top of the screen. When you
move the mouse cursor over a weapon, a general description of that weapon
appears in this box.
The following sections discuss factors to consider when youre maneuvering
into position and describe how to release each weapon type. For a tactical
discussion on combat maneuvers, see Combat Tactics, p. 4.56.
Janes USAF
When firing guns and missiles against an air target, you want to keep the
aspect angle between you and your target small. In other words, you want to
have a good, straight shot at a threat.
In an ideal situation, you should be right behind your target he cant fire
on you when youre tailing him. If youre attacking a ground target, where
you drop an air-to-ground missile or bomb depends on your speed, altitude,
range and weapon type.
This chapters section on Combat Tactics, p. 4.56, describes some basic
moves you can use to gain an advantageous firing position.
4.28
AN/AAQ-13
AN/AAQ-14
This sensor pod is the targeting pod of the LANTIRN system. It gives you
superior nighttime targeting and guidance capabilities. You must have this
pod loaded if you want to:
Use the targeting IR camera to view IR video of your targets
Use laser-guided weapons (i.e., GBU bombs)
Use automatic weapon cueing for AGM-65s or GBU-15s
AN/AXQ-14
The AN/AXQ-14 datalink pod is automatically loaded on your aircraft. It allows
you to guide a GBU-15 after launch via TV imagery and remote steering.
AN/ALQ-131
This jamming device tries to fool enemy radar systems by sending out large
amounts of microwaves. The object of jamming is to disguise the size and
location of your aircraft.
4.29
4. COMBAT
Janes USAF
Useful Keys
Here are some useful keys for activating various weapon functions:
]
4.30
Rocket Designations: LAUSensor Systems: IR, FLIR, HARM, Laser, Active Radar
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 built-in 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-88 HARM, 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 emitting radar, while the
sensor on a laser weapon homes in on targets pinpointed by a laser beam.
4.31
4. COMBAT
Janes USAF
Name
Weapon Type
M61A1 Vulcan
M61A1
Unguided
20mm cannon1
GAU-8 Avenger
GAU-8
Unguided
30mm cannon1
AIM-7F Sparrow
AIM7F
SARH
AIM-7B Sparrow
AIM7B
SARH
Medium-range anti-air
AIM-9D Sidewinder
AIM9D
IR
Short-range anti-air
AIM-9M Sidewinder
AIM9M
IR
Short-range anti-air
AIM-9X Sidewinder
AIM9X
IR
Shortrange, anti-air
AIM-120A AMRAAM
AIM120A
Radar
Medium-range anti-air
AGM-45 Shrike
AGM45
Passive Radar
AGM-62 Walleye
AGM62
TV
AGM-65B Maverick
AGM65B
IIR
AGM-65D Maverick
AGM65D
IIR
AGM-88 HARM
AGM88
Passive radar
AGM-130
AGM130
TV OR IIR
AGM-142 Popeye
AGM142
TV
CBU-52
CBU52
Unguided
Anti-personnel/-materiel
CBU-58
CBU58
Unguided
Anti-personnel/-materiel
CBU-87
CBU87
Unguided
Anti-personnel/-materiel
CBU-89
CBU89
Unguided
Anti-armor
CBU-93
CBU93
Unguided
Anti-armor
GBU-10 Paveway I
GBU10
Laser
Precision attack
GBU-12D Paveway II
GBU12D
Laser
Precision attack
GBU-15
GBU15
TV/Datalink
GBU24
Laser
Precision attack
GBU27
Laser
Precision attack
GBU-30 JDAM
GBU30
TV
Precision attack
Mk 82
MK82
Unguided
Mk 84
MK84
Unguided
Napalm
NAPALM
Unguided
4.32
Armored vehicles.
Hardened targets.
AA LCOS Mode. Used for firing the internal gun at air targets.
AA EEGS Mode. Used for firing the internal gun at air targets.
MRM Mode. Used for firing medium-range missiles.
SRM Mode. Used for firing short-range missiles.
Air-to-Ground Modes
Air-to-Air
Weapon Selected
HUD1
MRM missile
AA (MRM)
MFD 1
MFD 2
MFD 3
AA Radar2 Tactical/JTIDS3
RWR
SRM missile
AA (SRM)
AA Radar
Tactical/JTIDS
RWR
AA (LCOS)
AA Radar
Tactical/JTIDS3
RWR
AA (EEGS)
AA Radar
Tactical/JTIDS 3
RWR
Air-to-Ground
Weapon Selected
HUD1
MFD 1
MFD 2
GP bomb
AG (CCIP)
AG radar
Stores
Tactical/JTIDS3
LGB bomb
AG (CCIP)
AG radar
FLIR
Tactical /JTIDS3
TV
Tactical /JTIDS3
AG radar
MFD 3
TV-guided missile
AG (TV)
HARM missile
AG (HARM) AG radar
HARM
Tactical /JTIDS3
AG (TV)
TV
JTIDS3
AG radar
Does not appear in the A-10A or F-117A when you select an MRM missile.
The A-10A, F-105D, F-4E, F-117A, and MiG-29 are not equipped with an EEGS gunsight.
In the F-22A, F-117A, F-15C, F-15E and F-16C, the JTIDS MFD replaces the Tactical MFD.
4.33
4. COMBAT
The chart below gives information about which HUD and MFD modes are
associated with each weapon type.
Janes USAF
Active radar weapons (like the AIM-120) 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
break away from battle anytime after firing. For this reason, active radar
arms are known as fire-and-forget weapons.
Infrared-Homing Weapons
Infrared (heat-seeking) missiles use internal sensors to detect and track
heat-emitting objects, such as an airplanes engine exhaust pipe. Compared
to radar-guided weapons, infrared-homing missiles have short range pointblank to 8nm for air-to-air heat-seekers. Once launched, these fire-and-forget weapons guide themselves to the target.
The lock status of an IR-guided air-to-air missile appears on the HUD a
floating circle represents the missile seeker. An IR-homing missile locks onto
your current radar target if its in missile range. Otherwise, it looks for the first
hot target to come into view of its missile seeker head. To launch the missile,
all you need to do is keep your aircrafts nose pointed toward the target, and 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.
4.34
4.35
4. COMBAT
TV-guided missiles are effective weapon against both soft and hard targets,
but are susceptible to fog and other inclement weather conditions.
Using Guns
See pp. 2.18-2.20 for symbology for the gun HUDs (LCOS and EEGS).
Although missiles are the weapon of choice during most fights, guns remain an
essential element of air combat. You dont have to have radar, IR or HARM sensors active to use them, although your radar can help you aim at your target.
Guns have large ammo stores, and are generally most effective only at short
range (0-2nm). A single burst of gunfire generally wont kill an aircraft, but
it may eliminate a ground target. In general, reserve your guns for close-in
combat or low-altitude strafing runs.
Firing at moving air targets is considerably more difficult. An important
aspect of using guns in air combat is calculating how far you need to lead
the target. The enemy is constantly moving, so you must predict where hes
going to be when the bullets reach their mark. You must take into account
your enemys speed and current position and guess how much lead in
needed to hit him. When your radar is off, you must lead your shots in front
of the target to hit it.
When your radar is in air-to-air mode, the LCOS (Lead-Computing Optical
Gunsight) displays a pipper on the HUD to help you lead targets. In the
F15C/E, F-22A and F-16C, the Enhanced Envelope Gun Sight (EEGS)
replaces the LCOS. Symbology is similar for both sights. Use of the sights is
optional you can always fire guns using t. Both of the following sights
are AA HUDs that auto-activate when you select your gun.
Janes USAF
LCOS GUNSIGHT
Range arc
Reticule
Pipper
EEGS GUNSIGHT
Funnel
BATR
Range arc
Reticule
4.36
2.
3.
4.
5.
Place the gun cross in the center of the pipper, just in front of the target.
6.
7.
Follow these steps to fire your onboard gun using the funnel gunsight:
1.
2.
3.
Once you have a target within visual range, maneuver so the target falls
between the two sides of the funnel. Try to fit the aircraft wingtips
between the two sides of the funnel. If you can do this, the target is in range.
Remember, if the aircraft wingspan is as wide as the wide end of the
funnel, its only about 200 feet away. If the wingspan is only as wide as
the narrow end of the funnel, the target is 1nm away. It can also fall
anywhere in between the two ends of the funnel.
4.
Once you have the target in your funnel and its in range, fire (press
z or your joystick trigger).
4.37
4. COMBAT
Note: You can also press t at any time to fire your guns, even if another weapon
is currently active. This is true for both types of gun sights.
Using Rockets
See p. 2.26 for symbology rockets use the same CCIP symbology as unguided bombs.
Rockets are unguided weapons you fire through the use of an LAU-61 launcher. You can ripple-fire rockets (launch more than one at a time) or fire them
singly. The launcher consists of a cylindrical housing with launch tubes for 19
Folding-Fin Aerial Rockets (FFARs). Rockets can be used as an air-to-air
weapon, though theyre generally better-suited for broad use against ground
targets. Incendiary
rockets are especially useful for
Delay indicator
igniting fires in
ammo bunkers and
Bomb fall line
other soft targets.
Reticule
Pipper
Velocity vector
Janes USAF
When you choose rockets, the HUD automatically enters AG mode and
displays CCIP information. This is the same information used to drop
unguided bombs.
2.
3.
4.
5.
Lower your altitude (unless area is heavily defended) and point the aircrafts nose toward the target.
6.
Slightly pitch the plane down so you enter a gentle dive toward the target.
7.
Watch the bomb fall line (the line connecting the pipper/reticule to the
velocity vector circle). As you get closer to the target, a small horizontal
line (delay indicator) slides down this line toward the pipper.
8.
When the horizontal has almost reached the pipper, fire the rocket(s)
(press z or joystick button 2).
When you have the pipper and reticule directly over the target when you
fire rockets, you have the best chance of hitting the target.
If the target is moving, lead it slightly to ensure a hit.
4.38
Using Missiles
Missiles are a fighters best offense theyre maneuverable, deadly and possess smart guidance systems. Guided missiles use a seeker to track targets
after launch. The radar, IR or laser seeker identifies the target position and
feeds course corrections to the canards (small wings on the aft end of the
missile). This in-flight maneuverability has given missiles a reputation of
being able to take out targets over 100 miles away.
Missile Parameters
Before firing a missile, make sure you consider the following parameters.
Range
Long-range missiles can be fired from as far as 150nm away, while medium or
short-range ones have a maximum launch distance around 25nm. As a general
rule, however, hit probability increases as the distance to the target decreases.
Launch Parameters
In general, you want to launch within the missiles optimal launch parameters. The main factor is range. If youre too close, too far away, or have the
wrong target aspect angle (for IR missiles), the missile wont launch.
Watch the Dynamic Launch Zone (DLZ) ladder on the right side of the HUD.
This is a small ladder scale indicating your missiles range and the targets
current range in relation to your radars maximum range (see MediumRange Missile (MRM) HUD, p. 2.22).
When the target caret on the DLZ slides within the weapons kill range line,
you can fire.
Missile Maneuverability
Although canards and guidance systems make the missile a fairly maneuverable, long-range weapon, their maximum effect only occurs during the first
10 seconds of flight. This happens because missile engines do not burn for
the entire missile flight. The motor engages after launch, rapidly accelerating
the missile to top speed using thrust. During this stage, the missile is highly
maneuverable. However, once the engine runs out of fuel (510 seconds
after launch), the missile glides the rest of the way to the target, losing speed
as it glides. As speed decays, so does maneuverability.
4.39
4. COMBAT
Most missiles also have minimum launch ranges (usually about 1.5nm) to
ensure the launcher doesnt inadvertently harm himself. The missile requires
room to get up to speed, and the seeker needs a good lock on the target
before it starts maneuvering. Since the probability of a direct hit on a
maneuvering target is unlikely, missiles are designed to cause damage over a
large radius. Some missiles release a giant, expanding ring of iron bars, while
others release hundreds of small metal fragments. The larger the area covered by the warhead, the greater the probability of a kill.
G-Load Limit
The rail or hardpoint on which the missile is mounted has a maximum Gload limit. When the aircraft turns, climbs or dives suddenly, the rail and
missile are stressed because of the incurred G-force. If the G-force is too
strong, the missile cant launch properly.
Most missiles can be fired during turns, as long as you have a good target
aspect angle. If the force is above the launch maximum (different for all missiles), youll lose all lock indicators in your HUD. In general, the missile must
pull at least 7 times the G-load as the target in order to follow it. If the target
is pulling 8G, the missile needs to pull as much as 56G.
Keep this in mind when firing a missile after you enter a turn. A hard maneuver bringing you right onto a bandits six does little good if you cant fire the
missile because youre pulling too many Gs.
Aspect Angle
Target aspect angle plays a large role in missile effectiveness. This refers to
the angle between your nose and the targeted aircraft. Low-aspect shots
(fired from directly behind or in front of the target) have a greater chance of
success than those from high-aspect (fired at the targets side). A good
aspect is integral to a missiles success.
Janes USAF
Target aspect also affects missile range. If the target is moving toward the
launching aircraft, the missile has less distance to travel. The missile can
therefore be fired sooner because the target flies into it. This effectively
extends the missiles maximum range. Conversely, if the target is moving
away from the missile, the missiles effective range is reduced. It must be
fired at close range to ensure it has enough energy to travel the additional
distance covered by the target after the missile launches.
4.40
Steering dot
DLZ
Shoot cue
TD box
ETI
2.
3.
4.
5.
Once threat icons appear in your Radar MFD or you can see threats,
press e to lock onto a target. (Some radar submodes automatically lock onto the first target scanned.)
6.
7.
8.
A triangular shoot cue appears beneath the TD box when your target is
within weapon range.
Fire (press z or button 2 on your joystick).
The larger the ASE circle, the better your chance of a hit.
4.41
4. COMBAT
1.
Target
status
Threat
icon
Current
target
2.
3.
4.
The HARM missile automatically locks onto whatever target you currently have locked on radar. If more than one target is spotted, it locks
onto the nearest one.
The current HARM target (which can be different than your radar target if you cycle through targets or left-click on a target in the HARM
MFD) appears as a diamond in the HUD.
A diamond-shaped TD box marks the locked target on the HUD.
You can switch HARM targets. Press e or
left-click on a threat in the HARM MFD.
Janes USAF
6.
Threat Type
Icon
SA-2
SA-3
SA-5
SA-6
SA-8
SA-10
10
Hawk
ZSU-23X4
Roland
General AAA
NO RANGE
IN RANGE
4.42
2.
Select a SRM missile as your current weapon. (See list above, ] cycles
through air-to-air weapons.)
3.
IR seeker
field-of-view
(with locked target)
Target aspect
angle cue
Steering dot
DLZ
TD box
Shoot cue
ETI
To acquire a target, look for a threat icon on your radar and lock onto
it (press e). Then, move within missile range (6nm for SRMs).
An IR missile automatically acquires a target you have locked on radar.
When launched, it will track that threat.
The large circle represents the IR missiles seeker head. Its large when no
target is locked, but shrinks in size when you acquire a lock.
You do not have to gain a radar lock on a target to fire an IR missile. If
you dont designate a radar target, the missile locks onto the first target that enters its seeker head view. However, you must be close enough
to the target so the missile can acquire its own lock.
Youll know youre in range when you hear the missile tone changes. You
can also watch the DLZ ladder on the right side of the HUD (see p. 2.23
for details on the DLZ).
4.
Watch the TD box. When youre within launch parameters, a small triangular shoot cue appears beneath the TD box.
5.
4.43
4. COMBAT
4.
2.
3.
4.
Look for a threat icon on your radar and acquire a lock on it (press e).
The TV MFD automatically slaves to the current radar target. If you dont
have a target selected, the missile camera points at the horizon.
For AGM-65D missiles, however, the LANTIRN pod constantly scans
underneath the gate for hot (high-contrast) targets. When the gate
moves over a hot object, it automatically locks onto it. The FLIR camera view centers on this contrast lock, which is marked by a bright white
square on HUD. Panning the camera breaks this lock.
In the TV MFD, a television image displays of the contrast-locked target
with a cross hair over it.
Camera zoom
Current weapon
Horizon line
Janes USAF
Cross hairs
ETI
Press Z to remove the cockpit and toggle a full-screen view of the MFD
missile information. Press it again to return to HUD view. Its a good
idea to engage level autopilot (press A once) before you do this.
You can pan the camera by pressing c and ASWZ (as described
below). Press PB14 or PB15 to zoom in/out.
Note: The AGM-62 and AGM-130 (and the GBU-15, a TV-guided bomb) can be
panned after launch. The AGM-65 can only be panned before launch.
For all TV-guided weapons panning the camera while you have a radar lock on a target breaks that radar lock.
4.44
Camera indicator
diamond
DLZ
TD box
4.
4.45
4. COMBAT
To maintain a radar lock, you must keep the target within sight of the
seeker head: 30 left or right, 15 up and 45 down of the cameras
nose. If you move the camera, it breaks the lock. After launch, however, the camera is pointed toward the target, and you can fly your aircraft in any direction.
Using Bombs
Bombs are short-range weapons relying on gravity for propulsion. Most
are fitted with short fins or canards to help keep the bomb aligned nosefirst.
Conventional bombs have a range of only 1 to 2 nautical miles, have no supportive guidance systems, and have non-adjustable tail fins. More modern
versions have seekers and aircraft guidance systems that make small card
adjustments during glide flight still, their range is no greater than that of
iron bombs.
Dropping bombs in not an easy task you must figure the correct drop
point based on a combination of altitude, airspeed and pitch of the aircraft.
The higher you are when you drop the bomb, the further the bomb can travel (in ground miles). This is true because the bomb travels both down and
forward when dropped the longer its in the air, the longer range it has.
Accurately dropping a bomb takes a lot of guesswork and can often be dangerous because of the close range required. Generally, a bomb has a range
of about 1nm per every 1000 feet of aircraft altitude. (But, if dropped from
too far away, the bomb may miss altogether.)
Janes USAF
2.
3.
4.
Fly within several miles of the intended target (approximately 1nm for
each 1000ft of altitude).
5.
6.
Maneuver to place the CCIP pipper over the TD box around the current
target in your HUD.
7.
9.
4.46
TD box
Delay indicator
Bomb fall line
ETI
Pipper
Reticule
10. Lower your altitude (unless area is heavily defended), but not too much.
11. Watch the bomb fall line (the line connecting the pipper/reticule to the
velocity vector circle). As you get closer to the target, a small horizontal
line (delay indicator) slides down this line toward the pipper.
12. When the horizontal has almost reached the pipper, release the bomb
(press z or joystick button 2).
When you have the pipper and reticule directly over the target when you
release the bomb, you have the best chance of hitting the target.
If you selected a ripple setting in the Stores MFD, the pipper marks the
middle of all of the weapons impact points.
If you elected to ripple-fire your weapons, all of the cues flash as soon
as the first bomb drops, and continue until the last weapon releases.
When you press the pickle button, keep it depressed. The delay indicator
is on the bomb fall line, but the bomb doesnt release.
2.
3.
Delay
indicator
Bomb
fall line
4.47
4. COMBAT
Laser ON /OFF
Next-zoom brackets
NIM dot
Gates
Pointing range
2.
4.
5.
6.
7.
Janes USAF
The LANTIRN pod is automatically loaded for all aircraft carrying laserguided bombs except for the F-4E. For this aircraft, you need to load the
LANTIRN pod in order to use Paveway laser-guided bombs.
This HUD icon indicates where the FLIR camera and the laser designator
are currently pointed.
9.
10. Initiate a gentle dive or level bomb approach directly toward your target.
11. Watch the FLIR MFD keep the bright green dot within the gates this
keeps the target in the bombs view.
To adjust the dots position, you can slightly steer the laser designator
by pressing c and ASWZ.
4.48
12. Fly to the target and drop the bomb (press z or joystick button 2).
The CCIP reticule on the HUD should be over the TD box when you release.
For the laser-guided bomb to maintain a lock, the target must stay within 80 left and right and 60 up and down of the cameras center.
The FLIR image can be zoomed to 2X, 4X and 8X magnifications. (Press
PB14 and PB 15 to increase and decrease the zoom level.)
You can instruct one of your wingmen to laser-designate a target that
youve spotted on your radar. Press e to cycle through to the target
you want to hit, then press aL or asL to have your wingman
designate that target. You wont be able to control the LANTIRNs FLIR
camera, however, since its on another aircraft.
You can correct the yaw of the weapon (i.e., its heading) somewhat by
pressing c and AS.
Twenty seconds before impact, the weapon enters terminal (TERM) loft profile.
You can still make pitch and yaw adjustments until impact.
The TV image can be zoomed to 2X, 4X and 8X magnifications. (Press
PB14 and PB 15 to increase and decrease the zoom level.)
Current weapon
Camera zoom
Cross hair
Flight stage
Horizon line
Estimated time to
impact (ETI)
4.49
4. COMBAT
Reticule
Janes USAF
Prior to flight, note the target waypoint at which you must drop the
GBU-30. A GPS-guided bomb is preprogrammed to hit at a certain set
of coordinates. If you drop it over the correct target waypoint, it can
make slight corrections in-flight so that it detonates at the pre-specified
coordinates.
2.
As you approach this waypoint during flight, select the GBU-30 as your
current weapon. (Press [ to cycle through air-to-ground weapons.)
3.
4.
5.
6.
7.
Gently nose down and fly toward the target specified in your briefing.
8.
9.
4.50
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,
designed to protect you and your aircraft. They may be electronic (jamming)
or physical (chaff and flares).
4.51
4. COMBAT
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%.
Avoiding Detection
Half of any battle is arriving at the target area unspotted. The ingress phase of
a mission is often the phase in which you are most vulnerable. You are heavily
loaded with both weapons and fuel, so it is harder for you to maneuver.
Janes USAF
4.52
Initiate Jamming
You can equip your aircraft with an AN/ALQ-131 jamming device in the
Loadout screen (p. 1.22). By default, your radar warning receiver (RWR)
remains active at all times. Jamming isnt available on aircraft that do not
have an RWR. Since RWRs also detect jamming signals, never use jamming
when you still have the element of surprise. Once youre spotted, use it freely.
U Display RWR MFD (not available in all aircraft)
J Activate jamming
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 jammers. 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 from them. Jamming in
USAF aircraft is accomplished via the ALQ-131 jamming device.
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 locks, and another for incoming missiles. The first tone is
a short blip (called the New Guy tone). It sounds when a new threat locks
onto your aircraft. The second tone is the missile launch tone, which sounds
when any type of missile is launched at your aircraft.
4.53
4. COMBAT
Chaff
With careful use, chaff attracts inbound missiles away from your aircraft. To
use chaff, activate your radar-warning receiver. Whenever enemy fires a missile at you, the RWR will sound an incoming missile tone. This indicates you
need to drop chaff.
i Drop single chaff pod
Flares
Janes USAF
Flares are designed to lure heat-guided (IR) missiles away from your aircrafts hot engines and toward the hotter flare. If your aircraft is equipped
with a radar-warning receiver (RWR), a tone will sound when a missile is
launched against your aircraft.
U
d
4.54
If the missile is still far away, turn so the missile is approaching your aircraft from the side. This forces the missile to continually turn to track
you and burns up its fuel supply. (At close-range, you probably cant
avoid being hit.)
2.
Keep the missile off your wing using low-G turns (turns under 2-3G).
3.
4.
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. They 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.
4.55
4. COMBAT
The same procedure for radar-guided missiles holds true for heat-seeking
missiles, except you fire off flares (press d three or four times) instead of
chaff cartridges.
COMBAT TACTICS
Situational Awareness
In the middle of a fight, you must constantly remain aware of whats going
on around you. The radar controller constantly updates you on incoming
contacts with bearing and range information. He may also give you short
target descriptions such as heading, identification, and ROE.
Visual Cues
Youve got many views to help you keep apprised of the battle situation. The
function key views (3 through =) can help you determine the direction
of a long-range target or examine the destruction youve left behind. For
visual-range combat, you can also use the view keys on the Numpad to keep
track of your enemy.
Here are a few of the most important view keys. For a complete list, see the
printed Reference Card or see Cockpit: Cockpit View Controls, p. 2.48.
3
Padlock Target View. Interior cockpit view that points your eyes
directly at the currently locked target. Even if the target isnt in your
HUD view, this view still looks in the direction of the target.
Player Target View. External view of your aircraft that lines the
camera up with the current target. Press again to reverse the view.
Arcade View. External view chase view that displays HUD and MFDs.
Missile Target View. External view of your missile as it approaches the target.
Pitch
view 30
upward
45
r
ig
ht
t
ef
l
45
789
90 left 4 5 6 90 right
123
180
behind
you
ht
rig
5
13
13
5
le
ft
Janes USAF
5 straight ahead
4.56
Combat Geometry
Geometry plays a large role in air combat. To develop a complete understanding of air combat, you need to know a few geometrical concepts: angleoff-tail, aspect angle, closure speed, turn rate/radius and corner speed. All describe
the differences in position, speed and flight path between your aircraft and
an air target.
Aspect Angle
Angle-Off-Tail (AoT) is the angle between your flight path and the flight path
of your opponent. 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.
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.
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 4500ft), 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.
Closure Rate/Speed
Closure describes your aircrafts speed relative to the speed of your target. 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. As a result, you
can sometimes fire a missile at an approaching target outside your missile
range 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.
4.57
4. COMBAT
During a sustained engagement, your goal is to reduce AoT as much as possible before firing. This usually involves turning to align your flight path with
that of the target.
Pursuit Curves
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
To initiate lead pursuit, bank your aircraft so your nose is headed for a point
just ahead of your opponents nose. (Keep in mind tighter turns bleed off
kinetic energy continually turning causes you to lose speed.)
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
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.
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. Keep your turns small but persistent and youll keep the target in sight.
Lag Pursuit
Janes USAF
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.
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.
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 is most useful when firing weapons at close range, where you can place your sight
directly over the target and fire.
4.58
Your air brakes can slow you down if youre approaching a target
too quickly. This helps prevent overshooting.
Afterburners can be a lifesaver during escape maneuvers, for
increasing airspeed or altitude. However, your fuel consumption
and heat signature more than double during the burn.
Flaps provide extra lift during low-speed turns (under 300 knots).
4.59
4. COMBAT
Exchanging Energy
Janes USAF
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 advantage.
4.60
Two-Circle Fights
4.61
4. COMBAT
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 path is turning room that both
of you use. In other words, the turn
radii of your aircraft overlap.
One-Circle Fights
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.
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.
Janes USAF
4.62
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).
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
your 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.
4.63
4. COMBAT
Barrel Roll
Use this as an offensive maneuver to bleed off airspeed when if youre closing too fast during an attack.
Use this as an defensive maneuver to force your attacker to overshoot.
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. 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 with both offensive and defensive potential.
Janes USAF
Scissors
Dont intentionally initiate this maneuver you lose both speed and altitude.
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.
4.64
This usually begins when the attacker starts a late, high-speed yo-yo (see
p. 4.67) 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.
Attacker
Defender
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 compound
the attackers error.
4.65
4. COMBAT
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 on 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.
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.
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.
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 youve
slowed down and hell be forced out in front of you.
Attacker
Janes USAF
Defender
4.66
High-Speed Yo-Yo
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.
Attacker
Defender
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.
4.67
4. COMBAT
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 moves you into the targets cone of vulnerability without pulling high-G loads.
Low-Speed Yo-Yo
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.
Attacker
Defender
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. A low yo-yo, therefore, almost always requires an immediate high yoyo to correct the angle problem generated by the increase in speed.
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.
Janes USAF
4.68
Immelman
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 execute 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 with 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.
Split-S
4. COMBAT
4.69
Surprise
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 energy radar. As an added measure, leave your radar in
standby mode 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.
Janes USAF
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 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 in the aircrafts flight path. There is no
avoiding a barrage, except to fly above it and take your chances with SAMs.
4.70
COMMUNICATION
You always fly in a group called a flight, which consists of yourself and up to
three wingmen. This arrangement gives both of you mutual support.
Constant communication with your wingmen and other flights in your sortie is a must. You dont necessarily control your wingmen, although you can
issue certain commands to them and other flights in your sortie.
Typically, you fly with at least on other flight and sometimes up to three
flights. If youre flying with all computer friendlies, you are the flight leader.
Youve also got the ability to configure loadouts for all aircraft in each flight
prior to takeoff in the Tactical Display screen see p. 1.15 for details.
During flight, youll hear radio broadcasts from other aircraft in your sortie,
as well as from AWACS, J-STARS and EWR (early warning radar) commanders.
Flight Commands
You can issue the following commands to all wingmen in your flight, or to
Flight 2 or Flights 3/4 (if theyre in the mission). Commands that start out
with Tell your flight send messages to your wingmen.
To issue commands to Flight 2, press s in addition to the key combination listed. (In other words, saS tells Flight 2 to sort its targets.)
aW
Engage the other one. Tell your flight to engage the same type
of target youve locked onto (air or ground). If its an aircraft,
your wingmen will lock onto targets in that particular flight.
aP
aB
aH
aD
aF
aR
aL
4.71
4. COMBAT
Formation Commands
You can instruct your flight to assume certain formations. The diagrams
below show the basic design of each formation.
a1
a2
a3
a4
aC
Close formation. Tell your flight to close up the current formation (move closer together).
aV
LINE FORMATION
ECHELON
FORMATION
TRAIL
FORMATION
2
Janes USAF
1
3
2
4
3
1
4
WEDGE
FORMATION
4.72
5
MULTIPLAYER
Chapter 5
Janes USAF
Using the
Multiplayer Screen.........5.2
Communicating with
Other Players ...................5.6
Dying/Rejoining
Combat .............................5.10
MULTIPLAYER
In Janes USAF, you and your friends can fly in the same flight, as allied
squadrons, or against each other via LAN or Internet connection. Janes
USAF supports multiplayer play via TCP/IP (Internet connection) or IPX/SPX
(local area network). Modem-to-modem play is not supported. (You can,
however, use a modem to connect to your Internet Service Provider for
TCP/IP games.) Each player who wishes to join a multiplayer game must
have an individual game CD.
Any mission you can fly as a single-player mission can also be flown as a multiplayer mission. Some missions have also been included specifically for use in multiplayer sessions. In addition, you can create missions with the Quick Mission
Editor (see p. 1.15).
The rest of this section details how to set up various types of multiplayer
games for up to 16 players, as well as how to use the games in-flight communication. Youll also find information on how multiplayer games differ
from normal single-player games. Finally, if you dont want to bother with
setting up your connection, you can learn how to use the Janes Online
Internet matchmaking service to find other players.
Network Connection. The game can automatically open your connection
software if youre not already connected to the network or Internet.
Minimize the game or press at to switch applications, then connect
to your Internet provider. Once connected, return to the game by clicking
its name in the Windows taskbar.
To play in the same game, all players must be using the same connection
protocol and the same release or patched version of the game.
All players must have the game CD in their CD-ROM drive.
5.1
5. MULTIPLAYER
Janes Online. You can play multiplayer Janes USAF online by loading the
Janes Combat web site at www.janes.ea.com, and then visiting the online
gaming area. You can access this from the Web screen within the game.
Connection
type
Callsigns
Available
sessions
Host/join/
start/quit
game
Connection type. The game automatically detects all of your possible connection methods and displays them in this list on the left side of the screen.
Janes USAF
Note: Only protocols and connection methods currently installed on your computer
appear here. Internet games, for instance, require TCP/IP to be active in your
Network control panel.
Available sessions. Once you select a connection type (modem, TCP/IP, or
IPX / SPX), a list of available games appears in the center of the screen. The
right side of the screen displays the callsigns of all players in the selected session. All players who want to play in the same multiplayer session must select
the same protocol to be added to this list.
Callsign. Left-clicking this button displays a pop-up window. By default, your
callsign is whatever name you typed in when you installed the game. Here,
you can type in a different callsign to use for this multiplayer game session.
HOST
JOIN
JOIN BY IP
START
(Host only) Start the game once all players have joined.
QUIT SESSION
5.2
2.
3.
5.3
5. MULTIPLAYER
TCP/IP requires a valid Internet Protocol (IP) address. You must also
have a connection to the Internet, either through a modem, cable
modem, ISDN or ADSL line, or local area network.
2.
3.
WAITING TO JOIN
CLOSED
FULL
4.
5.
Once you have the desired number of players (at least two, but up to
16), left-click START to proceed.
At this point, all of your pre-flight selections (i.e., mission parameters
you choose) become visible to all joined players.
Janes USAF
Select a mission type from the upper right-hand corner of the screen.
You can choose any mission type that appears in the game normally,
plus a set of special missions (available through the Special tab) created
specifically for multiplayer combat.
As the host, you now get to choose the mission parameters. These vary
according to which type of game you chose in the previous step. Joiner
players can see the options you select, but they cannot change them.
See Setting Mission Options, p. 5.8, for details.
5.4
2.
Click JOIN.
3.
As soon as the host player clicks START, the Multiplayer Mission screen
appears. There, the host selects the type of mission for this session.
A chat window appears onscreen. You can minimize this window by clicking the in the corner of the window. You can move it elsewhere on the
screen by left-clicking-and-dragging it. Later, you can maximize the window to use it. (See How to Chat, p. 5.6, for details on how to chat.)
You do not need to know your machines IP (network) address to play
with someone else on your local area network.
If the maximum number of players have already joined the session,
This session is closed appears onscreen.
This session is closed appears onscreen if (a) the maximum number
of players have joined the game session, or (b) the host has created a
game that isnt All Out War, and has clicked START.
2.
Click JOIN
3.
Type in the remote IP address for the machine you want to connect to.
This number takes the form of XXX.XXX.XXX.XXX and is unique for each
machine on a network.
4.
Press OK.
BY IP.
5.5
5. MULTIPLAYER
As soon as the host player clicks START, the Multiplayer Mission screen
appears. There, the host selects the type of mission for this session.
COMMUNICATING
WITH OTHER PLAYERS
As soon as one or more players join a hosted
game, the participants can communicate via
the Chat window. Once you host or join a
game, the Chat window appears on top of the
Multiplayer Connection screen. It remains visible
until the mission begins. You can minimize
this window by clicking in the corner of
the window. You can also move it elsewhere on the screen by left-clickingand-dragging it. Maximize the window to use it again.
Before flight: Prior to takeoff, the Chat window shows which actions players are performing. (For instance, if you select an aircraft type in the All-Out
War screen, everyone else is informed through the Chat window I chose
an aircraft appears next to your callsign.)
During flight: Once youre airborne, you can chat with other players, including
the games host. You can send messages to all players, friendly or enemy players, or to a specific player. All chat messages display at the top of the HUD.
Some messages are sent automatically, both before and after flight.
Different conditions generate these messages for example, whenever a
player joins or leaves a session, clicks FLY, rejoins a battle after dying, loads
a mission, or selects an aircraft. Other messages are constructed by individual players and sent to various recipients.
How to Chat
You use the same keystrokes for chatting both before and during flight.
`
Janes USAF
a`
` and W/Z Alternatively, you can cycle through message recipients by initiating chat normally (press `) and then using the arrow keys
to switch channels. The order is: ALL PLAYERS / ALL FRIENDLIES /
ALL ENEMIES / TARGET.
e Send chat message
q Abort message and terminate chat mode
Each chat message can be up to 48 characters long.
As soon as the sender selects a recipient, the name of the channel displays
onscreen (i.e., >SEND TO FRIENDS:).
5.6
Key Function
Radio Broadcast
1
2
3
4
Roger.
Negative.
Im in trouble help me out!
Take the <MiG 21> number <1>.
(automatically inserts bracketed
target information)
5
6
7
8
9
0
=
Follow me.
Break! Missile!
Were bugging out!
Watch my back!
Attack, Ill cover!
Stop shooting! Im on your side!
Id better be grounded.
How does it feel to eat lead?
Note: The games voice recognition feature does not work with multiplayer chat. It is
only used to give commands to your aircraft. See Preferences Window, p. 8.1.
5. MULTIPLAYER
5.7
MULTIPLAYER MISSIONS
Setting Mission Options (Host Only)
The options you can change vary according to the mission type. This section
lists bulleted items you can alter in each game type. For a complete description of how to use each screen and learn what the options mean, refer to
Interface (p. 1.1).
Joiner players cant ever select their own loadouts. The host player determines the loadouts for all aircraft.
Joiner players cant control what mission will be flown in a multiplayer session. The host selects the mission or mission type.
Anyone can quit a multiplayer session at any time by pressing QUIT.
Special
These six missions are specific to multiplayer combat. Players divide into
force teams and fly missions specially designed for multiplayer play.
Aircraft types are fixed, but the host can select specific weapons for each
aircraft in each flight.
You cant score points during Special missions.
Single
See Interface: Single Missions Screen, p. 1.9, for details on Single Missions.
Aircraft types are fixed, but the host can select specific weapons for each
aircraft in each flight.
You score normally during multiplayer Single missions. (Points you accumulate are added to the currently selected pilots score.)
History/Future
Janes USAF
See Interface: Campaign Screen, p. 1.10, for details on Historical and Future
campaign missions.
Aircraft types are fixed, but the host can select specific weapons for each
aircraft in each flight.
You score points normally during these missions. (Points you accumulate
are added to the currently selected pilots score.)
5.8
All-Out War
All-Out War is a multiplayer-specific game that pits all players against one
another. The goal is to shoot down all other aircraft as many times as possible, and the person with the most kills at the end of the mission wins.
Player
aircraft
Mission
options
(host only)
Player
callsigns/
scores
During flight, each players callsign and current score appears in the upper
right corner of the screen. The first number represents the number of opposing aircraft that player has downed, while the second one represents the
number of times that player has been killed.
All players get to select their own aircraft the F-105D, F-4E, A-10A,
F-15C, F-15E, F-16C, F-117A, F-22A, or MiG-29.
All weapons are automatically configured for air-to-air combat.
The starting altitude for each aircraft is 15,000ft. All aircraft initially face
a common, central waypoint.
You cant score points during All-Out War missions.
The host can select general loadouts (AA, AG or both) for all players.
The host can set the following game parameters.
Weapons. (Host only) Type of weapons to be loaded onto each aircraft
(MISSILES AND GUNS / GUNS ONLY).
Area. (Host only) Terrain over which the mission occurs
(GRAND CANYON / GERMANY / VIETNAM / IRAQ).
Revival Delay. (Host only) How long players must wait before rejoining combat
(IMMEDIATE / 10 SECONDS / 20 SECONDS / 1 MINUTE).
Weapon Reload. (Host only) What weapons regenerate when a player
rejoins combat (CURRENT LOAD / RELOAD ALL). Choosing current load causes
the aircraft to regenerate with whatever weapons it had when it was
destroyed. Choosing reload all completely restocks the aircrafts stores.
Aircraft. Type of aircraft (chosen by each player).
5.9
5. MULTIPLAYER
As long as 16 players arent already flying, you can join an All-Out War
game even after its started.
Dying/Rejoining Combat
If the mission supports revival and the host player has selected a number
higher than 1, you can rejoin a fight if you die. After you crash or are shot
down, a pop-up window displays with the following options:
YES
Rejoin the flight in the same aircraft with the same loadout.
NO
When you rejoin a fight, your aircraft is always placed 10nm further away
than where you were killed.
Janes USAF
CONTINUE
QUIT SESSION
This window pops up automatically once the mission objectives have been
met. Only the Host player has the ability to end the mission for all players
before success criteria have been met. If a player or side meets the victory
conditions for the session, this popup window appears for all players. As
long as the host player chooses CONTINUE to keep playing, other players can
choose CONTINUE and keep playing after the mission is won.
Multiplayer Scoring
Scoring in multiplayer game sessions is similar to scoring in normal singleplayer games. However, you cant accumulate points in all types of games.
(For information on scoring and promotions, see Interface: Rank, p. 1.31,
or the printed Install Guide.)
You score points normally in Future, Single, and Historical multiplayer
game sessions. (These points are added to the currently selected pilots
score at the end of the mission.)
You cant score points in certain types of missions Fly Now, Special,
Quick Mission Editor, or All-Out War.
5.10
BACKGROUND
INFORMATION
Previous page: An A-10A takes off. USAF photo by Senior Airman Stan Parker.
Chapter 6
Janes USAF
History of the
US Air Force.....................6.1
Early Combat Aircraft ..........6.1
WWI and Military Aviation...6.2
US Military Aircraft in
World War I....................6.2
Creation of an
Independent Air Force........6.3
World War II
Developments..................6.4
Post-World War II..............6.5
Multiple Combat
Commands ......................6.5
Air Force Research ...............6.6
The Air Force in Asia............6.7
Post-Vietnam........................6.7
Commitment to Research ..6.8
Personnel Developments ....6.8
The Modern Air Force ..........6.9
BACKGROUND INFORMATION
HISTORY OF THE US AIR FORCE
Note: This article was originally published by the United States Air Force and titled
Evolution of the Department of the Air Force. It can be found in the subject list at
www.airforcehistory.hq.af.mil. Section titles have been inserted for clarity.
The Department of the Air
Force, an agency of the
Department of Defense, was
established on September 18,
1947, pursuant to provisions of
the National Security Act of the
previous July 26. On September
26, 1947, by order of the
Secretary of Defense, personnel
of the Army Air Forces (AAF)
were transferred from the
Department of the Army (formerly the War Department) to
the Department of the Air
Force and established as the
United States Air Force (USAF).
As this history shows, the Air
Force can claim lineal antecedents
long predating the 1947 act.
Aviation Section,
US Signal Corps
Division of Military
Aeronautics
May 1918
Air Service
Air Corps*
6.1
6. BACKGROUND
The USAF had its roots in a turn-of-the century effort at technology assessment. In January 1905, the War Department took up consideration of an
offer it had received from two inventors in Dayton, Ohio, to provide the government with a heavier-than-air flying machine. The fact that many still
doubted the claim of Wilbur and Orville Wright to have invented a workable
airplane is part of the history of aviation. But the Board of Ordnance and
Fortifications, which examined the Wrights proposal, had other facts to
consider as well. Outside the realm of science fiction, the role in warfare of
airships, gliders, and airplanes was by no means clear. Only balloons had
proven value of any sort. The French revolutionaries had used a balloon at
the battle of Fleurus in 1794. In the American Civil War, balloons had seen
service, and the job of procuring and operating them had duly passed to the
Signal Corps. Only in 1892, however, did the Signal Corps organize a permanent balloon section, and this units service in the war with Spain in 1898
was undistinguished. In 1898, the Signal Corps contracted with Samuel P.
Langley for an airplane, but tests ended with a spectacular dive into the
Potomac River on December 8, 1903, nine days before the Wright brothers
flew. The War Department, still smarting from that episode in 1905, turned
down the new offer.
But the progress of aviation, the issuance of a patent to the Wrights in 1906,
and the interest of President Theodore Roosevelt brought the matter up
again. In 1907, the Aeronautical Division of the Signal Corps was established to develop all forms of flying. In 1908, the corps ordered a dirigible
balloon of the Zeppelin type then in use in Germany and contracted with the
Wrights for an airplane. Despite a crash that destroyed the first model, the
Wright plane was delivered in 1909. The inventors then began to teach a few
enthusiastic young officers to fly.
Janes USAF
6.2
was the Liberty engine. Of the 740 U. S. aircraft at the front in France at the
time of the Armistice on November 11, 1918, almost all were European-made.
Still, the Air Service of General Pershing American Expeditionary Forces, organized by Major General Mason M. Patrick and Brigadier General William (Billy)
Mitchell, had distinguished itself in action against the Germans.
6.3
6. BACKGROUND
Nevertheless, just as in the RAF, the formulation of theories of strategic bombing gave new impetus to the argument for an independent air force.
Strategic or long-range bombardment was intended to destroy an
enemy nations industry and warmaking potential, and only an independent service would have a free
hand to do so. Amid intense controversy, Billy Mitchell came to espouse
these views and, in 1925, went to the
point of martyrdom before a
court-martial to publicize his posi- Painting Army Air insignia on the fuselage of a
tion. But despite what it perceived as B-25 bomber at North American Aviation plant
obstruction from the War Depart- in Inglewood, CA (ca. 1942).
ment, much of which was attributa- NARA photo NLR-PHOCO6657(25)
ble to a shortage of funds, the Air
Corps made great strides during the 1930s. A doctrine emerged that stressed
precision bombing of industrial targets by heavily armed long-range aircraft. A
big step was taken in 1935 with the creation of a combat air force, commanded by an aviator and answering to the Chief of Staff of the Army. Called
the GHQ Air Force because it would be under the General Headquarters in
time of war, this command took combat air units out of the hands of the local
commanders in the continental United States. Nonetheless, the GHQ Air
Force remained small when compared to air forces in Europe. The Air Corps
could only buy a few of the new four-engined B-17 Flying Fortresses, designed
for strategic bombing, and in 1938, there were only thirteen on hand.
Janes USAF
World War II was the true age of liberation for American air power. Reports
from Europe in 1939 and 1940 proved the dominant role of the airplane in
modern war. On June 20, 1941, Major General Henry H. Arnold, then chief
of the Air Corps, assumed the title of chief of Army Air Forces and was given
command of the Air Force Combat Command, as the GHQ Air Force had
been renamed. (Arnolds title was changed to Commanding General, Army
Air Forces in March 1942, when he became co-equal with the commanders
of Army Ground Forces and Services of Supply.) The AAF was directly under
the orders of the Chief of Staff of the Army, General George C. Marshall.
Arnold and Marshall agreed that the AAF would enjoy autonomy within the
War Department until the end of the war, when the air arm would become
a fully independent service. Soon
after the Japanese attack on Pearl
Harbor on December 7, 1941,
Arnold gained another victory. In
staff talks with the Americans, the
British always included representatives of the RAF as well as the
Army and Navy, so the United
States had to include an air representative of its own. Arnold,
although technically Marshalls
subordinate, became an equal
US Army Air Force gunner fires a machine gun in
with him on the Joint Chiefs of a World War II aerial battle with German planes
Staff, the body that served as the over Europe (circa 1942).
focal point of American strategic NARA photo NLR-PHOCO-65639)31)
planning during the war.
In its expansion during World War II, the AAF became the worlds most
powerful air force. From the Air Corps of 1939, with 20,000 men and 2,400
planes, to the nearly autonomous AAF of 1944, with almost 2.4 million personnel and 80,000 aircraft, was a remarkable expansion. Robert A. Lovett,
the Assistant Secretary of War for Air, together with Arnold, presided over an
increase greater than for either the ground Army or the Navy, while at the
same time dispatching combat air forces to the battlefronts. Air Combat
Command was discontinued, and four air forces were created in the continental United States. In the end, twelve more air forces went overseas and
served against the Germans and Japanese.
As Arnolds staff saw it, the first priority in the war was to launch a strategic
bombing offensive in support of the RAF against Germany. The Eighth Air
Force, sent to England in 1942, took on that job. After a slow and often
costly effort to bring the necessary strength to bear, joined in 1944 by the
Fifteenth Air Force stationed in Italy, the Eighth finally began to get results.
By the end of the war, the German economy had been pounded to rubble.
Meanwhile, tactical air forces supported the ground forces in the
Mediterranean and European theaters, where the enemy found allied air
6.4
Post-World War II
6.5
6. BACKGROUND
Janes USAF
6.6
Besides ballistic missiles, the Air Force became involved with earth satellites
during the 1950s. In 1961 the service began supporting an independent,
highly secret agency, the National Reconnaissance Office (NRO), that handled intelligence satellites. The head of this office was placed in the office of
the Secretary of the Air Force, and the NRO was staffed largely with Air Force
people. The existence of this office was only disclosed in the 1990s.
Despite the cutbacks after the war in Southeast Asia, the Air Force focused
on heightened combat readiness. The Military Airlift Command (formerly
MATS) gave military and humanitarian support for the nations global commitments, as in the support to Israel in the Middle East war of 1973.
Increases in appropriations, begun under the administration of President
Jimmy Carter, produced a major buildup under his successor, Ronald W.
Reagan. The peak was reached in the period of 1985-1986, when the Air
Force attained annual spending levels of $ 97 billion and a strength of over
600,000. Force deployments in support of operations in Grenada (1983),
against Libya (1986), and in Panama (1989) reflected a growing capacity for
quick response to local crises. At the same time, arms control negotiations
with the Soviet Union began, slowly, to bear fruit.
6.7
6. BACKGROUND
Post-Vietnam
Commitment to Research
Since the days of the Army Air Service, the air arm has relied primarily on private industry for the manufacture of airplanes. The continuing search for
balance between the required quantities and the most modern equipment
has also usually involved a commitment to preserving a strong industrial
base. One of Arnolds personal legacies was a commitment to research and
development. The results appeared in the 1990s in such applications of lowobservables (Stealth) technology as the B-2 bomber and the F-117 fighter-bomber. The C-17 transport represented state-of-the art design as well.
The development of the F-22 fighter continued a commitment to air superiority, while unmanned air vehicles (UAVs) suggested new directions.
Personnel Developments
Janes USAF
Because of the highly complex modern weapon systems the Air Force has
sought to use, the demand for skilled personnel has always been high. The
need applied both to flying crew, especially pilots, and ground maintenance
technicians. During the periods of the draft, in both world wars and from
1948 to 1973, the air arm was able to attract volunteers, emphasizing programs for recruiting and keeping people for training in innumerable skills.
The Air Force Academy (founded in 1955 and soon located outside
Colorado Springs) and higher service schools at the Air University, Maxwell
Air Force Base, Alabama, developed the leadership cadres of the service.
Recruiting and retaining able pilots was a perennial cycle of ups and downs,
with budget pressures affecting student intake, as well as pay and benefits,
the burden of global deployments, and competition with the airlines.
When President Harry S Truman in 1948 directed an end to racial discrimination in the armed forces, the Air Force was positioned to be a pioneer in integration. African-American combat air units served with distinction in the
Second World War, but segregation had proved unworkable.
Although the upheavals of
the 1960s did lead to trouble in the Air Force most
notably in race riots at Travis
Air Force Base, California, in
1971 on the whole, integration proved a success. In
1997 some fifteen percent of
the active duty force was
black, while other ethnic
minorities were also strongly
represented. A number of
African-Americans had also Crew chief of the African-American 15th AF closes the
risen to high rank, although canopy of a P-51 Mustang as the pilot prepares to take off
the percentage of blacks in from their World War II operations base in Italy.
the officer corps was still NARA photo NWDMS-208-AA-46BB-6
below ten in 1997.
6.8
6.9
6. BACKGROUND
The post-Cold War drawdown of forces reduced the Air Force budget to $73
billion in 1997, with a strength of 380,000. In 1992 the service acknowledged the new global reality with a reorganization in which the main flying
forces in the continental U. S. were put into two major commands: Air
Combat Command and Air Mobility Command. Later interventions in such
places as Bosnia still demonstrated the effective combination of high technology with skill and determination to apply force in difficult situations. In
particular, the application of space technology in these conflicts gave the
Space Command (first created in 1982) a pioneering role as the Air Force
looked to the twenty-first century. And at the same time, Air Mobility
Commands airlift force continued to be an essential instrument of national
policy all over the world. Still, by the late 1990s, the Air Force, like all the
armed services, was facing extreme pressure to meet global commitments
with declining resources.
CAMPAIGN BACKGROUNDS
The following information provides additional background information for
each of the campaigns in Janes USAF. The sections on the Vietnam and
Desert Storm historical campaigns chronicle the US Air Forces involvement
in those operations. The section on the Operation Red Arrow campaign
explains the history and purpose of the USAF Red Flag training program
based at Nellis AFB. This campaign simulates the type of exercises conducted in Red Flag, having pilots-in-training defend against a fictional attack on
the continental United States. Finally, the final section sets up a fictional
background history for the Operation Sleeping Giant campaign, based in
Germany. Events in this history that take place before 1999 are real, and the
articles from Janes Information Group describing them are also real.
Naturally, articles dated later than 1999 are fictional.
Vietnam
USAF involvement in the Vietnam conflict began as early as 1961, when the
US began sending Army and Air Force personnel to South Vietnam as trainers and advisors. By 1968, over 54,434 USAF personnel and 737 planes were
conducting operations from bases in South Vietnam and Thailand.
Throughout the war, air support operations took place within South
Vietnam, while the USAF alternated between bombing campaigns and
reconnaissance missions over North Vietnam, Laos and Cambodia.
South Vietnam
Janes USAF
American forces initially arrived in South Vietnam to shore up domestic militia and defense forces, in the hopes of thwarting an aggressive takeover by a
Vietnamese nationalist communist party, the Viet Cong, which controlled
the government in North Vietnam under the leadership of Ho Chi Minh. By
the mid-1960s, the US was conducting air and ground attacks against Viet
Cong forces that continued to infiltrate South Vietnam.
6.10
On 2 August 1964, the Viet Cong conducted its first overtly hostile action
against the United States, when three North Vietnamese torpedo boats
began attacks on the USS Maddox, and later the USS C. Turner Jay, which were
both stationed in the Gulf of Tonkin. In response to this aggression, the
United States Congress passed the Gulf of Tonkin Resolution (H.J. Congress
RES 1145), giving the President authority to use any measures up to and
including armed force to assist the South Vietnamese.
Air Support
By 1965, Washington officials were
no longer anticipating the withdrawal
of American forces from Vietnam. The
South Vietnamese forces were losing
ground against the Viet Cong and
attacks against US forces were
increasing. Additional US troops and
equipment were sent to South
Vietnam, and in March 1965, the
USAF began Rolling Thunder operations against North Vietnam.
Concerted air to ground defense
against Viet Cong troops within South
Vietnam also began toward the end of Napalm bombs explode on Viet Cong structures
1965, as the Viet Cong began mount- south of Saigon, ca. 1965.
ing large-scale attacks on US and NARA photo NWDNS-342-C-K20652
South Vietnamese positions.
6.11
6. BACKGROUND
Vietnamization
President Nixon further accelerated Vietnamization as he took office in
January 1969. The first US troops left in July, and by the end of the year
69,000 had been withdrawn. By 1970, the first USAF units were withdrawn
as the VNAF (Vietnamese National Air Force) capabilities were expanded.
Still, the USAF flew over 48,000 sorties, striking against North Vietnamese
forces that had infiltrated South Vietnam. USAF forces had been reduced to
about half of their highest personnel strength by the end of 1971, and the
VNAF had taken over 70% of all air combat operations within the country.
In March 1972 North Vietnam began a large-scale invasion of South
Vietnam and by June occupied much of the country. Nixon retaliated with
Operations Linebacker and Linebacker II, intense bombing campaigns
against North Vietnam and the aerial mining of its harbors. On 29
December 1972, North Vietnamese officials agreed to begin negotiating a
cease-fire, which was completed on 23 January 1973. By March, the last US
military personnel had been withdrawn from South Vietnam.
North Vietnam
Rolling Thunder
Rolling Thunder was a systematic bombing attack on North Vietnam, conducted from USAF bases in Thailand and South Vietnam from 1965 to 1968.
The operation called for initial attacks to be conducted in the area just north
of the DMZ (demilitarized zone) that had been established when French
forces withdrew from the country under the Geneva Agreements of 1954. The
USAF would then gradually begin shifting its target areas northward, hoping
to pressure North Vietnamese leaders into agreeing to attempt diplomatic
peace negotiations.
Janes USAF
Early Phases
6.12
From the beginning, strict rules of engagement governed the bombing attacks.
Keeping civilian casualties to a minimum
was of primary concern, and officials in
Washington limited what could be targeted, where it could be targeted and even
how the bombing runs could be conducted in some instances. The air-to-surface
weapons available for Rolling Thunder
were not accurate enough for precision
strikes in urban areas, and bombing tactics were often altered to minimize civilian
casualties. Such alterations often reduced
the USAFs ability to hit its targets
for example, pilots were required to fly
bombing runs perpendicularly against
6.13
6. BACKGROUND
An Uneasy Ceasefire
As the North Vietnamese seemed more willing to negotiate, in March 1968
President Johnson limited Rolling Thunder bombing operations to an area
just north of the DMZ. Peace talks began in Paris, but as Hanoi officials
negotiated, thousands of North Vietnamese troops continued pouring into
South Vietnam. The US redoubled its efforts just north of the DMZ, but
refrained from venturing further north. With Viet Cong assurances that the
incursions into South Vietnam would halt, President Johnson called an end
to all air, naval and artillery bombardment of North Vietnam, bringing
Rolling Thunder to a permanent end in October 1968.
However, President Johnsons agreement authorized unarmed American aircraft to continue flights over North Vietnam for reconnaissance purposes.
When several of these aircraft were attacked, President Nixon authorized
retaliatory strikes, but limited targets to air defense sites. In 1971 the US
stepped up these retaliatory strikes, expanding the target list to include Viet
Cong road construction through the DMZ and oil storage sites south of
Hanoi. By the end of that year, the North Vietnamese Air Force was able to
field 250 MiGs, which posed a serious threat to US strike fighters. In
response, Washington authorized the USAF and USN to bomb three airfields
in southern North Vietnam in early November.
The Thud
Janes USAF
In the first four years of the Rolling Thunder operations, the F-105D
Thunder Chief, affectionately nicknamed the Thud, flew over 75% of the
air strikes over North Vietnam. (The immense B-52 Stratofortress strikes
widely portrayed in media images of the Vietnam conflict were more representative of later Linebacker Operations.) Designed as a supersonic longrange nuclear bomber, the F-105
could carry a weapons payload of
over 12,000lbs. For typical ground
strike missions in North Vietnam, it
generally carried eight 750lb bombs.
Although primarily a ground attack
aircraft, the F-105 proved quite
capable of handling itself in an air
battle. F-105s aircrews downed 27.5
MiGs during their service in
Southeast Asia (one kill was shared
F-105 Thunderchiefs, enroute to a bombing
with an F-4D Phantom).
mission in Vietnam, refuel in mid-mission from
The last F-105D was withdrawn a KC-135 Stratotanker (ca. 1966).
NARA photo NWDNS-306-MVP-14(28)
from service in the USAF in 1980.
6.14
Operation Linebacker
In direct response to the Viet Cong invasion of South Vietnam in the spring
of 1972, President Nixon broke off peace talks then underway and authorized the US Armed Forces to resume aerial bombardment of North Vietnam
through Operation Linebacker. For the first time, US aircraft also mined the
Bay of Haiphong and other waterways that had been used throughout the
war to ship arms and equipment into the country.
When North Vietnamese officials asked to renew peace talks in October, the
US again halted the bombardment. However, as two months passed without resolution to the negotiations, President Nixon ordered the commencement of Linebacker II. On 18 December 1972, the US began its heaviest
bombardment of the war. For eleven days, B-52s pounded power plants,
broadcast stations, ports, railways, airfields, and military sites in and
around Hanoi and Haiphong by day and night. Support fighters saw some
of the most intense air combat of the war, mostly against the newer MiG21s. On 29 December 1972, North Vietnamese agreed to renew negotiations
and the bombardment was again limited to the area just north of the DMZ.
By 15 January 1973 the US had ceased all bombing in North Vietnam, and
a peace agreement was signed a few days later.
F-4E Phantom II
In this last role, F-4 pilots found themselves at a decided performance disadvantage North Vietnamese MiG-17s and MiG-21s could out-maneuver
the F-4 in a subsonic turning fight. However, the F-4E carried longer-range
weapons, and it had been assumed that the new long-range missiles would
virtually eliminate the dogfight indeed, early models of the F-4 had no
internal cannon, partly because there was no place for it in the original nose
design and partly because it was considered unnecessary.
6.15
6. BACKGROUND
In practice, though, once the long-range missile opportunity was lost, so was
the F-4Es advantage. Unfortunately, these early high-tech long-range
AIM-7s were notoriously less reliable and more susceptible to malfunctions
and countermeasures than the short-range IR-guided missiles and air-to-air
guns of the era. In fact, missile fire-to-hit ratios were low and extended MiG
encounters generally came down to a close-in dogfight. In addition, MiGs
developed tactics to render the American missile advantage moot, favoring
surprise hit-and-run attacks from the rear, which gave their rear-aspect missiles their best targets. In all, F4E aircrews reported 21 MiG
kills, included 10 by AIM-7s, 5
by gunfire, 4 by AIM-9s and the
remaining 2 by a combination
of weapons or maneuvering.
USAF photo
Rescue Operations
Janes USAF
6.16
ARS shield
in the rescue flight and directing the Skyraiders in ground suppression once
the rescue crew arrived. By the end of the war, the arrival of OV-10 Broncos
equipped with PAVENAIL night observation equipment greatly expanded rescue operations at night and in bad weather.
A-1E Skyraider
The Skyraider was modified in 1963 for service in Vietnam. Able to fly for
long periods at low altitudes, this slow-flying single-prop aircraft was ideally suited to search and rescue operations. It was able to absorb heavy ground
fire and carry heavy bomb loads, and therefore also well-suited to a close air
support (CAS) role. In rescue operations, it generally flew escort for rescue
helicopters to neutralize ground fire during the pickup. A-1Es were replaced
by A-7D Corsair II close air support jets toward the end of the conflict.
HH-43 Huskie
Except from USAF search and rescue log, dated 23 March, 1966.
Sandy is the radio callsign for
an A-1E, the Jolly Green Giants
are HH-3s and Crown 23 is a
HC-130P tanker orbiting at higher altitudes as an airborne command post.
NARA document
NWCTM-342-SRCHRECSCLOGLOGCROWN23
6.17
6. BACKGROUND
Originally designed for base crash and fire rescue, the HH-43 was initially limited by its combat radius of only 75 miles. Additional fuel drums strapped
into the cabin were set up to extend this range, and before newer, longerrange helicopter models were available to the AARS, HH-43s occasionally
flew rescue missions deep into North Vietnam. HH-43s could be airborne
within one minute, carrying two rescue crewmen
trained for emergency rescue and fire suppression.
In the event of a fire at the
crash site, crewmen used
foam from a fire suppression kit attached beneath
the helicopter and downwash from the helicopters
rotor blades to clear a path
for survivors to escape to a
place where they could be
safely picked up.
Desert Storm
History
The Persian Gulf conflict originated in early August of 1990, following a
series of unsuccessful talks between Iraq and Kuwait regarding oil pricing.
On 2 August 1990, Saddam Hussein, the Iraqi leader, decided to invade
Kuwait to commandeer its vast fields of petroleum. Iraqi troops stormed the
border, and in a matter of hours, the tiny, defenseless country of Kuwait fell
under Husseins control.
Following this invasion, Iraq gained power over nearly a quarter of the
worlds rough oil reserves. Saudi Arabias leaders became worried with
due cause that their country might be next on Iraqs list of likely targets.
Saudi leaders expressed great concern over this invasion and issued a desperate plea for help. The US answered this call for assistance and immediately stepped in to protect its ally.
Janes USAF
6.18
An End to War
The coalition halted its air attacks in late February. However, the war did not
officially end until 11 April 1991, when Saddam Hussein finally signed UN
Security Council Resolution #678.
Kuwaits liberation was not all victory and glory, however. Before departing,
Iraqi soldiers had set fire to dozens of oil fields. Millions of barrels of petroleum burned day and night, churning up a smoky haze that would take
weeks to dispel. The fires were eventually contained, but the damage to the
environment was already done.
6.19
6. BACKGROUND
Janes USAF
6.20
a few days. The system provided commanders and pilots with vital data,
including charts, maps and target and threat information. This system
emerged as a reliable command and control tool for CENTCOM.
Digital faxes were also an integral part of planning and accomplishing missions. With a tactical digital facsimile, high-resolution pictures and data
could be transmitted to all friendly crews and commanders in the battlefield.
In actual combat, the Airborne Warning and Control System (AWACS) was
probably the most important intelligence tool. Employed on two E-8 test aircraft, the J-STARS (Joint USAF-Grumman Surveillance Target Attack Radar
System) had the ability to locate and track everything that moved on the ground.
Alternating days of duty, the E-8 J-STARS collected information about Scud targets, convoys, trucks, SAM sites and artillery sites. This experiment proved highly useful, since the information could then be handed off to other aircraft or to
the troops below. J-STARS capabilities were available nearly 80% of the time,
keeping most of Iraq well lit under the watchful eye of coalition radar.
The tactical deployment of aircraft into the Persian Gulf was larger than any
deployment since World War II. The Air Force moved in nearly half a million
troops and over half a million tons of cargo. US Air Force C-5 and C-141 aircraft carried most of the cargo; commercial aircraft transported most troops
and the rest of the cargo. Almost all C-5s and C-141s in service were
assigned to Desert Shield/Storm, though a few handled missions elsewhere
in the world. The commercial aircraft were brought into duty as part of the
Civil Reserve Air Fleet, an airlift arm of the Department of Defense. In its first
tour of duty, the civilian-run CRAF contributed 95 passenger and 63 cargo
aircraft to military operations in the Gulf.
Nearly 150 C-130s were also deployed to support Operation Desert
Shield/Storm and amassed nearly 50,000 sorties during the course of the war.
6.21
6. BACKGROUND
Support Aircraft
USAF photo
Janes USAF
Combat Aircraft
When the conflict in the Persian Gulf began, coalition air forces faced 750 Iraqi
combat aircraft and 200 support aircraft, not to mention Scud surface-to-surface missiles, air defenses and chemical/biological weapons. The Iraqi air force
had 24 operational airbases, all fortified with hardened aircraft shelters. It
didnt take long, however, for the coalition forces to destroy the Iraqi air force.
Operations Desert Shield and Desert Storm employed dozens of types of aircraft. Numerous combat fighters and bombers saw action in the region,
including the F-15E Strike Eagle, the F-15C/D Eagle, the A-10 Thunderbolt
II, the F-117 Nighthawk, the B-52 Stratofortress, the F-111F Aardvark, the
EF-111S Raven, the F-4G Wild Weasel and the F-16 Fighting Falcon.
The F-15C/D was the most successful air-to-air killer in the Gulf. It was
involved in over 5,900 sorties and was solely responsible for taking down
every Iraqi fixed-wing aircraft lost in the conflict. Meanwhile, the F-15E was
used primarily to root out Scud missile sites and hardened targets at night.
6.22
The Strike Eagle was responsible for successful hits on a number of Iraqi
armor columns and command and control centers. The most successful airto-ground combat aircraft was undeniably the A-10A Thunderbolt II. While flying only 30% of the Air Forces missions, the A-10A destroyed half of all confirmed Iraqi equipment losses
and fired off nearly all of the
Air Forces guided Maverick
missiles. A versatile and
maneuverable aircraft, the
A-10A flew over 8,000 sorties
and established itself as a dayA-10A fires a AGM-65 Maverick.
USAF photo
time Scud hunter.
Strategic targets close to the heart of Iraq were the responsibility of the
USAFs stealth fighter, the F-117 Nighthawk. Silently flying over 1,250 sorties and bypassing Baghdads air defense systems, F-117s took advantage of
their stealthy approach and destroyed valuable communication and military
sites with minimal collateral damage.
The trusty B-52 Stratofortress reestablished itself as a hefty tool of destruction during the Gulf War. B-52s flew over 1,600 missions and released
72,000 weapons against large targets airports, industrial plants, and storage facilities. The hits were more accurate than in past conflicts, probably
due to an increased ability to locate the correct target. These bombers
dropped nearly half of the Air Forces bombs over the course of the war.
Using its Forward-Looking Infrared Radar (FLIR) and laser designation abilities, the F-111F Aardvark was a prime candidate to take out many target
types. Many chemical, biological and nuclear sites fell victim to F-111Fs, as
did airfields, bunkers, comm sites and
air defense systems. Despite facing a
number of dangerous targets, only
one F-111F was damaged.
Finally, the F-16 Fighting Falcon was one of the Air Forces most versatile aircraft. Numbering just under 250, they flew an impressive 13,450 sorties
more than any other USAF aircraft. Many of these missions concentrated
attacks on Scud missile launchers, though military production and support
facilities were hit as well.
6.23
6. BACKGROUND
Though they played a smaller role, EF111A Ravens were a crucial part of the
coalitions success in Operation Desert
EF-111A Raven USAF photo by Master
Storm.
By employing radar jamming,
Sgt. Dave Nolan
they were able to temporarily blind Iraqi
air defense sites long enough for other Air Force fighters to move in for the kill.
One such fighter was the F-4G Wild Weasel, which carried high-speed anti-radar
(HARM) missiles that could easily knock out an active radar site. In fact, the F4Gs were so successful that in many cases, the Iraqis did not dare risk to turn on
their radar for more than a few seconds at a time.
Janes USAF
6.24
6. BACKGROUND
6.25
Janes USAF
As a trade-off for these NATO changes Russia would have to agree to additional exchanges of information, inspections, and additional equipment
restraints in certain areas, says Holum. These efforts would provide additional security reassurances to Norway and Turkey.
NATO believes its new plan could be approved by the JCG without amending the treaty, as the original maps that spelled out the flanks and subdivisions were not formally part of the treaty.
6.26
6.27
6. BACKGROUND
In retrospect, it appears that Damidov had been quietly planning the coup
for years, taking steps and making deals necessary to guarantee his success
without suggesting to anyone other than a few trusted advisors that he was
planning a coup. Certainly his rank in the military, itself one of the hardesthit sectors of the Russian economy, guaranteed him a hierarchical network
of supporters and perhaps the only such network well-armed enough to
thwart mafia opposition to Januarys coup. Since the coup, Damidov has
made efforts to reward the military for this support, delivering at least some
of the back payment owed soldiers and promising a renewed Russia rebuilt
on a strong military base.
Janes USAF
6.28
7
AIRCRAFT SPECS
Chapter 7
Definitions ........................7.1
Janes USAF
Lockheed Martin
(General Dynamics)
F-16 Fighting Falcon . . . .7.14
Lockheed/Boeing
F-22 Raptor . . . . . . . . . . .7.20
McDonnell Douglas
Phantom II F-4E . . . . . . .7.24
Mikoyan MiG-29
Fulcrum . . . . . . . . . . . .7.28
AIRCRAFT SPECS
The descriptions and specifications in this section were taken from the
Military Aircraft Fixed Wing section of the 1997 and later editions of Janes
All The Worlds Aircraft. Due to space constraints, the descriptions and/or statistics have been abridged. All British spellings have been preserved.
DEFINITIONS
The following statistical information is provided for each plane, if available:
Approach speed. Maximum speed at which the airplane can land without
crashing (in knots).
Combat radius. Distance an aircraft can fly from base with enough fuel
remaining to return (in nautical miles).
G limit. Structural limit of G-force the aircraft can withstand (in units of G).
Hover ceiling. (For helicopters) The maximum height (in meters) at which a
hover can be maintained.
Internal weapons load. Maximum weight of ordnance carried inside aircrafts weapons bay (in kilograms).
Length. Measured from nose to tail at longest point on fuselage (in meters).
Max dive speed. Maximum speed safely attained during a downward dive.
(Additional airspeed may cause structural damage.)
Max external fuel capacity. Weight of fuel held by external tanks attached to
hardpoints (in kilograms).
Max internal fuel capacity. Weight of fuel held by internal fuel tanks (in kilograms).
Max landing weight. Limit at which aircraft can make a safe landing (in kilograms).
Max level speed. Maximum speed achieved by the aircrafts power plant
alone (i.e., not accelerated by diving, etc.); varies by altitude (in knots).
Max payload. In military aircraft, loosely used to mean total load (weight)
carried of weapons, cargo, or other mission equipment (in kilograms).
Max power loading. Aircraft weight divided by total propulsive power or
thrust at takeoff (in kilograms per kilo Newton).
Max rate of climb at S/L. Maximum rate of climb attainable at sea-level (in
meters per minute).
Max weapons load. Maximum weight of ordnance loaded after aircraft is
loaded with full internal fuel and avionic equipment (in kilograms).
7.1
7. AIRCRAFT SPECS
Max wing loading. Aircraft weight divided by wing area (in kilograms per
meter squared).
Never exceed speed (VNE). Aerodynamic or structural velocity limit (in knots).
Normal max operating speed. Normal speed beyond which the aircraft is
not flown (in knots).
Normal/Max takeoff weights. Limit to which an aircraft can be loaded and
still take off (in kilograms).
Operational weight empty. Aircraft weight including weight of all necessary
avionic equipment (in kilograms).
Range, hi-low-hi and hi-hi-hi. The distance an aircraft can fly under specified conditions (in nautical miles). 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 hi-hi-hi
run the aircraft maintains a constant high altitude.
Service ceiling. The height equivalent to the air density at which the maximum attainable rate of climb (100ft/min) occurs (in meters).
Stall speed. Speed at which aircrafts wings no longer generate enough lift
to keep the plane in the air (in knots).
Takeoff/landing run. Distance necessary for aircraft to take off or land safely (in meters).
Takeoff speed at normal combat weight. Initial speed necessary to lift aircraft off the ground (in knots).
Weight empty. Weight of aircraft without crew, fuel, cargo, and ordnance
(in kilograms).
Janes USAF
7.2
FLYABLE AIRCRAFT
Fairchild Republic
A-10 Thunderbolt II Warthog
Type
Single-seat close support
aircraft.
Programme
Design Features
Cantilever low-wing monoplane, with wide chord, deep aerofoil section (NACA
6716 on centre-section and at start of outer panel, NACA 6713 at tip) to provide low wing loading. Incidence -1. Dihedral 7 on outer panels.
7.3
7. AIRCRAFT SPECS
Flying Controls
Wide span ailerons made up of dual upper and lower surfaces separate to
serve as airbrakes. Flaps, airbrakes and ailerons actuated hydraulically.
Ailerons pilot-controlled by servo tab during manual reversion. Small leading-edge slat inboard of each mainwheel fairing. Redundant and armourprotected flight control system. Interchangeable elevators, each with an electrically operated trim tab. Rudders and elevators actuated hydraulically.
Structure
Aluminum alloy three-spar structure, consisting of one-piece constant-chord
centre-section and tapered outer panels with integrally stiffened skins and
drooped (cambered) wingtips. Outer panel leading-edges and core of trailing-edges are of honeycomb sandwich.
Landing Gear
Menasco retractable tricycle type with single wheel on each unit. All units
retract forward, and have provision for emergency gravity extension.
Interchangeable mainwheel units retract into non-structural pod fairings
attached to the lower surface of the wings.
Power Plant
Two General Electric TF34-GE-100 high bypass ratio turbofan engines, each
rated at 40.3kN, enclosed in separate pods, each pylon-mounted to the
upper rear fuselage at a point approximately midway between the wing trailing-edges and the tailplane leading-edges. Fuel is contained in two tearresistant and self-sealing cells in the fuselage, and two smaller, adjacent integral cells in the wing centre-section. Maximum internal fuel capacity 4853kg.
Janes USAF
Accommodation
Single-seat enclosed cockpit, well forward of wings, with large transparent
bubble canopy to provide all-round vision. Bulletproof windscreen. Canopy
is hinged at rear and opens upward. Douglas ejection seat operable at
speeds of 450 knots down to zero speed at zero height. Entire cockpit structure is protected by an armoured bathtub structure of titanium, capable of
withstanding projectiles up to 23mm calibre.
Armament
General Electric GAU-8/A Avenger 30mm seven-barrel cannon, mounted in
nose with 2 depression and offset slightly to port so that as the barrels
rotate the firing barrel is always on the aircrafts centreline. Gun and handling system for the linkless ammunitions are mechanically synchronised and
driven by two motors fed from the aircrafts hydraulic system. The single
drum magazine has a capacity of 1350 rounds, and has a dual firing rate of
either 2100 or 4200 rds/min. Four stores pylons under each wing (one
inboard and three outboard of each mainwheel fairing), and three under
fuselage, for max external load of 7.257kg. External load with full internal
7.4
fuel is 5482kg. The centreline pylon and the two flanking fuselage pylons
cannot be occupied simultaneously. The centreline pylon has a capacity of
2268kg; the two fuselage outer pylons and two centre-section underwing
pylons 1587kg each; the two innermost outerwing pylons 1134kg each; and
the four outermost wing pylons 453kg each. These allow carriage of a wide
range of stores, including 28,226kg Mk 82 LDGP general purpose bombs;
eight BLU-1 or BLU-27/B Rockeye II cluster bombs, 16 CBU-52/71, 10
AGM-65A Maverick missiles; Mk 82 and Mk 84 laser-guided bombs; Mk 84
electro-optically guided bombs; two SUU-23 pods; chaff or other jammer
pods; or up to three drop tanks.
Specifications
Dimensions (External)
Performance1
Wing span
17.53m
6.54
Length
16.26m
Height
4.47m
Tailplane span
5.74m
Weight,
empty
9183kg
equipped, clean 10,600kg
300 knots
342 knots
Stabilised 45
dive speed2
260 knots
Operating weight,
empty
10,710kg
1828m/min
21,500kg
Mission radius,
CAS and escort4
Reconnaissance
Deep strike
250nm
400nm
540nm
449.88kg/m
Takeoff distance
at max takeoff weight
at forward airstrip weight
1372m
426m
Landing distance
at Max takeoff weight
at forward airstrip weight
762m
382m
7.5
7. AIRCRAFT SPECS
Cruising speed,
at S/L
at 1525m
450 knots
F-105D/F
Thunderchief
Type
Single-seat close-support aircraft
(F-105D).
Two-seat dual-purpose trainer/tactical fighter (F-105F)
Programme
The F-105 was developed to meet USAF requirements for a supersonic singleseat fighter-bomber able to deliver nuclear weapons and heavier loads of conventional bombs and rockets, at very high speeds and over long ranges. Design
work began in 1954. The first of these two Y F-105A prototypes began in
1954. The first of these flew on 22 October 1955, followed by 75 F-105Bs,
3 J F-105Bs and later production versions as follows.
Variants
YF-105A. The first of two Y F-105As exceeded Mach 1 during its initial test
flight on October 22, 1955, powered by a Pratt & Whitney J57 turbojet engine.
Janes USAF
F-105B. Single-seat day fighter-bomber with Pratt & Whitney J75-P-3 or -5 turbojet engine (6,810kg st dry, approx 11,350kg with afterburner). Introduced
swept-forward air intakes. The first example of this developed version flew on
May 26, 1956, and was delivered to the USAF Flight Test Centre shortly afterwards. The first production aircraft was delivered to USAF Tactical Air
Command on May 27, 1958. The 335th Tactical Fighter Squadron, Fourth
Tactical Fighter Wing, Eglin AFB, Florida, was first squadron to be equipped
with F-105B. Production was completed in 1959 in favor of F-105B.
Production was completed in 1959 in favor of F-105D after 75 had been built.
JF-105B. Three aircraft of initial test batch of 15 were started as R F-105Bs
with cameras in nose. When this role was dropped, they were redesignated J
F-105B special tests. The first of them flew for the first time on July 18, 1957.
F-105D. Single-seat all-weather fighter-bomber with Pratt & Whitney J75-P19W turbojet, NASARR monopulse radar system and Doppler for night or
bad weather operation. NASAAR provides all radar functions for both low
and high level missions air search, automatic tracking, ground mapping
and terrain avoidance. First F-105D flew on June, 9, 1959, and deliveries to
the 4th Tactical Wing began in May 1960. Over 600 built. Max takeoff weight
23,832kg. Max level speed Mach 1.11 at sea level, Mach 2.1 above 11,000m.
F-105F. Two-seat multi-purpose trainer/tactical fighter version of F-105D.
Only major design changes are in an increase in the length of the fuselage
and a proportionate increase in the height of the tail fin. Unspecified number ordered for USAF in Autumn of 1962, in lieu of equal, number of
F-105Ds, for service with all F-105D units. First F-105F flew for the first time
on June 11, 1963. (The following descriptions apply to the F-105F.)
7.6
Landing Gear
Hydraulically-retractable tricycle type, with single wheel on each unit. Main
units retract inward into thickened area of wing-roots created by main air
intake ducts. Nose-wheel retracts forward.
Power Plant
One Pratt & Whitney J75-P-19W turbojet engine (12,030kg st with water
injection and afterburning). Fuel in three flexible tanks in fuselage forward,
main, and aft) with total capacity of 2,9125 litres and one 1,477 litre bombbay tank.
Equipment
General Electric FC-5 flight-control system connects with AN/APN-131
Doppler for automatic navigation. AN/ARC 70 UHF radio. AN/ASG-19
Thunderstick integrated armament control system consisting of NASAAR
radar, General Electric automatic lead computing sight, toss-bomb computer,
and associated equipment.
Fixed armament consists of one General Electric M-61 20mm Vulcan automatic multi-barrel gun with 1,029 rounds. Typical alternative loads are (1)
650 gal centre-line tank, 450 gal tank on one inner wing pylon, nuclear store
on the other pylon; (2) 650 gal centre-line tank and four GAM-83B Bullpup
nuclear missiles; (3) 450 gal tanks on centre and inner wing pylons, nuclear
weapon in bomb-bay; (4) 650 gal centre-line tank, two 3,000lb bombs on
inner wing pylons; (5) 650 gal centre-line tank, two 450 gal tanks on inner
wing pylons, four Sidewinder missiles on outer-wing pylons; (6) Three rocket packs on centre-line, two on each outer pylon; or (7) Nine BLU-1/B firebombs or MLU-10/B mines in similar arrangement to rocket packs, or sixteen leaflet bombs, 750lb bombs, or MG-1 toxic bombs.
Specifications
Dimensions (External) (F-105F)
Performance (F-105F)
Wing span
10.65m
Length
21.06m
6.15m
Mach 2.25
Mach 1.25
Mach 0.95
Stall speed
155 knots
Areas (F-105F)
Wing area, gross
35.77m2
Rudder
1.06m2
12,879kg
24,495kg
7.7
7. AIRCRAFT SPECS
Armament
Lockheed
F-117A
Nighthawk
Type
Precision attack aircraft with
stealth elements, optimised
for radar energy dispersion
and low IR emission.
USAF photo by Technical Sgt. Jack Braden
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 coordinated 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 centreline; boom
refuelling receptacle on port side of top plate, aft of cockpit. Frontal radar
cross-section estimated as 0.01m2.
Janes USAF
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 anti-skid system. Goodyear tyres. All doors have serrated edges to
suppress radar reflections. Emergency arrester hook with explosively jettisoned cover; Pioneer Aerospace braking parachute (black).
Power Plant
Two 48.0kN (10,800lb st) 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 immediately 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.
7.8
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.
Systems
AiResearch environmental control, auxiliary power and emergency power systems.
Avionics
Armament
Full range of USAF tactical fighter ordnance, principally two 2000lb 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.)
Specifications
Dimensions (External)
Wing span
13.20m
Length
20.08m
Height
3.78m
Weights and Loadings
Weight empty
13,381kg
(estimated)
Max weapons load 2268kg
(internal)
Max takeoff weight 23,814kg
1
2
Performance1
Max level speed
561 knots
Max operating speed Mach 0.9
*Takeoff speed
165 knots
at normal combat weight
*Landing speed
150 knots
Mission radius2
570nm
G limit
+6
Max level speed
561 knots
7.9
7. AIRCRAFT SPECS
Programme
First flight of Y F-15 27 July
1972; first F-15C (78-468) 26
February 1979; first F-15D 19
June 1979; P&W F100-PW-220
standard since 1985; last of
USAF photo by Senior Airman Greg Davis
894 F-15A/B/C/Ds delivered 3
November 1989; production restarted during 1991 to produce five for Israel and
12 for Saudi Arabia; production now concentrated on F-15E.
Design Features
NACA 64A aerofoil section with conical camber on leading-edge; sweepback
38 42' at quarter-chord; thickness/chord ratio 6.6% at root, 3% at tip;
anhedral 1; incidence 0. Twin fins positioned to receive vortex off wing and
maintain directional stability at high angles of attack. Straight two-dimensional external compression engine air inlet each side of fuselage. Air inlet
controllers by Hamilton Standard. Air inlet actuators by National Water Lift.
Structure
Wing based on torque box with integrally machine skins and ribs of light alloy
and titanium; aluminum honeycomb wingtips, flaps and ailerons; airbrake
panel of titanium, aluminum honeycomb and graphite/epoxy composites skin.
Janes USAF
Landing Gear
Hydraulically retractable tricycle type, with single wheel on each unit. All units
retract forward. Cleveland nose and main units, each incorporating an oleopneumatic shock absorber. Nosewheel and tyre by Goodyear, size 22 x
6.6-10, pressure 17.93 bars. Mainwheels by Bendix, with Goodyear tyres size
34.5 x 9.75-18, pressure 23.44 bars. Bendix carbon heat-sink brakes. HydroAire wheel braking skid control system.
Power Plant
Two Pratt & Whitney F100-PW-220 turbofans, each rated at 105.7kN with
afterburning for take-off. Internal fuel in eight Goodyear fuselage tanks,
total capacity 7836 litres. Simmonds fuel gauge system. Optional conformal
fuel tanks attached to side of engine air intakes, beneath wing, each containing 2839 litres. Provision for up to three additional 2309 litre external
fuel tanks. Max total internal and external fuel capacity 20,441 litres .
Accommodation
Pilot only, on McDonnell Douglas ACES II ejection seat. Stretched acrylic canopy
and windscreen. Windscreen anti-icing valve by Dynasciences Corporation.
Avionics
General Electric automatic analogue flight control system standard. Hughes
Aircraft AN/APG-63 X-band pulse Doppler radar (upgraded to AN/APG-70
7.10
under MSIP), equipped since 1980 with a Hughes Aircraft programmable signal processor, provides long-range detection and tracking of small high-speed
targets operating at all altitudes to treetop level, and feeds accurate tracking
information to the IBM CP-1075 96K (24K on early F-15C/Ds) central computer to ensure effective launch of the aircrafts missiles or the firing of its internal gun. For close-in dogfights, the radar acquires the target automatically and
the steering/weapon system information is displayed on a McDonnell Douglas
Electronics AN/AVQ-20 head-up display. A Teledyne Electronics AN/APX-101
IFF transponder informs ground stations and other suitably equipped aircraft
that the F-15 is friendly. It also supplies data on the F-15s range, azimuth, altitude and identification to air traffic controllers. A Hazeltine AN/APX-76 IFF
interrogator informs the pilot if an aircraft seen visually or on radar is friendly.
A Litton reply evaluator for the IFF system operates with the AN/APX-76. A
Honeywell vertical situation display set, using a cathode ray tube to present
radar, electro-optical identification and attitude director indicator formats to
the pilot, permits inputs received from the aircrafts sensors and the central
computer to be visible to the pilot under any light conditions.
Armament
Specifications
Dimensions External
Wing span
13.05m
Wing aspect ratio
3.01
Length
19.43m
Height
5.63m
Tailplane span
8.61m
Weights and Loadings
Weight empty1
12,973kg
Max fuel loads
internal
6103kg
2 CFTs
4422.5kg
3 auxiliary tanks 5395.5kg
internal+external 15,921kg
Max takeoff weight 30,845kg
(with CFTs)
Max wing loading
546.1 kg/m2
Max power loading 147.87 kg/kN
1
Performance
Max level speed
>Mach 2.5
Service ceiling
18,300m
Ferry range
with external
>2500nm
tanks, no CFTs
with CFTs
3100nm
G limit
+9/-3
Max level speed
800 knots
Service ceiling
18,300m
Takeoff run
274m
Landing run
1067m
Max endurance
with in-flight refuelling 15h
unrefuelled, with CFTs 5h 15 min
7.11
7. AIRCRAFT SPECS
Provision for carriage and launch of a variety of air-to-air weapons over short
and medium ranges, including four AIM-9L/M Sidewinders, four AIM-7F/M
Sparrows or eight AIM-120 AMRAAM, and a 20mm M61A1 six-barrel gun
with 940 rounds of ammunition. General Electric lead-computing gyro. A
Dynamic Controls Corporation armament control system keeps the pilot
informed of weapons status and provides for their management. Three airto-surface weapon stations (five if configured with conformal fuel tanks)
allow for the carriage of up to 10,705kg of bombs, rockets or additional
ECM equipment. AN/AWG-20 armament control system.
Boeing (McDonnell
Douglas)
F-15E Eagle
Type
Two-seat, dual role attack/air
superiority fighter.
Programme
Demonstration of industry-funded USAF photo by Master Sgt. Joe Cupido
Strike Eagle prototype (71-0291)
modified from F-15B, including accurate blind weapons delivery, completed
at Edwards AFB and Eglin AFB during 1982; product improvements tested
in Strike Eagle, an F-15C and an F-15D between November 1982 and April
1983, including first take-off at 34019kg, 3175kg more than F-15C with
conformal tanks; new weight included conformal tanks, three other external
tanks and eight 500lb Mk 82 bombs; 16 different stores configurations tested, including 2000lb Mk 84 bombs, and BDU-38 and CBU-58 weapons
delivered visually and by radar; full programme go-ahead announced 24
February 1984; first flight of first production F-15E (86-0183) 11 December
1986; first delivery to Luke AFB, Arizona, 12 April 1988; first delivery 29
December 1988 to 4th Wing at Seymour Johnson AFB, North Carolina.
Design Features
Janes USAF
Landing Gear
Hydraulically retractable tricycle type, with single wheel on each unit. All
units retract forward.
Power Plant
Initially, two Pratt & Whitney F100-PW-220 turbofans, each rated for takeoff at 104.3kN, installed, with afterburning. Later aircraft have option of
Pratt & Whitney F100-PW-229s or General Electric F110-GE-129s. USAF aircraft 135 onwards (90-0233), built from August 1991, have 129.4kN Pratt
& Whitney F100-PW-229s, which also ordered for Saudi F-15S. Internal fuel
in foam-filled structural wing tanks and six Goodyear fuselage tanks, total
capacity 7643 litres.
7.12
Accommodation
Two crew, pilot and weapon systems officer, in tandem on McDonnell
Douglas ACES II zero/zero ejection seats. Single-piece, upward-hinged, birdresistant canopy.
Avionics
As F-15C/D, except triple redundant Lear Astronics digital flight control system with automatic terrain following standard. Hughes Aircraft AN/APG-70
I-band pulse Doppler radar provides full F-15C air-to-air capability plus high
resolution synthetic aperture radar for air-to-ground; terrain-following capability provided by Martin Marietta AN/AAQ-13 LANTIRN navigation pod,
and FLIR imagery displayed on Kaiser ID-2394/A wide field of view HUD;
moving map display by Bendix/King RP-341/A remote map reader; IBM CP1075C very high speed integrated circuit (VHSIC) central computer introduced in 1992, replacing CP-1075.
Armament
Specifications
Dimensions (External)
Areas
Wing span
13.05m
3.01
Performance
Length
19.43m
5.63m
Mach 2.5
Height
685nm
Operating weight,
empty2
Max range
2400nm
14,515kg
1434 knots
11,113kg
36,741kg
650.50kg/m2
F100-PW-220 engines
56.5m2
7.13
7. AIRCRAFT SPECS
20mm M61A1 six-barrel gun in starboard wing-root, with 512 rds. General
Electric lead computing gyro. Provision on underwing (one per wing) and
centreline pylons for air-to-air and air-to-ground weapons and external fuel
tanks. Wing pylons use standard rail and launchers for AIM-9 Sidewinder and
AIM-120 AMRAAM air-to-air missiles; AIM-7 Sparrow and AIM-120
AMRAAM can be carried on ejection launchers on the fuselage or on tangential stores carriers on CFTs. Edo BRU-46/A and BRU-47/A adapters throughout, plus two LAU-106A/As each side of lower fuselage. F-15E can carry a
wide variety and quantity of guided and unguided air-to-ground weapons.
Programme
Emerged from Y F-16 of
US Air Force Lightweight
Fighter prototype programme 1972 (details
under General Dynamics
in 1977-78 and 1978-79 USAF photo by Senior Airman Gary Guese
Janes); first flight of prototype Y F-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-to-ground capability with
radar and all-weather navigation; production of six single-seat 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. Fleet of 3,300
F-16s achieved 5 millionth flying hour late in 1993 and 3,500th aircraft
delivered 27 April 1995. Backlog of over 400 aircraft in 1996, plus anticipated orders for further 500 F-16s, expected to maintain production line in
operation until 2005-10. F-16 air combat score was 69 for no losses, with
three air forces, by mid-1996.
Janes USAF
Under original procurement plan, final 12 F-16s for USAF ordered in FY94,
but anticipated shortfall in fighter assets resulted in USAF considering plan to
purchase 120 F-16C/Ds by 2010; initial batch of six included in FY96 budget,
and similar quantity in FY97 requests, with further contracts expected.
Variants
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; first flight of first aircraft (78-0001) 7 August 1978;
entered service with 388th TFW at Hill AFB, Utah, 6 January 1979; combat
ready October 1980, when named Fighting Falcon; most now serving ANG
and AFRES; power plants being upgraded to F100-PW-220E, between 1991
and 1996. In 1994, first AFRES F-16A/Bs gained BASE Terprom (terrain profile matching) software for ground collision avoidance. Also produced in
Europe. Built in Blocks 01, 05, 10 and 15, of which Blocks 01 and 05 retrofitted to Block 10 standard 1982-84; Block 15 retrofitted to OCU standard
from late 1987. First G F-16A ground trainers relegated to instructional use
at 82nd Training Wing, Sheppard AFB, by 1993.
7.14
Common engine bay introduced at Block 30/32 (deliveries from July 1986)
to allow fitting of either P&W F100-PW-220 (Block 32) or GE F110-GE-100
(Block 30) Alternate Fighter Engine. Other changes include computer memory expansion and seal-bonded fuselage fuel tanks. First USAF wing to use
F-16C/Ds with F110 engines was 86th TFW at Ramstein AB, Germany, from
October 1986. Additions in 1987 included full Level IV multitarget compatibility with AMRAAM (as Block 30B), voice message unit, Shrike anti-radiation missiles (from August), crash survivable flight data recorder and modular common inlet duct allowing full thrust from F110 at low airspeeds.
7.15
7. AIRCRAFT SPECS
Landing Gear
Menasco hydraulically retractable type, nose unit retracting rearward and
main units forward into fuselage. Nosewheel is located aft of intake to
reduce the risk of foreign objects being thrown into the engine during ground
operation, and rotates 90 during retraction to lie horizontally under engine
air intake duct. Oleo-pneumatic struts in all units.
Power Plant
One 131.6kN (29,588lb st) General Electric F110-GE-129, or one 129.4kN
Pratt & Whitney F100-PW-229 afterburning turbofan as alternative standard. These Increased Performance Engines (IPE) installed from late 1991 in
Block 50 and Block 52 aircraft. Immediately prior standard was 128.9kN
F110-GE-100 or 105.7kN F100-PW-220 in Blocks 40/42. Of 1,416 F-16Cs
and F-16Ds ordered by USAF, 555 with F100 and 861 with F110. IPE variants have half share each in FY92 procurement of 48 F-16s for USAF, following eight reliability trial installations including six Block 30 aircraft which
flew 2,400 hours between December 1990 and September 1992. F100s of
ANG and AFRES F-16A/Bs upgraded to -220E standard from late 1991.
Janes USAF
Accommodation
Pilot only in F-16C, in pressurised and air conditioned cockpit. McDonnell
Douglas ACES II zero/zero ejection seat. Bubble canopy made of polycarbonate advanced plastics material. Inside of USAF F-16C/D canopy (and
most Belgian, Danish, Netherlands and Norwegian F-16A/Bs) coated with
gold film to dissipate radar energy. In conjunction with radar-absorbing
materials in air intake, this reduces frontal radar signature by 40%. To enable
the pilot to sustain high G forces, and for pilot comfort, the seat is inclined
30 aft and the heel line is raised. In normal operation the canopy is pivoted upward and aft by electrical power; the pilot is also able to unlatch the
canopy manually and open it with a back-up handcrank. Emergency jettison
is provided by explosive unlatching devices and two rockets. A limited displacement, force-sensing control stick is provided on the right-hand console,
with a suitable armrest, to provide precise control inputs during combat
manoeuvres.
The F-16D has two cockpits in tandem, equipped with all controls, displays,
instruments, avionics and life support systems required to perform both
training and combat missions. The layout of the F-16D second station is
similar to the F-16C, and is fully systems-operational. A single-enclosure
polycarbonate transparency, made in two pieces and spliced aft of the forward seat with a metal bow frame and lateral support member, provides
outstanding view from both cockpits.
7.16
Avionics
Comms. Magnavox AN/ARC-164 UHF transceiver (AN/URC-126 Have
Quick IIA in Block 50/52); provision for 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), ARC-190 HF radio, government furnished
AN/AIC-18/25 intercom and SCI advanced interference blanker, Teledyne
Electronics AN/APX-101 IFF transponder with government furnished IFF
control, government furnished National Security Agency KIT-1A/TSEC cryptographic equipment.
Flight. Litton LN-39 standard inertial navigation system (ring laser Litton
LN-93 or Honeywell H-423in Block 50/52 and current FMS F-16A/BLN-93
for Egypt, Indonesia, Israel, South Korea, Pakistan, Portugal and Taiwan,
plus Netherlands retrofit and Greek second batch); Collins AN/ARN-108
ILS, Collins AN/ARN-118 TACAN, Rockwell GPS, Honeywell central air data
computer, General Dynamics enhanced stores management computer,
Gould AN/APN-232 radar altimeter. BASE Terprom digital terrain system to
be installed in all new USAF F-16s, USAF reserve F-16s and 301 European
aircraft destined for MLU in first instance, but could be offered to FMS customers from 1996 on Block 20 F-16A/B aircraft. Optional equipment
includes Collins VIR-130 VOR/ILS.
Instrumentation. GEC-Marconi wide-angle holographic electronic HUD
with raster video capability (for LANTIRN) and integrated keyboard; data
entry/cockpit interface and dedicated fault display by Litton Canada and
Lockheed Martin; Astronautics cockpit/TV set.
Mission. Honeywell multifunction displays. Lockheed Martin LANTIRN
package comprises AN/AAQ-13 (navigation) and AN/AAQ-14 (targeting)
pods. Turkish aircraft (150+ to be modified by 1996) to share 60 LANTIRN
pod systems; LANTIRN also purchased by Greece and South Korea and
required for second Thailand batch. Enhanced capability LANTIRN incorporating second-generation FLIR tested by F-16 at Eglin AFB, early 1993.
Sharpshooter pod (down-rated export version of AAQ-14 LANTIRN targeting system) acquired by Bahrain and Israel, but latter to get indigenous
Rafael Litening IR targeting and navigation pod as replacement (initial fund-
7.17
7. AIRCRAFT SPECS
ing already undertaken, with first delivery expected 1996). Pakistan F-16s
carry Thomson-CSF Atlis laser designator pods. Singapore announced intention to purchase Lockheed Martin Sharpshooter in late 1995. Texas
Instruments AN/ASQ-213 HARM Targeting System (HTS) pod carried by
Block 50/52D aircraft.
Self-defence. Dalmo Victor AN/ALR-69 radar warning system replaced in
USAF Block 50/52 by Loral AN/ALR-56M advanced RWR, which also
ordered for USAF Block 40/42 retrofit and (first export) Korean Block 52s.
Provision for Westinghouse AN/ALQ-131 or Raytheon AN/ALQ-184 jamming pods. AN/ALQ-131 supplied to Bahrain, Egypt, Netherlands and
Pakistan. Taiwan to get 80 Raytheon AN/ALQ-184 (first export order and
first foreign use). Israeli Air Force F-16s extensively modified with locally
designed and manufactured equipment, as well as optional US equipment
to tailor them to the IAF defence role. This includes Elisra SPS 3000 self-protection jamming equipment in enlarged spines of F-16D-30s and Elta EL/L8240 ECM in third batch of F-16C/Ds, replacing Loral AN/ALQ-178(V)1
Rapport ECM in Israeli F-16As. Belgian F-16s have Dassault Electronique
Carapace passive ECM system in fin-root housing on 100 aircraft (with
some reserve systems) from April 1995 (to be used in conjunction with active
AN/ALQ-131 jamming pods to be obtained from surplus US stocks).
Janes USAF
Armament
General Electric M61A1 20mm multibarrel 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. There is a mounting for an air-to-air
missile at each wingtip, one underfuselage centreline hardpoint, and six
underwing hardpoints for additional stores. For manoeuvring flight at 5.5 G
the underfuselage station is stressed for a load of up to 1,000kg, the two
inboard underwing stations for 2,041kg each, the two centre underwing stations for 1,587kg each, the two outboard underwing stations for 318kg
each, and the two wingtip stations for 193kg each. For manoeuvring flight
at 9 G the underfuselage station is stressed for a load of up to 544kg, the
two inboard underwing stations for 1,134kg each, the two centre underwing
stations for 907kg each, the two outboard underwing stations for 204kg
each, and the two wingtip stations for 193kg each. There are mounting provisions on each side of the inlet shoulder for the specific carriage of sensor
pods (electro-optical, FLIR and so on); each of these stations is stressed for
408kg at 5.5G, and 250kg at 9G.
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; centreline GPU-5/A 30mm cannon; drop tanks on the inboard underwing and underfuselage stations; a
Lockheed Martin 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. Stores can be launched from Aircraft Hydro-
7.18
Specifications
Dimensions External (F-16C, D)
Areas (F-16C, D)
Wing span
over missile launchers 9.45m
over missiles
10.00m
3.2
Length
15.03m
Height
5.09m
Weight empty
F-16C
F100-PW-220 8,273kg
F110-GE-100 8,627kg
Service ceiling
> 15,240m
Ferry range,
with drop tanks
> 2,100nm
Symmetrical G limit +9
with full internal fuel
Max level speed
F-16D
F100-PW-220 8,494kg
F110-GE-100 8,853kg
Max internal fuel
F-16C
F-16D
3,104kg
2,567kg
19,187kg
1321 knots
7.19
7. AIRCRAFT SPECS
Performance
27.87m2
Programme
Janes USAF
7.20
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 Centre, 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.
Design Features
Highly integrated avionics for single pilot operation and rapid reaction.
Radar, RWR and comms/ident 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 Y F-22); trailing-edge 17 forward, increased to 42 outboard of ailerons (straight trailing-edge on Y F-22); all-moving five-edged horizontal tail (four-edged elements on Y F-22). Vertical tail surfaces (22% larger on Y F-22) canted outwards at 28; leading- and trailing-edge sweep 22.9; biconvex aerofoil. F22s wing and stabilator areas same as Y F-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 Y F-22; single-axis
thrust vectoring included on PW119, but most specified performance
achievable without.
7.21
7. AIRCRAFT SPECS
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.
Power Plant
Two 155kN 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 maneuverability.
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.
Systems
Include Normalair-Garrett OBOGS, AlliedSignal APU and Smiths 270 V DC
electrical distribution system.
Janes USAF
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 PilotVehicle Interface (PVI) evaluations, avionics development and mission effectiveness assessment.
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.
7.22
Armament
Specifications
Weights and Loadings1
Weight empty
YF-22
> 13,608kg
F-22, target
14,365kg
Max takeoff weight
F-22
almost 27,216kg
Dimensions External
Wing span
YF-22
13.11m
F-22
13.56m
Length
YF-22
19.56m
F-22
18.92m
Height
YF-22
5.41m
F-22
5.05m
Areas
Wing area, gross
YF-22 demonstated
Performance1
Max level speed at 9,150m
Supercruise
Mach 1.58
with afterburning Mach 1.7
Service ceiling
15,240m
G limit
+7.9
Performance2
G limit
Max takeoff weight
Max level speed
at S/L
78.0m2
+9
27216kg
1044 knots
800kts
Estimated
7.23
7. AIRCRAFT SPECS
Internal long-barrel M61A2 20mm cannon with hinged muzzle cover and
480-round 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 317mm and 442mm from centreline of fuselage capable of
carrying 2,268kg each.
all-
Programme
The Phantom II was developed
initially as a twin-engine twoseat long-range all-weather
attack fighter for service with
the US Navy. A letter of intent
to order two prototypes was
USAF photo
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 X F4H-1 flew for the first time 27 May 1958. The first production
Phantom II was delivered to US Navy Squadron V F-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.
Janes USAF
Variants
F-4C (formerly F-110A). Version of F-4B for USAF, with J79-GE-15 turbojet
engines, cartridge starting, wider tread low-pressure tyres size 30-11.5, larger brakes, Litton type LN-12A/B (ASN-48) inertial navigation system, APQ100 radar, APQ-100 PPI scope, LADD timer, Lear Siegler AJB-7 bombing system, GAM-83 controls, dual controls and boom flight refuelling instead of
drogue (receptacle in top of fuselage, aft of cockpit). Folding wings and
arrester gear retained. For close support and attack duties with Tactical Air
Command, PACAF and USAFE, and with the Air National Guard (ANG)
from January 1972. Sufficient F-4Cs were modified to equip two squadrons
for a defence suppression role under the USAFs Wild Weasel programme.
These aircraft carry ECM warning sensors, jamming pods, chaff dispensers
and anti-radiation missiles. First F-4C flew 27 May 1963; 36 supplied to
Spanish Air Force. The last of 583 was delivered to TAC 4 May 1966.
Replaced in production by F-4D.
F-4E. Multirole fighter for air superiority, close support and interdiction missions
with USAF. Has internally mounted M-61A1 multibarrel gun, improved
(AN/APQ-120) fire-control system and J79-GE-17 turbojet engines (each
79.6kN; 17,900lb st). Additional fuselage fuel cell. First production F-4E delivered to USAF 3 October 1967. Supplied to the Israeli Air Force, Hellenic Air
Force, Turkish Air Force, Republic of Korea Air Force and Islamic Republic of Iran
Air Force. All F-4Es fitted retrospectively with leading-edge maneuvering slats.
In early 1973 F-4Es began to be fitted with Northrops Target Identification
System Electro-Optical (TISEO). Essentially a vidicon TV camera with a
zoom lens, it aids positive visual identification of airborne or ground targets
at long range. The ASX-1 TISEO is mounted in a cylindrical housing on the
leading-edge of the port wing of the F-4E.
7.24
F-4G. Development of F-4B for US Navy, with AN/ASW-21 datalink communications equipment, first flown 20 March 1963. In service over Vietnam
with Squadron V F-213 from USS Kitty Hawk spring 1966. Only 12 built
included in the total number of F-4B built. No longer in service.
The USAF sought funding in FY76 for the advanced Wild Weasel concept for
provision of an expanded memory of the airborne processor and extended
low-frequency emission coverage. The programme provided for the first F-4G
operational kit installation spring 1976 and the second autumn that year, followed by 15 installations in 1977, 60 in 1978 and 39 in 1979, to provide a
force of 116 aircraft. USAF F-4G Wild Weasel were withdrawn by May 1996.
Flying Controls
Trailing-edge is a one-piece aluminum honeycomb structure. Flaps and
ailerons of all-metal construction, with aluminum honeycomb trailingedges. Inset ailerons limited to down movement only, the up function
being supplied by hydraulically operated spoilers on upper surface of each
wing. Ailerons and spoilers fully powered by two independent hydraulic systems. Hydraulically operated trailing-edge maneuvering slats. Hydraulically
operated airbrake under each wing aft of wheel well. Outer panels fold
upward for stowage. Rudder interconnected with ailerons at low speeds.
7.25
7. AIRCRAFT SPECS
F-4G (Wild Weasel). The USAFs Wild Weasel programme concerns primarily suppression of hostile weapon radar guidance systems. The provision of airborne equipment able to fulfill such a role, and modification of the necessary
aircraft to create an effective force for deployment against such targets, had
first priority in tactical air force planning spring 1975. The requirement for
such a weapon system had been appreciated by Tactical Air Command as early
as 1968, and feasibility studies were initiated September that year, following
which, eight sets of equipment were acquired for development, qualification
testing and flight testing in two F-4D aircraft. The F-4E however, was eventually chosen as the best aircraft on which to install the required equipment.
Modifications include the addition of a torpedo-shaped fairing to the top of
the tailfin to carry APR-38 antennae, with other APR-38 antennae installed on
the side of the fin and along the upper surface of the fuselage. Other modifications include changes to the LCOSS amplifier in the upper equipment bay,
APR-38 CIS installation in the aft cockpit, APR-38 CIS installation in the forward cockpit, removal of the M-61A1 gun system to allow sufficient room for
installation of APR-38 subsystems (receiver, HAWC, CIS), and the provision of
suitable cockpit displays. The changes give the F-4G Wild Weasel the capability to detect, identify and locate hostile electromagnetic emitters, and to
deploy against them suitable weapons for their suppression or destruction.
Such aircraft can operate independently in a hunter-killer role.
Structure
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. Centreline 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 0.635m thick, with
integral stiffening. The fuselage is an all-metal semi-monocoque structure.
Forward fuselage built 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. Double-wall construction under fuel tanks
and for lower section of rear fuselage, with ram-air cooling. The tail unit is a
cantilever all-metal structure, with 23 of anhedral on one-piece all-moving
tailplane which has slotted leading-edges. Ribs and stringers of tailplane are
of steel, skin titanium and trailing-edge of steel honeycomb.
Landing Gear
Hydraulically retractable tricycle type, mainwheels retracting inward into
wings, nose unit rearward. Single wheel on each main unit, with tyres size 3011.5 Type VIII; twin wheels on nose unit, which is steerable and self-centring
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.
Power Plant
Janes USAF
Two General Electric J79-GE-17A turbojet engines (each rated 79.6kN 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 7,022 litres. Provision for one 2,270
litre external tank under fuselage and two 1,400 litre underwing tanks.
Equipment for probe-and-drogue and buddy tank flight refuelling, with
retractable probe in starboard side of fuselage. Oil capacity 39 litres.
Accommodation
Crew of two in tandem on Martin-Baker Mk H7 ejection seats, under individual rearward-hinged canopies. Optional dual controls.
Systems
Three independent hydraulic systems, each of 207 bars. Pneumatic system
for canopy operation, nosewheel strut extension and ram-air turbine extension. Primary electrical source is AC generator. No battery.
7.26
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 7,250kg 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; MLU-10 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. Iranian Air Force test-fired Chinese C-801 antiship cruise missiles in June 1997.
Specifications
Performance1 (cont.)
Wing span
11.77m
Length
19.200m
Height
5.020m
13,757kg
Weight empty,
basic mission
14,448kg
Takeoff weight
combat
design
18,818kg
26,308kg
28,030kg
569.2 kg/m2
176.1 kg/kN
Performance1
Max level speed
> Mach 2.0
(with external stores)
Average speed
C
506 knots
E
496 knots
Stall speed, approach power w/BLC
C
151 knots
E
158.6 knots
1
Service ceiling
C
10,620m
E
8,565m
Service ceiling, one engine out
C
9,340m
E
6,490m
Takeoff run
C
E
1,064m
1,338m
Landing run
1122.0m
Combat radius
Area intercept
Defensive counter-air
Interdiction
Ferry range
683nm
429nm
618nm
1,718nm
7.27
7. AIRCRAFT SPECS
Dimensions External
Mikoyan
MiG-29 Fulcrum
Type
All-weather single-seat counter-air
fighter with attack capability, and
two-seat combat trainer.
Programme
Janes USAF
Design Features
All-swept low-wing configuration, with wide ogival wing leading-edge root
extensions (LERX), lift-generating fuselage, twin tail fins carried on booms
outboard of widely spaced engines with wedge intakes; doors in intakes,
actuated by extension and compression of nosewheel leg, prevent ingestion
of foreign objects during take-off and landing; gap between roof of each
intake and skin of wingroot extension for boundary layer bleed; fire control
and mission computers link radar with laser rangefinder and infrared
search/track sensor, in conjunction with helmet-mounted target designator;
radar able to track 10 targets simultaneously; targets can be approached
and engaged without emission of detectable radar or radio signals; sustained turn rate much improved over earlier Soviet fighters; thrust/weight
ratio better than one; allowable angles of attack at least 70% higher than
previous fighters; difficult to get into stable flat spin, reluctant to enter normal spin, recovers as soon as controls released; wing leading-edge sweepback 73 30' on LERX, 42 on outer panels; anhedral approx 2; tail fins
canted outward 6; leading-edge sweep 47 50' on fins, approx 50 on horizontal surfaces. Design flying life 2500 h.
7.28
Structure
Approx 7% of airframe, by weight, of composites; remainder metal, including aluminum-lithium alloys; trailing-edge wing flaps, ailerons and vertical
tail surfaces of carbonfibre honeycomb; approx 65% of horizontal tail surfaces aluminum alloy, remainder carbonfibre; semi-monocoque all-metal
fuselage, sharply tapered and downswept aft of flat-sided cockpit area, with
ogival dielectric nosecone; small vortex generator each side of nose helps to
overcome early tendency to aileron reversal at angles of attack above 25;
tail surfaces carried on slim booms alongside engine nacelles.
Landing Gear
Retractable tricycle type, made by Hydromash, with single wheel on each
main unit and twin nosewheels. Mainwheels retract forward into wingroots,
turning through 90 to lie flat above leg; nosewheels, on trailing-link oleo,
retract rearward between engine air intakes. Hydraulic retraction and extension, with mechanical emergency release. Nosewheels steerable +/-8 for
taxiing, takeoff and landings, +/-30 for slow speed manoeuvring in confined areas (selector in cockpit).
Two Klimov/Sarkisov RD-33 turbofans, each 49.4kN dry and 54.9-81.4kN with
afterburning. Engine ducts canted at approx 9, with wedge intakes, sweptback
at approx 35, under wingroot leading-edge extensions. Multi-segment ramp
system, including top-hinged forward door (containing a large number of small
holes) inside each intake that closes the duct while aircraft is taking off or landing, to prevent ingestion of foreign objects, ice or snow. Air is fed to each engine
through louvres in top of wingroot leading-edge extension and perforations in
duct closure door. Basic Fulcrum-A has four integral fuel tanks in inboard portion of each wing and in fuselage between wings; total capacity 4365 litres.
Accommodation
Pilot only, on 10 inclined K-36DM zero/zero ejection seat, under rearward
hinged transparent blister canopy in high-set cockpit. Sharply inclined onepiece curved windscreen. Three internal mirrors provide rearward view.
Avionics
RP-29 (N019 Sapfir-29) coherent pulse Doppler lookdown/shootdown
engagement radar (NATO Slot Back; search range 54nm, tracking range
38nm), target tracking limits 60 up, 38 down, 67 each side, collimated
with laser rangefinder; infrared search/track sensor (fighter detection range
8nm) forward of windscreen (protected by removable fairing on non-operational flights); R-862 com radio; ARK-19 DF; inertial navigation system; SRO2 (NATO Odd Rods) IFF transponder and SRZ-15 interrogator; Sirena-3
360 radar warning system, with sensors on wingroot extensions, wingtips
and port fin. Two SO-69 ECM antennae under conformal dielectric fairings
in leading-edge of each wingroot extension; head-up display; and helmetmounted target designation system for off-axis aiming of air-to-air missiles.
7.29
7. AIRCRAFT SPECS
Power Plant
Armament
Six close-range R-60MK (NATO AA-8 Aphid) infrared air-to-air missiles, or
four R-60MK and two medium-range radar guided R-27R1 (AA-10A
Alamo-A), on three pylons under each wing; alternative air combat
weapons include R-73E (AA-11 Archer) close-range infrared missiles. Able
to carry FAB-250 bombs, KMGU-2 submunitions dispensers, 3B-500
napalm tanks, and 80mm, 130mm and 240mm rockets in attack role. One
30mm GSh-301 gun in port wingroot leading-edge extension, with 150 rds.
Specifications
Dimensions (External)
Performance
Wing span
11.36m
3.5
Length overall
incl. noseprobe
excl. noseprobe
17.32m
16.28m
Mach 2.3
Mach 1.06
19,800m/min
Height
4.73m
Service ceiling
17,000m
Tailplane span
7.78m
10,900kg
3000kg
640kg
Normal takeoff
15,240kg
weight (interceptor)
18,500kg
486.8 kg/m2
113.6 kg/kN
Janes USAF
7.30
Range
max internal fuel 810nm
with underbelly 1133nm
auxiliary tank
G limit
> Mach 0.85
< Mach 0.85
+7
+9
Takeoff run
250m
Landing run
600m
8
APPENDICES
Janes USAF
Chapter 8
Appendix A
Appendix D
Acronyms
and Abbreviations . . . . . .8.1
Appendix B
Glossary of Terms . . . . . . . .8.3
Appendix C
Credits . . . . . . . . . . . . . . . . .8.6
APPENDICES
APPENDIX A: ACRONYMS
AND ABBREVIATIONS
Continuously Computed
Impact Point
CDES
Continuous Designation
CFT
COMM
Communication
Acquisition
DLZ
ADC
DMZ
Demilitarized Zone
ADI
ECM
Electronic Countermeasures
A/G
Air-to-Ground
EEGS
AGL
Enhanced Envelope
Gun Sight
AGM
EWR
ALT
Altitude
FAC
FLIR
Forward-Looking Infrared
FOV
Field of View
Air-to-Air
AAA
Anti-Aircraft Artillery
AB
Afterburner Capability;
also Air Base
ACM
ACQ
AMRAAM
Advanced Medium-Range
Air-to-Air Missile
AoA
Angle of Attack
Gravity Force
ASL
GBU
AWACS
HARM
High-speed Anti-Radiation
Missile
HSI
Horizontal Situation
Indicator
APC
AZ
Azimuth
BARO
Barometric
HOTAS
BFM
HUD
Head-Up Display
BARCAP
Hz
BRAA
HVAA
BRG
Bearing
IFF
BVR
ILS
INS
IR
Infrared
JTIDS
JSTARS
CAP
CAS
CAVU
CBU
8.1
8. APPENDICES
CCIP
A/A
SMS
LANTIRN
SRM
STT
LGB
Laser-Guided Bomb
TACAN
LOS
Line of Sight
TAS
True Airspeed
MFD
Multi-Function Display
TCN
TACAN
MRM
TOF
Time of Flight
NOE
Nap-of-Earth
TOT
Time on Target
NM
Nautical Mile
TWS
RCS
VID
Visual Identification
ROE
Rules of Engagement
VSI
RWR
WEZ
RWS
SAM
Surface-to-Air Missile
Weapon Employment
Zone or DLZ (delivery
zone also known as the
weapon envelope)
SARH
WSO
SEAD
Suppression of
Enemy Air Defense
Janes USAF
KTAS
8.2
APPENDIX B:
GLOSSARY OF TERMS
Additional definitions can be found in Aircraft: Definitions, p. 7.1.
Active. A radar missile currently using a
self-guidance system to locate its target.
Break (Up/Down/Right/Left). A directive call to perform an immediate maximum performance defensive turn in the
direction indicated.
Bullseye. Code word for a specific reference point from which the position of
target aircraft are determined.
Captured. Condition of a target that has
been locked onto by the laser tracker.
Chaff. Strips of metal film released to confuse and decoy radar-guided weapons.
Chord. Imaginary line that passes
through the leading and trailing edges of
an airfoil. See Angle of Attack.
8.3
8. APPENDICES
Janes USAF
8.4
8.5
8. APPENDICES
APPENDIX C: CREDITS
Pixel Multimedia Team
Creative Director: Ramy Weitz
Executive Producer: Yael Amir
Engineering
Simulation: Moshe Hasson, Itai Gal, Liran
Antebi, Shai Almog
Mission Design
Designers: Aviv Yam-Shahor, Uzi Ronen, Ronen
Barel, Tsachi Galanos, Ariel Hasson, Tomer Harel,
Tamir Goren, Amir Harel, Micha Amieai
Production
Production Manager: Yaely Weitz
Art Studio Production Manager: Maya Shtarker
3D Design: Guy Baruch, Idan Nizan, Yaniv
Goldmark, Sharon Amit Rosental, Oren
Nahum, Michael Grosberg
Janes USAF
Opening Movie
Producer: Lea Berkovich
Terrain Data
8 meter data: 1999 CNES, Licensed by SPOT
Image Corp., Reston, VA.
AVHRR 1km data and Final Color Processing: The
Living Earth, Inc. - livingearth.com
TM Data available from U.S. Geological Survey,
EROS Data Center, Sioux Falls, SD
Satellite Image Processing and Data Fusion:
ImageLinks, a division of AGIS, Inc.
www.imagelinks.com
Special Thanks
Dana Roche, Aya Gal, Aline Roman, Micha Amitai, Tamir Hativa, Yaron Refaely, Yacov Zarif, Aviva
Goldstein, Dudu Zerah, Avi Horowitz, Tal Ben-David Yaron Dotan, Gal & Shai Weitz, Jacob Yosha
8.6
Music
Composer: Don Veca
Translations
Localization Manager: Atsuko Matsumoto
Project Manager: Emily Bromley
Testing
Testing Manager: Kurt Hsu
Testing Lead: Rob Walker (lead), Greg Garman
(backup lead)
Marketing
Documentation
Special Thanks
Scott Cronce, David Mosher, Paul Grace, Ed Gwynn, Deborah Chiao (Janes Information Group)
8.7
8. APPENDICES
APPENDIX D:
PREFERENCES WINDOW
You adjust game preferences with the Preference window. You can open this
window in one of three ways:
To open the Preferences window from the Main Menu screen, click the
PREFERENCES button in the lower right corner.
To open the Preferences window from any other interface screen, click on
the MENU button at the bottom and choose PREFERENCES.
Press cO to open the On the Fly menu. Then, left-click the PREFERENCES
button to open the Preferences window during flight.
Click
tabs to
select
them
Click a radio
button to
select an
option
Click-anddrag slider
bars
Janes USAF
SOUND
GAME CONTROLS
Choose the game controls you want to use for flight and
calibrate your joysticks.
KEYBOARD
GAMEPLAY
Click the buttons below to reset to default settings or to close the window.
Gameplay settings are set according to the gameplay level you select when
installing the game. The default graphics settings are determined by your
specific platform (type of system).
DEFAULT
OK
CANCEL
8.8
Graphics Panel
The GRAPHICS LEVEL option appears at the top of the Graphics panel, followed
by five radio buttons LOW, MEDIUM, HIGH, EXTRA and CUSTOM.
Click LOW, MEDIUM or HIGH to set your overall graphics settings. These settings turn
various graphic settings on or off, and reset graphic detail levels accordingly.
LOW
MEDIUM
HIGH
EXTRA
CUSTOM
Display Tab
* The X16 refers to 16-bit color. Some cards may support 32-bit color.
Terrain Tab
Set terrain detail levels. Lower levels speed up game performance; higher levels slow down game performance.
Click-and-drag the slider bars to raise and lower levels the longer the
orange bar, the higher the level.
TERRAIN TEXTURE QUALITY.
8.9
8. APPENDICES
Set resolutions for in-flight screens. Lower resolutions speed up game performance, while higher resolutions slow down game performance.
Objects Tab
Click-and-drag the slider bars to raise and lower levels the longer the
orange bar, the higher the level. Lower levels speed up game performance;
higher levels slow down game performance.
Click to place or remove a check mark in the boxes. Checking items
increases detail but slows down game performance; unchecking items
decreases detail but speeds up game performance.
OBJECT DETAIL. Controls how detailed objects are. The highest setting is
enabled for an Intel Pentium III processor.
CULTURAL OBJECTS DENSITY. Controls how many non-mission element objects
populate the mission world. The highest setting is enabled for an Intel
Pentium III processor.
EXTERNAL LOADOUT.
OBJECTS MIP-MAP.
Effects Tab
This panel toggles different graphical effects on and off. In general, the more
effects you turn on, the greater the realism in the mission world, but the
slower the game performance. Some effects also impact visibility during a
mission. For this reason, you may want to turn them on or off.
Slider bars and check boxes work as described under Objects Tab, above.
Janes USAF
EFFECT LEVEL. Changes the extent of graphics effects for example, raising
this setting extends lighting effects toward terrain and objects that are further away. The highest setting is enabled for an Intel Pentium III processor.
3D CLOUD LEVEL. Controls the level of cloud detail. When the setting is high,
clouds are more three-dimensional. The highest setting is enabled for an
Intel Pentium III processor.
SHADOWS.
ENVIRONMENT ILLUMINATION.
OBJECT ILLUMINATION.
SPECULAR HIGHLIGHT.
8.10
Sound Panel
Use the sound panel to set volumes for background music and ambient
sounds.
Click-and-drag the slider bars to raise and lower volume levels the
longer the orange bar, the higher the level.
MASTER VOLUME SLIDER. Controls volume for all music and sounds in the
game. To mute all sound, click the MUTE box to place a check mark in it.
Uncheck the MUTE box to un-mute sound.
BACKGROUND MUSIC VOLUME.
ENGINE VOLUME.
SPEECH VOLUME.
Set your flight control device (i.e., the equivalent to a pilots flight stick,
which gives pitch and roll inputs) to either JOYSTICK or KEYBOARD.
You can only use the JOYSTICK option if you have a joystick set up and calibrated under Windows 95/98.
The default flight control key commands are W, Z, A, and S.
Rudder
Choose your rudder device, either PEDALS, JOYSTICK or KEYBOARD.
You can only use the PEDALS/JOYSTICK option if you have rudder pedals or a
joystick feature that supports rudder control (such as Microsofts Sidewinder
ProTM). See your Reference Card for more details. You must set up and calibrate this device under Windows 95/98 before the game can recognize it.
The default rudder key commands are Numpad 0 and Numpad ..
Throttle
Choose your throttle device, either JOYSTICK THROTTLE or KEYBOARD.
You can only use the JOYSTICK THROTTLE option if you have a separate throttle device, or a throttle wheel or slider on your joystick. You must set up and
calibrate this device under Windows 95/98 before the game can recognize it.
The default throttle key commands are 0 - 9.
8.11
8. APPENDICES
Flight Controls
Calibrate Joystick
Click this button to open the Windows 95/98 Game Controllers calibration window. (Janes USAF remains active in the background.)
Follow these steps to calibrate your joystick through this window:
1.
2.
3.
4.
5.
Once youre satisfied with the calibration, click Apply, then click OK.
Otherwise, repeat Step 2 to re-calibrate.
6.
Click the Janes USAF button on the Windows taskbar at the bottom of
the Windows 95/98 screen to return to the game.
Janes USAF
Click on the radio dot next to FORCE FEEDBACK EFFECTS to select this option.
Keyboard Panel
Use the Keyboard panel to remap keyboard commands and joystick buttons,
or to change voice commands.
Note: Microsofts Speech Recognition Engine must be installed and active in order for
you to use voice commands. When installing the game, youll be asked if you want to use
voice commands. Please see the printed Install Guide for a list of voice commands.
8.12
2.
2.
Type a new command in the window that appears. You may divide the
speech command into two phrases Phrase 1 and Phrase 2. We recommend using two separate phrases when you have many similar voice
commands. This makes the recognition engine more accurate.
Click CANCEL to close the window without saving the new voice command
or click OK to close the window and save the new voice command.
Gameplay Panel
Use the Gameplay panel to change the difficulty level of the game. The
GAMEPLAY LEVEL option appears at the top of the Gameplay panel and is followed by five radio buttons: CHEAT, EASY, NORMAL, REALISTIC and CUSTOM.
CHEAT
EASY
NORMAL
REALISTIC
CUSTOM
8.13
8. APPENDICES
1.
NO BLACKOUTS.
EASY AIMING.
EASY TARGETING. Maintain your lock on a target when it moves out of your view.
NORMAL
AI.
Set enemy AI to its highest level enemies are more likely to hit
you, target you at longer ranges and continue to press attack, attempt more
risky maneuvers, etc.
EXPERT AI.
Cheats Tab
INVULNERABLE.
You cannot collide with anything (objects in midair, terrain features, the ground, etc.)
NO CRASHES.
Janes USAF
NO MALFUNCTIONS. Your aircraft does not incur damage. You can die once you
have been hit enough times (or when you crash); however, none of your systems
suffer the normal malfunctions caused by damage up until the point that you die.
UNLIMITED AMMO.
UNLIMITED FUEL.
Others Tab
FULL WAYPOINT NAME ON TERRAIN. Display waypoint name next to its icon on HUD.
OBJECT ID ON TD BOX. Display a targeted objects type beneath the TD box
(for example MiG-29). In multiplayer games, a callsign also displays if a
player is the target.
MENU TOOL TIPS.
REALISTIC HEAD MOVEMENT RESTRICTION. You can only pan the 3D cockpit view (the
2 view) as far as you can turn your head (approximately 150 left and right).
8.14