Combat Air Patrol Documentation

Introduction:

		Combat Air Patrol requires approximately 17 Megabytes of 
hard drive space for installation. It cannot be played directly from the 
CD. To install Combat Air Patrol onto your hard drive, follow the 
instructions below:

1. 	Insert the CD into your CD-ROM drive.

2. 	Log onto the drive by typing D: (or E: in the E drive, etc.) 
followed by enter from the DOS prompt.

3. 	Type INSTALL. 

The program will prompt you for a destination directory. Your system 
setup will then be checked for compatibility with CAP and any changes 
required will be displayed. On completion, the game will then install to 
your selected directory.
 
To run the game, change to the drive and directory containing CAP and 
type CAP followed by ENTER. Please note that due to the amounts of data 
that CAP requires, the game may take up to two minutes to load on 
certain machines.

SETTING UP YOUR SOUNDCARD:

To set up your soundcard for use with Combat Air Patrol (CAP), follow 
the instructions below.
CAP can be run with certain command line parameters. One of these 
parameters refers to which soundcard you wish to use. The first time you 
run the game, you will need to run with the parameter for your 
particular soundcard, however, subsequent games will not require this as 
the information is stored on your hard disk.

To set up your soundcard for a SoundBlaster v2 card, use CAP -a 1
To set up for a Gravis Ultrasound card, use CAP -a 2
For a SoundBlaster AWE32, use CAP -a 3
For no sound, use CAP -a 4

After using these commands for the first time, you will only require to 
use them again should you change your soundcard.

OTHER COMMAND LINE PARAMETERS:

Other options available from the command line can be found by typing RUN 
-?

Possible problems:

Some users find problems when installing programs to compressed drives. 
This is due to the fact that as the drive is compressed, the actual 
amount of free disk space can vary with the amount that DOS calculates. 
If you do have a problem with installation and DOS informs you that you 
have over 17 Megabytes of free space either free up some extra space or 
install to an uncompressed drive.

When compiling a boot disk via the install program, certain mouse 
drivers cannot successfully be found. If this happens on your machine, 
simply EDIT the AUTOEXEC.BAT file on your boot disc and insert the 
command C:\MOUSE\MOUSE.COM (or whatever command installs your mouse 
driver in your C:\AUTOEXEC.BAT file) before the C: line in the file. 
Save this file and your boot disk should now work.



The story so far...

In 1961, when the British Government formally granted independence to 
the Sheikdom of Kuwait, the seeds of conflict in the oil rich region of 
the Persian Gulf were planted. The Iraqi government never recognized 
this new state and laid claims to many parts of the new territory as its 
own over the next three decades.

At the end of the 1980s, as the bloody war with Iran finally ended, the 
cost of the battle was calculated. Urgent urban reconstruction within 
Iraq was required, however, the Iraqis believed that Kuwait was using 
the oil within the Rumaila oil field (part of the territory that Iraq 
believed was their own), to force down the world price of oil - an 
action in direct opposition to Saddam Husseins tactic of increasing the 
world price. With this in mind, the Iraqi government decided that action 
was neccessary, as they felt that they were in a strong enough position 
militarily, to push forward and claim the Kuwaiti territory they 
believed was rightfully their own. Their military readiness was combined 
with a diplomatic offensive by the Iraqi foreign ministry towards both 
Kuwait and other small Middle Eastern states. The date is now 16th July 
1990.

One week later, on the 23rd July 1990, diplomatic talks between the 
middle east nations had failed to reach a compromise. Saudi Arabia, 
having a border with Iraq and fearing the worst, placed its armed forces 
on alert.

The 26th July saw OPEC agree on production and export quotas for all of 
its members. However, these prices were below the Iraqi demands. A day 
later, OPEC, under intense pressure from Iraq, raised the price of oil 
to $21 per barrel. The patience with Iraq was running out as the US 
Senate voted to end all farm credits to Iraq in addition to prohibiting 
the transfer of military technology formally.

By the 31st of July, all intelligence sources in the West pointed to the 
fact that there were a large number of Iraqi forces assembling close to 
the Kuwaiti border. It was however, believed at the time to be a visible 
threat and a show of force in order for Iraq to persuade the Kuwaiti 
government to agree to their demands.

The diplomatic conflict was heightened when Iraqi representatives walked 
out of talks on the 1st August 1990, as the Kuwaiti Government turned 
down Iraqi claims to the islands of Bubiyan and Warba, both at the 
northern extreme of the Persian Gulf, in addition to a refusal to write 
off the $5.5 billion of debts that Iraq owed due to the war with Iran. 

Iraq decided to move.

At 2:00am on August 2nd 1990,  the sleepy silence of Kuwait was 
shattered by the sounds of Iraqi troops crossing the Kuwaiti border. The 
state was seized in under a day despite the attempt by brave, isolated 
pockets of Kuwaiti troops to halt the invasion. The Iraqi troops were 
supplemented by special forces whose mission was to take the Emirs 
palace in Kuwait City. As the Kuwaiti ground forces struggled in vain to 
defend the palace, the Emir of Kuwait, Sheikh Jaber Ahmed al-Sabah 
managed to flee to neighbouring Saudi Arabia. Kuwait however, was by 
now, in Iraqi control.

As the news spread to the rest of the world, action was decided upon. 
The United Nations Security Council called an emergency session and 
passed Resolution 660, condemning the invasion and demanding an 
immediate and unconditional withdrawal of Iraqi forces from Kuwait. The 
US government acted by freezing the assets of both Iraq and Kuwait and 
prohibiting trade between the two countries.

Days passed until the 6th August when Operation Desert Shield, a 
movement of military forces to the area was implemented by the US 
President, George Bush, after an appeal by the King Fahd of Saudi Arabia 
for foreign governments to send troops to his country. Operation Desert 
Shield turned out to be the largest ever military airlift ever seen. 
Meanwhile, in Kuwait, Iraqi troops began to round up citizens of Western 
states and an announcement from Saddam Hussein stated that the 
occupation of Kuwait was irreversible. Finally, another resolution 
from the UN Security Council, Resolution 661, placed trade sanctions 
between Iraq, Kuwait and the remainder of the world.

After nearly 5 months of diplomatic argument and stalemate, coupled with 
a huge amassing of allied forces in and around the Persian Gulf, Iraq 
stood firm. On 29th November 1990, Resolution 678 was passed by the 
Security Council giving Iraq a deadline of January 15th 1991 to withdraw 
from Kuwait. The resolution gave its member states full authorization to 
use all necessary means against Iraq after the passing of the 
deadline. War was, by now, becoming a very real threat.

One month later, on the 28th December, the USS Theodore Roosevelt left 
to supplement the forces now on standby in the Gulf. There were only 18 
days left.

As the 15th January 1991 arrived and passed without any military action, 
the world began to believe that the deadline was only a hollow threat 
and that the coalition forces were only attempting to frighten the Iraqi 
government into a U-turn. In fact, this belief had been stated by Saddam 
Hussein from the beginning. They would soon find out how wrong they 
were.

At midnight on Thursday 17th January 1991, Operation Desert Storm 
commenced..... 



ALLIED AIRCRAFT
Grumman F-14 Tomcat

Type: 		Two-seat carrier-based multi-role fighter.

Weights:		Empty		40,104 lb
			Loaded 	58,715 lb
			Maximum	74,349 lb

Performance:

Maximum Speed:	Sea Level	1.2 Mach (910 mph)
			At height	2.34 Mach (1,564 mph)

Climb rate: 		30,000 ft/min

Service ceiling:		56,000 ft

Range: 			2,000 miles with external fuel tanks

Armament:

One 20mm M61A-1 gun with 675 rounds of ammunition.

Fuselage pallets for four AIM-54 Phoenix AAMs.

Wing pylons used for either two Phoenix, or two Sparrow (AIM-7), or four 
sidewinders {AIM-9).

The F-14 is also capable of carrying the TARPS reconnaissance pod.


Notes:

The F-14 is equipped with the AWG-9 radar system which is enhanced with 
a TWS (track while scanning) system. This allows the F-14 to detect, 
select and track more than 20 air targets, pick out the six most 
threatening and launch six Pheonix missiles at a range of over 100 
miles! 

McDonnell Douglas/Northrop F/A-18 Hornet


Type: 		Single-seat carrier based multi-role fighter.

Weight:		Empty		23,050 lb
			Loaded		49,224 lb
			Maximum	50,064 lb
Performance:

Maximum Speed:	Sea Level	Subsonic
			At Altitude	1.8 Mach (1190mph)

Service Ceiling:	 49,000 ft

Range: 			461 miles

Armament:

One 20mm M61A-1 gun with 570 rounds

Wing tip mounts allow 2 AIM-9 missiles to be carried.

Four weapon pylons allow the following air to ground weapons to be 
carried:

AGME-84 Slam, AGM-65 Maverick, AGM-62 Walleye, Lau-97 rocket pod, MK82 
low drag bomb, MK83 low drag bomb, MK84 low drag bomb, MK82 High drag 
bomb, MK83 laser guided bomb and MK84 laser guided bomb. 

The Hornet can also carry the AGMA-84 Harpoon anti-ship missile and the 
AGM-88 HARM anti-radar missile.

						

Boeing C-135 Stratotanker


Type: 			In flight tanker

Weight:			Empty		109,000 lb
	
			Loaded		297,000 lb


Performance:

Maximum Speed: 	600 mph

Maximum Ceiling:	40,000 ft


Armament: None

Tansferable Fuel Capacity: 118,000 litres.


Notes: 

The Stratotanker has been in serivce for over 30 years with over 700 in 
service in various types.






ALLIED WARSHIPS
U.S.S. Theodore Roosevelt CVN-71

Type: 			Nuclear powered aircraft carrier

Displacement:		Light	72,798 tons

				Loaded 91,487 tons


Maximum Speed: 	30 Knots

Weapons: 			4 * 20mm Phalanx

				3 Sea Sparrow point defense missile systems

Aircraft Complement:	
			
			24 F-14 Tomcat

			24 F-18 Hornet
				
			14 A-6 Intruder
		
			5 E-2C Hawkeye

			5 A-6B Prowler

Complement:		3,000 plus 2,800 air wing

Notes:

One of the most powerful warships ever built. The Roosevelt is the ship 
your Carrier Air Wing is based on. 


Ticonderoga Class

Type:			Guided missile cruiser

Displacement:	9,600 tons full load

Maximum Speed:	30 knots



Weapons:		SSMs	8 Harpoon

			30 Tomahawk

			SAM	2 Twin Mk 26 launchers 				with 
68 SM-2

			2 Mk 41 launchers for 122 SM-2/Asroc ASW / Tomahawk

			Guns 2 single 5in turrets

			2 Phalanx 20mm

			2 40mm (saluting)

			Torpedo tubes	2 * 3 Mk32 21in

Complement:	 	 358

Note:

The Ticonderoga class uses the Aegis Combat System which is used to 
evaluate air targets and saturation missile attacks. This system allows 
22 missiles to be controlled to target simultaneously.


Oliver Hazard Perry Class


Type:			Frigate

Displacement:	2,750 tons light load

			3,605 tons full load

Maximum Speed:	29 knots

Weapons:	Missiles:	

			1 Mk 13 luancher for Harpoon(4 missiles carried) and 
SAM SM-1 missiles (36 carried)

			Guns: 1 3in turret
	    		   	1 20mm Phalanx

			Torpedo tubes:	2 * 3 Mk32

Complement:		185

Notes:

Designed at patrol ships, the Perry class are intended to act in a 
supporting role for the expensive specalized ASW and AAW ships.





Iowa Class


Type:			Battleship

Displacement:	45,000 tons standard

			58,000 tons full load


Maximum Speed:	30 knots
Weapons:
			Missiles: 
			8 quad Mk43 Tomahawk missile launchers

			4 quad Harpoon missile launchers

			Guns:		
			9 16in  in three triple turrets

			20 5in in ten twin turrets

			4 20mm phalanx 

Complement:		1,606

Notes:

The last battleships still in active service. Two of the four saw action 
during the Gulf War. The reactivation of these ships was achieved at a 
cost per ship less than that of a new Perry class frigate! These ships 
are capable of firing a broadside of 9 16in shells upto 24 miles making 
them a weapon to be feared.

Spruance Class

Type: 		Destroyer

Displacement:	5,770 tons light load

			7,810 tons full load

Maximum Speed:	33 knots

Weapons:		Missiles:	2 quad Harpoon launchers

			1 eirght tube Asroc launcher 
			with 24 missiles

			1 Sea Sparrow SAM launcher

			Guns:		
			2 5in turrets

			2 20mm Phalanx 

			Torpedo tubes	2 * 3 Mk 32

Complement:	296
 
Notes:

The Spruance class is primarily a ASW platform. This class has a 
formidable sonar array for finding targets for the Asroc missiles.



Enemy Aircraft
Mig 21 fishbed-C
Type:		Single-seat fighter.

Performance:	Maximum Speed	2 Mach (2,125 km/h)

Initial Climb:	25,900 ft / min

Service ceiling:	59,050 ft

Combat Radius:	220 km

Although the MIG 21 is old it is still a capable fighter.  It is small, 
manoeuvrable and incredibly tough and reliable.

Mig 23 Flogger



Type:		Single seat all-weather interceptor.

Performance:Maximum Speed 1.1 Mach 
		(1,350 km/h) at sea level

		2.25 Mach (2,500 km/h) at altitude

Initial Climb:	Unknown

Service Ceiling:	55,000 ft	

Combat Radius:	930 km

The MIG 23 is a formidable opponent in air-to-air combat.  Although it 
is much larger than the MIG 21 its variable geometry wings and powerful 
engines make it equally as agile, yet it carries a much greater payload 
of missiles.

MIG 25 Foxbat


Type:		All-weather long-range  interceptor

Performance:	Maximum Speed 2.82 Mach 
			(3,010 km/h) at altitude

Initial Climb:	41,000 ft / min

Service Ceiling:	73,000 ft

Range:		300 km

The MIG 25 is a very powerful interceptor. It is solidly built and is 
capable of extremely high speeds although the downside of this is that 
it has poor manoeuvrability.


MIG 29 Fulcrum

Type:		Single seat fighter

Performance:	Maximum Speed 1.1 Mach 
			(1,350 km/h) at sea level

			2.3 Mach (2,450 km/h) at altitude

Initial Climb:	Unknown

Service Ceiling:	Unknown	

Range:		650 km

The MIG 29 is the Iraqis newest combat aircraft it is agile powerful 
and carries a comprehensive range of electronic equipment and missiles, 
it poses the greatest threat to coalition aircraft.
Mirage III


Type:		Single seat interceptor or tactical strike

Performance: Maximum Speed 1.14 Mach 
		(1390 km/h) at sea level

		2.2 Mach (2350 km/h) at altitude

Initial Climb:	16,400 ft / min

Service Ceiling:	55,775 ft

Range:		1200 km

Primarily a light interceptor the Mirage has been used by many Middle 
Eastern countries due to its low cost, high speed and reliability.
Su 24


Type:			All weather attack

Performance:	Maximum Speed 1.5 Mach 
			(1,600 km/h) fully loaded

Initial Climb:	Unknown

Service Ceiling:	57,400 ft

Range:		322 km

The Su 24 is an air-to-ground attack plane it has a wide and varied 
payload and laser and infra red guidance systems.  It poses a great 
threat to coalition ground forces.




Su 25 Frogfoot

Type: All Weather attack

Performance:	Maximum Speed	915 km/h at sea level

						880 km/h fully loaded

Initial Climb:				Unknown

Service Ceiling:				Unknown

Range:					565 km



The Su 25 is an air-to-ground attack plane, it is slow yet incredibly 
agile.  It can carry a large amount of external stores and deliver them 
fairly accurately.	




AIRCRAFT	TYPE		MAX SPEED	RANGE  	ARMAMENT			

											
MIG 21	Fighter	Mach 1.4	595 nm	4 missiles and 23mm gun	
			
MIG 23	Fighter	Mach 2.4	625 nm	6/8 missiles + 23mm gun	
			
MIG 25	Interceptor	Mach 3.1	780 nm	4 missiles			
	
MIG 29	Fighter	Mach 2.2	1320 nm	6 missiles + int. gun	
			
MIRAGE III	LtIntrcptor	Mach 2.2	805 nm	4 missiles + 2 30mm guns
				
Su 24		Gnd Attack	Mach 1.5	1900 nm	2 30mm guns and various 
								bombs	+ guided missiles	
			
Su 25		Air Support	Mach 1.2	355 nm	1 30mm gun 4 missile 
								pods or 8 1,000lb bombs	
			



The carrier screen displaying the USS Roosevelt CVN-71, is where the 
main game options are decided. By moving the cursor around the screen 
using either the mouse, joystick or numeric keypad, options become 
available. As the cursor passes over a certain point in the screen, it 
will change into text stating the option available. To select this 
option, press either the mouse button, the fire button or the ENTER key.

To exit Combat Air Patrol and return to DOS, move the cursor to the top 
left of the screen.

SINGLE MISSION:

By moving the cursor to the F-18 at the front left hand side of the 
carrier, you can select the single mission option. This option will take 
you to the single mission monitor screen where you can select which type 
of mission to fly. Various land and sea based missions are available 
with numerous targets in addition to strikes on other enemy aircraft. In 
order to fly a single mission, a valid pilot must be selected (see pilot 
roster below), however, if a pilot is not selected, then you will be 
taken to the pilot roster screen in order to select one. More detail on 
the single mission game can be found in Chapter 7 - Single Mission.

TRAINING:

The F-18 at the right of the island takes you into the training mode. 
This option allows you to train and practice the many skills required to 
master CAP and defeat the Iraqi forces. On selecting this option, 
various training options are available:


CATAPULT:
	This allows you to practice a takeoff from the carrier deck using 
the catapult.

10000FT:
	This option will place you at 10000ft. Your next move is up to 
you!

FINAL APPROACH:

	To practice landing on the Roosevelt, choose this option.

FINAL APPROACH (NIGHT):

	As above but in the dark at night!

REFUELING:

	On longer missions, knowing how to refuel is imperative. This 
option allows you to train and learn how to refuel.
 
REFUELING (NIGHT):

	Once again, as above but at night.


AIR-TO-AIR:

	All pilots need to have razor sharp skills in order to survive for 
a sustained period of time. 	This option will allow you to practice 
air-to-air missile and cannon strikes against other aircraft.

AIR-TO-AIR (NIGHT):

	As above but at night.

AIR-TO-GROUND:

	Removing key strategic Iraqi ground installations and forces is an 
integral part of winning the battle in the Gulf. This option allows you 
to practice and experiment with the array of air-to-ground missiles 
available to you.

AIR-TO-GROUND (NIGHT):

	As above but, once again, at night.

Each of these training options can be selected by moving the cursor over 
the option and pressing the mouse button. The option will then be 
highlighted. To complete the choice, you must choose whether you wish to 
start the training either on the flight deck or airborne. Click on the 
option at the bottom of the screen to complete your choice and have fun!

If you select an option under the WEAPONS heading, you will be taken to 
the hangar deck for arnament before actually taking to the air in order 
for you to select your payload.


NOTE - 	
	Certain highlighted options will deactivate the FLIGHT DECK or 
AIRBORNE options as obviously you cannot practice your catapult takeoff 
at 10,000 feet!

INSTANT ACTION :

On selecting the F-14 on the catapult, you will be taken into the 
instant action game. This option will take you directly to 10,000 feet 
in an F-14 with enemy planes in close proximity. Weapons will be 
automatically loaded onto your aircraft so all you have to do is start 
shooting!


CAMPAIGN GAME :

The full campaign game can be selected by selecting the island. The 
campaign game gives you near total control over all factors involved in 
the conflict. Remember that if a valid pilot has not been selected 
before you choose this option, you will be taken to the pilot roster for 
pilot selection. Detailed information about the campaign game can be 
found in the chapter entitled - The Campaign. 


PILOT ROSTER :

To view or change the pilot roster, select the crew in front of the 
island. This option allows you to select a new pilot, starting your 
first mission as a Rookie pilot, or to continue a saved game taking on 
the Veteran status.

The monitor displays a list of pilots along with their current status, 
rank and squadron identity. VFA-9 is the call sign of the Roosevelts F-
18 squadron whilst VF-14 is the F-14 callsign
Abbreviations are used to signify the pilots status and are detailed as 
follows:

KIA - 	these are pilots that have been killed in action. These 
pilots can not be resurrected and can play no further part in the game.

RET - 	these are pilots who have been retired from the force. 
Retirements are primarily caused by injuries sustained during repeated 
ejections from an aircraft. After repeated ejections, the force of 
impact when the pilot hits the ground can cause compression of the spine 
or other disorders which will make the pilot unfit to fly.

DISHON - these are pilots who have been dishonourably discharged from 
the force due to malingering. Missing too many missions through sickness 
can cause you to be dishonorably discharged. You are no good to the 
allies if you pick and choose which missions you want to fly!!

MIA - 	these pilots are those who are missing in action. This is 
usually caused when a pilot is shot down over enemy territory.

POW - 	these are prisoners of war who are held in detention camps 
until the end of the conflict. Once again, this is usually after being 
shot down over enemy territory.

The opposite statuses refer to those pilots who cannot take any further 
part in the conflict. The active status of a pilot still available can 
either be ROOKIE or VETERAN. This status is dependent upon the 
experience and mission history of the pilots.


At the bottom of the monitor screen are four options - SELECT, INFO, 
ERASE and SAVE. To use these options, you must first select a pilot by 
moving the cursor over their name and pressing the mouse button. The 
pilot should now be highlighted. To choose another pilot, simply repeat 
the process to change the current pilot.

SELECT:

this will select the current pilot to continue a previous campaign if 
they are of Veteran status. If a Rookie pilot is selected, single 
missions and training missions will only be available.

NOTE - 
	A pilot will become a veteran once entered into a campaign and all 
new pilots start out as Rookies.

INFO:

displays the pilot information and statistics. Rank, callsign, squadron 
details, previous mission success rates are amongst other things 
recorded here.

ERASE:

this will remove the highlighted pilot from the roster and prompt you 
for a new pilot. You will be asked for the pilots name, callsign and 
the type of plane to be flown from Fighter (F-14) or Attack (F-18),

SAVE:

this will save the current highlighted pilot and campaign position to 
disk. Note that even though your camapign and pilot status are 
continually updated throughout the duration of the operation, you are 
required to save your pilot if you wish to leave Operation Desert Storm 
and continue at a later date.

NOTE - 
	To leave the pilot roster screen simply press the right mouse 
button. 

	You must enter the pilot roster before entering into a campaign 
game, single mission or a training session.

GAME CONFIGURATION :

 If you wish to change any of the game options, the configuration option 
can be found on the ships hull. By selecting this option, certain 
aspects of the game can be changed by clicking the mouse button on the 
option in order to change it. To exit this screen back to the carrier 
screen, press the right mouse button.


On selecting this option, the first thing asked will be whether you 
would like to calibrate the joystick. If you wish to calibrate the 
joystick, respond with Y else press N.

JOYSTICK CALIBRATION :

CAP will support most analogue and digital joysticks including two 
button versions. To calibrate the joystick, follow the on screen 
prompts. Note that like the soundcard configuration, you only need to 
calibrate the joystick once as CAP will remember the settings. If 
however, you change your joystick, you will require to re-calibrate the 
joystick.



MAX ENEMY AIRCRAFT:

This will allow you full control over how many enemy aircraft are in the 
air at any one time.

PERSONAL DAMAGE:

This option allows you to turn off personal damage to yourself, 
therefore, being indestructible!

WINGMAN DAMAGE:

As above but for your wingmen instead.

UNLIMITED WEAPONS:

A normal aircraft has a maximum load of weapons it can carry. When these 
have all been used you cant shoot anything. This option allows you to 
have an infinite number of weapons!

CRASH DETECT:

Obviously, flying into a hill or other solid object can cause some 
serious damage to your plane and person! This option allows you to fly 
through hills and other solid objects without damage.

CAMPAIGN MISSION START:

This option allows you to choose where you wish to start your campaign 
missions. The options are:
	
	TARGET whereby you start in the air in close proximity to the 
target. 
	
	CARRIER which starts you off on the carrier deck.
	
	RANDOM which gives you a random position to start from.


VIEW DEPTH:

Allows you to change the depth of the 3D landscape. Three options LOW, 
MEDIUM, and HIGH are available. If CAP runs slowly on your machine, we 
suggest you change the view depth to a lower setting to acheive a good 
speed.

DAY/NIGHT:

This option will allow you to fly all mission when ON, however, when set 
to OFF, only daytime missions will be available.

CLOUDS:

Turns the clouds ON or OFF. For greater speed, select OFF.

VISIBLE PAYLOAD:

For external views, this option allows you to have either a visible 
payload, or an invisible payload for greater speed.



When you enter the hangar deck from either the OPS room (campaign game) 
or via training mode or single mission game, you will see your aircraft 
awaiting its payload. 

The bottom half of the armament screen consists of four buttons along 
with the complete stocks of weapons. Note that not all of the weapons 
will be available as each aircraft carries differing ordinance. (Eg. an 
F-14 cannot carry A/G missiles)

The buttons to the left and right of the weapons are 
as follows :

DEFAULT - clicking on this option, loads your aircraft with the default 
payload

CLEAR - this option will clear all loaded weapons from your aircraft

DELETE - when this option is selected, the cursor will change to a 
spanner. Clicking this spanner over any weapons currently loaded onto 
your aircraft will remove them, thus leaving the pylons or fuselage free 
for other weapons

ADD - this option will allow you to add weapons onto the aircraft. After 
you have selected this option, move the cursor to the weapon required in 
the bottom half of the screen and click the mouse button. If the 
selected weapon is available for the current aircraft, the available 
pylons or mountings will be highlighted on the aircraft. Choose which 
highlighted mounting you wish to place the weapon and, still keeping the 
mouse button held, drag the weapon to the mounting and release the mouse 
button. The weapon should now be seen on the selected pylon. Continue 
this procedure until you are satisfied with your choice. When you are 
satisfied with your choice, selecting the COCKPIT option will take you 
to the aircraft cockpit.


Multi Purpose Weapons:

M-61A -
This multi-barreled 20mm cannon can be used both in air-to-air and air-
to-ground combat. The weapons is always carried by default by both the 
F-14 and the F-18 and therefore, there is no need to select this weapon 
from the hangar deck - it will always be there. The M-61A cannon, also 
known as the Vulcan Cannon, fires up to 100 high velocity rounds per 
second through six barrels. The aircraft itself, carries an advanced 
targeting system which calculates the distance, heading and velocity of 
the target, and aims the cannon according to these instructions, ahead 
of the target. In effect, this means that the cannon is not necessarily 
aimed directly at the target but ahead of it, allowing for the movement 
of the target aircraft in the period between firing and striking.

To fire the M-61A, make sure that the HUD display shows the GUN discrete 
in the bottom left corner. Note that next to the GUN, you will find how 
many rounds are remaining. A circular aiming discrete will appear on the 
HUD and a square target box will surround any targets viewed through the 
HUD. Align the target box with the aiming discrete and a SHOOT message 
will appear below the HUD when the cannon is on target.

Air-to-Air Weapons:


AIM-54 PHOENIX -
This air-to-air missile is carried by the F-14 only. It is a long range, 
fire and forget radar homing air-to-air missile costing over half a 
million dollars each! At just over 4m in length, these missiles are by 
far, the most sophisticated and costly A/A missile in the world. This 
985lb weapon has a speed of Mach 5 plus and an operational range of 124 
miles (200km). A feature of the Phoenix is the advanced radar tracking 
capabilities is has for accurate target identification along with a 
default attack mode which assumes that the target is travelling head-on; 
a notoriously difficult strike scenario. The Phoenix tracks the target 
long range, under internal guidance. switching to radar to illuminate 
the target when within a close range.


AIM-7 SPARROW -
Carried by both the F-14 and the F-18, this air-to-air strike weapon is 
a medium range weapon with a speed of about Mach 4 and a range of 28 
miles. Powered by a solid motor, the Sparrow features an advanced radar 
guidance system (SARH - semi active radar homing), in which the firing 
aircraft bounces a radar beam off the target which acts as a path for 
the missile. In effect, this means that the launch plane must be 
travelling towards the target to illuminate it and that continuous 
tracking of the target must be maintained up until impact.

AIM-9 SIDEWINDER -
The mainstay close combat heat seeking missile, the Sidewinder, is 
cabable of being carried by both the featured aircraft, the F-14 and the 
F-18. Equipped with highly sensitive Infra Red (IR) seeking equipment, 
the missile can home in on any IR source emitted by an enemy aircraft. 
Primarily used in short range combat situations, the Sidewinder has an 
operational range of about 11 miles coupled to a speed of Mach 2.5. One 
major drawback of the Sidewinder is that it is especially vulnerable to 
decoy flares.

To fire these air-to-air weapons, it must be remembered that missile 
selection is imperative if a high kill ratio is to be acheived. The 
range indicator is a vital tool in acheiving this and must be used.
With the HUD in A/A mode, the appropriate missile can be selected with 
the ENTER key. As the weapons toggle through, the discrete in the bottom 
left of the HUD will change to indicate which weapon is selected. When 
the MFD indicates an enemy presence, choose the missile following the 
range guidelines remembering, however, that due to the nature of air 
combat which is played out at high speed in 3 dimensions, there are an 
infinitely variable number of strike possibilities. In effect, and 
guidelines that this manual may give you, must be modified with regard 
to any individual strike scenario.

With a sidewinder selected, a large circular discrete will appear on the 
HUD. If a target is locked-on to within this zone, then there is a high 
strike probability. Pressing the (T) key will command the missile and 
aircraft systems to search for a target and lock on. If a target is 
found and locked-on to by the aircraft radar systems, a square box will 
surround it. The missile borne target detection systems will then follow 
this with a diamond shaped discrete which, when it reaches the square 
discrete, will indicate a lock. If the target is in range for the 
missile selected, the cockpit will display a SHOOT message signifying 
the pilot to fire their missiles.

The above instructions are identical for all A/A missiles although, with 
the Sparrow missile, the SARH system requires that the launch aircraft 
continues in the direction of the target until a strike is acheived. The 
Phoenix and Sidewinder missiles however, can be left to strike under 
their own internal guidance systems.



Air-to ground weapons:

The following A/G weapons can only be loaded onto the F-18.

AGM-88A HARM -
The HARM (High speed anti radiation missile), answered the military need 
for a missile that could detect and lock onto enemy radar radiation and 
destroy the source, preferably before the unit could be turned off. If 
the unit is turned off however, the HARM will continue its strike path, 
invariably hitting the target with accuracy.

To fire the HARM missile, select it in the A/G HUD mode. The missile 
will then detect any ground based radiation source using the receiver in 
the HARM nose cone. Any sources found, can be locked onto using the (T) 
key and fired with the SPACE key.


AGM-84A HARPOON -
The Harpoon is primarily an anti-ship missile. With a range of over 57 
miles, the Harpoon, once launched, skims the surface of the sea 
therefore evading radar detection. Only seconds before striking the 
vessel, does the missile break into the radar detection zone. In the 
final attack phase, the Harpoon suddenly pulls up to strike the target 
from above, thus hitting the vessel in its most vulnerable and damaging 
area.

To fire the Harpoon, lock onto the target with the (T) key and fire with 
the SPACE key. 


AGM-84e SLAM -
The stand-off land attack missile (SLAM), is a variant on the Harpoon, 
used for land based targets. Replacing the radar homing guidance system 
of the Harpoon, the SLAM is fitted with the Maverick IR seeker and the 
Walleye TV guidance system which, combined with a modified warhead 
suitable for the penetration of fortified targets, makes the SLAM a 
powerful A/G missile.

To fire the SLAM missile, move into the vicinity of the target and 
select the SLAM missile. Using f10 to access the missile camera, press 
SPACE to launch the missile. The missile will then travel in the general 
direction, however, a second press of the SPACE key will allow manual 
guidance of the missile using the cursor keys. Manual control should 
only be used when the target is in visual contact, as the internal 
guidance systems of the missile have a much higher degree of accuracy 
over long distances than a pilot could hope to acheive. Remember to 
ensure that the aircraft is in level flight before switching to the 
missile view.


AGM-65 MAVERICK - 
The Maverick is an air-to-surface surface missile that fills an 
important gap in the attack capabilites of a large number of aircraft 
and was designed for just that - to be a compact missile designed for 
carriage by several aircraft. The first Mavericks possessed a TV 
guidance system although later missiles are fitted with an IR imaging 
system which allowed greater accuracy, even at night.

To fire the Maverick missile, select the appropriate missile and enter 
the missile view by pressing f10. A crosshair sight will appear in the 
centre of the screen. Carefully manoeuvre the aircraft so that the 
crosshair is over the target. Note that you are not moving the crosshair 
but the aircraft itself to attain a lock. When this is attained, press 
the SPACE key to command the missile to search the selected area for a 
valid target. The Maverick will then scan the area selected and lock 
onto any possible targets. Press SPACE to fire the missile.



AGM-62 WALLEYE - 
The Walleye has been described as the most accurate and effective air-
to-surface conventional weapon ever developed anywhere by the US 
military. Despite being an unpowered glide bomb, this weapon has a TV 
guidance system which offers target identification and the facility to 
guide the bomb towards the target.

For maximum accuracy and effectiveness, this bomb should be released at 
medium to high altitudes. The missile TV camera can be accessed by the 
f10 view. After pressing SPACE to release the bomb, it can then be 
guided towards the target using the same controls used for the aircraft 
(ie cursor keys, joystick or mouse). Remember however, to leave the 
plane in level flight before switching to missile control. 


LAU-97 ZUNI -
The Zuni rockets are mutiple fire, non guided rockets and are fired from 
wing mounted launchers. These weapons are especially effective against 
soft skinned targets such as supply columns and infantry units. 

To fire the Zuni rockets, select the weapon and line up the target with 
the HUD crosshair before firing.


MK-82/MK-83/MK-84 -
This family of freefall bombs fulfil a vital tactical role in the 
arsenal of any strike aircraft. Essentially a traditional freefall bomb, 
the range includes low drag (LD) and high drag (HD) varieties. The low 
drag bomb allows the attacking aircraft to release the bomb some 
distance away from the target - the bomb then continues the trajectory 
of the attck towards the target. The high drag variety however, 
possesses a mechanism which scoops the air as the bomb descends, 
therefore slowing the drop rate of the bomb. This ensures that the bomb 
falls vertically into the target and allows the pilot to fly straight 
over the target to release the bomb. It also allows the pilot to clear 
the target before the bomb detonates.

To fire the bombs in level flight, align the central crosshair on the 
HUD display with the target. Next, lock onto the target by pressing the 
SPACE key. If the lock-on box is not aligned with the target, release 
locking by pressing (X) and then relock. As you close in on the target, 
a vertical line is drawn on the HUD which allows you to keep on course 
for the target. If the line deviates from the centre of the display, 
compensate your course in the direction of the deviation until the line 
is re-centred. When the top of the line hits the centre of the screen, 
the bombs should be released.

If a bombing run is initiated from a dive (dive bombing), the pilot must 
dive towards the target after gaining sufficient attack altitude and a 
circular CCIP symbol (continuously computed impact point) will be 
displayed on the HUD showing the point of impact if the bombs were to be 
released at that moment. Once the CCIP is over the target, release...


PAVEWAY MK-83/MK-84 LGBs - 
Another variation of the above bomb family employing a laser guidance 
unit to accurately guide the bombs to their target. For LGBs to be 
carried, the aircraft must also carry the ASQ-173 laser guidance system.

To fire the LGBs, select the weapon and using the f10 camera view, lock 
onto the target with the (T) key and fire to release the bomb. If the 
bomb is released with enough altitude and the plane was flying over the 
target, then the bomb should hit if released within range. Typical 
release altitudes are between 15,000ft and 20,000ft so that the attack 
aircraft is above AAA fire.




Other Payloads:

ASQ-173 LASER TRACKER -
This piece of equpiment is essential if the aircraft is to use Paveway 
LGBs. It is mounted under the aircraft and offers electronic imaging of 
the terrain immediately surrounding the aircraft, from which the target 
may be selected.


CHAFF -
Chaff is carried by fighter aircraft as a defence against radar-guided 
missiles. When the aircraft detects a radar lock by an approaching 
missile, clouds of metal strips are released to fool the missile into 
thinking that the loud is a target - thus the missile destroys the 
chaff. Chaff is automatically loaded onto your aircraft and can be 
released by using the DELETE key.


FLARES -
Like chaff, flares are used to decoy any infra-red missiles approaching 
the aircraft. The flares burn with an increased intensity to that of the 
aircraft engines thus, hopefully, attracting the attentions of any 
missiles. After a flare release, evasive action must be taken to 
distance the aircraft from the flare. Flares are automatically loaded 
onto the aircraft and can be released with the INSERT key.
Hints on weapon use :

Remember that (T) is to lock and (X) will break a target lock

When in the electronic camera view (f10), use your zoom keys for greater 
clarity

Always ensure that your aircraft is in level flight before switching to 
camera view
 
-
					
Weapon		Type	Plane	Description					Range
					
M-61A			Both	Both	Multi-Barrel 20mm cannon		2nm

AIM-54 Phoenix	AtA	F-14	Long range, fire and forget		125nm
					radar homing air-to-air missile

AIM-7 Sparrow	AtA	Both	Medium range air-to-air missile	28nm
					requires illumination from planes
					radar

AIM-9 Sidewinder.	AtA	Both	Short range air-to-air missile	11nm
					self homing	infra red seeker 

AGM-88 HARM 	AtG	F/A-18Anti-Radar missile, locks onto radar11.5nm
					(High-speed Anti-Radiation Missile)
					source and guides automatically to it
				
AGM-84a Harpoon	AtG	F/A-18Anti-Shipping missile, requires	57nm
					manual lock on target, self guiding
					after fired
AGM-84e SLAM 	AtG	F/A-18Fired at distance and guided onto	57nm
					target manually
					(Stand-off Land Attack Missile)		

AGM-65 Maverick	AtG	F/A-18Locked onto target manually, self 	20nm
					guiding after fired

AGM-62 Walleye	AtG	F/A-18Free falling optically guided bomb	30nm
					controlled manually

LAU-97 Zuni		AtG	F/A-18Multiple fire non-guided rockets	5nm

MK-82 LD(Low Drag)AtG	F/A-18Free fall dumb bomb			-

MK-82 HD(HighDrag)AtG	F/A-18Free fall retarded dumb bomb		-	

MK-83 LD(Low Drag)AtG	F/A-18Free fall dumb bomb			-

MK-84 LD(Low Drag)AtG	F/A-18Free fall dumb bomb			-

MK-83 LGB 		AtG	F/A-18Laser guidance, lock laser onto	-
					target, bomb homes automatically

MK-84 LGB		AtG	F/A-18Laser guidance, lock laser onto	-
					target, homes automatically




When you enter the hangar deck from either the OPS room (campaign game) 
or via training mode or single mission game, you will see your aircraft 
awaiting its payload. 

The bottom half of the armament screen consists of four buttons along 
with the complete stocks of weapons. Note that not all of the weapons 
will be available as each aircraft carries differing ordinance. (Eg. an 
F-14 cannot carry A/G missiles)

The buttons to the left and right of the weapons are 
as follows :

DEFAULT - clicking on this option, loads your aircraft with the default 
payload

CLEAR - this option will clear all loaded weapons from your aircraft

DELETE - when this option is selected, the cursor will change to a 
spanner. Clicking this spanner over any weapons currently loaded onto 
your aircraft will remove them, thus leaving the pylons or fuselage free 
for other weapons

ADD - this option will allow you to add weapons onto the aircraft. After 
you have selected this option, move the cursor to the weapon required in 
the bottom half of the screen and click the mouse button. If the 
selected weapon is available for the current aircraft, the available 
pylons or mountings will be highlighted on the aircraft. Choose which 
highlighted mounting you wish to place the weapon and, still keeping the 
mouse button held, drag the weapon to the mounting and release the mouse 
button. The weapon should now be seen on the selected pylon. Continue 
this procedure until you are satisfied with your choice. When you are 
satisfied with your choice, selecting the COCKPIT option will take you 
to the aircraft cockpit.


Multi Purpose Weapons:

M-61A -
This multi-barreled 20mm cannon can be used both in air-to-air and air-
to-ground combat. The weapons is always carried by default by both the 
F-14 and the F-18 and therefore, there is no need to select this weapon 
from the hangar deck - it will always be there. The M-61A cannon, also 
known as the Vulcan Cannon, fires up to 100 high velocity rounds per 
second through six barrels. The aircraft itself, carries an advanced 
targeting system which calculates the distance, heading and velocity of 
the target, and aims the cannon according to these instructions, ahead 
of the target. In effect, this means that the cannon is not necessarily 
aimed directly at the target but ahead of it, allowing for the movement 
of the target aircraft in the period between firing and striking.

To fire the M-61A, make sure that the HUD display shows the GUN discrete 
in the bottom left corner. Note that next to the GUN, you will find how 
many rounds are remaining. A circular aiming discrete will appear on the 
HUD and a square target box will surround any targets viewed through the 
HUD. Align the target box with the aiming discrete and a SHOOT message 
will appear below the HUD when the cannon is on target.

Air-to-Air Weapons:


AIM-54 PHOENIX -
This air-to-air missile is carried by the F-14 only. It is a long range, 
fire and forget radar homing air-to-air missile costing over half a 
million dollars each! At just over 4m in length, these missiles are by 
far, the most sophisticated and costly A/A missile in the world. This 
985lb weapon has a speed of Mach 5 plus and an operational range of 124 
miles (200km). A feature of the Phoenix is the advanced radar tracking 
capabilities is has for accurate target identification along with a 
default attack mode which assumes that the target is travelling head-on; 
a notoriously difficult strike scenario. The Phoenix tracks the target 
long range, under internal guidance. switching to radar to illuminate 
the target when within a close range.


AIM-7 SPARROW -
Carried by both the F-14 and the F-18, this air-to-air strike weapon is 
a medium range weapon with a speed of about Mach 4 and a range of 28 
miles. Powered by a solid motor, the Sparrow features an advanced radar 
guidance system (SARH - semi active radar homing), in which the firing 
aircraft bounces a radar beam off the target which acts as a path for 
the missile. In effect, this means that the launch plane must be 
travelling towards the target to illuminate it and that continuous 
tracking of the target must be maintained up until impact.

AIM-9 SIDEWINDER -
The mainstay close combat heat seeking missile, the Sidewinder, is 
cabable of being carried by both the featured aircraft, the F-14 and the 
F-18. Equipped with highly sensitive Infra Red (IR) seeking equipment, 
the missile can home in on any IR source emitted by an enemy aircraft. 
Primarily used in short range combat situations, the Sidewinder has an 
operational range of about 11 miles coupled to a speed of Mach 2.5. One 
major drawback of the Sidewinder is that it is especially vulnerable to 
decoy flares.

To fire these air-to-air weapons, it must be remembered that missile 
selection is imperative if a high kill ratio is to be acheived. The 
range indicator is a vital tool in acheiving this and must be used.
With the HUD in A/A mode, the appropriate missile can be selected with 
the ENTER key. As the weapons toggle through, the discrete in the bottom 
left of the HUD will change to indicate which weapon is selected. When 
the MFD indicates an enemy presence, choose the missile following the 
range guidelines remembering, however, that due to the nature of air 
combat which is played out at high speed in 3 dimensions, there are an 
infinitely variable number of strike possibilities. In effect, and 
guidelines that this manual may give you, must be modified with regard 
to any individual strike scenario.

With a sidewinder selected, a large circular discrete will appear on the 
HUD. If a target is locked-on to within this zone, then there is a high 
strike probability. Pressing the (T) key will command the missile and 
aircraft systems to search for a target and lock on. If a target is 
found and locked-on to by the aircraft radar systems, a square box will 
surround it. The missile borne target detection systems will then follow 
this with a diamond shaped discrete which, when it reaches the square 
discrete, will indicate a lock. If the target is in range for the 
missile selected, the cockpit will display a SHOOT message signifying 
the pilot to fire their missiles.

The above instructions are identical for all A/A missiles although, with 
the Sparrow missile, the SARH system requires that the launch aircraft 
continues in the direction of the target until a strike is acheived. The 
Phoenix and Sidewinder missiles however, can be left to strike under 
their own internal guidance systems.



Air-to ground weapons:

The following A/G weapons can only be loaded onto the F-18.

AGM-88A HARM -
The HARM (High speed anti radiation missile), answered the military need 
for a missile that could detect and lock onto enemy radar radiation and 
destroy the source, preferably before the unit could be turned off. If 
the unit is turned off however, the HARM will continue its strike path, 
invariably hitting the target with accuracy.

To fire the HARM missile, select it in the A/G HUD mode. The missile 
will then detect any ground based radiation source using the receiver in 
the HARM nose cone. Any sources found, can be locked onto using the (T) 
key and fired with the SPACE key.


AGM-84A HARPOON -
The Harpoon is primarily an anti-ship missile. With a range of over 57 
miles, the Harpoon, once launched, skims the surface of the sea 
therefore evading radar detection. Only seconds before striking the 
vessel, does the missile break into the radar detection zone. In the 
final attack phase, the Harpoon suddenly pulls up to strike the target 
from above, thus hitting the vessel in its most vulnerable and damaging 
area.

To fire the Harpoon, lock onto the target with the (T) key and fire with 
the SPACE key. 


AGM-84e SLAM -
The stand-off land attack missile (SLAM), is a variant on the Harpoon, 
used for land based targets. Replacing the radar homing guidance system 
of the Harpoon, the SLAM is fitted with the Maverick IR seeker and the 
Walleye TV guidance system which, combined with a modified warhead 
suitable for the penetration of fortified targets, makes the SLAM a 
powerful A/G missile.

To fire the SLAM missile, move into the vicinity of the target and 
select the SLAM missile. Using f10 to access the missile camera, press 
SPACE to launch the missile. The missile will then travel in the general 
direction, however, a second press of the SPACE key will allow manual 
guidance of the missile using the cursor keys. Manual control should 
only be used when the target is in visual contact, as the internal 
guidance systems of the missile have a much higher degree of accuracy 
over long distances than a pilot could hope to acheive. Remember to 
ensure that the aircraft is in level flight before switching to the 
missile view.


AGM-65 MAVERICK - 
The Maverick is an air-to-surface surface missile that fills an 
important gap in the attack capabilites of a large number of aircraft 
and was designed for just that - to be a compact missile designed for 
carriage by several aircraft. The first Mavericks possessed a TV 
guidance system although later missiles are fitted with an IR imaging 
system which allowed greater accuracy, even at night.

To fire the Maverick missile, select the appropriate missile and enter 
the missile view by pressing f10. A crosshair sight will appear in the 
centre of the screen. Carefully manoeuvre the aircraft so that the 
crosshair is over the target. Note that you are not moving the crosshair 
but the aircraft itself to attain a lock. When this is attained, press 
the SPACE key to command the missile to search the selected area for a 
valid target. The Maverick will then scan the area selected and lock 
onto any possible targets. Press SPACE to fire the missile.



AGM-62 WALLEYE - 
The Walleye has been described as the most accurate and effective air-
to-surface conventional weapon ever developed anywhere bu the US 
military. Despite being an unpowered glide bomb, this weapon has a TV 
guidance system which offers target identification and the facility to 
guide the bomb towards the target.

For maximum accuracy and effectiveness, this bomb should be released at 
medium to high altitudes. The missile TV camera can be accessed by the 
f10 view. After pressing SPACE to release the bomb, it can then be 
guided towards the target using the same controls used for the aircraft 
(ie cursor keys, joystick or mouse). Remember however, to leave the 
plane in level flight before switching to missile control. 


LAU-97 ZUNI -
The Zuni rockets are mutiple fire, non guided rockets and are fired from 
wing mounted launchers. These weapons are especially effective against 
soft skinned targets such as supply columns and infantry units. 

To fire the Zuni rockets, select the weapon and line up the target with 
the HUD crosshair before firing.


MK-82/MK-83/MK-84 -
This family of freefall bombs fulfil a vital tactical role in the 
arsenal of any strike aircraft. Essentially a traditional freefall bomb, 
the range includes low drag (LD) and high drag (HD) varieties. The low 
drag bomb allows the attacking aircraft to release the bomb some 
distance away from the target - the bomb then continues the trajectory 
of the attck towards the target. The high drag variety however, 
possesses a mechanism which scoops the air as the bomb descends, 
therefore slowing the drop rate of the bomb. This ensures that the bomb 
falls vertically into the target and allows the pilot to fly straight 
over the target to release the bomb. It also allows the pilot to clear 
the target before the bomb detonates.

To fire the bombs in level flight, align the central crosshair on the 
HUD display with the target. Next, lock onto the target by pressing the 
SPACE key. If the lock-on box is not aligned with the target, release 
locking by pressing (X) and then relock. As you close in on the target, 
a vertical line is drawn on the HUD which allows you to keep on course 
for the target. If the line deviates from the centre of the display, 
compensate your course in the direction of the deviation until the line 
is re-centred. When the top of the line hits the centre of the screen, 
the bombs should be released.
If a bombing run is initiated from a dive (dive bombing), the pilot must 
dive towards the target after gaining sufficient attack altitide and a 
circular CCIP symbol (continuously computed impact point) will be 
displayed on the HUD showing the point of impact if the bombs were to be 
released at that moment. Once the CCIP is over the target, release...


PAVEWAY MK-83/MK-84 LGBs - 
Another variation of the above bomb family employing a laser guidance 
unit to accurately guide the bombs to their target. For LGBs to be 
carried, the aircraft must also carry the ASQ-173 laser guidance system.

To fire the LGBs, select the weapon and using the f10 camera view, lock 
onto the target with the (T) key and fire to release the bomb. If the 
bomb is released with enough altitude and the plane was flying over the 
target, then the bomb should hit if released within range. Typical 
release altitudes are between 15,000ft and 20,000ft so that the attack 
aircraft is above AAA fire.




Other Payloads:

ASQ-173 LASER TRACKER -
This piece of equpiment is essential if the aircraft is to use Paveway 
LGBs. It is mounted under the aircraft and offers electronic imaging of 
the terrain immediately surrounding the aircraft, from which the target 
may be selected.


CHAFF -
Chaff is carried by fighter aircraft as a defence against radar-guided 
missiles. When the aircraft detects a radar lock by an approaching 
missile, clouds of metal strips are released to fool the missile into 
thinking that the loud is a target - thus the missile destroys the 
chaff. Chaff is automatically loaded onto your aircraft and can be 
released by using the DELETE key.


FLARES -
Like chaff, flares are used to decoy any infra-red missiles approaching 
the aircraft. The flares burn with an increased intensity to that of the 
aircraft engines thus, hopefully, attracting the attentions of any 
missiles. After a flare release, evasive action must be taken to 
distance the aircraft from the flare. Flares are automatically loaded 
onto the aircraft and can be released with the INSERT key.
Hints on weapon use :

Remember that (T) is to lock and (X) will break a target lock

When in the electronic camera view (f10), use your zoom keys for greater 
clarity

Always ensure that your aircraft is in level flight before switching to 
camera view
 



The single mission option allows you to choose an individual sortie 
against a single selected target. Both air and ground targets are 
available, however, your role in the mission will depend on the mission 
itself and the squadron of the pilot selected. Air to air combat can be 
undertaken with either aircraft but if a ground target is selected with 
an F-14, you will escort the attack aircraft into the target. You may 
select a mission from the following list of targets :


FLEET BARCAP :

Enemy aircraft are approaching the naval fleet. Intercept aircraft need 
to be scrambled in order to stop them. This is an ideal scenario for the 
F-14 although an F-18 armed with Sidewinders or Sparrows are mighty 
adversaries.

BRIDGE BUSTING :

Bridges provide a vital artery of communication and transport for the 
enemy. Removal of bridges was a primary objective during the initial 
phases of Operation Desert Storm and will assist the allies greatly, 
further into the conflict.
TRAIN BUSTING :

Railways, like bridges, are a vital supply line for the Iraqi military. 
Destruction of trains will severely affect the Iraqi war machine and 
will assist later missions.

CONVOY STRAFFE :

The movement of large convoys of armoured vehicles or troops across both 
Iraq and Kuwait make important strike targets for allied pilots. As a 
note, strafe refers to the use of heavy cannon fire against a target.

RUNWAY STRAFFE :

Perhaps the most overriding objective of the early stages of the 
campaign is to gain air supremacy. An obvious way to acheive this is to 
knock out the runways, thus not allowing aircraft to mobilise.

AIRCRAFT SHELTERS :

Unfortunately, airstrips can be repaired relatively easily, however, 
aircraft and other precision equipment cannot. Take out the shelters and 
bunkers close to the airstrips as these house the aircraft and important 
flight equipment.
AAA SUPPRESSION :

Anti-aircraft artillery shells (AAA) are fitted with altitude and 
proximity fuses. This essentially means that a direct hit is not 
required, for if the shell passes close to an aircraft, it will 
detonate. Beware, the shrapnel can be exceedingly hazardous. The 
altitude fuse detonates the shell when it passes a certain altitude - 
the altitude that the gun crew calculate to be your height! Be wary and 
ignore them at your peril!

SAM SUPPRESSION :

Surface to air missiles (SAM) are major Iraqi threat to allied aircraft. 
Destroy these installations to assist the allied forces in forthcoming 
missions.

SCUD STRIKE :

Scud missiles pose a huge threat to the stability of the Gulf region 
during the conflict. These mobile, long range missiles are capable of 
carrying nuclear, chemical or massive conventional warheads and are the 
most effective long-range weapons available to the Iraqis. Sources 
indicate that Iraq may attempt to involve other Middle Eastern states in 
the conflict by targeting strategic installations so far uninvolved. 
This must be avoided at all costs - their destruction is imperative.
CONVY STRIKE (MARITIME) :

Warships and cargo vessels can take up a convoy formation to provide 
maximum defensive capabilities. These targets combine enormous defensive 
firepower and small targets.

OIL RIG :

Notoriosly difficult to attack from the air, the function of oil rigs 
changed during the conflict from the their normal operation to being 
strategically important emplacements often housing enemy heavy 
artillery.

GUN BOATS :

Fast, well armed and very tiny, these targets provide perhaps the most 
testing of air to ground scenarios.

IND STRIKE :

Heavy industrial sites are a prime target for allied airstrikes. Removal 
of these sites will deal a major blow to the Iraqi threat. Intelligence 
reports state that Iraq may possibly producing toxic chemicals at some 
of these sites for use with chemical weapons. 

SURFACE THREAT :

A surface attack upon the fleet by either an enemy convoy or gun boat 
will be an ever present threat to Operation Desert Storm. These attacks 
will possibly comprise of a number of vessels with a variety of attack 
and defence mechanisms and weapons, and will require both courage and 
skill from the allied pilots to deal with effectively. The fleet must be 
defended at all costs!


Once you have selected which mission you wish to fly, select whether you 
wish to start on the flight desk of the Roosevelt or airborne in close 
proximity to the target.


NOTE - 
a valid pilot must be selected for single missions. If a pilot has not 
been selected, you will automatically be taken to the pilot roster 
screen to select one. In addition, remember that a VETERAN pilot will 
only fly in the campaign and a ROOKIE will only fly single missions and 
training missions.
   





The campaign game is where you can influence the outcome of the war with 
your flying skills. Complete your missions successfully, and the 
conflict may come to an end sooner rather that later, saving thousands 
of lives in the process.

When entering into a campaign, you must first select  pilot from the 
pilot roster screen. Remember that only VETERAN pilots may fly in the 
campaign. After a valid pilot has been selected, you will be taken to 
the OPS room. 

The OPS room is where you will be able to strategically decide the 
outcome of the conflict. All of your decisions will be made here. Like 
the carrier screen, there are various options available to you when in 
the OPS room.


STRATEGIC MAP :

The strategic map is where you can determine a campaign strategy. When 
entering the strategic map, you will see a map of both allied and Iraqi 
forces - allied in green, Iraqi in red. In addition to the map, the 
magnifying glass at the top of the map, allows you to zoom in to see 
more detail. To zoom into the map, use the left mouse button, to zoom 
back out of the map, use the right mouse button whilst the cursor is on 
the map. To the right of the map, you will find some compass points. By 
clicking on these points, you can scroll the map around in whatever 
direction you require. Finally, the mug to the left of the map will exit 
back to the OPS room.

When a campaign first starts, the position shows Iraqi forces in control 
of Kuwait and in a strong defensive position. Allied forces are prepared 
for an invasion with all land units on the battle plan. The first step 
is to decide on a strategy. Remember that Desert Storm priorities are 
based upon the requirement to free Kuwait City and the to drive Iraqi 
forces from sovereign Kuwaiti territory. Your objectives, however, may 
be different.

To initiate a strategy, move the cursor onto the map. The cursor will 
change to an arrow with a SRCH message next to it, and in addition, the 
map reference at the base of the map will show exactly where the cursor 
is pointing. As the cursor is moved over a unit, it will turn red and 
the text will change to INFO. If you now click the mouse button, a 
window will appear to the left of the map outlining the unit. 
From top to bottom the info given is as follows :

UNIT - number of unit and whether friendly or hostile

TYPE - type of unti such as infantry, mechanical infantry etc.

ORDERS - the current orders for that particular unit

SUPPLY - the supply level of the unit stated as a percentage (ie out of 
100)

MORALE - the morale level of the unit as a percentage

STRENGTH - the strength of the unit as a percentage

FUEL - the fuel of the unit as a percentage

AMMO - the ammunition level of the unit

At the bottom of the window are the options for changing the orders of 
the current unit. Available orders are HALT which will halt the unit if 
it is on the move. The ADVANCE command will tell the unit to advance 
forwards until another order is given. MOVE TO, will allow the unit to 
move elsewhere. To move a unit, click on move and click on the map 
position where you wish the unit to advance towards. You will see a line 
joining the original position and the target position. The unit will now 
advance to that position in real time. Finally, the ATTACK command will 
command the unit to attack the unit that you next click. Therefore, to 
attack a unit, select your allied unit, select attack and then click on 
the unit to be attacked. 

Some of your units may be in urgent need of supplies. To remedy this 
problem, just select a supply unit and move it to the unit requiring 
supply!

When you have completed your moves for the day, select the exit mug to 
go back to the OPS room and back into air battle! After the events of 
the day, you will be advised as to the condition of your ground troops 
and the outcome of any battles. If the results are bad, you may have to 
change your strategy!  




BRIEFING :

By clicking on the either the projector or the projection screen, you 
will be taken into the briefing screen. 

At the top of the briefing screen you will see a series of buttons. 
These buttons allow you to move through the pages of briefing text and 
also to start, stop and pause the reconnaissance film. From left to 
right, these buttons are :


Move back one page
Pause recon film (note that to pause this feature, you must keep the 
button depressed)
Exit briefing screen
Play recon film
Forward one page

The reconnaissance film is a fly-by film of the target taken by a 
reconnaissance aircraft. From viewing this film, you can see the target 
site, the surrounding landscape and features and other small details to 
help you in deciding how to attack.

The briefing will also give you all mission details including mission 
requirements, threats, fuel status, radio-frequencies and strike force 
details. These details are extremely important if your strike is to be 
successful with minimum losses.



WEATHER REPORT :

The weather report can be found by selecting the printer. You will be 
given an up to the minute weather report indicating cloud cover and 
other useful flight information.



SICKNESS :

Once a mission has been selected, you may decide, for any of a number of 
reasons, that you wish to sit out a particular sortie and let the battle 
commence without you. To do this, selecting the first aid kit on top of 
the filing cabinet will take you to the medical officer where you can 
plead your case. Bear in mind however, that any fighter pilot worth his 
salt is eager to do his job under any circumstances and to sit a 
particular mission out, for whatever reason, is inconceivable! Also 
remember that if you push your luck once too often, you may be 
dishonorably discharged for malingering!
SAVE GAME :

You may save your game by selecting the filing cabinet. The cabinet will 
open giving you the opportunity to save your whole campaign. You are 
strongly advised to save your game regularly.



DOOR :

The door on the right hand side of the OPS room allows you to enter the 
corridor.

Once in the corridor, four options are available. Firstly, by selecting 
the left hand door, you can return to the OPS room. The right hand door 
takes you into the Technical Attack Mission Planning System (TAMPS) 
room. From here you can set your plans of attack for your mission as 
well as your waypoints. More detailed information regarding TAMPS can be 
found in a dedicated chapter further on in this manual. 
The final two options available in the corridor both relate to starting 
the mission. By going straight through the door ahead you have two 
options. Firstly, you can begin the mission by going straight to the 
flight deck of the Roosevelt bypassing armament on the hangar deck or, 
you can visit the hangar deck and choose which weapons you wish to use. 
The choice is entirely in your hands.


EXIT :

The litter bin below the projection screen is the exit option. This 
option leaves the campaign game and returns you to the USS Roosevelt 
screen in order to make another selection, change pilot etc.


An important piece of equipment used for a mission planning is the 
Tactical Aircraft Mission Planning System (TAMPS). This piece of 
equipment allows the pilot a graphic display of the Gulf area and allows 
him to set any waypoint he wishes for the forthcoming mission. The map 
can be manipulated to give a near all angle display which includes the 
position of the Roosevelt, waypoints and flight path and also an 
overview of the area. The display will also show known enemy threats 
such as SAM and artillery sites and airfields which will be encountered 
if the flight path is strictly adhered to. Hint - one advantage of using 
the TAMPS is that the pilot can slightly adjust his flight plan in order 
to avoid threats.
Looking at the TAMPS monitor, you will notice the target crosshair, the 
Roosevelt (CVN-71) and the refueling plane (KC-101). These are the 
relative positions of these objects. When you first enter the TAMPS 
screen, the target and carrier waypoints will have already been set. In 
addition, at the bottom of the monitor, there are details refering to 
the current selected waypoint, its number, velocity and altitude.

To the right of the TAMPS monitor, there are a series of buttons that 
enable a pilot to change and modify the TAMPS settings.

NEXT - these buttons, when clicked will select either the next or the 
previous waypoint.

ALTITUDE - use these buttons to increase or decrease the waypoint 
altitude. The waypoint altitude when actually flying the mission, tells 
the pilot and his wingmen, at what altitude to fly. Setting the waypoint 
above 15,000ft will fly above the anti-aircraft artillery range.

VELOCITY - increasing velocity makes the aircraft more difficult to hit 
with AAA fire at the expense of extra fuel consumption. To change the 
waypoint velocity, use these buttons. 

ZOOM - the TAMPS monitor allows you to zoom in and out of the screen in 
order to see either a long range area of the landscape or a smaller, 
more detailed area. To view any enemy installations around your flight 
path, zoom into the screen and the enemy will be displayed in red. 
Further zooming in, will see the enemy appear as icons, therby 
facilitating easy identification.

INSERT - if the predetermined waypoints are not to yor satisfaction, or 
you wish to alter your flight plan, you may require to insert more 
waypoints. This button, when pressed, will insert a new waypoint between 
the current and the previous waypoint. Once this waypoint is inserted, 
it may be dragged around the TAMPS monitor to the desired point by 
selecting it and moving whilst keeping the mouse button pressed.

DELETE - simply deletes the currently selected waypoint. Once a waypoint 
has been deleted, the next and previous waypoints will be joined as the 
flight path.


A few notes on waypoints 

A waypoint is a position towards which the aircraft will fly and is used 
to guide the aircraft towards and away from the target. Once a waypoint 
is reached, the aircraft should head towards the next waypoint. 
Waypoints are calculated to steer the attacking aircraft away from enemy 
threats and direct the aircraft to the target using the safest and most 
direct course.

There are a number of waypoints that are immovable on the TAMPS. These 
are detailed below :

INITIAL WAYPOINT - this is the position that all aircraft will head 
towards to attain mission formation.

FORMUP WAYPOINT - this is the point at which your aircraft and your 
wingmen group together before undertaking their mission.
ATTACK WAYPOINT - this is positioned directly over the mission target 
and is used to guide the attacking aircraft on their bombing run.

LAND WAYPOINT - as the name suggests, this is the waypoint of the 
carrier and is used to complete the mission and return to the carrier.

If you suspect that airborne refueling will be required, it is wise to 
move your flight path close to the refueling tanker (KC-101).  


THE COCKPIT :

As you enter the cockpit, you will see the control and instrument 
panels. the outside world through the cockpit windows and the HUD (head 
up display) upon which some flight and all combat information is 
displayed.


The Control Panel :

Both theTomcat and the Hornet share a number of controls and instruments 
which are essential for any aircraft. These instruments, such as 
altimeters and speed indicators may however, be displayed in a slightly 
different manner, often using a variation upon a standard instrument. 
The cockpit displays illustrated, show precisely where each piece of 
flight information is displayed for each aircraft.


FUEL - Indicates the amount of remaining fuel in fuel tanks (lbs)

RPM - Revs Per Minute. This shows how much power the engine is 
producing. The higher the reading, the faster the aircraft is able to 
fly and the faster the fuel is used up.

L ENGINE R - This allows manipulation of RPM on the F-18. A maximum of 
100% is available with an extra 63% using full afterburners on takeoff 
and in combat.

ANGLE OF ATTACK - Attack of the aircraft upon the atmosphere rather than 
in combat. When an aircraft rises, the angle of attack of the wing 
surface upon the surrounding air increases.

GEAR - Raises or lowers undercarriage - required for takeoff and 
landing.

HOOK - This is used when landing. On approach to landing, the arrestor 
hook must be lowered. When the plane lands on the carrier runway, the 
hook will catch upon a strengthened cable which is designed to slow down 
the aircraft and assists in bringing the aircraft to a halt.

FLAPS - Flaps operate automatically and increase lift at slow flight 
speeds.
BRAKE - The air brake is used to retard forward motion and assist in 
landing. Brakes should be released prior to takeoff.

AIR SPEED INDICATOR - Calibrated in knots, this instrument measures 
forward speed.

VERTICAL SPEED INDICATOR - Measures relative vertical speed. Basically, 
how fast you are falling or climbing.

ALTIMETER - This instrument utilises external barometric sources such as 
air pressure to measure the altitude of the aircraft.

RADAR ALTIMETER - Uses radar to give a precise reading on distance 
between the aircraft and the ground - especially useful over undulating 
terrain.

ARTIFICIAL HORIZON - This is a useful visual indicator to show, at a 
glance, just where the horizon is. Co-ordination can become impaired in 
combat and this instrument allows the pilot to line up the aircraft with 
the horizon.

GRAVITY INDICATOR - Measures the force, in Gs upon the aircraft and 
pilot.
The Multi Function Display (MFD) :

This is a multi-tasking display linked to a central processing unit 
which also controls a number of vital functions such as target 
identification, weapons selection and several other important functions, 
dependent on which aircraft is being flown.


F-14 MFD :



The F-14 MFD shows any radar tracked objects. Friendly or enemy aircraft 
are displayed as a radar blip on the display. Once an aircraft is locked 
on, it will be automatically interrogated to determine whether the 
aircraft is friendly or hostile. If it is hostile, then the wrong 
responses will be received and the I (interrogation) symbol in the top 
right of the MFD will remain. A friendly aircraft, however will change 
the I to an F (friendly). 

In addition, the MFD will also show some target information in the 
bottom left corner. Here is the heading (H - in degrees), altitude (A - 
in 100 x feet) and velocity (V - in mph) of the current target and the 
top left corner will give the range (R) in nautical miles.

In addition, the F-14 MFD accesses the Elecro Optical Camera (EOC) 
housed in the nose cone of the aircraft. This camera operates in the 
darkest conditions and allows accurate target indentification even at 
night. The effective range of the camera is approximately 10 miles 
although a target may need to be considerably closer for accurate 
recognition. Use the (V) key to access this view.



F-18 MFD :

The F-14 has two independent MFD displays however, identical information 
is not allowed to be displayed on both screens simultaneously. For 
example, selecting two radar-based screens such as the horizontal and 
vertical display screens is not possible as you are then asking the 
radar to adopt two conflicting scanning modes simultaneously. The 
various MFD modes are detailed as follows:


THE ARMAMENT DISPLAY 

The armament display simulates the wings and pylons of the F-18 allowing 
an instant view of the remaining weapons and highlighting the currently 
selected weapon. 


THE VERTICAL RADAR DISPLAY 


This display offers a view straight ahead from the nose of the aircraft. 
The central circle simulates the nose cone and theredore any blip 
indicates the presence of an aircraft forward and above the F-18.
THE HORIZONTAL RADAR DISPLAY 


This display offers a plan view from above the aircraft, illuminating 
the space immediately forward of the F-18. Your aircraft is at a bottom-
central position and a position directly ahead is indicated by the top 
central marker. Any aircraft displayed on the screen is therefore to the 
front and either left or right according to its position to the left or 
right of the central markers.



THE INSTRUMENT LANDING SYSTEM DISPLAY 


This final MFD display is for use when approaching the carrier for 
landing. The Roosevelt appears as a plus sign on the screen. To land, 
align the plus sign with the central line therefore lining up your 
aircraft so that the Roosevelt is directly in front of you. Use this 
mode in conjunction with the HUD ILS mode.


As the F-18 has two separate MFD modes, the (1) and (2) keys toggle each 
of the MFDs respectively.
The Head Up Display (HUD) :

HUD - This is a glass projection screen upon which, flight information 
is displayed. It was developed to allow easier information accessibility 
for the pilot. Three scale measurements for speed in knots, heading in 
degrees (with waypoint finder) and altitude in feet are displayed. The 
artificial horizon indicator can be seen in the centre whilst other 
flight and combat information is displayed in the form of discretes 
(letters displayed on the HUD) to the bottom of the screen.

FLIGHT VELOCITY VECTOR - This W symbol shows the actual direction the 
aircraft is heading. If the symbol was ahead of the aircraft in the air, 
the aircraft would fly straight through it. Notice how the discreet 
drops down the screen as a climb is acheived. This is because the plane 
cannot ascend directly to the required point. The inertia upon the 
aircraft is such that it may well be pointing in the required direction, 
but heading to a position below that point as the aircraft attempts to 
adjust its course. 



GUN 250 WP1 150 - This discrete appears at the bottom left of the HUD 
and tells the pilot which weapon is selected and the remaining rounds or 
missiles, which waypoint he is heading towards and the distance in 
nautical miles to the waypoint. Note that in A/A or A/G mode, the pilot 
tells which mode he is in by the weapon selected.
WAYPOINT DISCRETE - Your flight path towards a target is defined by 
waypoints that are entered via the TAMPS system onboard the Roosevelt. 
On the HUD the waypoint discrete is the WP x symbol that appears where 
x is the waypoint number selected. The first waypoint discrete must be 
aligned centrally on the HUD. When it is in this position, you are 
currently heading directly towards the next waypoint. Deviation from 
this course will move the waypoint discrete to the left or right of the 
central position. If you are flying way off target, the second discrete 
will appear to the left or right of the direction indicator. Adjust your 
direction in the direction of the discrete and the waypoint discrete 
will reappear.

CANNON DISCRETE - Align the cannon discrete with the target and fire!
AIRCRAFT RADAR TARGET DISCRETE - When the radar is operational and the 
target lock (T) command is given, the radar will scan for possible 
targets. When a target has been found and selected, this square discrete 
will surround it. 
MISSILE RADAR TARGET DISCRETE - Your A/A missiles house radar. The 
tracking of this radar is shown by this square shaped discrete. 
TARGET LOCK-ON DISCRETE - When both the aircraft radar and missile borne 
radar lock-on to a designated target, this discrete appears on the HUD. 
FIRE!
CIRCULAR SIDEWINDER DISCRETE - Fire when the enemy target is within this 
discrete and there is a high strike probability.
BOMB TARGET TRACKING DISCRETE - With a freefall bomb selected, this 
discrete will show precisely where the bomb will impact - in the centre 
of the circle.
CROSSHAIR TARGETTING DISCRETE - For all A/G missiles except for freefall 
bombs, a crosshair sight allows the missile alignment with the target


Radio :

The radio in the aircraft allows the pilot to keep in contact with the 
airbase and friendly units, thereby keeping the pilot informed of 
campaign events as they unfold. An airborne refueling plane, additional 
support etc. may be requested via the radio. There are five radio 
channels available which are detailed later, and the radio has two 
separate tuning channels. However, one of these tuning channels is 
permanently set for the guard channel thus allowing the pilot to keep in 
permanent contact with friendly forces. To activate the radio, use the N 
key, and the radio will scan for the appropriate channel. The frequency 
selected will be displayed at the top right hand side of the screen.

GUARD CHANNEL - this channel, constantly tuned into your radio, allows 
you to keep in contact with your wingmen (fellow pilots on any 
particular mission). They will inform you, amongst other things, that 
they are waiting to take off, launching, forming up for flight to the 
target, enroute to the next waypoint, beginning an attack etc.
CARRIER ATC CHANNEL - on tuning to this channel, you are informing the 
carrier that you wish to land. The carrier ATC will inform you when you 
have clearance. If you have an emergency and desparately require 
immediate clearance, tune into the carrier emergency ATC channel.

CARRIER EMERGENCY ATC CHANNEL - this channel informs the carrier of an 
emergency and requests immediate clearance for landing.

SEARCH AND RESCUE CHANNEL - If you need to eject from your aircraft, you 
need to inform the SAR services. By tuning to this channel for as long 
as possible, you are increasing your chances of being rescued. Hint, try 
to fly as far south as possible before ejecting.

AIR TANKER CHANNEL - When you require airborne refueling, fly to a 
position behind a tanker and select this channel, The tanker crew will 
give you permission to refuel and tell you when your tanks are full. If 
there are several planes waiting to refuel, you must wait for your turn.



Threats and Warning Indicator :

This instrument displays information about enemy missiles and allows 
evasive action without the need for visual recognition. The instruments 
vary between aircraft. In the F-14, the threats warning indicator is 
mounted either side of the MFD. Radar lock on warnings are displayed to 
the right whilst fuel, fire and missile warnings are to the left. 


RADAR - indicates that a radar of some description is locked-on to your 
position

A-A - an air to air missile guidance system is locked on to you

S-A - a surface to air missile guidance system is locked-on to you

FUEL - you are low on fuel. Refuel as soon as possible

FIRE - either the port or starboard engine is on fire. Shut down the 
appropriate engine as soon as possible

IRM - an infra red missile is currently locked-on and heading towards 
you. Evasive action or flares must be used

RGM - a radar guided missile is homing in on your aircraft. Evasive 
action along with chaff must be used


In the F-18 however, the threats display is a circular instrument, 
mounted to the bottom right hand side of the instrument panel. The 
Hornet is in the centre of the the screen and enemy aircraft and 
missiles are indicated by a red contact point with friendly aircraft in 
green. If an enemy aircraft moves within close range of your aircraft, 
the display automatically rescales itself so close-in targets can be 
displayed with accuracy.
CONTROLLING YOUR AIRCRAFT :

The keys K/M/J select keyboard, mouse or joystick control systems. When 
using the mouse, the left mouse button is used to fire the currently 
selected weapon - as indicated by the weapon discrete. Moving the mouse 
will directly control the aircraft. A target lock-on is attained using 
the right mouse button and is the equivalent to the (T) command for 
other options. When using LGBs, use the right mouse button for target 
lock-on and the (X) key to unlock. If using a joystick, only fire and 
movement commands are supported. Target lock-on must be obtained by 
using the (T) command.

Thrust (shift f1-f10) - increases/decreases RPM from 10%-100%. Thrust 
must be at least 100% for take-off and may need to be augmented with 
afterburners. To ignite engines, use left or right Alt keys and use the 
shift and function keys to change the power output of the engines.

Afterburners - by using the PgUp and PgDn keys to control afterburners, 
increased power for use in take-off and combat scenarios can be 
acheived. Four levels of afterburner are available, each accessed by 
pressing PgUp from one to four times. PgDn reduces the afterburner level 
by one. Afterburners are commonly used to assist take-off, especially 
with a heavy payload.
Launch - pressing (L) signals the flight deck to activate the Roosevelt 
launch mechanism. A slingshot accelerates the aircraft to take-off speed 
in a few seconds and eliminates a great deal of pilot error on take-off.

Gear - the (G) key raises or lowers the landing gear. The landing gear 
must be raised after take-off and lowered before a landing.

Brake - the powerful airbrakes can be applied by using the (B) key. 
Airbrakes should be released before take-off and applied either during 
landing approach to slow in flight aircraft or directly after the 
landing.

Arrestor hook - the hook is raised or lowered by using the (A) key. 
Lower the arrestor hook before landing.

Direction - either the cursor keys or mouse\joystick movement activate 
the wing ailerons and tailerons to manoeuvre the aircraft.

Select HUD mode - the TAB key toggles the HUD between air-to-air (A/A), 
air-to-ground (A/G) and instrument landing system (ILS) modes.

Select weapon - by pressing the ENTER key, the pilot can toggle through 
the current weapons.

Target lock-on - essential for attack accuracy, the (T) key allows the 
selected target to be tracked by the firing mechanisms.

Fire - press SPACE to fire the current weapons as displayed on the HUD.

Eject - if you are in desparate trouble and need to eject, pressing both 
SHIFT keys simultaneously activates the eject mechanism.

Illuminate cockpit - in the dark, the cockpit can be illuminated by 
pressing the (I) key.

COMED - the Combined Map Electronic Display unit is activated with the 
(C) key. This allows the pilot to view aircraft position via satellite 
imaging equipment.

FLIR - the Forward Looking Infra Red camera allows the pilot to view 
with clarity, even in the dark. Use the (V) key to activate this device.

Zoom - to zoom in on most images, use the [ and ] keys. 

Time acceleration - the (Z) key will accelerate time. Repeated presses 
of the (Z) will increase acceleration up to a maximum of 9. Shifted Z 
will decrease acceleration by one and the (\) key will revert back to 
normal time.


VIEW MODES :

The various view modes that can be acheived in the game are outlined in 
detail below :

f1 - toggles between the current view mode and the cockpit view.

f2 - toggles between the cockpit view and the external view. The 
external view seen depends on the view selected by the function keys, 
but is aligned horizontally with the aircraft whatever the lateral 
position of the aircraft.

f3 - fly past mode : a stationary camera tracks the aircraft as it flies 
by.

f4 - satellite view : a view from directly above the aircraft.

f5 - target view : views any land based targets from the aircraft. 
f6 - target view : views your aircraft from land based targets. 

f7 - enemy view : views your aircraft from enemy planes.

f8 - aircraft view : views your aircraft from other airborne craft. 

f9 -  missile camera : view from any active missiles.

f10 - electronic weapon view : view throught selected weapon imaging 
equipment where appropriate.

f11 - tower view : view from the deck of the Roosevelt to your aircraft.

f12 - virtual cockpit

Note that in most views, repeated pressing of the relevant key will 
toggle through the various targets. For example, pressing f6 will view 
your aircraft from all close proximity land based targets. Repeated 
pressings will toggle through all possible targets.

In addition, the keypad keys 1-9 can act as if an external camera was 
circling the aircraft to give a 360 degree view angle.  The / and * keys 
on the keypad allow the view distance to be changed and the - and + 
keypad keys allow the view height to be changed. The BACKSPACE key 



-
After arming your aircraft in the hangar deck, you will find yourself on 
the flight deck of the Roosevelt. Your HUD display will indicate which 
catapult you are currently on whilst your aircraft will wait for you to 
fire the jets into life and ignite your afterburners. The catapult uses 
steam power to throw the aircraft along the runway and accelerates the 
plane to an approximate speed of 150kts with the help of the aircraft 
engines. When the aircraft is fully laden with its operational payload 
however, it may not reach a high enough speed to attain takeoff 
velocity. In this instance, a fully augmented takeoff may be required 
whereby the afterburners are used to produce more thrust on takeoff. If 
the plane loses height when leaving the runway, it may be necessary to 
jettison payload as a trade-off for gaining height. It is sometimes 
necessary to actually nose dthe aircraft downwards to gain speed before 
pulling up! A third option is to eject if the drop is too great. Engine 
fires on takeoff also require similar emergency action.

Looking down the length of the flight-deck, you will first require to 
fire your engines with the left and right ALT keys. Selecting the level 
of engine thrust is the next step - shift f10 will set both engines to 
100% power. Afterburners should then be used to produce the extra thrust 
required for take off. Afterburners are a ring of nozzles around the 
exhaust of each engine which spray fuel into the path of the superheated 
air blasting from the engines - thus allowing this extra fuel to ignite 
and create, in the process, extra thrust. To operate the afterburners, 
the PgUp key will increase the engine power from 100% up to a maximum of 
163% in steps of 16%.

If you wish to change the operation mode, now is the time to change. By 
using either J, M or K, you can select whether you want joystick, mouse 
or keyboard control. The suggested mode is keyboard although personal 
preference is important. When you are prepared for takeoff and your 
engines are at a full 163%, pressing the L key will activate the launch 
mechanism and throw the aircraft forwards and off the end of the runway. 
Once off the end of the runway, you must first gain height and then 
withdraw the undercarriage by pressing G. If, for any reason, you end up 
in the Gulf as opposed to over the Gulf, the Roosevelts SAR chopper 
should initiate a search and rescue mission to locate and retrieve you. 
The success of any rescue mission will depend strongly on your position 
relative to the carrier.

Once level flight has been attained, the appropriate HUD and MFD 
readouts need to be found. By using the TAB key to toggle through the 
HUD modes, you can access the Air to Air mode, the Air to Ground mode 
and finally the ILS (instrument landing system) display. Also displayed 
on the HUD for easy reference is the speed in knots, altitude in feet 
and heading in degrees. Note also, that the triangular waypoint 
indicator is located along the heading bar.

Select the required MFD display by pressing the 1 key in an F-14 and 
both the 1 and 2 keys in an F-18, then activate the radar by shift-R. 
Depending on the MFD mode selected, you will now be in a position to 
track and identify enemy aircraft.

The aircraft may now be flown using any of the selected methods - 
joystick, mouse or keyboard - and may be viewed in flight from any one 
of a wide range of exterior viewing modes. For example, if you feel the 
standard cockpit view doesnt allow a wide enough view of the outside 
world, pressing f2 allows a view of the aircraft from the outside. The 
angle at which the plane is viewed may then be manipulated via the keys 
1-9 on the numeric keypad which cover every 45 degree angle in a circle 
around the horizontal of the plane. The view may also be zoomed in or 
out using the [ and ] keys. In addition, the / and * keys on the keypad 
may be used to zoom in or out at a slower speed and the - and + keys 
will increase or decrease the view height.
The function keys allow even greater manipulation of the view area and 
are outlined elsewhere in this manual. We suggest that the best way of 
understanding the differing modes is to actually play the game and 
experiment using them. It is worth noting however that the f4 and f5 
keys have a useful tracking element to them which allows the aircraft 
and the target object to keep in alignment whatever the aircraft 
direction. This lets the pilot line up with the target and can be 
invaluable when planning bombing runs. The f9 key allows a camera view 
from an actual missile in flight allowing the pilot to follow the 
missile down to the target. Repeated presses of the f9 key will toggle 
through active missiles.

Another vital key is the # key which views all mobile units both 
friendly and hostile, in the vicinity of both the aircraft and the 
carrier (where appropriate). Continued pressing moves from one unit to 
another. 

It would be appropriate at this point to examine the strike capabilities 
of both the F-14 and the F-18. Due to the different roles played by each 
aircraft, the missile systems and MFD displays are correspondingly 
tailored to suit the individual aircraft.
 

F-14 :

The MFD allows locked-on target identification, bearing, velocity and 
altitude details. When attacking an airborne target, the above 
information must be used in order to select the appropriate weapon with 
the required range and attack capabilities. Nothing aboard the aircraft 
will do this for you - youre on your own! Note that you may get a 
weapon lock on an aircraft 50 kilometres away when Sidewinders are 
selected. Obviously, this aircraft is out of a Sidewinders range, but it 
is up to the pilot to realise this fact. 

To begin an air to air missile strike, you first need to get the HUD 
into A/A mode. Press TAB to toggle through the modes until A/A is 
selected and then by using the ENTER key, select which missile you wish 
to fire. Once the target is in your radar, pressing T will lock the 
tracking mechanisms onto the target. The target will then be 
interrogated to find out whether it is friendly or hostile. If friendly, 
an F will appear on the MFD, if an F does not appear after a short time, 
then you may presume that the aircraft is hostile. To fire the missile, 
line up the two radar tracking symbols and fire by using wother the 
SPACE bar or the joystick or mouse button. Only flares and emergency 
evasive action can save your enemy now!
When in the situation of being attacked by either an enemy aircraft or 
SAM, there are a number of measures you can take. Your first warning of 
danger will come from the instruments mounted alongside the MFD. When a 
heat seeking missile is in flight and tracking you, the IRM display will 
notify you. Flares must be dropped using the INSERT key, and evasive 
action must be taken. Similarly, when being tracked by a radar guided 
missile, chaff must be used (DELETE key) to decoy. The RGM display will 
alert your attention to a radar guided missile.


F-18 :

The F-18 is a multi-role strike/intercept aircraft and therefore carries 
a large payload of both A/A and A/G missiles. Like the F-14, HUD and 
missile mode can be selected with the TAB key and weapons with the ENTER 
key. Air attack is again, identical to the F-14 attack mode although the 
F-18 is equipped with fewer A/A missiles and has less operational 
effectiveness in terms of both speed and manoeuvrability. Since the F-18 
only engages in A/A combat as a self-defence mechanism, Phoenix long-
range missiles are not available to the F-18. All other A/A missiles can 
however be used and all A/G missiles are available, depending upon 
mission objectives.
Enemy aircraft may be viewed on either MFD display with either the 1 or 
2 keys, and will be identified in the same way as the F-14. When 
approaching a surface target, the appropriate attack strategy must be 
used for a successful strike. Be warned that SAM activity will be high 
around most targets. When attacking a target, use the f4 or f5 key to 
line up with the target before making your bombing run.


ARRESTED LANDING :

This is the suggested procedure for landing on the carrier :

Initial Actions :

Head to a point a couple of miles behind the carrier. The F-18 MFD 
display facilitates a landing system display to help keep you informed 
on the direction in which the Roosevelt lies - although, more often than 
not, visual contact may be maintained as the Roosevelt shows up brightly 
against its background of blue. Unfortunately, the F-14 does not have 
this MFD display.

Switch to ILS mode on the HUD by pressing the TAB key. This will 
activate the Instrument Landing System which   offers   important 
approach information to the pilot about the required angle of descent 
and altitude.

Tune the radio onto the carrier ATC by using the 
N key.

Engines must be cut to around one third power 
(shift-f3) - under 200 knots. In addition, use air brakes (B) to cut   
power   even further, as and when required.

When the carrier informs you that landing clearance has been granted, 
head towards the carrier on final approach.


Final Approach :

Lower your undercarriage (G) and the arrestor hook (A).

Line up with the carrier landing strip directly ahead of you and running 
away from your line of descent.

The ILS display indicates whether your approach is too high or too low, 
or to either side of the glidescope
(a   projected perfect approach angle of descent). In ILS mode, if the 
horizontal bar is above the centre of the screen,   you are too high and 
must lose altitude.

If the vertical bar is to one side, you must head in that direction 
until the bar moves into the centre. This will indicate when you are on 
the correct flight path in line with the   direction of the runway. Note 
that the vertical bar may be centred even when you are flying across the 
flight path,   not directly towards it. When both bars are centred, the 
correct angle of approach is obtained.

Approach speed must be adjusted according to the payload carried.

Maintain a steady descent until the touchdown.

When you hit the deck, cut all engines using the Ctrl keys and hit the 
brakes using the B key (if not already applied). Advanced pilots will 
then hit full engine power (100% with no afterburners) on touchdown to 
enable the plane to takeoff if the arrestor cables are missed. Navy 
pilots try to catch the third cable. If the cables are missed, engines 
will be on full power thus enabling and immediate takeoff. This is 
referred to as a bolter.


REFUELING :

Identify your tanker unit via your radar and MFD displays. You will 
recognise the tanker by a friendly   interrogation message and the 
height and speed at which it is travelling. The tanker will circle 
around a   predetermined point (designated on the TAMPS screen) and at a 
predetermined altitude. The tanker will cruise at   around 250kts.

Once the tanker is within radar range, switch to A/A mode and lock-on to 
the tanker. The lock-on discrete will then   display the target distance 
in the bottom right hand corner of the HUD. This will enable you to 
monitor the rate at   which you are closing on the tanker.

Match your heading and altitude to that of the tanker and move slowly up 
behind the tanker. Smoothness of manoeuvre and maintaining a constant 
altitude are the secrets of successful refueling. Use the rudder keys (, 
and .) to change heading as the tanker circles.

Close on the tanker, cutting the engines and using the airbrake to slow 
your progress where necessary.


The trailing fuel line or drogue is manoeuvred by the tanker crew and 
contains a strong magnetic attachment to facilitate the mating with your 
aircraft.

With persistence, a contact will be made and refuelling will commence. 

Remember, airborne refuelling is notoriously difficult to perfect but 
with a delicate touch and tenacity, you should succeed. Good luck!



15 HANDY PLAYING TIPS FROM THE ED SCIO SCHOOL OF AVIATION

Dont fly low and slow - the words sitting and duck spring to mind!

Save fuel by not flying everywhere with afterburners on, use accelerated 
time instead

Dont get too far away from escorts, let them do their job and escort 
you

When playing a campaign game, attempt to take out the radar and SAM 
sites early on - later missions will be a lot easier

If you are using SLAMS, do what their title suggests and Stand Off. 
There is no need to get close to a heavily defended target

Try to fly above the threat envelope, out of AAA range

For long journeys, conserve fuel by flying at a cruising altitude (ie 
30,000ft)

Dont waste your countermeasures. If you can see a missile approaching 
or you know where its launched from, you can out manoeuvre it - hit 
full burner and head towards it, roll 90 degrees and pull hard on the 
stick a few seconds before impact

If you do need to deploy a flare or chaff, dont release too many unless 
you have a few missiles very close. Wait after each release to see if 
the missile is decoyed

Dont wake up before 1100 hrs

If the enemy has fired a semi-active radar guided missile at you, 
remember that if he is destroyed then his missiles will not guide

If you are at flying at a low level in a mountainous area, use terrain 
masking to place mountains between your aircraft and any enemy aircraft 
or missiles

A stall at low level can be recovered by hitting full burners, clean up 
your plane (gear up, air brakes off) and if your situation is really 
desparate, dump and heavy ordinance. If you have the altitude, it is 
better to nose down to get the plane to return to controlled flight


If the worst happens and your plane is damaged with no hope of making it 
back to the Roosevelt, head as far south as possible and tune to the SAR 
channel on your radio. It is best to eject at a slow speed at an 
altitude above 1000ft (in level flight). The further south you travel 
and the longer you are tuned to the SAR, the greater your chances of 
being rescued

A pilot will be Retired from active duty if he sustains 3 or 4 
ejections, depending on injuries. This means the end of the campaign for 
a veteran so to avoid this in a plane that is, for instance, low on 
fuel, you could try to land either on a road or on the desert. In order 
to attempt this, it is advisable to lighten your plane by releasing all 
external stores in order to get as slow an approach speed as possible

If your surface radar warning light illuminates, it will allow the Iraqi 
gunners more time to bring their weapons to bear. This will effectively 
increase the range at which they will begin firing at you. It may also 
result in IAF fighters vectoring towards you. Apart from destroying 
these sites, you could go to low altitude (less than 500ft) to break the 
radar lock




Overall victory may well be acheived in several different ways. Firstly, 
when Kuwait is liberated, and all enemy forces are removed from the 
province, then victory may be declared. Secondly, you may feel that 
victory may only occur when an invasion of Iraq is completed, 
obliterating all enemy forces and leaving the Allies in complete control 
of all areas. A more diplomatic victory may well be through the 
extermination of Saddam. You may discover, through intelligence reports, 
that Saddam has been shot down aboard a transport aircraft en-route to a 
communications bunker deep within Iraqi airspace. with their leader 
gone, the Iraqi threat must surely crumble, or will it?

CAP will monitor the amount of missions flown, along with the success 
rate of each mission as well as the state and position of enemy forces, 
and will decide as and when the conflict has been won or lost.


GAME :

18 months of development time

Map area of over 1,000,000 square kilometres 
(mapped to a resolution of 1cm)

Over 2000 terrain features

Over 160 different 3D objects

11,700 kilometres of road and rail

Over 1/2 meg of 3D objects

Over 1/2 meg of 16bit sound

Doppler shifting stereo placed audibly 
diminuishing sound!

Mavericks own VirtualSound system

16 different weapons systems

150,000 lines of C and assembler code




Credits

Design & Lead programming	Ed Scio

Programming				Ray Skinner

3D Graphical animation		Neil Henderson
					Marek Las

Terrain and 3D object design	John Alsop

Sound Effects			PC Music

Technical Research		John Alsop

Quality Assurance            	Mark OConner	

Producer				Steve Cain

Assistant Producer		Chris Rowley
				
Technical Assistant		Lol Scragg

Product Manager			Sue Campbell

Sound Co-ordination		Phil Morris

Product Testing			Jonathon Wild
					Greig Brown

Original Amiga manual	 	Dickie Biltcliffe
documentation		

PC manual 				John Alsop
					Lol Scragg
	
Manual Design			Mike Hall 
					Andy Laverick

Manual Cover Design		Neil Henderson

Package Design & concept	Keith Hopwood		

And lest we forget, special thanks to :		
      Max Scio
	Steve Riding
	Dawn Hickman
	Mark Ramshaw
	Marcus Big C Goodie
	Stuart Sockett
 	Sarah Grayson +Family
	Melanie Hurren
	Creative Labs
	The Flying Cowboys !
      The Shamen
	Lee Tester
                 	
						




Flight Controls

	Arrow keys 	- Roll and pitch controls
	Right Alt	- Right engine start
	Left Alt	- Left engine start
	Right Ctrl	- Right engine shutdown
	Left Ctrl	- Left engine shutdown
	B	- Toggle brake
	,	- Rudder left
	.	- Rudder right
	L	- Launch from carrier
	G	- Gear position
	A	- Toggle hook
	TAB	- Toggle HUD modes (AA/AG/ILS)
	W	- Next waypoint
	R	- Toggle radar
	I	- Illuminate cockpit
	[ and ]	- Zoom in / Zoom out
	- and +	- Engine power decrease/increase
	PgUp or 0	- Increase afterburner
	PgDn or 9	- Decrease afterburner
	1	- Toggle MFD1 mode
	2	- Toggle MFD2 mode
	Shifted f1-f10 	- Set engine RPM from 10 to 100 percent
	Both shift keys 	- Eject

Weapon Controls

	Enter	- Next weapon
	Space	- Fire current weapon / Air 
		  to ground weapon lock
	X	- Break lock
	T	- Target lock
	#	- View next object
	BckSpace	- Target view
	Arrow keys	- Control for guided missiles / bombs


View Controls

	f1	- Internal view
	f2	- External view
	f3	- Fly-by view
	f4	- Satellite view
	f5	- You to ground
	f6	- Ground to you
	f7	- You to air
	f8	- Air to you
	f9	- Weapon view
	f10	- Electronic weapon view
	f11	- Tower view
	f12	- Virtual cockpit
	C	- COMED
	V	- FLIR
Keypad View Controls

	1-9	- Head position
	/	- Decrease view distance
	*	- Increase view distance
	-	- Decrease view height
	+	- Increase view height


Other Controls

	P	- Pause
	K	- Select keyboard control
	J	- Select joystick control
	M	- Select mouse control
	H	- Run HiLites
	F and shift F	- Select landscape fill mode
	D and shift D	- Select view depth
	Z	- Accelerate time
	\	- Revert time to x1
	N	- Seek radio channel
	Insert	- Release flare
	Delete	- Release chaff

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        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