"Only the spirit of attack, born in a brave heart, will bring success
to any fighter aircraft, no matter how highly developed it may be."
Adolf Galland WW2 Luftwaffe Ace MicroProse Limited Unit 1 Hampton Road Industrial Estate, Tetbury, Gloucestershire GL8 8LD UK. Tel: 0666 504399 Copyright 1993 MicroProse Limited Game characteristics described in the documentation may vary on some computers. e This documentation and accompanyi ng manual and floppy disks are copyrighted. The owner of this product is entitled to use this product for his or he r personal use. Except for back- up copies of the disks for personal use, no one may transfer. copy, back-up, give or sell any part of the manual or the informati on on the disk, or transmit in any form or by any means, electronic, mechanical , photocopying, recording or ot herwise without the prior permission of the publisher. Any person or persons reproducing any part of this program, in any media, for any reason, shall be guilty of copyright violation and shall be subject to civi l li ability at the discretion of the copyright holder. ~ - ~ - - '0 3 ~ ~ " ~ ~ iAtT e ~ " " , , , , , ~ m ~ Software Ciaran Gultnieks Dominic Robinson Ian Martin Shapes Derrick Austin Maps Derrick Austin Artwork Mark Griffiths Animated Intra Angus Fieldhouse Music Composed by John Broomhall Sound Effects Andrew Parton Project Leader Martin Moth Project Manager 'Leeds ' Steve Ramsden Quality Assurance Testing by Pete Woods Andrew Luckett Nick Stokes Richard Bakewell Phil McDonnell Credits Publisher Manual Editor and Software Documentation Manual Design and Typesetting Packaging by Aircraft III ustra tions Graphic Illustrations Picture Research All photographs in this manual are Crown Copyright, Imperial War Museum. Courtesy a/ the Trustees a/ the Imperial War Museum, London. 2 e Paul Hibbard Pete Moreland Alkis Alkiviades Joanna Smith Joanna Smith Greenborough Associates Brushworks Alkis Alkiviades ,. -- e 4J ,,'% 3ffiBl'E'* Contents Introduction ........ ........ ......... .... .......................... .. .. .5 British Aerospace Sea Harrier FRS.l ..... ....... .38 Left Cockpit View ........ ..... ...... .... ....................... 61 Simulation Overview ............. ... ...... .... ... ... ... .. ... .. .5 This Manual .... .......... .... ... ......... ............................ 6 Sorting the Materi als .... ........ ..... ..... .... ..... .... .. ...... 6 Installati on and Loading ..................................... 6 The Controll er ........ .............. .. .. ... ....... .. .. .............. 7 The Selector ... ........ ............ ..... .. ..... ..... ... ... ... .. .. .. .. . 7 Dassault Breguet Mirage lIIE ... ...... ............. .. .41 General Dynamics - F-16A Fighting Faicon ....................................... 44 MiG-23S ' Flogger B' ... ................... ....... ......... ... .46 The Dogfight Missions ................. ....... ...... ... .... .48 The Scenarios and the Aircraft... ........... ... ...... .48 Right Cockpit View ..... .............. ... .... ......... .... ... . 61 Rear Cockpit View ........ ... ............ ..................... 61 Map Screen .. ... .. ... ... ... ........ .......... .. ............. ..... .. .. 62 External View of Selected Object .... .. ............. 62 Slot View .............................. ...... ............. ............. 62 Fix ' Heads Up' View on Target... .... .............. .. 63 Zoom out from selected External View ......... 63 Instant Action ........ ................ ... ..... .... ...... ... ..... .. .. .. . 8 Getting Started ....................... ........................... .48 Zoom in [TOm selected External View ... ..... ... 63 Duel Mode ........... ... .... ............ ..... ......... ... ........ ... ... 8 What If? ........ ..... ............ ..... ................................ . 11 Mission Planning ........ ........................ ..... .... ... ... .49 Dogfight - Weapons Configur ation .......... ....... 51 Start Mission .. .................................................... .52 External Camera/' Heads Up' Cockpit Views .. .. ...... ........... ........ ............... .. ....... 63 Joystick View Controls .. .................... ................ 63 The First Mission .... ...... .. .... ....... ......................... 15 Mission Review ..... ..... .. ...... ..... .. ....... ....... .... ... ... .54 Configuration Menu .......................................... 64 Getting Started ............. ... ............... ................... . 15 Key Guide ............ .... .......... ..... ..... ... ... ........ ........... .55 A ir Combat Manoeuvres .. .... ..... ....... ... ..... ....... 65 Mission Planning .. ............. ..... ................... .. .. .. .. . 17 Start Mission ............ .... .. .................................... .18 Mission Review ... .............. ........................ ... .. .... 19 Head-to-Head Dogfight .... ............................... 20 The Dogfight Dozen ........ ... ................................ 21 The Sopwith Camel ..... ...................................... 21 Fokker DRl ..... ................... ................................ 23 MkII Supermarine Spitfire ... ..... ..... ... .. ... .......... 25 Messerschmitt Bfl09E ... .................................... 27 orth American F-86E Sabre ......... .. ... .. .... .. ... . 29 Simulation System Keys ... ....... ...... ................... .55 View Keys ... .... ..... .................................... ..... ... ... .55 Fighter Controls .................. ... ........................... .56 Gameplay Configuration Options ..... .......... ... .57 Joystick .. ... ............................... ... ......................... .57 Keyboard ......................... ...... ..... ..... ........ ..... ...... .57 Mouse .. ... ......... .................................................... .57 Views ... ... ... .. ......... ..... ...... ............................ ... ..... ... . .58 Forward Cockpit View ..................................... .59 Instrument View ... ... ..... ............ .... ...... .... ........ ... .59 Tactical View ...................................................... 60 Fokker Bounce ................. .............. .................... 65 Full Loop ........ .......... ... .. .............. ..... ... ..... .... .... ... 66 Immelman Turn ........... ....... .... ........................... 66 Spli t S ................................................. .... ............... 67 Climbi ng Turn ... .. ... .. ..... ........... .... ............ ... ... ... .. 67 Swooping Out of the Sun ... ........... ..... ............... 68 Bli nd Spots .......... ..... ................... ... .. ... ...... ... ... .. .. 68 Leading the Enemy ............ .......................... ...... 79 Desperate Measures .......... ..... ..... ..... .... .. .. .... ... .. 79 The Circling Attack .... ........... ...... ....... ..... ..... ... . .70 Nose to Nose ................................... .... ................ 70 Mikoyan-Gurevich MiG-15 .... ..... ............ .. ...... .31 Inverse Tactical View ...... ... ...... .. ..... .... ..... ......... 60 Nose to Tai l ... .. .. .. ... .... ... ...... ....... .. ............ .. .... .. ... 71 McDonnell Douglas F-4J Phantom 11 .... ... ... . .34 MiG-21F ' Fishbed' ........ .................................... .36 ' Heads Up' View ...................... ................... ... .. .. 60 Hi yo-yo ............................... .......... .................... 71 e 3 , , , .' ------, D. il1 , e Contents Lag Pursuit " ... ...... ............... ..... .. ..... ..... .. .... ... ... ... 72 The Falklands War ....... ....... ........ ...... .. ..... .. ... .. .. 91 Boeing 707 Jammer " ...... " ....... .. .. " ............ ..... . 105 Barrel Rolls ............ .... .. "."" ............... " .. ............. 72 Air Combat Tactics - A New Twisl... ............ ,,92 Westland Lynx AH Mk9 ....... ........ .. .... ... "." ... 105 Lo Yo-Yo .. .. .............. ....... .......... " .... " ..... ....... .... .73 Run for the Sun ... ................... .... .. ..................... . 73 Evasive Acti on ............ ..... ............ .... ... .... ........ .. ,.74 Syria 1982 - The Never Ending Conflict ... 94 Air Combat Tactics - Syria ................ ... . "." .. .. .. 94 Dassault Super Etendard ..... .. ........................ .106 Kfir-C2 ...... ... .. .. ..... ... ... ....... " ........ ... ............... , ... 106 F-15E Strike Eagle .............. .. .................... ...... .106 Break Turn ...... ... ....... " ....... ..... ..... ....... ..... .. .. ... .... 74 Earl y Turn ... , ........... ......................... " .. , ... ........... 75 Scissors ............. .. ... ... " ......... .. .... .. ... .... .............. .... 76 Straight Pursuit Yo-Yo ................ " ..... " ... .. "." ... 77 The Dawn of Air Combat ................ " ..... " ...... 78 The Early Days ..... ..... ... ... .. ................................ .78 The Reconnaissance Machine .... ... .... ....... .. ... ... 78 Trench Warfare ....... ... .. "" ................ " ....... " ....... 78 Artillery Bombardment ....... ... .... .... ................. . 78 The First Fighter Aircraft .. " ........... " .. .... ... . " .... 80 The First Air Weapons ... .... .. ...... ....................... 80 The Basics of Flight ... ............. ....... .................... 95 The Four Forces ..... ..... .. ... ... .. " .. " .... .. ... ...... ... .. ... 95 Angle of Attack .................................................. 96 Stalling the Ai rcraft ...... ... ..... """ ... ,, ... ............... 96 How to Fight ............................................. " .... ... . 96 The Five Phases of Air Combal... .... ..... ... ... .. .. . 98 Basic Fighter Manoeuvres .................. " ............ 99 Cannon/Gun Combat ... .... .. ...... ........ .............. .100 Resources .. .. ... .. ..... .. ...... ...... ... ... ... .......... ... ....... .... . 101 Ai rco Built De Havill and DH4 ....... .. .......... .. .101 Albatross 0 2 ... , ..... ... " .... ....... . " ... , ..... ... ........ .... . 101 Weapons ........ .... .............. .... .. ... ........... .. ... .. ..... ...... 107 AA-2 Atoll & AATO ...... " ....... ... " .. "."" ... " ... 107 AS7 Kerry .......................... ............... .... ..... ... .... .107 AA-7 Apex ....... ... .... .. : ............. ... .. .. ................... 108 AA-8 Aphid ....................... ..... . " ........ ... ...... ... ... 108 R.530 E & F .. .. ........ .. ................. ..... ........ ......... .109 R. 550 Magic 1 .................... .. .. .. " .... ... ..... ...... .... .109 AGM-65D Maverick ...... . " ........ .... ................. .110 AlM-9L Sidewinder ........ ... .... ....... ... ............. ... l10 AIM-7M Sparrow .. .... ....... .. " ....... ................. ".111 Rockets ........ "." ... "." .............. .... ... .................... 112 The Fuselage Mounted Machine Gun ...... ... ... 80 Heinkel III-H3 .... ..... ....... ... .. ... ........... .. ........ .... . 102 Project Leader's Notes " .... .... .... " .................... 113 Air Combat Tactics - WWl ... " .. .. .......... .. .... ... 81 Hurricane IIc .. " ....... ... ..... .. ..... " ..... , .. , ... .... .. .. ... .. 102 lunkers lu88 ................ , ....... ; ............................. 102 World War Two - The Battle of Britain .... 84 F-80 .. . " ..... " .... .... .... ..... ...... .. ... ... ........ ... .. ..... ... .. ... 103 Air Combat Tacti cs - WW2 ............ " ................ 85 F-84 ............................... . " ............................. ... ... 103 The Korean War - Enter the Jets ..... " ........... 86 Air Combat Tactics - Korea ... ... ... .. ....... ... .... .. .. 87 Grumman A-6 Intruder ..... .. ............. ..... ... ..... . 103 Vought A-7 Corsair 11... ................................. . 104 MiG-17 .... . , .. .. ........ ..... ..... .. .. ..... ... ..... .... .............. 104 Vietnam - The Phantom War .... .. .............. ... . 89 Grumman E2 Hawkeye ........... " ... " ............... . 104 Air Combat Tactics - The Missile Yeats ........ 89 Boeing B-29 Superfortress .... .. ........................ 105 4 e --------Introduction -------- D ogfight is the first pure aerial combat flight simulation from MicroProse; presenting the action and excitement of two pilots battling for air supremacy across six historical scenarios. Fight over the World War One trenches in aircraft made of wood, canvas and wire then take a quantum leap to the latest fly-by-wire ' electric' jets, flying at twice the speed of sound. For some computer systems Dogfight allows you to duel against another player via modem/serial link; but whoever your opponent, remember to watch your ' six' ! Dogfight also gives you strategic decision making within each scenario, enabling you to plan combat missions; from attacking Zeppelins to destroying SAM sites. You will also have extra ' resources' at your command such as other fighters, bombers, and early warning aircraft. You must set each ' resource' an individual task so that, when the battle begins, you will have the best chance for attack or defence. The Dogfight manual will teach you basic fighter manoeuvres, such as Scissors, Split-S or Yo-Yos, until you can perform them instinctively and recognize them when your opponent tries them on you. In the heart-pounding world of aerial combat, you either learn quickly or you' re history! Simulation Overview Dogfight is made up of three basic elements: Duel Mode that matches famous aircraft from the same historical period. 5 What If? Mode that allows you to select any aircraft against any other aircraft in anyone of six air conflict scenarios. Mission Mode that provides full mission planning, allo- cation of resources, ground and air targets. Ideally, you'll begin with WWl, flying the earliest of fighters in a Duel against an aircraft from the same era. Here, Rookie pilots can practice basic manoeuvres without having to worry about undercarriage, flaps, missiles, HUDs or threat warning displays. When you feel confident of success in this scenario, change eras to WW2: fly a Spitfire or a Messerschmitt, get used to the more advanced controls and the faster speeds. Eventually, you' ll be flying in jets, firing missiles and rockets. The speed of air combat will have increased ten fold but you ' ll appreciate the universality of basic fighter manoeuvres. The final scenario will give you the choice of the most modern fighter aircraft travelling at over twice the speed of sound. If you have increased your pilot skills suffi- ciently you'll be able to take on even the most dangerous of opponents! Tackle Mission Mode next; begin with WWl and work your way up to the conflict over Syria. This is the core of Dogfight and is designed to test your tactical abilities to the full as well as your take-off, flying and landing skills. The What If? Mode can be used at any time as a break from the historical conventions of a flight simulation. It ' s there for you to try things out - can you get Sidewinders to lock-on to a Fokker Triplane, can you out turn a MiG-IS in a Mirage III? Use this fascinating mode to find out! ------ This Manual------ T he manual is organized to help you get into the air as quickly as possible. First, you will be guided through a Duel between a MkII Spitfire and a Messerschrnitt Bfl09 in WWII above the south coast of England. Secondly, you will be guided through a What if? scenario. You will pilot an F-16 Fighting Falcon against a Fokker Triplane over the Falkland Islands! The third part takes you through a WWI mission. You will have to study mission objectives, plan the use of other resources, take-off, help complete the mission and land at your home base for a successful outcome. The next part of the manual has full details of the 12 Dogfight aircraft. You must get to know your machine and understand its capabilities before you can succeed in piloting it at the highest difficulty levels. Finally, there is a section on Air Combat Manoeuvres and Basic Flight details. Veteran MicroProse pilots may be familiar with this information but this is essential reading for those who are aiming for Dogfight glory! 6 e ----- Sorting the Materials Y our Dogfight package contains this Manual, a Technical Supplement, a Key Guide and a set of disks to run the simulation. ---- Installation and Loading ---- T he Technical Supplement contains specific instructions for loading/installing the simulation for your type of computer. The Controller ----- D ogfight can be controlled using a combination of keyboard cursor keys, mouse or joystick. For flying it is recommended you use a joystick and for menu selection it is recommended you use the mouse pointer. Flight control is not possible with a mouse. In this manual, which is applicable to all computer systems, the three devices will be referred to as the Controller. Bank Left Dive - Joystick Flight - Controller -Keyboard Flight- Controller Dive Bank Right 7 e ------The Selector ------ A t times during the game you will be asked to select from a series of options. You will be able to use anyone of three devices: Keyboard Return/Enter key and Spacebar; Left Mouse Button and the Joystick Fire Button. In this manual these devices will be called the Selector. e Instant Action Duel Mode ------ Getting Started For those of you who just want to get up there and fight one-on-one in an accurate historical setting, Duel Mode provides a choice of six eras and two typical opposing aircraft. You will start from a position of your own choice and you will only have one opponent to shoot down. Duel Mode is recommended for Rookie pilots who want to learn the basic air combat manoeuvres and get experience of their aircraft handling ability. Copy Protection After the opening sequences Dogfight will take you to the Copy Protection Screen. Enter the correct word from the manual using the reference given. Configuration Screen You will then see the Configuration Screen. This should be set for the easiest level. If you are flying your aircraft with a Joystick Controller you should calibrate your Joystick. Select Calibrate Joystick then follow the on-screen prompts. Save the joystick calibration, then click on the OK button to accept the default set up. Select Mode Screen You will then see the Select Mode Screen. This is where 8 you choose between the three main elements in the game. Select Duel Mode. SelectWW2 Select Spitfire For full details of instruments, weapons and performance consult The Dogfight Dozen section in this manual. Game Options The Game Options screen lets you choose the precise starting point for the Duel. This allows you to set up any degree of difficulty: Player flying out of the sun Enemy flying out of the sun Behind the enemy Enemy behind player Nose to nose Bounce from above Side by side Altitude Fly You will now be placed in your Spitfire, in the position specified in your Game Options selection. Get ready for battle! Remember - Key P will Pause the simulation. Press Key P again to unfreeze the action. Check your views: Press Function Key Fl to see the main cockpit forward view Press Function Key F2 to see the Instrument Panel. Press Key S to move your view up 50% Press Function Key F3 to see your Spitfire in the fore- ground and the enemy aircraft position (it will probably be a dot) in the background (Tactical View) Press Function Key F4 to see the enemy Bfl09 in the foreground and your Spitfire (it will probably be a dot) in the background (Inverse Tactical View) Press Function Key F5 to see the 'Heads-Up' View. Press Button 2 on the Joystick and use the joystick movement (or use PgUp / PgDn / Insert / Delete) to look aU around from within the cockpit. 9 e Press the TAB key to lock 'Heads-Up' View on target. Press TAB key again to unlock the view; it wiU then re- centre if no control movement occurs. Press Function Key F6 to see Left Cockpit View Press Function Key F7 to see Right Cockpit View Press Function Key F8 to see Rear View (and you) Press Function Key F9 to see the Map View Press Function Key FlO to see Target View - in this case it will be your opponent Press ShiftlFl to see the Slot View Return to Cockpit View (Fl) Combat Duel Mode exists for pure air combat. You must now try to shoot your opponent down. If you are new to air combat, you might be shot down quite quickly. But, if this happens, you can re-enter Duel Mode quickly and easily to hone and improve your skills. Select F3 Tactical View - your opponent will remain in the centre of the background and probably show up as a dot. If you head for the dot (into the middle of the screen) you will be heading for your opponent. Press Function Key F4 to see your position relative to him, this is useful for gauging relative heights, then return to F3 View. Study the air combat manoeuvres in this manual and the quick tips below. The rest is up to you! Duel Mode will end when one of the aircraft is shot down, crashes, or if you press the Esc Key to end the fight. e A fighter pilot is greeted by the squadron mascot while his aircraft is re-armed and refuelled by ground crew. - ------ --- e LO The Basics of Air Combat Surprise is your strongest weapon. 80% of ' kills' are over before the victim knows of his hazardous position. Use the sun. Keep it behind you if possible. Do not stay on a predictable course. 'Tack' diag- onally to and fro. Don' t be caught instrument watching. Keep looking out of the cockpit preferably all around (top fighter aces in WW2 were known as 'swivel- heads'!). Use all the available outside views, especially ' Heads-Up', Tactical and Inverse Tactical Views. Watch your Six (your rear). This is your major blind spot; the optimum position for an enemy fighter who's going to shoot you down. Attack decisively and aggressively. Be sure of your first shot. This may be your only chance! II e What If! Getting Started What If? Mode lets you pick anyone of twelve Dogfight aircraft and fly it agai nst any other, over any of the six conflicts. In this guide you will fly an F-16 Falcon against a Fokker Triplane over the Falkland Isles! Copy Protection After the opening sequences Dogfight will take you to the Copy Protection Screen. Enter the correct word from the manual using the reference given. Configuration Screen You will then see the Configuration Screen. This should be set for the easiest level. If you are flying your aircraft with a Joystick Controller you should Calibrate your Joystick. Select Calibrate Joystick then follow the on-screen prompts. Save the calibration and click on the OK button to accept the default game set up. Select Mode Screen You will then see the Select Mode Screen. This is where you choose between the three main elements in the game. Select What If? GameType Select One Player e e The WWl Fokker Triplanes of the Red Baron's 'Flying Circus' preparing to take-off for patrol over the British lines. ------- 12 Your Aircraft Select the F-16 Fighting Falcon as your aircraft. Enemy Aircraft Options Select the Fokker Triplane as your opponent 13 e Combat Zone Select Falkland Islands Game Options The Game Options screen lets you choose the precise starting point for air combat. This allows you to set up any degree of difficulty: for instance you can begin nose to nose or side by side with your opponent. Fly You will now be placed in your F-16 Fighting Falcon ready for air combat. Press Key P if you want to pause the simulation and look at the manual. Press again to unfreeze the action. Views Check your views Function Keys FI-FIO (see Duel Mode above) F-16 Falcon Controls The F-16 is one of the world's most modem fighter aircraft. To save you the indignity of being shot down by a WWl Fokker Triplane, pause the simulation (Key P), take time to look through the cockpit details in this manual and become familiar with weapon selection, aiming, HUD and firing. It won't be as easy as it sounds to shoot down the slower but tighter-turning Fokker Triplane; and don' t feel confident of using Sidewinders! You will soon realize that you'll have to know as much about the opposing aircraft capabilities as your own. Next time you load the simulation - why not fly the Fokker? e 14 e The First Mission Getting Started ----- D ogfight has different missions for each combat world. In this guide you will be taken through a basic World War One mission flying the Sopwith Camel over the trenches in Northern France. Copy Protection After the opening sequences Dogfight wiU take you to the Copy Protection Screen. Enter the correct word from the manual using the reference given. Configuration Screen You will then see the Configuration Screen. Initially, this should be set for the easiest level. Ground Detail Aircraft Detail Graduated Horizon Landing Realism Sun Blind Spot Sound Effects Skill Level Player Kill Opponent Kill Gun Aiming Missile Effectiveness Flight Control High High On Easy On On Novice Gradual One Hit Easy Easy Joystick (if available) 15 If you are flying your aircraft with a Joystick Controller you should Calibrate your Joystick. Select Calibrate Joystick then follow the on-screen prompts. When you have finished the Configuration select Save. Click on the OK button to accept the above setup. Select Mode Screen You will then see the Select Mode Screen. This is where you choose between the three main elements in the game. Select Missions. Select Era Screen You will be given a choice of six aerial conflicts from WWI to Syria. Select WWI. Select Side You can choose which side you want to fight on by selecting your aircraft. For this guide choose the Sop with Camel; this will put you on the British side in the conflict. e By the end of the war in 1918, the Sop with Camel had destroyed more enemy aircraft than any other Allied type. The name was derived from the humped-back appearance created by the cowling over the machine guns in the nose. ----------- e 16 Mission Planning ----- T he Mission Planning Screen gives you a background scenario and a list of mission orders for you, and your resources, to complete. Read the Mission Orders This outlines the conflict you are participating in and lists your mission objectives. Select Resources Mission P l a n n ~ n g Resources are the other aircraft at your command for that mission. The number you have will vary depending on the complexity of the mission. You will see a map of the area of conflict on the left of the screen. In this case it will be Northern France. On the right of the map are the control boxes. 17 e Select the left arrow button and watch the top of the box. This will show the type of aircraft you have to issue orders to. Select again to cycle through all your other aircraft; these may be other Camels or DeHavilland DH4s. Choose an aircraft then give it an order from the four types available: Patrol Choose an area on the map to patrol. Attack Attack a target from a given list. If you choose the Attack order another box will appear asking you for a choice of target for that aircraft. Simply highlight and select one from the list. Support Highlight and select an aircraft to support in an attack or a patrol. Defend You ' ll be given a list of home bases that could be defended. Highlight and select. You will then return to the original control box but now the target will be shown at the lower part of the box and a mission flight path will be marked on the map. Plan your mission carefully to get the best out of your resources. Repeat the above procedure for each of your available aircraft. Don' t forget to assign some form of defence. The enemy will be planning their attacks against you at the same time! Click through the arrow buttons to check that all your resources have been used then select OK to exit. e Mission Planning Screen You will be returned to the main Mission Planning Screen. Select Arming This option will only show armaments carried on more modern aircraft from Vietnam onwards. You will have to choose a combination of missiles and rockets for your particular mission. Select OK to return to the main Mission Planning Screen. Mission Planning Screen Select Start to begin the mission. Start Mission ------ Y OU will begin on your home base runway for WWI and WW2 missions. Due to the distances involved, missions in Korea, Vietnam, the Falklands and Syria will begin in the air. Map and Zoom Before you take-off check the map by pressing Function KeyF9. Green dots are friendly aircraft. A highlighted dot is the selected game object; initially, this will be your Camel. Move your controller around the map and select other dots. The legend at the base of the map will tell you what all the dots represent. Red dots are enemy targets. 18 e The Keypad + and - keys will zoom you in and out of selected areas. If the Zoom makes the object disappear from the screen, place your controller on one of the screen edges to move the map leftlright/up/down. The zoom facility is a very powerful feature; it can home in on any game object with a high degree of magnification. Click on the Right Mouse Button to centre the map on the selected object. View Other Objects Press Function Key FlO to view the mission targets/objects and resources. Press Key T to cycle through enemy and friendly objects. Remember that, even though you are still on the ground, the game world events will have begun. You can watch Fokker Triplanes and Albatrosses getting ready for attacks. Press ShiftlT to return to Your Aircraft View. The Take-Off Press Function Key Fl. You will be looking along the runway. In some aircraft (such as the Spitfire) you might not be able to see the runway when the plane is at rest. If this is the case, you must take off from an outside view such as ShiftlFI Slot View, positioning yourself behind and slightly above the plane. You might actually prefer this method anyway! Set engine revs to maximum (Shift Plus + ) Steer along the runway until you gain maximum speed. Pull back gently on the stick until the plane lifts off the ground. Normally, you should raise your gear (Key G) but the Camel has a fixed undercarriage - so it' s one less thing to worry about. In The Air When the Camel is safely in the air, quickly cycle through all available views (see the section on Views in this manual) , then check the map (Key F9) for your chosen target. Press Key FlO and check on the progress of the other aircraft/targets (Key T) . Press Shift/T to return to your aircraft view. Now select a target. Press Tactical View F3 and then Key T. Each time you press Key T the view will change as each object/target is placed in the centre of the background. You may support one of your other aircraft or attack a target on your own. The choice is yours! You can line up on static objects with F3 and F4 Keys. If you are attacked, or want to Dogfight, the F5 'Heads Up' View will help you locate the enemy fighters (look at the Views Section of this manual). Return to Base Eventually, you will receive a message to tell you if the mission has been a success, failure or if the opposition have succeeded against you. You will then be told to return to base. Check your position and the location of your base or any friendly runway on the map (Key F9) and head for home using the compass and map grid. Landing Locate your runway. The aircraft in Dogfight will only land on a runway. Reduce power (Minus Key -). Lose height. Adopt the correct approach using an appropriate outside view. Slot View (Shift/Fl) is very useful here. 19 6 Reduce Power The Camel has fixed undercarriage and no flaps but remember to lower the landing gear (Key G) and flaps (Key Close Square Brackets]) on any aircraft from WW2 onwards. Control your speed on jet aircraft with Airbrakes Key B. Aim for the runway but do not point the nose of the aircraft down. Land as gently as possible and cut power (Shift inus -) as soon as you are on the ground. Later aircraft will have wheel brakes (Key W) to stop forward movement. The mission will end when you come to a stop. Mission Review Y OU will b ~ given a summary of the major mission events. Appropnate medals and promotions will be awarded. 6 -D0;-i*" e '!lIi! ~ ~ "'Jo't -----Head-to-Head Dogfight I f your version of the software supports head-to-head play, you will be able to do battle against another human opponent either in Direct Link or through a Modem. Select your choice of head-to-head mode as detailed in the Technical Supplement for your specific machine. An American and a Polish fighter pilot wearing their flight gear exchange cigarettes and combat tales as they wait for the order to 'scramble'. -------------------------------------------- 20 6 The Dogfight Dozen The Sop with Camel ----- T he Sopwith Camel has the distinction of having destroyed more enemy aircraft than any other Allied type. The successor of the Pup and Tripe, the Camel did not have the easy handling of its predecessors. It had a very heavy 130 horsepower engine that tended to act like a huge gyroscope; it could out-turn any German fight er (wit h the possibl e exception of the Fokker Triplane). The name comes from its sli ghtl y hump-backed appearance created by the cowli ng over the machine guns in its nose. During the 3rd Battle of Ypres a nd the Battl e of Cambrai, the Camel was used extensively for ground support activities. Carrying four 20 pound bombs under the fuselage and armed with twin Vickers machine guns, the Camel was a fearsome fight er. Howeve r, its real strengt h lay in its 21 dogfighting capabilities. Its tremendous turning finesse , speed and simplicity of construction (and therefore main- tenance) made it the most reliable fighter on the Allied side. By January 1918 there were over 1300 Sopwith Camels operating in France at the front and over 2100 more on order. Technical Details Manufacturer: The Sopwith Aviation Company Ltd. , Kingston upon Thames, UK. Type: Single seat Bi-plane fighter, bomber escort and occa- sionallight bomber. Engine: One 130hp Clerget 9B Rotary engine. Dimensions: Span: 28ft. Length: 18ft 9in. Height: 8ft 6i n. Weight: [empt y] 950lbs [430kg], [with maximum load] 1,4821bs [673kg]. Performance: Maximum speed: 170 kmlh [106 mph] . Ceiling: about 13,000 ft. Endurance: about 2 3/4 hours. Weapons: Twin .303in [7.7mm] Vickers machine guns, with Kauper No.3 interrupter gear. Rate of fire: about 200rpm. History: First flight [prototype] December 1916; entered service July 1917; fought in Russian Civil War [1917-22]; continued in service in some countries until the late 1920's. 6 e Sopwith Camel Cockpit Airspeed Indicator Tachometer (Engine Revs) --------Compass Altimeter -------- -------Fuel Gauge e 22 ~ " ' ~ ~ a # ~ " - - U , ~ ; " ~ * 31ffi Fokker DR1 + I n the summer of 1917, there were 318 DR Is on order. Baron Manfred Von Richthofen's 'Flying Circus' was the first unit to receive the new aircraft and the 'Red Baron' was thrilled with the plane. The high degree of manoeuvrability inherent in the plane's design, the triple wings and heavy 110 horsepower Oberursel rotary engine, made it successful despite early setbacks. It has often been compared to the Sopwith Camel in terms of handling, and to the Sopwith Triplane for its tremendous climbing capabilities. 23 e Technical Details Manufacturer: Fokker Aircraft Company, then of Germany, later, of Schiphol, Netherlands. Type: Single-seat Triplane fighter and bomber escort. Engine: 110hp Oberursel UR II rotary engine Dimensions: Span: 26ft Win. Length: 18ft. Height: 9ft 6in. Weight: 376kg Performance: Maximum speed: 166 kmlh [103 mph]. Ceiling: about 14,000 ft. Endurance: about 4 hours. Weapons: Twin .312in [7.92mm] MG08115 machine guns, with new Fokker camshaft-operated synchroniser gear. Rate of fire: about 600rpm, magazine capacity 97 rounds. History: Entered service August 1917, replaced by DVU in April 1918. e e Fokker DR1 Cockpit Airspeed Indicator Altimeter - - - - - - - - ~ ; i Tachometer (Engine Revs) Fuel 24 ---- MkII Supermarine Spitfire ---- T he Schneider Trophy air races, begun in 1912, sought to find the fastest aircraft that could take off and land from water. In 1929, the trophy was won by Britain, with a Supermarine S6, designed by RJ. Mitchell and powered by an engine designed by Henry Royce. From the S6, it was but -a short step to the first experimental Spitfires. Mitchell struggled against the usual government indecision and reticence. By 1936 when war was becoming inevitable, the first fully working prototype, the Spitfire I, swept away all doubt and emerged, along with the Hawker Hurricane, as the British answer to rapidly increasing German fighter production. The Spitfire's role was to take out the fighter escorts, the Messerschmitt Bfl09s, and in this, with its superb manoeu- vrability and speed in excess of 350mph, it was unsurpassed. Its many guises, in the space of five years, included the MkI & lIs that fought the Battle of Britain, the MkIXs that saw off the formidable 400mph+ Focke-Wulfe Fw190s, and the Mk21s that, with a top speed of over 450mph, were almost twice as fast as the original MkIs. The Spitfire was the only plane to have remained in production throughout the war. 25 Technical Details Manufacturer: Supermarine, UK e Type: Single-seat , single-engine fixed wing monoplane fighter. Engine: 1030hp Rolls-Royce Merlin III piston engine. Dimensions: Span: 36ft Win. Length: 29ft l1in. Height: 12ft 7 3/4in. Weight: [empty] 4,5171bs [2050kg], [with maximum load] 5,8441bs [2656kg]. Performance: Maximum speed: 590 kmlh [365 mph]. Max. range [slow] : 630 miles [1000km] , [max. cruise] 415 miles [664km]. Endurance: 3.6 hours. Weapons: Eight .303in [7.7mm] Colt-Browning Machine Guns, mounted in two rows of four in either wing. Rate of fire: 1100-1200rpm, magazine capacity 300 rounds per gun. History: Prototype first flown 1936; MkIA entered service May 1938; More powerful MkVB supplied March 1941; later replaced with MkIX, with Merlin 60 engine, and 2 20mm Hispano cannon & 4 Browning machine guns; MkXII & MkXIV given R-R Griffon engine; Mk21 , with 2050hp Griffon 60 engine and capable of 454mph, entered service mid-1945, shortly before the end of the war. Some French Air Force MkIXs Spitfires were still fighting in the early days of the Indo-China conflict, later to become the Vietnam war whilst the British were still using them well into the jet age: often in situations where jets would be unsuitable - in anti- guerrilla engagements, for instance, like the Malaya campaign. e e ----------- MkII Supermarine Spitfire Cockpit ----------- Airspeed Indicator Artificial Horizon Oxygen Level Indicator --- Landing Gear Indicator Altimeter 26 Tachometer (Engine Revs) Rate of Climb Indicator Indicates the rate at which the ---- plane is climbing/diving. Fuel Gauge Directional Indicator (Compass) , ------. D G) ~ ~ = e ':""W" i_ , ~ R 1 _ Messerschmitt Bfl09E ---- T he German Luftwaffe's Bfl09 was the first of a new generation of single-engine fighters to enter the service. The first models were, ironically, powered by a British engine, the Rolls-Royce Kestrel. This was changed when the Bfl09B was produced. This aircraft flew with a Junkers Jumo 210 engine when it was used in the Spanish Civil War. The fighter fulfilled a multitude of roles during the Civil War, including ground support of the Nationalist Army conventional air combat with the Russian-supplied Republican fighters. Its bomber escort duties allowed the Junkers Ju87, (or Stuka) and Heinkel He III light bombers to bomb the enemy ground forces and cities in relative air supremacy. When WWII began, the Bfl09B was relegated to training and reserve duties. Its place in the front line was taken by the first full production fighter, the Bfl09E. This aircraft was a match for its allied counterparts: the Spitfire and Hurricane, and was superior in a dive thanks to its direct fuel injection. Allied planes often stalled through fuel starvation in a steep dive due to the effects of negative gravity. 27 Technical Details The early 109s, including the 109E, were equipped with two MG FF 20mm cannons in the wings, and two MG-17s above the engine. In later models, the MG FFs were replaced by one MK [Machine Cannon ]108, mounted to fire through the propeller hub, and capable of firing 850 170z shells a minute. Manufacturer: Messerschmitt, Germany. Type: Single-seat, single-engine fixed wing monoplane fighter. Engine: llOOhp Daimler-Benz DB601Aa inverted V-12, fuel- injection engine. Dimensions: Span: 32ft 4 1I2in. Length: 28ft 4 1I4in. Height: 8ft 2112in. Weight: [empty] 4,1891bs [1904kg], [with max. load] 5,8751bs [2670kg]. Performance: Maximum speed: 570 km/h [354 mph]. Ceiling: about 34,450ft. Max. Range: 410 miles. Weapons: Two 20mm Oerlikon-Bekker MG FF cannon mounted in the outer wings , two 0.312in [7.92mm] Rheinmetall-Borsig MG17 machine guns mounted above the engine. Rate of fire: MG FF cannon - 540rpm; MG17 machine guns - 1180rpm. Capacity [MG FF]: 60 rounds per gun, [MG17]1000 rounds per gun. History: First 109 flown September 1935, powered by R-R Kestrel engine; 109B fought in Spain with Junkers Jumo 210 engine; 109E first production plane proper, powered by llOOhp DB601 engine; 109F arrived early 1941, with DB601 uprated to 1300hp; replaced by 109G in late 1942 - despite speeds of 450mph+, heavier armament and engine caused drop in combat ability; some models were still produced in Spain and Czechoslovakia after the war. e , . ------, u J G i ~ ~ ~ . ~ " e . --- ~ ' ; " 00" ----------- Messerschmitt Bfl09E Cockpit ----------- Artificial Horizon Directional Indicator (Compass) Flaps Indicator Landing Gear Indicator Altimeter -------- Airspeed Indicator 28 Clock Fuel Gauge f------ Rate of Climb/ Dive Indicator aCf'LUfneler (Engine Revs) ,- ----, e {;I<
--- North American F-86E Sabre --- B y the end of WWII was becoming obvious thatthe propeller had had Its day as a method of fighter propulsion. From 1944 both sides rushed out a series of experimental jet fighters, with mixed success. The British Gloster Meteor was the allied answer to the German Me262. It remained in service for many years after the war, accom- panied by a wide variety of other planes including the F-80 Shooting Star, F-84 Thunderjet and the de Havilland Vampire. But all of these first jet designs made the same mistake, (failing to learn from the Me262) - they were all straight-winged craft, and due to the potentially lethal air compression that happened along their leading edges when approaching the sound barrier, most were limited to speeds little greater than those achieved by the piston-engined planes they had replaced. In 1949 the first operational North American F-86 appeared, complete with the swept wings first used by the pioneering Messerschmitt five years before. In December 19S0, the F-86 first saw service in the Korean war. On 17th December 19S0 an F-86 shot down a MiG-IS; the firs t combat between swept-wing fighters. The earliest 29 models to see action were the F-86As, Es and Fs but, despite the high technology of their engines and construction, both Russian and American planes were still using conventional combat tactics. They were armed with M-3 heavy machine guns and a basic radar gunsight that was often discarded by the pilots. It was not until the arrival of the F-86D that rockets were first used and - in conjunction with a comput- erised interception package and an afterburner system- produced the first of the ' modern' jet fighters. Technical Details Manufacturers: North American Aviation Inc., Inglewood, USA. Type: Single-seat fighter-bomber. Engine One S,9701b [2710kg] Wright J65 single-shaft turbojet. Dimensions: Span: 37ft 1 1I2in [1l.31m]. Length: 37ft [11.43m]. Height: 14ft 8 3/4in [4.47m]. Weight: Empty: 11,12Slbs [S,04Skkg] . With maximum load: 20,6111bs [93S0kg]. Performance: Maximum speed: 678 mph [1091kmlh]. Ceiling: about 4S,000 ft. Range: about 8S0 miles [1368km/h. Initial climb: 8,OOOft [2440m] /min. Weapons: Six O.Sin Colt-Browning M-3 heavy machine guns. Hardpoints for two external tanks or two loads of lOOOlbs. Rate of fire: 1,1S0-1,2S0rpm. Capacity: min. 267, max. 500 rounds per gun. History: First experimental flight November 27th 1946; service delivery [F-86A] December 1948; first service flight December 22nd 1949; first combat service late 1950; later models E,F,D,K,H,AF-IE. Total production, including under licence, 9S02 the highest of any Western military plane since WWII. Artificial Hori zon Directional Indicator (Compass) Landing Gear Indicator Clock-- ______ _ Airspeed Indicator ----- Altimeter Radar Screen e North American F-86E Sabre Cockpit ---------- 30 Stall Warning Light Wheelbrake Indicator Airbrake Indicator Fuel Gauge Tachometer (Engine Revs) Rate Of Climb/Dive Indicator L __ ----Radar Range (in miles ') e ---- Mikoyan-Gurevich MiG-i5 ---- A t the end of wwn, the Allied forces were involved in a desperate race to be the first to reach Berlin. The haste was not only based on the removal of Hitler from power but also a desire by both sides to be the first to capture German rocket secrets, and the scientists who created them. Berlin was eventually divided amongst the Russians, Americans, British and French, and the same happened to the new captured technology. Just as the German A-4 rocket was to form the basis of all subsequent ballistic missile research and development, so the Me262 and its variants were to be the basis of all modern jet fighters, especially for the Soviet Union and its chief jet designers, the Mikoyan-Gurevich Bureau. Although the USSR had designed its first revolutionary fighter within months of WWII's end, they had to wait longer for a suitable engine. Ironically, the first engine was given to them by the British. A Rolls-Royce ' Nene' turboj et was sent to the Soviet Union quickly copied and mass-produced (without a licence) as the RD-45. The MiG-IS was flying by 1947, and in service by August 1948. While the Allies were still mainly relying on piston- 31 engined fighters such as the Mustang and Spitfire. Needless to say there was panic in the UN ranks when these silver swept-wing jets roared out over the Korean arena for the first time, the F-80 Shooting Star was in service, but with its straight wings it was instantly outclassed by the vastly superior climbing, shooting and turning abilities of the MiG. That an F-80 managed victory in the first jet-to-jet combat was due purely to the superior flying of the US pilot. It was not until the introduction of the F-86D in 1952 that the MiG- 15 had any serious technological competition. Although the last service delivery to the Soviet Air Force was sometime around 1953, it is a sign of the quality of the MiG-IS that the UTI dual-control variant of this first Soviet jet fighter was still being used for training purposes as late as 1977. Technical Details Manufacturers: Mikoyan-Gurevich Bureau, Soviet Union, and under licence. Type: Single-seat fighter. Engine: One 5,0051b [2270kg] thrust Klimov RD-45 single shaft centrifugal turbojet. Dimensions: Span: 33ft 0 3/4in [1O.08m]. Length: 36ft 3 1I4in 11.05m]. Height: 11ft 1 3/4in [3.4m]. Weight: Empty 8,820lbs [4000kg] ; With maxi mum load 12,5661bs [5700kg]. Performance Maximum speed: 668mph [1075kmlh]. Ceiling: 51,OOOft. Range: about 885 miles [1424km] . Weapons: One 37mm Nudelmann [N] cannon and one 23mm Nudelmann-Suranov [NS] cannon under the nose. Capacity: [N37]40 rounds, [NS23]80 rounds per gun. History: First flight December 30th 1947; service delivery August 1948; last delivery to Soviet Air Force believed to be 1953. Continued to be delivered to Warsaw Pact countries until 1954; still used as a fighter by 15 countries until 1960, and MiG-IS UTI Trainer still in use in Soviet Unjon and over two dozen countries up to the late '70s. 8 32 Mikoyan-Gurevich MiG-iS Cockpit Artificial Horizon Fuel Gauge Airspeed Indicator ----- Stall Warning Indicator Landing Gear Indicator Altimeter 33 e Rate of Climb/Dive Indicator Tachometer (Engine Revs) Airbrake Indicator Clock Directional Indicator (Compass) e --McDonnell Douglas F-41 Phantom IJ-- T he F-4 Phantom was the result of the inequalities of jet combat during the Korean war. The US was aware of the prowess of the Russian MiG-15 over their own fighters, and needed a machine that would outdo this and any other Russian fighter for the foreseeable future. The F-4 underwent many changes of design even before it left the test bed: orig- inally designed as a four-gun fighter , eventually entered service as a gunless, missile armed interceptor, and since then it has been everything from an unarmed reconnaissance plane to a tactical bomber, serving with both Air Forces and Navies the world over. The F-4J was adopted by the US Navy, and it is in this guise that it appears in Dogfight. The F- 4 gave the Soviet-trained pilots a severe shock over Vietnam. Most of its early rivals have long been retired, but the F-4 remains stubbornly in service with innumerable Navies and Air Forces after nearly thirty years. Technical Details Manufacturers: McDonnell Douglas Corporation, St. Louis, USA and under licence. 34 e Type: Twin-seat all-weather interceptor. Engine: Twin 17,900lb [7711kg] thrust General Electric 179- 10 single-shaft turbojets with afterburners. Dimensions: Span: 38ft 5in [l1.7m]. Length: 58ft 3in [17.76m]. Height: 16ft 3in [4.96m] Weight: Empty 28,800lbs [12,700kg]; with maximum load 58,000lbs [26,308kg]. Performance: Maximum speed: [low] 910mph [1464km/h, Mach 1.19]. [high] 1,500mph [2414kmlh, Mach 2.27]. Ceiling: over 60,OOOft [19,685m]. Combat radius: [Ground attack, hi- lo-hi] about 517 nautical miles [960km]; [air patrol] 250nm [460km, 2 hours] inc. 2 minutes high altitude, high speed combat. Weapons One 20mm M-61A1 General Electric Vulcan 6-barrel machine gun (1200 rounds) Four AIM-7 Sparrow air-to-air missiles under fuselage. Four AIM-9 Sidewinder air-to-air missiles. 18 x 130mm Zuni Rockets (ground attack) Four AGM-65 Mavericks (ground attack) History: First flight [experimental XF4h-1] May 27th 1958; service delivery [FAA] February 1960'; hrst flight [Air Force F-4C] May 27th 1963. F-4J accepted by US Navy, later to be modified and uprated into the F-4S. Some modified models - mostly EF-4E Wild Weasels - still being delivered to date: latter model saw service from Allied carriers against Iraq in the 1991 Gulf War. e e --------- McDonnell Douglas F-41 Phantom II Cockpit --------- Aiming and Firing - Missiles- Infra-red Infra -red missiles will not lock-on until you position yourself behind the enemy. A white box is the target acquisition. A white box in a white circle - within range A white box in a red circle - locked- on. Ready to fire. Radar-guided Radar-guided missiles are all aspect but must be kept in HUD view all the way to the target. A red lock- on circle will appear when within range of the target. Radar Screen Incoming Radar- Homing (RH) Missile Warning Incoming Infra- Red (IR) Missile Warning Stall Warning Airspeed Indicator Clock Directional Indicator (Compass) Landing Gear Indicator 35 Radar Range (in miles) Attitude Direction Indicator (AD!)- a modern arti- ficial horizon. Altimeter Weapon Selection Fuel Gauge Indicators Rate of Climb/Dive Indicator
- , -, _ ..
----- MiG-21F 'Fishbed' ----- L ike its frequent combat opponent the F-4 Phantom, the MiG-21 was, and still is, the most successful of all Soviet fighters, selling more than 10,000 in various versions in the twenty years of its life. Also, like the Phantom, the MiG-21 was developed in the eighteen months after the Korean War in answer to the problems highlighted by that war, and was a multi-role aircraft, carrying out all types of missions from reconnaissance to ground attack. This new MiG, largely based on its predecessor the MiG- 19, was packed full of new features, including powered controls and body flaps and an armoured ejection seat. By the time the 21F - possibly the classic variant of the type - arrived, it was further equipped with radar ranging, improved performance, greater fuel capacity and two air-to-air missiles. With a Mach 2 capability and two good 30mrn cannons, the MiG-21 was an excellent combat aircraft, and served to ensure that the ' noble art of dogfighting' did not die out. Its only real limitation, with a maximum internal fuel capacity of 500 gallons, was a very short combat radius, but even this could be increased with the help of external tanks. The MiG- 21 was faster, more manoeuvrable, better armed and roughly a third of the price of the F-4 Phantom.
.- ". ...' t'] , i, BS i% 36 e Technical Details Manufacturers: Mikoyan-Gurevich Bureau, Soviet Union, and under licence. Type: Single-seat daytime fighter. Engine: One 13,120lb [5950kg] thrust R-11-F2-300 Tumansky single-shaft turbojet with afterburner. Dimensions: Span: 23ft 5 1I2in [7.15m]. Length: 46ft 11n [14.3m]. Height: 14ft 9in [4.5m]. Weight: Empty 11,464Ibs [5200kg]; with maxi mum load 18,740lbs [85OOkg]. Performance: Maximum speed: 1285mph [2070km/h, Mach 2.1]. Ceiling: 59,050ft. Range: [high, internal fuel] 683 miles [11ookm]; [high, 3 ext. tanks] 1,118 miles [18ookm] . Weapons: One 30mrn NR cannon under fuselage (200 rounds) Two/four K-13 'Atoll' air-to-air missiles Two/four AATO 'Advanced Atoll ' air-to-air missiles History: First flight [prototype] late 1955, [-21F] late 1957; service delivery early 1958; later variants still in service as trainer and second line fighter. e Aiming and Firing - Missiles- Infra-red Infra-red missiles will not lock-on until you position yourself behind the enemy. A white box is the target acquisition. A white box ill a white circle - within range A white box in a red circle - locked- on. Ready to fire. Radar-guided Radar-guided missiles are all aspect but must be kept in HUD view all the way to the target. A red lock- on circle will appear when within range of the target. Weapons Indicator ADI Airspeed Indicator Altimeter e MiG-21F 'Fishbed' ------------ 37 Stall Warning Radar Homing Missile Warning Rate Of Climb Indicator Tachometer (Engine Revs) Radar Screen e ' - - U ~ ~ l c> ~ ~ k'W ffi ' --British Aerospace Sea Harrier FRS.1 -- T here is no doubt that the Royal Navy's Sea Harrier was the star of the Falklands War. Without it, there would have been a strong chance that the islands would have remained in Argentine hands. The Argentine Air Force proved far more capable than expected, using Mirage Ills, A- 4s, and most surprisingly the slower Super Etendard to devas- tating effect against the Task Force. Despite the fact that only 28 Sea Harriers were taken to the South Atlantic, they not only defended the naval presence against superior numbers but also performed ground attack, reconnaissance and interception duties. It is a credit to the Harrier and its pilots that only five were lost in the whole campaign, and none of these in aerial combat. The most astonishing aspect of the Harrier is its V/STOL, or Vertical/Short Take Off and Landing capabilities, developed in anticipation of a time when the first casualties of a war will be the runways. Although considerably slower than most modern fighters, there is nothing that can even come close to the Harrier's manoeuvrability. Its main 38 e advantage was the ability to take off and land without a long runway; although this ability is generally reserved only for emergencies. Even a short take-off run substantially increases both range and available payload. Out of the Air Forces Harrier GR.3 came the Sea Harrier. Basically, the FRS.1 is the same as the land-based variety, converted for use off the Navy's Invincible-class light carriers. The engine is a modified version of the GR.3s, but with extra anti-corrosion casings and increased power to the reaction control jets to take account of the often more adverse weather conditions at sea. The avionics, however, are virtually all-new, taking into account the changes needed from what was basically a low-level strike aircraft. They use the Blue Fox radar system that has enabled a new cockpit placed higher up with an improved all-round view. Technical Details Manufacturer: British Aerospace [originally Hawker Siddeley Aviation], UK Type: Single-seat ship-based multi-role V/STOL fighter/bomber. Engine One 21,500lb [9,752kg] thrust Rolls-Royce Pegasus II MkI04 two-shaft vectored thrust turbofan. Dimensions: Span: 25ft 3in [7.7m]. Length: 48ft [14.63m] . Height: 11ft 3in [3.43m]. Weight: Empty 13,OOOlbs [5897kg]; with maximum load [Non-VTOL] 26,OOOlbs [1l ,793kg]. e "Rr , D [), . , ' \!j[ , Performance: Maximum speed: [unloaded, low level] 737mph [1186km/h, Mach 0.972]; [Maximum dive] 98Smph [1S86km/ h, Mach 1.3] . Ceiling: over SO,OOOft. Combatrractical radius: [hi-Io-hi] about 260 miles [418km]; Max. Range: 2070 mil es [3330km]. Initial climb [VTOL weight]SO,OOOft/min. Weapons: All external. Usual configuration: Twin 30mm Aden cannon in ventral packs (400 rounds) Two/Four AIM-9 Sidewinders 18/36 SNEB 68 Rockets (Ground Attack) History: First hover October 21st 1960; first flight [devel- opment Harrier] August 31st 1966, [Sea Harrier] August 20th 1978; service delivery [GR.1] April 1st 1969, [Sea Harrier] June 1979. 39 e e , -------. D D ~ ~ Aiming and Firing - Missiles- Infra-red Infra-red missiles will not lock-on until you position yourself behind the enemy. A white box is the target acquisition. A white box in a white circle - within range A white box in a red circle - locked- on. Ready to fire. Radar-guided Radar-guided missiles are all aspect but must be kept in HUD view all the way to the target. A red lock- on circle will appear when within range of the target. " % ~ ~ "= '" iLz k British Aerospace Sea Harrier FRS.1 Cockpit HUD Airspeed HUD Weapon RH Missile Warning IR Missile Warning Weapon Selection Indicator Altimeter Airspeed __ _. indicator Airbrake Indicator Wheelbrake Indicator ADI 40 e HUD Heading HU D Altitude H U D Pitch Lines Thrust Nozzle Position - shows the angle of the thruster nozzles. Gear Indicator Stall Warning Radar Range (in miles) Radar Screen bj---- Direction Indicator (Compass) Tachometer (Engine Revs) Fuel Gauge Rate Of Climb/ Dive Indicator e ---Dassault Breguet Mirage fIlE --- T he Mirage, in its many forms, is without doubt one of the most successful fighters si nce WWII and the III is probably the most popular Mirage of all variants. It was the first Western fighter to r ~ a c h Mach 2 in level flight. It was remarkably cheap, costing just over $1 milli on each in 1960, with standardisation of variant parts being a large contributor to this economy of design. It was given huge publicity by the Israelis when they used them to great effect against the largely Russian- supplied Air Forces of the Egyptians, Syrians and Jordanians in the early hours of the 1967 Six Day War. The definitive version was the Mirage HIE, with its larger engine, improved avionics and increased fuel capacity, as well as its higher top speed of Mach 2.2, and it was these that Argentina used against the RN Harriers during the Falklands War. Although the Exocet-carrying Super Etendards grabbed all the headlines, it was the Mirages that were to do battle with the Harri ers in the hi gh level dogfi ghts. The 41 e Mirages were to prove no match for the Royal Navy's combi- nation of Harrier and AA missiles and guns, and almost all of Argentina's Mirage force was destroyed before the war had ended, largely due to operating at the end of their range. Technical Details Manufacturer: A vions Marcel DassaultlBreguet Aviation, France, and under licence. Type: Single-seat multi-role fighter-bomber. Engine: One 13,670lb [6000kg] thrust SNECMA Atar 9C single-shaft turbojet. Dimensions: Span: 27ft [8.22m]. Length: 50ft 10 1I4in [15.5m]. Height: 13ft 11112in [4.25m]. Weight: Empty 15,540lbs [7050kg]; with maximum load 29,7601bs [13,5OOkg]. Performance: Maximum speed: [unloaded] 1460mph [2350km/h, Mach 2.2]. Ceiling: 55,775ft. Multi-role combat radius: 745 miles [12ookm]. Max. range: 2,485 miles [4000km] . Initial climb 16.400ftlmin; [time to 1l,000m (36,090ft)] 3 minutes. Weapons: Two 30mm DEFA 5-52 cannon (500 rounds) One Matra R.530 RadarlHoming AAM Two R550 Magic AAM 18/36 Matra RL F2 Rockets (Ground Attack) e History: First flight [Mirage I] June 25th 1955, [production HIE] April 5th 1961; service delivery June 1962. Mirage III now largely replaced by Mirage F1 and/or 2000, but all-new Mirage lUNG [New generation] flew for the first time in December 1982. In one form or another, the Mirage has remained in production for over thirty years and will probably continue to do so for some time to come. 42 e Aiming and Firing - Missiles- Infra-red Infra-red missiles will not lock-on until you position yourself behind the enemy. A white box is the target acquisition. A white box in a white circle - within range A white box in a red circle - locked- on. Ready to fire. Radar-guided Radar-guided missiles are all aspect but must be kept in HUD view all the way to the target. A red lock- on circle will appear when within range of the target. IR Missile Warning Indicator RH Missile Warning Indicator Airbrake Indicator A DI Stall Warning Wheelbrake Indicator Airspeed Indicator Altimeter Radar Screen e Dassault Breguet Mirage fIlE Cockpit ---------- HUDDetaiis See FRSI Sea Harrier 43 Fuel Gauge r----Mach indicator Current speed in terms of Mach numbers. Direction Indicator (Compass) Weapons Selection Indicator Fuel Flow indicator Tachometer (Engine Revs) Landing Gear indicator Radar Range (in miles) ,
, e " >;o=s'{$, %sg;"l8l' - General Dynamics -F-16A Fighting Falcon- I n 1981, eight Israeli fighters flew nearly six hundred miles, refuelling in mid air to drop a number of 2,ooOlb bombs on Osirak nuclear reactor near Baghdad, Iraq. They then returned to Israel, again refuelling in mid-air and again unchallenged, to land back at base completely unscathed. General Dynamics couldn' t have publicised their F-16 Fighting Falcon better if they'd tried. Designed largely as a replacement for the valiant but ageing F-I04 Starfighter, it soon became obvious that the F- 16, with its low cost, and outstanding manoeuvrability and adaptability, was also a worthy successor to the F-4 Phantom. With the excellent Pratt & Whitney F-lOO engine the Falcon can climb at any airspeed, and thanks to highly advanced avionics, it is impossible for the pilot to execute any manoeuvre that will damage the plane. At the time of its first operational service, the F-16 could out-fly every other fighter in the world; even the super-agile uprated MiG-21. In air-to- air combat, if not in straight flight, it can even better the astonishing and terrifyingly powerful MiG-25 Foxbat. Just a few of the reasons why the F-16 has been bought in its ' thousands by the US Air Force and why Israel is still using them to such devastating effect. 44 Technical Details Manufacturers: General Dynamics, Fort Worth, USA, and under contract manufacture in Europe. Type: Single-seat fighter bomber. Engine: One 24,ooOlb [10,885kg] thrust Pratt & Whitney F- 100-PW-100 two-shaft afterburning turbofan. In some export models, the l7,900lb [771lkg] thrust General Electric 179 turbojet is offered, whilst the General Electric Fll0 is now being supplied for 50% of future production. Dimensions: Span: [with Sidewinders] 32ft lOin [lO.01m]. Length: 47ft 7.7in [14.52m]. Height: 16ft 5.2in [5.01m] Weight: Empty 14,800lbs [6,733kg]; with maximum load 33,OOOlbs [14,969kg]. Performance: Maximum speed: 1300mph [2090km/h, Mach 1.95] . Ceiling: over 60,000ft [19,685m]. Combat radius: [Internal fuel on air-to-air mission] about 1300 miles [2100km]; [Ground Attack with maximum load] 120m [193km]; [Average radius with mixed load] 339 miles [546km] Weapons: One 20mm M-61 multi-barrel machine gun (511 rounds) Four AIM-9 Sidewinders Four AGM-65 Mavericks (Ground Attack) 18 MkA 2.75in FFAR Rockets in LAU-69/A Launcher (Ground Attack) History: First flight [experimental YF-16] January 20th 1974; service delivery [F-16A] early 1978, with first operational flight soon afterwards. Still very much in production , although superseded by the F-15E Eagle. l
.
.- e M'!t.. General Dynamics - F-16A Fighting Falcon ---------- Aiming and Firing - Missiles- Infra-red Infra-red missiles will not lock-on until you position yourself behind the enemy. A white box is the target acquisition. A white box in a white circle - within range A white box in a red circle - locked- on. Ready to fire. Radar-guided Radar-guided missiles ar e all aspect but must be kept in HUD view all the way to the target. A red lock- on circle will appear when within range of the target. Radar Screen IR Missile Warning Missile Range (in miles) RH Missile Warning Airspeed Indicator Landing Gear - ... _ !oii.---"""" Indicator Directional Indicator (Compass) 45 HUDDetails See FRSl Sea Harrier Rate Of Climb Indicator Weapon Selection Indicator ADI Altimeter Clock e , ------, D r ; j ~ ~ ~ = e , ""' ~ ,de;; "'" ' = ----MiG-23S 'Flogger B' ---- I n the early sixties most Air Forces believed that the multi-role aircraft was the way forward for modern air warfare. It was becoming increasingly expensive to have two separate aircraft to do two separate jobs. Both the US and the Soviet Union began looking for ways to make their fighters even more flexible and in 1964 the US unveiled the F-111, a multi-role fighter bomber designed for both Air Force and Navy roles. Although the F-111 was not a small aircraft, having an unladen weight of over three times the later F-16, its flexibility came from a new feat ure - variable geometry wings. However, due to financial , political and mostly design problems, the F-111 was never the success it was intended to be. It did, however, inspire the Mikoyan-Gurevich designers and in 1967 the Soviet Union revealed their own swing wing fig ht er: the highly successful MiG-23. The new MiG's swing wings gave it enormous manoeuvra- bility and enabled it to achieve over Mach 2 with ease, even with a full missile load, making it a dangerous opponent for the F-4s, and F-16s over the plains of Syria. Ultimately, the concept of variable geometry was not as awe-inspiring as at first thought, but a handful of subsequent planes have employed the technique to great effect, most notably the expensive F-14 Tomcat and the 46 universally acclaimed Tornado. The MiG-23 itself has gone on to be redeveloped into a multi-role fighter-bomber version now known as the MiG-27. Technical Details Manufacturers: Mikoyan-Gurevich Bureau, Soviet Union. Type: Single-seat all -weather interceptor. Engine: One 23,350lb [1l ,500kg] thrust Tumansky R-29B afterburning turbofan. Dimensions: Span: [min. sweep] 28ft 7in [8.7m]; [max. sweep] 47ft 3in [14Am] . Length: 55ft 1I2in [16.8m]. Height: 13ft [3.96m]. Weight: Empty 17,500lbs [7940kg]; with maximum load 33,000lbs [15,OOOkg] . Performance: Maximum speed: [unloaded] 1520mph [2445krnlh, Mach 2.2]; [with missiles] 1380mph [2222krnlh, Mach 2]. Ceiling: 55,OOOft. Combat radius: [hi-lo-hi] about 400 miles [640km]. Weapons: One 23mm GSh-23 twin barrel machine gun (200 rounds) TwolFour AA-8 ' Aphid' Two AATO Advanced ' Atoll ' Two AS7 Kerry (Ground Attack) 12 S5 57mm Rockets (Ground Attack) History: First flight estimated 1965; service delivery believed early 1971; later variants, largely MiG-27 multi-role attack version, still in service in most Warsaw Pact countries; -23U still employed in many countries as a dual-control trainer and sometimes as an ECM and reconnaissance vehicle.
"'''",-''' dl" J e MiG-23S 'Flogger B' ------------ Aiming and Firing - Missiles Infra-red Infra-red missiles will not lock-on until you position yourself behind the enemy. A white box is the target acquisition. A white box in a Radar Screen Rdar Range (in miles) white circle - within ADI range A white box in a red circle - locked- on. Ready to fire. Radar-guided Radar-guided missiles are all aspect but must be kept in HUD view all the way to the target. A red lock- on circle will appear when within range of the target. Airspeed Rate Of Climb/Dive Indicator Altimeter __ --i. Directional Indicator (Compass)
. ,,'" "'}'i: , '" 47 Fuel Flow Indicator Weapons Selection indicator Swing-Wing Attitude Airbrake indicator Wheelbrake indicator Stall Warning RH Missile Warning IR Missile Warning e e The Dogfight Missions The Scenarios and the Aircraft --- D ogfight missions let you give orders to resources (other aircraft) to Attack, Patrol, Support or Defend various targets and areas. You can watch the mission unfold on the map screen, jump to the external 3-D views and then pilot your own aircraft to assist in the mission. At the end of the mission you will be debriefed. 48 ------ Getting Started ------ Copy Protection After the openi ng sequences Dogfight will take you to the Copy Protection Screen. Enter the correct word from the manual using the reference given. Configuration Screen You will then see the Configuration Screen. If you are flying your aircraft with a Joystick Controller you should Calibrate your Joystick. Select Calibrate Joystick then follow the on-screen prompts. When you have finished the Configuration select Save. Click on the OK button to accept your choice of set up. Select Mode Screen You will then see the Select Mode Screen. This is where you choose between the three main elements in the game. Select Missions. Select Era Screen You will be given a choice of six aerial conflicts: WWl - Sopwith Camel and Fokker Dr 1 Triplane over the trenches in Northern France. WW2 - Spitfire Mk U and Messerschmitt Bfl09E over the English Channel, the South and East Coast of England. North Korea - F-86 Sabres and MiG 15s fighting from Kimpo to the Yalu river. e ,-fly"_ ' . -----, -
Vietnam - F-4J Phantoms and MiG-21s tangle over Hanoi and Haiphong. Falkland Islands - FRS 1 Sea Harriers and Mirage Ills battling over Port Stanley, San Carlos and the UK Task Force. Syria - F-16A Falcons against MiG-23s over the Bekaa Valley, Beirut and the Golan Heights. Select Side You can choose which side you want to fight on by selecting your aircraft. Mission Planning ----- T he Mission Planning Screen gives you a background scenario and a list of mission orders for you, and your resources, to complete. Read the Mission Orders This outlines the conflict you are participating in and lists your mission objectives. Select Resources Resources are the other aircraft at your command for that mission. The number you have will vary depending on the complexity of the mission. You will see a map of the area of conflict on the left of the screen. On the right of the map are the control boxes. Select the left arrow button and watch the top of the box. This will show the type of aircraft you have. Select again to cycle through all your other aircraft. 49 e Choose an aircraft then give it an order from the four types available: Patrol Choose an area on the map to patrol. Attack Attack a target from a given list. If you choose the Attack order, another box wi ll appear asking you for a choice of target for that aircraft. Simply highlight and select one from the list. Support Highlight and select an aircraft to support in an attack or a patrol. Defend You'll be given a list of potential targets that could be defended. Highlight and select. . You will then return to the original Control Box but now the target will be shown at the lower part of the box and a mission flight path will be marked on the map. Plan your mission carefully to get the best out of your resources. Repeat the above procedure for each of your available aircraft. Don't forget to assign some form of defence for your home base. The enemy will be planning their attacks against you at the same time! Click through the arrow buttons to check that all your resources have been used then select OK to exit. Mission Planning Screen You will be returned to the main Mission Planning Screen. e " ' - i l ~ ~ it' Mi:tr. " 3"" Pilots on duty gather round the map in the Operations Room and receive instructions. The Squadron Leader indicates a method of attack. Members of No.1 Squadron , RAF in France 1940. ---------------------------- 50 " ' - u ~ ~ ~ e . ~ - '" --------- Dogfight - Weapons Configuration F-4 F-16 Harrier MiG-21 MiG-23 Mirage Phantom Cannon - 1200 Cannon - 511 Cannon - 400 Cannon - 200 Cannon - 500 Mixed Sparrow - 4 AGM65-4 Sidewinder - 2 Kerry - 2 R550 - 2 Rocket -18 Sidewinder - 4 Rocket -18 Aphid -2 Rocket - 18 Cannon - 1200 Cannon - 511 Cannon - 400 Cannon - 200 Cannon - 500 Air combat Sidewinder - 4 Sidewinder - 4 Sidewinder - 4 Aphid -4 R550 - 2 Sparrow - 4 Advanced R530 -] Atoll-2 Cannon - 1200 Cannon - 511 Cannon - 400 Cannon -200 Cannon - 500 Sparrow - 4 AGM65-2 Rocket - 36 Kerry-2 R530 -1 Ground attack Rocket -18 Rocket -]8 Rocket -12 Rocket - 36 AGM65 -4 Sidewinder - 4 Aphid - 2 Cannon' - 1200 Cannon - 511 Cannon - 400 Cannon - 200 Cannon - 200 Cannon - 500 Sidewinder - 4 Sidewinder - 4 Sidewinder - 4 Advanced Aphid -4 R550 - 2 Duel Sparrow - 4 Atoll-4 Advanced R530 - 1 Atoll-4 Cannon - 200 Air-Air 1 Advanced Atoll-4 Cannon - 200 Atoll-2 Air-Air 2 Advanced Atoll-2 Cannon - 200 Air-Air 3 Advanced Atoll-4 51 Select Arming This option will only show armaments carried on more modern aircraft from Vietnam onwards. You will have to choose a combination of missiles and rockets for your particular mission. The weapon loads in these aircraft will vary depending on the type of mission or mode (See Weapons Configuration Chart). Select OK to return to the main Mission Planning Screen. Mission Planning Screen Select Start to begin the mission. Start Mission ------ Y OU will begin on your home base runway or in the air near the main action area. Map and Zoom Before you take-off check the map by pressing Function KeyF9. A brown dot is a friendly ground target, blue and red dots are enemies and a highlighted dot is the selected game object. Initially, this will be your aircraft. Move your controller around the map and select other dots by placing the arrow cursor over the dot and pressing your selector. The legend at the base of the map will tell you what all the dots represent. The Keypad + and - keys will zoom you in and out of selected areas. If the Zoom makes the object disappear from the screen, place your controller on one of the screen edges to move the map left/right/up/down. The zoom facility is a very 52 8 powerful feature; it can home in on any game object with a high degree of magnification. Press Key T to cycle through objects. View Other Objects Press Function Key FlO to view the mission targets/objects and resources. Press Key T repeatedly to cycle through enemy and friendly objects. Remember that, even though you are still on the ground, the game world events will have begun. You can watch enemy aircraft getting ready for attacks. Press ShiftlT to return to Your Aircraft View. The Take-Off Press Function Key Fl. You will be looking along the runway. In some aircraft (such as the Spitfire) you might not be able to see the runway when the plane is at rest. If this is the case you must take-off from an outside view such as Slot View ShiftlFl, positioning yourself behind and slightly above the plane. You might actually prefer this method! Set Flaps down (Key Close Square Brackets ]) Set engine revs/thrust to maximum (Shift Plus + ) Steer along the runway until you gain maximum speed. Pull back gently on the joystick until the plane lifts off the ground. Once in the air, raise your gear (Key G) and flaps (Key J) 8 e At the height of the Battle of Britain a pilot who finishes his stint hands over a Mkll Spitfire to a colleague. Valuable resources were not allowed to remain idle. 53 In The Air Cycle through all available vi ews (see the section on Views in this manual) , then check the map (Key F9) to find your chosen target. Press Key FlO and check on the progress of the other aircraft/targets (Key T) . Press ShiftiT to return to your aircraft view. Now select a target. Press Tactical View F3 and then Key Trepeatedly. The view will change as each obj ect/target is placed in the centre of the background. You may support one of your aircraft or attack a target on your own. The choice is yours! For Rookie pilots it is recommended you initiall y select static or ground targets. You can line up on static obj ects with F3 and F4 Keys. If you are attacked or want to Dogfight, the F5 ' Heads Up' View plus the TAB Key will help you locate the e nemy fighters from within the cockpit (look at the Views Section of this manual). Alternatively, you can select the nearest enemy target to you by going to the map screen (F9) and selecting the nearest red dot to your aircraft. Press P to pause the game at" any time. Remember, you can change any view or select any target whilst the game is paused, and then un pause the game and fl y to your next target. Access the resource li st by pressing key A from within F3, F4, F5, F9 or FlO views. Return to Base You will receive a message to tell you if the mission has been a success, fail ure or if the opposition have succeeded against you. You will then be told to return to base. Check your position and the location of a friendly runway on the 54 e map (Key F9) and head for a landing site using your compass and map. Landing Locate your runway. The aircraft, in Dogfight will only land on a runway. Apply Air Brakes with Key B (if applicable) Reduce power (Minus Key-). Drop Flaps with Key Close Square Bracket s ](if applicable) Drop Gear with Key G (if applicable) Lose height. Adopt the correct approach using an appropriate outside view. ShiftlFl Slot View is very useful here. Reduce Power (Minus Key-) Aim for the runway but do not point the nose of the aircraft down. Land as gently as possible and cut power (Shift Minus -) as soon as you are on the ground. Apply Wheel Brakes Key W (if applicable) when the plane has slowed right down. The mission will end when you come to a stop. Mission Review Y oU will be given a summary of the major mission events along with times and result. Appropriate medal s and promotions will be awarded. e e Key Guide ----Simulation System Keys ---- CTRL/Q KeyP ESC Key Quit to Operating System Pause Game On/Off Quit Game / Go to Mission Review (if applicable)
Fl F2 F3 F4 F5 F6 F7 F8 F9 FlO ShiftIFl Forward Cockpit View Instrument View (two modes: Full instrument view or with 50% Forward View- Key S toggle) Tactical View Inverse Tactical View 'Heads Up' View Left Cockpit View Right Cockpit View Rear Cockpit View Map Screen (Zoom in/out with Keypad +/-) External View of selected object (rotate using Insert, Delete, PageUp and PageD own) Slot View
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55 KeyS (in F2mode) TAB Key (in F5 Mode) Keypad + Keypad - Change from Full Instrument View to Half InstrumentlHalf Forward Cockpit View Fix ' Heads Up' View on Target/ Allow Head to To Move Freely Zoom In Map View Zoom Out Map View Keyboard View Controls ------------- Keypad Minus - Zoom out from selected external view (F3, F4, F9, FlO) Keypad Plus + Zoom in from selected external view (F3, F4, F9, FlO) Insert Move External Camera (FlO)/'Heads Up' View (F5) Clockwise Delete PageUp PageDown Move External Camera (FIO)/' Heads Up' View (F5) Anti-Clockwise Move External Camera (FlO)/' Heads Up' View (F5) Up Move External Camera (FlO)/'Heads Up' (F5) View Down e
. x;; '" ------ Fighter Controls ----- Key Plus + Key Minus- Shift Plus + Shift Minus - Increase Power Decrease Power Maximum Power Minimum Power Key Close Square Brackets] Flaps Up/Down Key < Left Rudder (release to centre) Key> KeyG KeyW KeyB KeyR Key A ShiftlZ ShiftlX CTRL/T CTRLIE Right Rudder (release to centre) Landing Gear Up/Down (if applicable) Wheel Brakes On/Off Air Brakes On/Off Radar range key (for aircraft with radar threat display) Resource Menu (in F3, F4, F5, F9 & FlO Mode). Select to go to that resource. Accelerate Time (two settings) Return to Normal Time On-Screen Mission Timer On/Off Eject (if applicable) 56 e FRS 1 Sea Harrier Jet Nozzle Controls -------- Key 1 Nozzles to horizontal Key 2 Nozzles to 45 degrees Key 3 Nozzles to vertical Weapon Control ---------- ------ Spacebar Return Joystick Button 1 Fire Selected Weapon Change Selected Weapon (if appli cable) Fire Selected Weapon Decoy Control ----------------- KeyC Chaff Release (if applicable to your aircraft) KeyF Flare Release (if applicable to your aircraft) Target Control----------------- Backspace KeyT ShiM Target Select for missile lock-on (if applicable to your aircraft) Select next Target (on F3, F4, F5, F9 & FlO views) Return to player's aircraft (on F3, F4, F5, F9 & FlO views) e 25.l]QBI ------ Fighter Controls ------ G G IShift) G IShift) G [) ~ G E l 0 or Joystick o Q @] ~ lID [ffi lEl [Shift) (%J [Shift) 0 19i1l IT] 19i1l lIi rI1 Increase Power Decrease Power Maximum Power Minimum Power Flaps Up/Down Flight Controller Left Rudder (release to centre) Right Rudder (release to centre) Landing Gear Up/Down (if applicable) Wheel Brakes On/Off Air Brakes On/Off (if applicable) Radar range key (for aircraft with radar threat display) Resource Menu (in F3, F4, F5, F9 & FlO Mode) Cursor Up/Down to move to resource. Return to select the resource Accelerate Time (3 settings x2, x4, x8) Return to Normal Time On-Screen Mission Timer On/Off EjectJBail Out Launch from Carrier (F4-Phantom only) Key Guide for the Commodore Amiga FRS 1 Sea Harrier Jet Nozzle Controls (IJ Nozzles to horizontal ~ Nozzles to 45 degrees ~ Nozzles to vertical Weapon Control [Spacebar) [Return) Joystick Button 1 Fire Selected Weapon Change Selected Weapon (if applicable) Fire Selected Weapon Decoy Control Chaff Release (if applicable to your aircraft) II) Flare Release (if applicable to your aircraft) Target Control - ----------------- IT] Select next Target (on F3, F4, F5, F9 & FlO views) Return to player's aircraft (on F3, F4, F5, F9 & FlO views) Select nearest enemy aircraft Select nearest ground target Auto Intercept Mode FIGHT 80 YEARS OF AERIAL WARFARE View Keys [IT] Forward Cockpit View (ill Instrument View (two modes: Full instrument view or with 50% Forward View- Key S toggle) (ill Tactical View (ill Inverse Tactical View (ill 'Heads Up' View [ill Left Cockpit View (IT) Right Cockpit View rn Rear Cockpit View (H] Map Screen (Zoom in/out with Keypad +1-) (lliJ External View of selected object IShift J[IT] Slot View
Change from Full Instrument (in F2 mode)View to Half InstrumentlHalf Forward Cockpit View ~ Fix 'Heads Up' View on Target! (in F5 Mode) Allow Head to To Move Freely Gameplay Configuration Options 0D@ Detail Level (Cycle Through) 0D Shape Complexity Level (Cycle Through) 0 D ~ Sound OfflEngine Sound Offl All Sound On MP124163KEYR Key Guide for the Commodore Amiga Keyboard View Controls --------------- Numeric Keypad I PgUp J (gJ) IPgDnJ (rn) ~ ( @ ) ~ ( O ) Keypad@] Keypad ll KeypadG Alternative J[!) J0 JG JB J I Backspace I JCD JeD Function Pitch View Up Pitch View Down Rotate View Left Rotate View Right Centre 3-D View Zoom View In Zoom View Out Mouse Controls ------------------ Left Mouse Button Change target on F9 Map View Right Mouse Button Centre selected object on F9 Map View ----- Simulation System Keys ----- Quit to Operating System Pause Game On/Off Quit Game 1 Go to Mission Review (if applicable) Return to previous screen (if applicable) Made in the UK FIGHT 80 YEARS OF AERIAL WARFARE Technical Supplement for the Commodore Amiga Contents Your Dogfight package should contain a manual, this technical suppl ement , a Key Guide, a set of 3.5" game disks and a registration card. --Required Equipment Computer This simul ation requires a Commodore Amiga with at least 1 MbofRAM. Controls Dogfight can be played entirely from the keyboard and mouse. Most sections also support joystick control. Analogue joysticks are not supported. Display This simulation requires a colour display. Disk Drives Dogfight can be played from copies of the 3.5" game di sks. However, the game works best if installed onto a hard disk drive. Important: please do not play from the origi nal Dogfight disks. If you attempt to play from the original disks they will become permanently altered. To make back-up disks, follow the procedure below:- 1. Load Workbench 2. Locate an icon called Shell 3. Double cli ck on this icon to open an AmigaShell window 4. Place your original game disk into the internal drive 5. Type DISKCOPY DFO: TO DFO: 6. Press the Retum Key 7. Follow the on-screen instructions and repeat steps 4, 5 and 6 for all the disks. Copy Protection Dogfight has no disk copy protection. This means that you can copy the simulation files onto blank disks or install the files from the origi nal disks to a hard disk. However, the program will ask you a manual related question. MicroProse regrets that continuing casual and organised software piracy requires that we retai n thi s minimal form of copy protection. = ~ , ~ " " ----, D D ~ - 1 ~ 1 ~ " .. A ~ " '/iiBfuti'" '" e ----Installation Installation Concepts Dogfight has been left unprotected for your convenience in making back-up copies and when playing from a hard drive. However, making additional copies to give away or sell is a Copyright Violation. See the Copyright Notice in the game manual . Installing on Hard Disk Boot up your hard disk as normal and insert Dogfight disk A. Open this disk and double click on the "INSTALL_HD_DOGFIGHT" icon. Follow anyon-screen prompts. A drawer will be created on your hard disk, containing all necessary files. Running Dogfight From the Floppy Disks Put Dogfight disk A into your internal floppy drive and switch on your Amiga. Follow anyon-screen prompts requesting disk changes. From the Hard Disk Boot up your hard disk as normal. Open the Dogfight drawer and double-click on the "Game" icon. Saving Games Floppy Disk Games or game configuration are saved onto your copy of disk B. You do not need an additional save game disk. Hard Disk Games or game configuration are saved into the Dogfight drawer on your hard drive. The Pilot Roster save file is called DOGFIGHT.PLT and may be moved and copied using standard AmigaDOS commands. Operating Problems Memory IMPORTANT: If you have insufficient Chip Memory you may encounter graphics or sound problems. If this happens you must remove all external peripheral s and try again. You may not be able to play from the hard drive if the problems persist after removing external drives etc. Virus Computer viruses can also cause problems with graphics and sound. There are many virus checking utilities available that can be used to check for a virus. Also, pirated copies of games are an incredibly common source of virus problems It always pays to own original software. Updates and Enhancements for the Amiga Version of Dogfight 1. What If? Mode - Multi Aircraft In the What If? Mode, you can now fight against a maximum of five out of the twelve featured aircraft. Select What If? from the Main Game Option screen. Select Player vs. Computer from the Game Type screen. Select Your Aircraft. Choose your aircraft as described in the manual. Select Enemy Aircraft. This will allow you to select the aircraft you wish to fly against. Select your opposition aircraft; a small number will appear in each chosen aircraft's box indicating what you have chosen (3 Camels, 2 F-16s etc.). Press the Left Mouse Button to increase the number of enemy aircraft. Press the Right Mouse Button to decrease the number of enemy aircraft. , .. - D e fI , Once the number of opposing aircraft have been selected, click on the OK button. Select Combat Zone. Choose the scenario you wish to dogfight over. Select Start Position. This allows you to set the start positions for all the aircraft. Once selected, you will find yourself in the cockpit of your chosen aircraft. 2. Mission Roster There is a mission roster within the Mission Mode section of the simulation. This can have details of a maximum of eight pilot names with their careers from the various mission scenarios. The roster data is saved automatically onto your copy of the Dogfight disk B or the Dogfight drawer on your hard drive. To start a new pilot, place your cursor over the name you wish to delete and press the Selector. The name will highlight in white. Select New Pilot. The existing name will be replaced by a cursor. Type in your name using the keyboard and press the Return Key. Your name will then appear on the roster with the initial rank of 2nd Lieutenant. Click your Selector on Accept and a new screen will appear with the player's name and Honours list. The list will show you details of the era flown, the side that you took and the highest medal awarded for that particular mission. The ultimate aim of the Mission Mode is to get the Medal of Honour in all six scenarios and on both sides. If you bailout on a mission, you will be rescued automatically. If you crash, however, your pilot will be killed and will no longer be active. You will then have to start a new pilot. If you have selected a non-active pilot, then the Fly Mission option at the bottom right of the Honours list will not work. You must Change Pilot, go back to the Roster Screen and select (or create) an active pilot. 3. Auto-Intercept Mode On/Off (AltlB) For beginners, there is a key that will automatically line up your aircraft on the chosen target. Select your target and press AltiB. Your aircraft will tum automatically and fly towards the target. This feature can be used in a dogfight , as it will compute the ' lead' required to hit an opposing aircraft using guns. Note: this mode can cause your aircraft to collide if you are flying faster than the target and do not break off the mode by pressing AltIB again. This is due to 'auto-i ntercept' leading you to the enemy aircraft, right down to zero feet separation. Head- on passes are not recommended: all that will happen is that the two aircraft will collide. The ideal way to use auto-intercept is to get into the enemy' s six-o-clock (rear) flying normally, then press Alt/B. Use your throttle and speedbrakes to maintain separation as you close in on the enemy and, when you are within range, fire your guns. The bullets will head straight for the target. If no target is selected or after a target is destroyed, the aircraft will level itself out. To avoid hitting the ground when a ground target is selected, your aircraft will not be allowed below I DO feet. 4. Rearm and Refuel Aircraft If you land your aircraft at a friendly airbase, you will be refuelled and rearmed automatically. Damage is not repaired. The operation will begin as soon as your wheels have stopped turning, so a quick tum around is available to those who need to rearm in a dogfight. The only question is - will you manage to take-off before the enemy aircraft destroys you on the ground? To end a game when you have landed, press the Escape Key. 5. What If? Mode - Free Flight Option The Free Flight option allows you to fly the aircraft of your choice over any scenario in order to practice flying, landings and take-offs. Press the Escape Key to return to the Select Mode screen. 6. Medals Due to the differing scenarios within the game, Dogfight has a generic medal system. The medal s are awarded for overall mission performance, not just for your own flight performance, so it is important to plan the mission and use your resources carefully. The medals awarded are as follows:- Combat Gallantry Medal Awarded posthumously to the player who has not survived the mission. Air Medal For successful completion of the mission Air Combat Valour Medal For achieving success in the mission and destroying targets in addition to those specified in the briefing. Distinguished Flying Cross For achieving success in the mission far in excess of the specific mission orders. Medal of Honour The ultimate accolade. Exceptional performance at the highest level of difficulty is needed to achieve thi s award. 7. Target Marker The target marker appears on all internal cockpit views. When the selected target is off-screen, a small ' X' appears on the edge of the screen pointing to the direction you must fly for the shortest route to the target. . ? : ~ 61 <D If the marker is at the bottom edge of the screen, the target is below you, if it is at top centre, the target is above you. If the marker is not visible then the target is immediately behind you. 8. Configuration Options The following options have been deleted from the original configuration menu: Horizon Flight Control Calibrate Joystick 9. Key Changes The Amiga version of Dogfi ght has been updated and enhanced. This means that there are some keys that are not documented in the original manual. The Key Guide included in your Dogfight package should be used as the definitive key guide for all keys used in the game. Dogfight has the following alternative keys avai lable for players who own Amigas without numeric keypads:- Numeric Alternative Function Keypad Pg Up Key (9) AltiCursor Key Up Pitch View Up Pg Down Key (3) AltiCursor Key Down Pitch View Down Ins Key CO) AltiCursor Key Left Rotate View Left Del Key C.) AltiCursor Key Right Rotate View Right Keypad 5 AltlBackspace Centre 3-D View Keypad Plus C+) AltiClose Square Zoom View In Brackets Keypad Minus C-) AltiOpen Square Zoom View Out Brackets 6 The Read.Me File The latest notes regarding this program, additions, revisions etc. can be found on Disk A in an ASCII file named "READ.ME". You can access this file using the standard AmigaDOS commands such as "Type" or "More". These utilities can be found on the Workbench disk. Explanation of Tenns -- AmigaDOS This is the Operating System used by the Amiga computer. The operating system tells the respective parts of the computer what to do when it receives a command from programs. AmigaShell This is a direct way of issuing commands to the AmigaDOS. It can be a little confusing or daunting as the syntax for commands must be accurate. It is advisable to be familiar with as many Shell commands as possible. Kickstart This is the bulk of the Amiga operating system and is stored on a chip in the computer. There are 3 versions, l.x, 2.x, and 3.x. WorkBench This is a graphic interface for AmigaDOS. It consists of small icons (pictures) that replace the sometimes complex commands used in the AmigaShel1. WorkBench was designed very much with user-friendliness in mind. Peripherals Any external add-on such as a disk drive that plugs into your Amiga. e Technical Assistance If you have read through the Problems Section of this document and still experience difficulties with the game, you may need some help from us. We can deal with your enquiry more efficiently if you have the following information available: 1. The type of computer you are running the game on and details of any peripherals. 2. Exact error message reported (if any). 3. The version # of the game. Ring us on 0666 504399, Monday to Friday 0900 to 1700 hours. Please have a pen and paper handy when you call. Or, write to Customer Services at the address shown in thi s document. Software Fault In the unlikely event of a software fault please return the complete package, with your receipt, to the place of purchase. MicroProse regret that goods cannot be replaced unless bought from the company directly. Additional Credits Artwork Sound and Music Producer Documentation Typesetting John Guerin Dean Betton Paul Tonge Steve Ramsden Kri stian Ramsay-Jones Sarah Kerr Seriously Fun Software Copyright 1993 MicroProse Ltd The Ridge, Chipping Sodbury, Avon BS 17 6A Y Tel: 0666504399 e This documentation and accompanying manual are copyrighted. The owner of thi s product is entitled to use thi s product for his or her personal use. Except for back-up copies of the di sks for personal use and the quoting of brief passages for the purposes of reviews, no one may transfer, copy, back-up, give or sell any part of the manual or the infonnation on the di sks, or transmit in any fonn or by any means, electronic, mechanical, photocopying, recording or otherwise without the prior pennission of the publisher. Any person or persons reproducing any part of thi s program, in any medi a, for any reason, shall be guilty of copyright violation and shall be subj ect to civi l li abi lity at the discretion of the copyri ght holder. Made in the UK MPl24163T/SR e