Professional Documents
Culture Documents
F-15 Strike Eagle Handbook
F-15 Strike Eagle Handbook
f-15
Strike Eagle
Handbook
Richard G. Sheffield
COMPUTEI Books
Radnor. Pennsylvania
Jill Champion
Library of Congress
Cataloging-in~Publication
Data
Sheffield, Richard G.
The Official F-15 Strike Eagle Handbook / Richard Sheffield.
p. cm.
ISBN 0-87455-231-1
1. F-15 Strike Eagle (Computer program) 2. Computer war games. 3. Air interdiction. 4. Fighter plane combat. 5. Black Widow (Fighter planes) 6. Flight
I. Title.
simulators.
U310.S464 1990
89-85955
358.4'14'0285-dc20
CIP
The author and publisher have made every effort in the preparation of this book to ensure the accuracy of the information . However, the information in this book is sold without warranty, either
express or implied. Neither the author nor COMPUTE! Publications, Inc. will be liable for any
damages caused or alleged to be caused directly, indirectly, incidentally, or consequentially by the
information in this book.
The opinions expressed in this book are solely those of the author and are not necessarily those of
COMPUTE! Publications, Inc.
COMPUTE! Books, Post Office Box 5406, Greensboro, NC 27403, (919) 275-9809, is a
Capital Cities/ ABC, Inc. company and is not associated with any manufacturer of personal computers.
F-15 Strike Eagle and F-15 Strike Eagle II are registered trademarks of MicroProse Software, Inc.
Contents
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . v
Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vii
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix
Appendices
A. Suggested Reading List ... . ...................... 201
B. Abbreviations and Acronyms . . . . . . . . . . . . . . . . . . . . . 203
C. Definition of Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209
iii
Foreword
by Sid Meler
We knew that incorporating the technological enhancements of F-19 into F-15 would result in two distinct games,
each with its own powerful appeal. There is probably no
greater testament to tl;te strength of F-15 Strike Eagle II than
that a computer entertainment writer of Rich Sheffield's caliber would devote the time and energy to write a full length
book about it.
Thanks for your interest it:l MicroProse. Keep your eye on
us; we have a host of terrific new games heading your way.
Have a great time with F-15 Strike Eagle II.
vi
Preface
This book is a combination of factual and fictional information. Where applicable and appropriate, accurate military
data from reliable nonclassified sources has been used.
The layout of the book is meant to resemble a military
manual. While the style, structure, and format have come from
a number of U.S. Government publications, the book isn't intended to represent any one manual in particular.
The publication of this book is in no way meant to criticize the content or effectiveness of the operator's manuals provided with the simulation by MicroProse. These manuals are
extremely well written, and MicroProse continues to set the
industry standard for simulation documentation. Rather, this
book is a source of further information for those up-and-coming
pilots who wish to go beyond the basic operation of the game
and get further into the exciting world of air combat.
vii
Introduction
Mission Statement
777th Tactical Fighter Wing
Eagle Rapid Deployment Team
To deploy rapidly, worldwide, in response to threats to national security interests. To successfully fiy air interdiction
missions, day or night, in all weather, alone or with other
aircraft, against tactical and point targets, deep in enemycontrolled territory without the need for dedicated fighter
escort.
Purpose and Scope. This handbook provides guidance for
commissioned and flight-rated officers assigned to the Eagle
Rapid Deployment Team (ERDT). A certain level of flight proficiency and professionalism is expected for those receiving
this assignment, so some items may be covered in more detail
than others. Historical background is discussed, as is the development of your aircraft, the F-15E Strike Eagle. Policy,
practices, directives, and procedures common to the efficient
operation of this aircraft in the accomplishment of your assigned mission are covered in some detail.
Explanation of Terms. Abbreviations and acronyms are
used extensively throughout this handbook. They'll be defined
or explained upon first use. See the end of this publication for
a complete list of all abbreviations and acronyms.
Throughout this publication, aerospace and air are used interchangeably. The use of the term air should not be construed as the more limited definition of the aerospace medium.
ix
Notes, Warnings, and Cautions. Items requiring extra attention are prefaced with one of the following statements
throughout this handbook:
NOTE
CAUTION
WARNING
Operational Doctrine. An air commander employs forces to obtain air superiority by orchestrating offensive and defensive
counter-air operations, suppressing enemy air defenses, and coordinating support actions.
xi
xii
CHAPTER l
Historical Overview
To know where you're going, it sometimes helps to know
where you've been. Here, you'll get a brief description of
the history and function of the Air Force, the development
of your F-15 aircraft, and the F-1 S's distinguished combat
history.
CHAPTER l
Historical Overview
CHAPTER l
Historical Overview
CHAPTER l
Historical Overview
On 27 July 1969, the F-15 made its first flight from Edwards
Air Force Base in California. The initial test program went fairly smoothly, mainly due to the extensive wind-tunnel testing
that was performed. The main changes made were increasing
the size of the airbrake and changing the pressure required to
operate the control stick.
Figure 1-1. The F- 15 Eagle
Two F-15 Eagles flying in close formation. Note the AIM-9L Sidewinder
missiles beneath each aircraft's wings.
The initial weapons proposals also proved to be a problem. The F-15 was to have been fitted with the new GAU-7
25mm cannon, which used caseless ammunition-there were
no metal shell casings that would have to be stored or ejected.
Also, the new AIM-82 infrared missile was to be utilized. Both
of these systems had numerous problems. The designers decided that since they were using a totally new airframe, new
engines, and new avionics, they would do best to stick to
tried-and-true weapons systems. The General Electric M61
20mm gun and the AIM-9L Sidewinder missile were selected
because they had been used effectively for years.
On 16 June 1972, the first manufactured F-15 rolled out of
the McDonnell Douglas production plant in St. Louis.
9
CHAPTER l
F-4
48
F-15
30
106
294
9
808
97
905
281
202
1200
2800
No
Yes
16
510
Historical Overview
Previous
Time
34.52
48.79
61.68
77.14
114.50
169.80
192.60
243.86
Type of
Aircraft
F-4
F-4
F-4
F-4
F-4
MiG25
MiG25
MiG25
F-15 Time
27.57
39.33
48.81
59.38
77.02
122.94
161.02
207.80
Improvement
20%
19%
21%
23%
33%
28%
16%
15%
. *Time in seconds
CHAPTER l
12
Historical Overview
13
CHAPTER 2
The F- 15 Version E
Designation.:
Strike Eagle
The ORF (Dual-Role Fighter) Program
After the development of the F-15 for air combat missions, the
USAF still needed a replacement for the aging F-111. The Air
Force sought a dual-role fighter (DRF)-one that could not
only mix it up in air-to-air combat, but could also carry a substantial bomb load in day or night and in all weather. Ironically, the very characteristics that made the F-15 an excellent
fighter also made it a contender for the DRF program.
Multistage improvement programs began for both the F15 and F-16 aircraft. Modifying the F-16 to perform this dual
role required a new wing design, while F-15 modifications
were made more in the area of avionics and airframe strengthening. Based on the cost of the programs, the F-15 was chosen, and on 24 February 1984, the Air Force Chief of Staff
approved $1.5 billion for upgrading 392 F-15s to perform the
dual-role fighter mission. The F-15 DRF was designated the
Strike Eagle.
F 1SE Fact Sheet
Designer and Manufacturer: McDonnell Douglas Corp., St.
Louis.
Power Plants: Two Pratt & Whitney F-100-PW-220 lowbypass engines, each producing 24,000 pounds of thrust.
Avionics:
Hughes APG-70 synthetic aperture radar. Employs high-,
medium-, and low-pulse repetition frequency for optimum all-aspect detection and lock-on. Also features highresolution ground mapping modes.
15
CHAPTER 2
The F-1 SE Strike Eagle has a two-man crew, advanced display systems,
and the ability to carry a wide range of air-to-air and air-to-ground
weapons .
This is a view of the front (top) and rear (bottom) seats of the F-1 SE
Strike Eagle displays and screens. Note that this is a simulator.
17
CHAPTER 2
This new F-lSE Strike Eagle can deliver a weapons payload similar to that of an F-111 and can defend itself from air
and ground attack in the process-something the heavier F111 can't do.
Targeting/Navigation Systems
The new Hughes APG-70 Synthetic Aperture radar is the heart
and soul of the Strike Eagle's navigation and targeting system.
It can provide a high-resolution image at much greater distances than previous radar setups (exact range CLASSIFIED).
To counter the threat of radar emissions being detected by
the enemy, the APG-70 doesn't operate continuously. In a
high-threat situation, such as a deep interdiction mission behind enemy lines, the radar comes on briefly and makes a
quick sweep. It then processes the return image into a photoquality freeze frame of the area ahead. It scans a 90-degree arc
in front of the aircraft. One~ the target is located and the
weapons officer has a clear picture of it, the target image and
location are stored in the weapon system memory and the radar can be shut down, greatly reducing the chances of being
located an~ targeted by enemy SAM systems and AAA (AntiAircraft Artillery).
Night and inclement weather offer good cover to avoid
detection by one of the best devices on the battlefield, the
Mark 1 Human Eyeball. The low-altitude navigation and targeting infrared for night system (LANTIRN) lets this Eagle hun~
when most other systems are blind. The LANTIRN system allows the F-lSE to deliver guided and unguided weapons as accurately at night and in bad weather as an F-16 can in
daylight. This system is contained in two 500-pound pods: one
for targeting and one for navigation. Both attach under the
wings beneath the engine intakes.
18
The two LANTIRN pods shown under the F-l 5E allow it to perform deep
interdiction missions in bad weather or at night.
CHAPTER 2
Weapons Systems
With only slight modifications, the F-15 can deliver an extraordinary range of weapons:
AIM-7M Sparrow medium-range, semiactive radar air-to-air
missiles
AIM-9L Sidewinder infrared-homing air-to-air missiles
AIM-120 Advanced medium-range air-to-air missiles
M61 20mm six-barrel gun
AGM-88A Harm antiradar missiles
AGM-65A Maverick TV-guided air-to-ground missiles
AGM-65D IIR infrared imagery missiles
AGM-65C Laser-guided air-to-ground missiles
AGM-84A Harpoon antiship missiles
MK20 Rockeye bombs on multiple ejection racks
Matra Durandal runway denial weapons
MK82 500-pound bombs in Slick (low drag) and Snakeye (retarded flight) configurations
MK84 2000-pound bombs in Slick, laser-guided, infraredhoming, and electro-optical versions
GBU-12 Paveway laser-guided bombs
GBU-24 Laser-guided bombs
GBU-15 Laser-guided glide bombs
Mk 20 Rockeye cluster bomb units
GE 30mm gun pods
Tactical nuclear weapons
ASAT antisatellite missiles
Air-to-Ground
As you can see, the F-15 Strike Eagle is equipped to handle a
wide variety of air-to-ground weapons, including laser-guided
glide and free-fall bombs. For the purposes of your mission,
however, the most important is the AGM-65 Maverick missile.
AGM-65 Maverick
Manufacturer: Hughes Aircraft
Propulsion: Thiokol solid rocket motor (reduced smoke)
Size: 98 inches long, 12 inches in diameter, 28-inch wing span
Weight: 460-700 pounds at launch, depending upon the warhead attached
Speed: Mach 1.2
Simulation: F-15 Strike Eagle II
20
21
CHAPTER 2
Air-to-Air
The air superiority role should be very familiar to any F-15 pi-
22
23
CHAPTER 2
The AMRAAM (Advanced Medium-Range Air-to-Air Missile) was developed to replace the aging AIM-7 Sparrow series.
Designed to be somewhat smaller, cheaper, and more reliable,
the AMRAAM may eventually prove to be as popular and effective as the famed Sidewinder series.
It has advanced sensors that can detect a target at extreme
range. Once launched, it doesn't need further guidance or target illumination by the firing aircraft, which frees the fighter to
clear the area, concentrate on a second target, or maneuver for
a second shot at the first target. The AMRAAM is undoubtedly
the finest medium-range missile in operation. It has very good
maneuverability and sophisticated electronics to prevent it
from being fooled by enemy countermeasures.
Weapons In Recent Combat
In 1981, two Libyan SU-22 Soviet-made fighters were
downed by Sidewinders fired from U.S. Navy F-14 Tomcats.
In 1982 in a series of massive dogfights over Lebanon's Bekaa Valley, the Israeli Air Force-flying F-15s and F-16sshot down 85 Syrian jets plus a number of helicopters.
Again, Sidewinders and Sparrows were used extensively.
25
CHAPTER 2
Later in 1982, 16 Argentine fighters were shot down by British Harriers using Sidewinders.
The most recent incident was January 1989, when two U.S.
Navy F-14 Tomcats were threatened by two Lybian MiG-23
Floggers. In a classic head-on confrontation, both MiGs were
shot down.
When two early head-on Sparrow missiles missed, the
F-14s split up. Both MiGs followed the wingman F-14 who
pitched back into the MiGs and downed one with a second
Sparrow shot. The lead F-14 turned back and closed in on
the tail of the other MiG in a perfect bracket maneuver. Seconds later, he splashed the second Flogger with a Sidewinder
shot.
Clearly, these weapons work and are effective. Of the two,
the Sidewinder has been credited with many more kills than
the Sparrow, the reasons being twofold.
First is the problem of identification of targets beyond visible
range, an area in which the Sparrow is most effective. Visual
identification of enemy aircraft is the current order of the day
in air combat to prevent shooting down a member of your
own air force. Consequently, most jets are too close for Sparrows by the time they're identified.
The second problem lies in the fact that Sparrows rely on
semiactive radar detection for homing in on the enemy,
which means that once the missile is fired, the F-15 must
continue flying toward the target to bounce radar signals off
it for the missile to follow. In combat with multiple opponents, it isn't always possible to concentrate on just one target for any length of time. The Sidewinder, on the other
hand, is a fire-and-forget weapon. Once it's launched, the pilot is free to evade or attack.
The good news is that neither of these problems will
plague you when flying missions for the Eagle Rapid Deployment Team; identification is rarely a problem. You're by yourself over enemy territory most of the time, so you can safely
assume that any other aircraft are unfriendly. This isn't the
case in F-15 Strike Eagle II however; many friendly aircraft may
be in the area around friendly bases. The Sparrow missiles
used in F-15 Strike Eagle I don't require attention once they're
26
Future Modifications
A 20-percent power increase is planned for 1991 when the FlSE will start to receive the new General Electric and Pratt &
Whitney engines. This increased performance engine program
(IPE) will up the power rating of each engine to 29,000
pounds of thrust.
Also in the works is a short takeoff and landing version of
the F-15. This experimental aircraft will be able to take off or
land on a bomb-damaged runway only 50 feet wide and 1500
feet long, in a 30-knot crosswind, with no active ground-based
radar guidance.
27
CHAPTER 2
Figure 2-8
28
Figure 29
29
CHAPTER 3
Air Combat
Orientation
Here, you'll learn about air combat-related flight physics,
the pilot's mission, and the phases of an air battle.
CHAPTER 3
32
33
CHAPTER 3
NOTE
A gentle, unloaded dive will produce the best
acceleration performance in most situations.
34
The trick here isn't to push hard on the stick in an attempt to dive straight down, but to perform a maneuver called
unloading. In unloading, you're removing the weight of the
aircraft that slows acceleration.
To do this, push forward on the stick slightly to obtain a
gentle dive. This starts a gradual dive and produces a zero G
condition. This is similar to going over a small hill with a car
or bicycle-as you go over the crest, you're momentarily
weightless as you come out of your seat. The same thing happens when you unload an aircraft; however, an aircraft can
continue to lose altitude and thus remain unloaded for quite
some time.
Without the weight of the airplane holding it back, the
speed of the plane can be increased rapidly. This can happen
so quickly, in fact, that you need to keep your eye on the airspeed indicator to make sure you don't exceed the structural
design limits of the aircraft, or Vmax. The Vmax of an aircraft
is the maximum airspeed it can attain without ripping its
wings off.
The F-15 Strike Eagle simulator gives a visual warning
when you're approaching Vmax.
WARNING
When you see the Vmax warning, you should
immediately cut power, extend your airbrakes,
or pull up. (Make sure you already know which
key operates the airbrakes, because you won't
have time to look it up.)
CHAPTER 3
Turning Performance
One of the most important performance characteristics of a
modem fighter plane is its ability to tum sharply and to maintain a tight turn for an extended period of time. In most contexts, maneuverability and turn performance are synonymous.
The better an aircraft's turn performance, the better it maneuvers. That, of course, translates into a better chance of winning
a fighter/fighter contest.
Turn performance is generally divided into two types: instantaneous tum performance and sustained tum performance.
Instantaneous turn performance is an aircraft's ability to
tum at any given point in time. This is a function of the aircraft's speed and altitude. As the term implies, the tum
doesn't have to be sustained for more than an instant. Something called maximum instantaneous turn performance is
achieved at very high speeds. Altitude is also a factor here
since as you get higher, the density of air is reduced. The reduced amount of air passing over the wings reduces lift capability, which then reduces the turning performance.
Sustained turn performance is the aircraft's ability to maintain a tum for an extended period of time. Tum performance
is measured three ways:
Turn radius, which is the area it takes to accomplish a complete tum. This is normally expressed in feet or miles.
Roll Performance
Roll performance is the ability of the aircraft to change its plane
(geometrically speaking) of operation-its ability to go from
level flight to inverted flight or into a steep bank maneuver.
Roll acceleration determines how fast an aircraft can get
into a steep banking maneuver or a continuous roll, and is a
good measure of the aircraft's "agility." The aircraft that rolls
the fastest has the advantage during a close turning fight.
Roll performance and roll acceleration are basically determined by the design of the aircraft, although roll acceleration
can be increased by unloading the aircraft before performing
the roll. Be sure to level out the plane after the roll to prevent
an excessive loss of altitude.
37
CHAPTER 3
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c0
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~
Q)
>
"O
Q)
Q).
>
..E
Q)
.c.
.....
39
CHAPTER 3
Surprise
Although surprise isn't often possible with the F-15 Strike Eagle simulation, it can be accomplished by firing medium-range
missiles early, as soon as an enemy aircraft is detected coming
toward you.
Surprise can also occasionally be gained by detecting an
enemy with long-range radar and making a wide, slow turn to
position yourself behind the opponent. Once in the favorable
position, accelerate and close fast.
40
CAUTION
In actual air combat, surprise has always been
the dominant factor in victory. Four out of five
defeated pilots didn't know they were under attack until it was too late to maneuver to safety.
Stay alert.
Teamwork
Teamwork is the second most important factor. Unfortunately,
you're all by yourself when flying your F-15 Strike Eagle simulator. You'll be responsible for carrying out your assigned
mission totally by yourself, no wingman to watch your six.
(However, two-person play with one flying the plane and the
other operating the keyboard can greatly improve your
chances for survival.)
Maneuverability
Historically, only one out of five kills has been made by outmaneuvering an opponent, but when you're involved in a
low-speed turning dogfight, outmaneuvering suddenly becomes very important. Develop and practice your skills.
Weapons
As the lethality of weapons used in air-to-air combat has increased, the targets have become harder to hit due to their increased speed and maneuverability. All things considered, the
current dose-range missiles aren't much deadlier than the machine guns used during World Wars I and II.
Aerial Combat
Aerial combat can be broken down into five stages:
Detection
Closing
Attack
Maneuvering
Disengagement
Although in actual practice some of these phases may be
skipped, each needs to be examined and understood.
41
CHAPTER 3
Detection
The earlier you detect the position and course of an enemy
aircraft, the more time you'll have to form a battle plan and
maneuver to a favorable position to attack or avoid.
NOTE
When you're not actively engaged in combat,
dodging SAMs, or on a bombing run, always
keep your radar in the long-range mode.
Closing
Once an enemy has been detected, you must make a decision
whether or not to close. You must evaluate the damage condition of your airplane, the amount of fuel you have remaining,
your current mission, a~d your weapons remaining in order to
make this decision. In some cases, it's best to continue a
bombing run or head for home.
If you do choose to attack, you should close as quickly as
possible. Your direction of approach will primarily depend on
the enemy's path in relation to yours. If the enemy aircraft is
flying across your path or away from you, try to get close behind it as quickly as possible, before it has a chance to tum toward you.
If the enemy plane is coming directly at you, you can try
for lateral separation for a tum back. If he won't let you, you
must close head-on.
Attack
Getting off the first shot is important. With an F-15, this
usually means a medium-range missile shot followed by an attempt to get behind the enemy plane to follow up with a Sidewinder missile or guns. Your best move is to attack from
behind. If that isn't possible, the head-on approach is your
next choice.
You must also decide which weapon to use. Mediumrange missiles may be out of the question at this point due to
the minimum-range requirements. If Sidewinders are chosen,
care should be taken not to get too close during the attack. If
the first-shot attack isn't successful, you'll move on to the next
phase of air combat.
42
Maneuvering
If your long-range or rear surprise attack isn't successful, you
must then try to outmaneuver your opponent. Decide beforehand what type of weapons you want to attack with and what
type of flight plan you'll follow.
If you're at low altitude (below 2000 feet), a close-range
turning fight is going to be tough. The energy you lose during
this kind of flight can put your aircraft in a stall. You can
quickly find yourself out of .altitude, out of energy, and out of
ideas. At low altitudes, it's best to keep your speed up.
At higher altitudes, a close-range, turning, gun attack is
possible. Your first move for this type of fight is to cut your
power to 75 or 80 percent, which gives you the best turning
performance. You may need to increase power during a sustained turn to avoid stalling. Keeping your speed low also
keeps the enemy in front of you-you're less likely to
overshoot.
Turning Options
Once you decide to engage a bogey from head-on, you have a
number of options when it comes to your opening move.
Lead turn. To perform this maneuver, put some lateral
separation between yourself and your opponent; then turn early (before your opponent) toward the target. This will place
you in an advantageous position behind the enemy.
CAUTION
This is a timing maneuver, don't tum too early
or the enemy may have a chance to react and
get right on your tail.
43
CHAPTER 3
Attacker
Defender
44
Attacker
Defender
45
CHAPTER 3
to reverse the turn once you spot the target, so you can fall in
behind it.
Figure 3-5. Reversing During a Nose-to-Nose Turn
Reduce speed and reverse your turn. and you should be in a shooting
position .
Attacker
Defender
46
Defender
Attacker
This puts you in a turning contest. You're chasing the bogey's tail and he's chasing yours. All things equal, the plane
with the best turning performance will eventually catch up
with the other and be in perfect position for a gun or shortrange missile shot. However, pilots are rarely equal-just ask
one. A clever pilot who knows how to manage his energy during the turning battle can frequently outmaneuver a lesser pilot in a more maneuverable aircraft. F-4 victories against the
smaller and more maneuverable MiG-17s in Vietnam proved
this.
47
CHAPTER 3
Pursuit Options
The path you take when following a target is referred to as a
pursuit curve. There are three kinds of pursuit curves: Lag,
Pure, and Lead. Most rookies instinctively use Pure pursuit, in
which they point the nose of their plane directly at the bad
guy. This approach is okay, but seasoned pros know that Lead
and Lag pursuit offer distinct advantages. Pursuit curves generally refer to one thing: where to point the nose of the aircraft. Following a Lead pursuit curve-keeping your nose
ahead of the bad guy-assures that you can "pull lead" on the
target for a good guns shot.
Here's why pulling lead is so important. If you're in a
turning fight with another aircraft and you have your nose
pointed directly at him, despite what you may think, he's perfectly safe. You see, it takes a certain amount of time for the
shells you fire to travel the distance between you and the target. By the time the shells get there, the target will be gone.
It's just like throwing a football to a running receiver: You
don't throw it to where the receiver is, you throw it to where
he will be by the time the ball gets there. The same thing applies to gunnery: You must shoot where the target will be, not
where it is.
48
'
If>.
Lead-Pursuit
Attacker
Bogey
Lag-Pursuit
"
:J
0
()"
:J
0
......
-IT
0
0
0
~
......
CHAPTER 3
the entire time. You can either maintain the lead pursuit until
you close the range for a gun shot, or slide in behind him and
put a Sidewinder up his tailpipe.
Maneuvering after the initial pass is discussed in detail
later.
Figure 3-8. Lateral Separation
''------ _ ___,!
51
CHAPTER 3
Disengagement
In the F-15 simulation, there's no real disengagement. The enemy fighters continue to follow you all the way back to the
base, or until they're shot down. There are times, though,
when it's necessary to put space between you and your opponent, to regroup or take a missile shot. These maneuvers are
covered in detail in Chapter 9.
In F-15 Strike Eagle, as it has been historically, the best
way to disengage from an enemy fighter is to shoot it down.
Sltuatlonal Awareness
The term situational awareness became hot during;:::
ad ter the
war in Vietnam, but the concept has been around si
World
. In genWar I. However, the concept is a difficult one to gr
eral, situational awareness (SA) refers to a pilot's ability to
keep up with what's going on in a rapidly changing environment. Not only must he keep track of the situation, he must
also be able to use that information to predict what's about to
happen.
Good SA requires you to think and feel in three dimensions and to be able to understand and keep track of various
groups of time, distance, and relative motion as they apply to
your aircraft and those around you.
As difficult as SA is to describe, it's even more difficult to
teach. Experience helps, but not all experienced pilots have
good SA. Some say that SA is more like a talent than a skillhard work can improve it somewhat, but if you weren't born
with it, there's little you can do to get it.
Stories abound from all the wars about pilots with great
SA. They're the ones who finished off their targets in wild
dogfights and then got on the radio to complement one of
their squadron mates on his success. Their excellent SA allowed them to win their own engagements and keep up with
several other dogfights simultaneously!
Oswald Boelcke was one of the great pilots of World War
I. While he possessed great SA, he quickly realized that most
of the new pilots being trained and sent to his squadron for
combat possessed none at all. When friend and competitor
Max Immelmann was shot down, Boelcke wrote a series of
rules for air combat. While obviously intended for the novice,
these contain a good deal of useful information applicable
even in today's world of Mach-2 fighters and Mach-4 missiles.
52
Many of the rules deal with improving your own SA and reducing the enemy's.
53
55
CHAPTER 4
Basic Flight
Maneuvers
This chapter will help you learn and perfect basic jet
fighter flying maneuvers-like the Barrel Roll, Split-S,
and Break Turn-before you go head to head with an
enemy aircraft.
57
CHAPTER 4
58
CAUTION
Be sure to identify the aircraft before firing.
Friendly military and commercial air traffic may
be in the area.
NOTE
If you run low on fuel, press Alt-R to automatically refuel and resupply the aircraft.
NOTE
In F-15 II, if you don't want the limited mission
results received during training to remain on the
pilot's permanent record, you can use the Alt-Q
command to quit the simulation before the results of your flight are permanently saved.
In the procedures that follow, the numbers in parentheses
refer to the steps of the maneuver shown in the accompanying
figure. The speed and altitude recommendations are just
that-recommendations. Many of these maneuvers can be performed outside the stated limitations, but these limits give you
safe starting points and guidelines while learning. F-lSEs are
expensive aircraft; see if you can finish your training in the
same aircraft with which you start. It will make the commander very happy.
59
CHAPTER 4
Aileron Roll
Minimum Speed: 300 knots
Flying straight and level, pull the nose up slightly with one
quick bump back on the stick (1).
Apply full left or right stick and hold it. Don't pull the stick
back or push it away from you at the same time (2).
The horizon should begin to turn (3).
After the horizon has turned completely around, stop applying pressure to the stick (4).
You should try to pull out of the roll with your wings level
(5). Anticipate.
60
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CHAPTER 4
The Loop
Minimum Speed: 415 knots (fully loaded); 320 knots (no
bombs)
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CHAPTER 4
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You can stall your aircraft and use that as an element in this turning
maneuver.
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CHAPTER 4
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Practice flying upside down to get comfortable with the way the aircraft responds to the stick.
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Speedbrake Extension
Minimum Speed: 500 knots
Minimum Altitude: None
Extended use of the speedbrake at low speed or high altitude
can cause your speed to drop to the stall point.
You're flying straight and level (1).
Extend your speedbrake. Notice how your speed drops to approximately 75 percent of its original level (2).
Remove the speedbrake and notice how the plane quickly accelerates to its previous speed (3).
The speed brake is used often in combat to slow your
speed in a hurry without slowing down the engine. It's frequently used to avoid overshooting an opponent. Once you've
practiced this maneuver, you can try a speedbrake extension in
a tum. Your speed will fall much faster due to the added drag
of the tum.
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CHAPTER 4
ACM Checkride # 1
This first checkride is just to get you comfortable following an
enemy aircraft and keeping him in your sights. Doing this will
require using many of the basic maneuvers you've learnedrolls and turns as well as wise use of the throttle and speedbrake.
78
CHAPTER 5
Advanced
Maneuvers
When a dogfight starts, one of three conditions exist: You
have the advantage and are attacking, you're on the defensive, or you start with a head-on pass and neither plane
has the advantage. Here, we'll discuss how to handle all
three conditions.
Now that you can do all sorts of incredible things with your
jet fighter, it's time to put those things to use. Use the simulation setup described at the beginning of the last chapter to
practice these maneuvers.
Each maneuver described in this chapter outlines the conditions under which the maneuver should be used. This
doesn't mean these particular conditions are the only appropriate times to use the maneuver, however. Experiment and find
out what works best for you. Most fighter pilots have one or
two favorite maneuvers with which they feel most comfortable, so they try to force the battle to become the kind of fight
they fight best.
Be aware of your energy level at all times. Pay particular
attention to this when you're at low altitudes where it's best to
use high-speed maneuvers rather than hard-turning maneuvers that bleed off energy and make you choose between disengagement or crashing.
Offensive Maneuvers
As Boelcke said, once you start an attack, carry it through to
the end. These maneuvers will help you do just that. If you
start the fight with an advantage, use one of the following to
set up the bogey for the kill. Remember to watch your speed,
and don't overshoot.
79
CHAPTER 5
Low Yo-Yo
Situation: You're in a hard-turning, low-speed fight. You're
too close for short-range missiles but you can't out-turn the
enemy to line up for a gun shot.
Maneuver:
Let your upper wing come over, and begin an inverted dive
(1). The speed you gain in the dive will let you hold a tight
turn toward the bogey without stalling.
Roll out in the opposite direction and pull the nose up (2).
Repeat the process until you pull in behind the enemy and
can line up a gun shot (3). Be quick on the trigger and ready
to fire as you pull up each time. Firing parameters may be
met for only a second or two.
NOTE
This maneuver should not be performed at low
altitude.
80
Advanced Maneuvers
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CHAPTER 5
High Yo-Yo
Situation: You're closing rapidly on a turning target from the
side or rear. You want to:
Avoid overshooting the -target and losing your offensive position due to your greater speed.
Obtain a better position behind the target for improved heatseeking missile tracking.
Maneuver:
Level your wings and pull up to gain altitude (1).
Begin turning toward the target, remaining above and behind
(2).
At this point, start an inverted roll and dive at the target (3).
You have two options here: You can point your nose slightly
ahead of the target and take a Lead-pursuit path to make a
diving guns pass, or you can come around behind the target
for a heat-seeking missile shot directly at the target's tailpipe (4).
If the target reverses its turn at position 5, you should get a
clean shot at its tail. If you fail to destroy the opponent, or if
you miss, another High Yo-Yo or a Low Yo-Yo will return you
to an attacking position.
WARNING
Be careful not to bleed off too much speed during the climbing portion of this maneuver or the
bogey may be able to accelerate out of range.
82
Advanced Maneuvers
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CHAPTER 5
Straight Yo Yo
Situation: The enemy aircraft is making a break for it, trying
to outrun you. In this situation, if you don't want to use your
afterburners because your fuel level is low, you can trade altitude for speed.
Maneuver:
Obtain a position directly behind the enemy aircraft (1).
Remaining directly behind your opponent, begin a shallow
(10- to 20-degree) dive (2).
Notice your airspeed rising. As you close on the enemy, pull
up to slow down and prevent an overshoot (3).
84
Advanced Maneuvers
Trade altitude for speed by going Into a shallow dive and then pulling
up when you 're within range.
85
CHAPTER 5
86
Advanced Maneuvers
Instead of overshooting, pull up and roll away from your opponent. Slide
back into firing position with another turn-this time toward the target .
87
CHAPTER 5
88
Advanced Maneuvers
Your jet can perform a ballistic climb. Use this advantage to put some
distance between you and the enemy.
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89
CHAPTER 5
CAUTION
Diving with afterburners on will cause a rapid
loss of altitude and may cause you to exceed the
maximum design speed for the aircraft.
90
Advanced Maneuvers
Another way to separate from the enemy (and thus have enough distance to use a missile) Is to dive away before firing .
91
CHAPTER 5
ACM Checkride #2
The purpose of this checkride is to let you demonstrate that you've
learned to finish off an opponent when you have the advantage.
Simulation setup: Setup and objectives are the same for both
versions of F-15 Strike Eagle except where noted.
Level: Pilot
Mission: Libya
Objective: To achieve success using all the maneuvers just
discussed.
Procedure: Start the simulation and take off. A MiG should
appear close by, but out in front of you. Let him go for a second or two; then use one of the offensive maneuvers to get
back on his tail and shoot him down with either a short-range
missile or guns. After a successful attack, restart the simulation
and try a different tactic.
When you find a maneuver that works well for you, practice it until it becomes second nature. Every great fighter has
one good knock-out punch.
Defensive Maneuvers
This section offers you several defensive options you can use
to turn the tables in those tight spots. Don't be afraid to use
the pause feature of F-15 Strike Eagle to review your options if
you find yourself in trouble.
Attempt various escape techniques, and try to find one or
two you feel most comfortable with. Practice and perfect those
maneuvers for the best results.
92
Advanced Maneuvers
Do a Barrel Roll away from the enemy; then roll back behind him for a
tailpipe shot.
93
CHAPTER 5
Disengagement
Situation: You're in a low-speed, hard-turning fight and can't
gain an advantage after several turns. Sometimes the best maneuver is to disengage and reposition to attack again under
better conditions.
Maneuver:
Roll inverted (1).
Pull back on the stick to start a steep dive (2).
Keep the stick pulled back until you pull out right-side up
but heading in the opposite direction (3).
Timing has a lot to do with the success of your disengagement attempt. If possible, make your move in one direction
when the bogey is headed in the other.
94
Advanced Maneuvers
Roll upside-down and put your fighter into a steep dive. You'll end up
with a heading 180 degrees from your original.
95
CHAPTER 5
Speedbrake Reversal
Situation: An attacker is closing fast from behind.
Maneuver:
Level out your wings (1).
Cut your engines, pull up hard, and extend your speedbrake
(2).
96
Advanced Maneuvers
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CHAPTER 5
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Advanced Maneuvers
There's a chance the attacker may overshoot if you use this spiraling
maneuver.
99
CHAPTER 5
Vertical Spiral
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CHAPTER 5
ACM Checkride #3
This ride will let you practice getting out of bad situations.
Simulation setup: The setup is the same for both versions of
F-15 Strike Eagle unless otherwise stated.
Level: Pilot
Mission: Libya
Objective: To reverse a defensive situation into an offensive
situation and destroy the bogey.
Procedure: Start the simulation and take off. A MiG should
appear close by. Continue to fly straight and climb to 10,000
feet. Allow the bogey to follow you and come around on your
tail. Now use one of the defensive maneuvers to attempt to
reverse the situation. Repeat this drill, each time allowing the
bogey to get closer to your tail before attempting to escape
and attack.
Head-On Maneuvers
Many dogfights start from a neutral head-on pass after both
parties have survived an initial missile exchange. Remember,
it's mission first. You always have the option of not turning
and fighting after a head-on pass. If you're close to your
ground target, you may want to consider this option, but if
you do choose to go toe-to-toe with the bogey, here are a few
moves that might help you gain the advantage.
Pitch Back
102
Advanced Maneuvers
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This maneuver looks tricky-and it is. Pull bock hard on the stick. loop.
and then turn behind the target if it's there .
103
CHAPTER 5
104
Advanced Maneuvers
Attacker
Fire while the enemy aircraft is still out of range in a head-on cannon
attack.
105
CHAPTER 5
This isn't a long-term maneuver. If you don't gain an advantage fairly quickly, be ready to disengage or attempt another maneuver, such as a Low Yo-Yo. Spinning around and
around with a single bogey will likely draw a number of his
buddies to the area. Don't get so wrapped up that you let another bogey come in and gun you down.
106
Advanced Maneuvers
Your turning performance must be better than your opponent's for this
maneuver to work .
107
CHAPTER 5
ACM Checkride #4
Head-to-head maneuvering can be difficult to master. This ride
gives you a chance to practice your moves.
Simulation setup: The setup and objectives are the same for
both versions of F-15 Strike Eagle except where otherwise
noted.
Level: Pilot
Mission: Libya
Objective: To start out in a neutral head-on fight and gain the
offensive and destroy the bogey.
Procedure: Start the simulation and take off. Light your afterburners and tum .a nd accelerate away from the MiG that's in
the area. Once you're several miles away, reduce your throttle,
make a wide tum, and face the MiG in a head-on pass. Jink or
decoy any missiles fired by the bogey, but hold your missile
fire until after the first pass.
During your missions, you'll want to avoid this type of
fight if at all possible. History shows that most successful air
victories have come from ambush. Attack from long range
whenever possible, and only get into tight turning battles as a
last resort and on your terms.
108
PART Ill.
SOFTWARE ORIENTATION
FOR THE ORIGINAL VERSION
OF F-15 STRIKE EAGLE
The original version of F-15 Strike Eagle, released by
MicroProse back in 1985, set the tone and style for future military simulations. A huge success, it put MicroProse on the
map and provided a solid base from which it grew into the
multimillion dollar company it is today.
This section will introduce you to special tactics that work
particularly well with the original F-15 Strike Eagle only. It also
provides general hints, tips, and information on improving
your scores. The final chapter in this section presents one winning strategy for success in each of the seven mission
scenarios.
109
CHAPTER 6
Winning Tactics for
the Original
F-15 Strike Eagle
Tactics that work particularly well with the original version
of F-15 are described and explained in this chapter.
Weapons Use
Air-to-Air
Your internal cannon is a formidable weapon. When properly
used, it can reach out and hit the enemy at extreme ranges.
111
CHAPTER 6
112
Attacker
Fire while the enemy aircraft is still out of range in a head-on cannon
attack.
113
CHAPTER 6
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CHAPTER 6
Air-to-Ground
If air-to-air combat can be described as an art, then air-toground bombing is more a science. Get the proper angle and
proper altitude, put the pipper (sight) on the target, and hit
the bomb release. Bombing in F-15 Strike Eagle is much simpler than bombing with the real thing. Actual bombing runs
are very precise with dive angle, airspeed, and altitude all predetermined by the type of ordnance you're dropping. If you're
a little too fast, your load will land long; too slow and you'll
come up short.
With F-15 Strike Eagle, however, you can bomb at any
speed or dive angle and at altitudes up to approximately 3000
feet. You can drop bombs with your wings at any angle, even
while flying inverted (this is a real test of your inverted flying
skills). As long as you put the pipper on the target triangle,
you'll score a hit.
116
117
CHAPTER 6
Dive Bombing
The standard bomb delivery technique is dive bombing. A dive
bombing checklist should read like this:
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CHAPTER 6
Pop-Up Bombing
The second method for delivering bombs, frequently used in
high-threat situations, is the low-level or pop-up approach. If
there are no enemy fighters around, approaching the target at
approximately 1000 feet may give you some protection from
radar-guided SAMs. The missiles should pass right over you.
Flying at this altitude takes constant attention, though, since
turbulence will constantly buffet your aircraft. A pop-up
bombing checklist should read like this:
Check that you're at 100-percent power.
Place the NAV cursor over your target. Line up on the NAV
indicator on the screen.
Set your radar to medium-range scale.
Descend to 1000 feet and arm your bombs (1).
When the target appears on radar, immediately climb to 2000
feet (2).
When you reach 2000 feet, or the blue target indicator appears on the head-up display, start a 30- or 40-degree dive
(whatever it takes to place the pipper in the triangle) and release the bombs (3).
At this point, you can return to the 1000-feet level to attack
another target, or light the afterburners and head for home
or the safety of high altitude (4).
120
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121
CHAPTER 6
Defensive Considerations
Jlnklng a Missile Coming Head-On
Situation: Radar shows a missile heading toward you from in
front.
Maneuver:
Determine if the missile is heat-seeking or radar-homing.
Head straight toward it (1).
When the missile is 1 to 11/2 radar grid divisions away (approximately 10-15 miles), release the proper countermeasure
(flare for heat-seeker, ECM for radar-homing). Pull up hard
(2).
Watch the missile pass beneath you (3).
NOTE
Missiles fired from behind you will usually head
for a released flare without the jink maneuver.
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CHAPTER 6
Radar isn't the only way the enemy can locate you. It can also
"see" and "hear" you if you fly too close to an enemy location. Therefore, if you don't intend to bomb a target, it's to
your advantage to fly around it rather than directly over it.
Otherwise, you may have a lot of company.
On the other hand, if you're looking for trouble, flying
over an airfield should generate a lot of action.
124
Totally Defensive
125
CHAPTER 6
Cautlously Aggressive
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127
CHAPTER 6
Totally Aggressive
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129
CHAPTER 7
General Tips, Hints,
and Game
Information
These hints, tips, and techniques for playing a better
"game" can increase your score and make you a longlived jet fighter pilot.
CHAPTER
133
CHAPTER 7
134
Limping Home
A damaged aircraft is often a fact of life in F-15. Nursing a
wounded bird back to the nest can take some doing. If you
decide you're going to make a dash back to the base for repairs, the first thing to do is drop any remaining bomb loads
and the external fuel tank. Set your navigational cursor. Either
hit the burners for a fast escape, or slow down, get low, and
try to sneak back.
The aircraft tends to handle best at low speeds (around
240 knots) when damaged, but if you're over enemy territory,
you'll be an easy target at that speed. Remember, the aircraft
is much harder to handle at high speed when damaged.
Mlsslle Damage
The missiles in this simulation, like real missiles, are equipped
with proximity fuses. In other words, they don't have to actually hit your aircraft, but detonate when they're close. As you
begin to operate at the higher skill levels, enemy missiles can
detonate at increased distance from your aircraft and still
cause damage. Take this into account when planning your defensive maneuvers.
Multiple Flights
In an actual strike against heavily protected targets such as
those seen in the mission scenarios, an attack usually has several components.
You can simulate these using several flights from the base
with different objectives. The first attack would be made by
the "Wild Weasel" squadron whose job it is to take out the
enemy surface-to-air missile launchers. Following that, strikes
against air bases to reduce air resistance are conducted. Finally, the target objective is attacked.
You can do the same thing to complete some of the missions in the simulation. On the first flight, attack SAM locations; then return to base. Fly again to take out the primary
target(s) or airfields. When making a bombing run at SAM
sites or at the primary target, you probably won't need more
than one or two racks of bombs. Drop the rest if they won't be
used; otherwise, they'll slow you down.
135
CHAPTER 7
CHAPTER 7
radar-guided. This can only be done by noticing which warning light comes on first.
Deploy countermeasures and tell the pilot to break away and
in what direction.
Place the NAV indicator in the correct position.
Drop the external fuel tanks when the fuel level reaches
13,500 pounds. Continuing to fly with the drop tanks attached reduces your fuel efficiency and performance.
Respond to pilot commands to operate the following systems:
speedbrake, throttle increase or decrease, afterburners, arming weapons, bail out, rear-view control, reminding the pilot
of altitude during combat.
It's important to give the second player as much to do as
possible to keep him or her from getting bored and becoming
a spectator instead of a participant.
138
CHAPTER 8
139
CHAPTER 8
140
CHAPTER 8
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143
CHAPTER 8
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Mission 6: Iraq, 1981
Scenario: Etzion Air Base in the Sinai Desert is normally a
very busy place. On 7 June 1981, it was even busier than usual. Early that morning, a group of Israeli F-15s and F-16s began a highly controversial mission. The Iraqi nuclear reactor
south of Baghdad was about to become operational and the Israelis believed it was capable of producing weapon-grade fissionable material. In anticipation of its completion, the Israeli
Air Force had been practicing an attack on the reactor for over
a year. The time had come for the plan to go into action.
The attack force flew around Jordan, through Saudi Arabia, and into Iraq low and fast. When questioned by Jordanian
144
Tactics. Since this is the final mission, you probably expect it to be the toughest. You won't be disappointed.
There's no easy or best way to complete this mission. All
the possible threats are waiting for you with expert-level operation. Skill and patience will be necessary to destroy all three
primary targets and return safely to base. You'll probably take
a hit or two in the prc;>cess.
145
CHAPTER 8
146
147
CHAPTER 8
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148
PART IV.
SOFTWARE ORIENTATION
FOR F-15 STRIKE EAGLE II
The original version of F-15 Strike Eagle was much like the
original version of the F-15 aircraft: hard hitting and exciting,
but basic. As technology changed, the Air Force conducted a
Multistage Improvement Program (MSIP) to bring the F-15 up
to state of the art. Recently, MicroProse conducted its own
MSIP to bring the F-15 Strike Eagle simulation up to the state
of the art. Graphics, game play, and enemy intelligence have
all been reworked to incorporate all the advances made since
the original program was released in 1985.
Although the game play is very similar, as is its overall
"feel," this simulation does operate differently and requires
different tactics and strategies to be effective. This section will
cover these tactics, information on game scoring, and detailed
analysis of enemy capabilities and strategies for success in all
the theaters of operations.
149
CHAPTER 9
Winning Tactics for
F-15 Strike Eagle II
From takeoff to the mission and then back to a safe landing, special tactics and techniques are explained to improve your chances of success.
CHAPTER 9
way back to the base. You would be perfectly lined up. Learning how to use a couple of the instruments you have on board
will allow you to do this. ,
Getting Lined Up
The instruments you really need to pay attention to in order to
get properly lined up are the heading indicator along the top of
the HUD and the NAV cursor (the small triangle-shaped pointer that moves along the heading indicator to guide you toward
different locations).
To see how to use these instruments to line up for a
landing, you can set up the game up as follows and try the
procedure.
'
Mission: Libya
Targets: Pick a mission with targets in the southeastern areaaround Benghazi and Benina.
Mode: Pilot
Training: Once airborne, hit Alt-T to switch to Training mode
(now enemy weapons won't damage your aircraft). Fly to the
targets and take them out. You can do this on afterburners if
you like-you can hit Alt-R to refill the gas tank and reload
weapons.
152
315
000
045
I I
I IY I
Time-A
315
Time-C
000
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Time-D .
Time-E
090
045
IY I I
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Turn to Heading 050
045
090
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I I
315
IYI I I
Time-8
045
000
I I
000
Closer to carrier
000
045
I I
Gentle turn to 000
When the NAV cursor is one major division away from 000
(Time Din Figure 9-1), start a gentle turn to your left, toward
the base. Your goal is to pull out of the turn with your wings
level, just as the NAV cursor and the 000 indicator reach the
center of the HUD (Time E).
Now you're heading straight toward the base on a heading of
000 and lined up for landing. If you've maintained your alti153
CHAPTER 9
tude of 4000 feet, you should get a good look at the runway
and be able to make any small adjustments necessary.
Now back off on the throttle until your airspeed falls below
300 and start your descent to the runway.
As soon as the wheels touch down, cut the engine power to
minimum and hit the brakes button once.
NOTE
There's some leeway programmed into the system. If you come up a little short (less than a
kilometer), you should still be OK. Also, if you
run a little off the end of the runway, you
should be OK if your speed is less than 40
knots or so.
Landing (Carrier)
Carrier landings in this simulation really aren't that much
harder than runway landings. In fact, due to the nature of carrier landings, you can hit the flight deck much harder than
when landing on a runway.
Your line-up and approach should be the same as for a
runway landing, but you might want to make a steeper approach so you can get a good look at the carrier deck and the
arrestor cables. The landing portion of the carrier deck is canted 15 degrees, so to use that part of the deck for landing, you
need to land on a heading of 165 degrees. It really doesn't
matter, however; landing straight-in on a 180-degree heading
will work just fine.
WARNING
The carrier deck is 125 feet above the water, so
keep an eye on your altitude as you approach.
154
Weapons Deployment
Cannon
Many beginners often ignore the cannon in the air-to-ground
role, but to get those really high scores, you need to pick up
extra ground targets when you run out of Mavericks. The cannon lets you do this.
The real key to learning to strafe ground targets is to get a
set procedure and use it over and over again until it comes
naturally. The following is a good example:
Line up the target early. Once you start to dive on the target,
it's too late to make major course changes. Therefore, take
the time to make sure you're perfectly lined up as you approach the target.
Approach the target at low altitude until the range to the target is 6km. This way, you can avoid detection until the last
possible moment.
At 6km, pull up hard, being careful to maintain a straight
course. Level out at 1000 feet or so. The exact altitude isn't
important-you just want to make sure you have enough
room to dive on the target. As your skill improves, you'll
find that you require less altitude and can start your attack
from lower.
Your gun is most effective when the range is less than 3km.
Therefore, at 3km, extend your speed brake and start to dive
on the target. Put the aiming circle either directly on the target or just a little in front of it. Fire a short burst and watch
where the shells land. Make minor adjustments and continue
to fire short bursts.
155
CHAPTER 9
Pull up as soon as you hit the target or if you get below 400
feet. Unless you have the landing gear down or are diving
very steeply, the aircraft will automatically pull up at 300
feet. As you gain experience, you'll be able to judge when to
pull up by the size of the target, which will get larger as you
approach the ground. Don't wait too long before you pull up.
Most targets you would strafe are only going to give you a
few points. Don't get so involved that you fly into the
ground while trying to destroy a 30-point target.
156
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CHAPTER 9
Gun Accuracy
The accuracy required to destroy a target increases as you
move up in difficulty levels. In other words, it's much easier to
successfully strafe a target or gun down an enemy aircraft when
playing in Rookie mode than it is in Veteran or Ace mode.
In Rookie mode, you only have to get close to the target
and it will be destroyed. At the Ace level, you really have to
hit the bull's-eye.
158
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5
CHAPTER 9
Air-to-Air Missiles
The air-to-air missiles used in this simulation have great range
and are very accurate. In fact, the ranges and accuracy are
probably better than you realize. The program has these
ranges fixed at the following:
AMRAAM
Max range: 36km
Max effective range: 16km
Sidewinder
Max range: 18km
Max effective range: 9km
with the max range being the farthest away you can be and
still get a hit (where the target box changes to an oval), and
the max effective range being the high-probability kill zone
(where the oval changes color).
These ranges actually vary a great deal, depending on
your speed, the target's speed, and your position relative to
the target. In other words, if you're on afterburners and the
target is coming at you head-on, your speed and the target's
speed are both effectively added to the speed of the missile,
allowing it to be fired at a target much farther away than normal. In this situation, you could be reasonably sure of a hit by
firing an AMRAAM when the target is still SOkm away-long
before the target box turns to an oval. In fact,' it's a good idea
to shoot early at head-on targets. If you wait until the oval
changes color, the target may be by you before the missile has
a chance to track it and lock on.
160
Air-to-Ground Missiles
Using the Maverick missile on ground targets really couldn't
be simpler. In fact, its probably the one area of F-15 II that's
actually easier and less complex than the original version.
There's little aiming required: just fire it off in the general direction. However, waiting for the range to close is very important. If you fire before the oval changes color, your chances of
scoring an effective hit go down. Therefore, if at all possible,
wait for the oval to change colors before letting your Maverick
shot fly, especially when attacking important or dangerous
targets.
There are times when, for whatever reason, you must fire
early-in fact, the earlier the better. Firing at high speed does
give your Maverick a bit of range extension, but not as much
as with the air missiles. Firing at speeds over 800 knots will
give you about five extra kilometers, increasing the max range
from 30 to 35 klicks.
Use All Your Weapons
There's no use in carrying a weapon all the way into enemy
territory and then bringing it back home again. Use all your
weapons every time out. If fuel isn't a problem, you can go
looking for more air or ground targets. If it looks like fuel may
be a problem, make sure you use all your ground attack weapons-at least while in the target area. It might be a good idea
161
CHAPTER 9
Defensive Tactics
Turning and dogfighting with enemy aircraft has already been
covered fairly well. Do what you must to survive. The other
major threat, probably more dangerous than enemy aircraft, is
surface-to-air missile (SAM) fire. SAMs will be coming at you
almost continuously during your time behind enemy lines.
Learning how to effectively deal with them will spell the difference between success and failure.
162
CHAPTER 9
164
Anytime you're trying to destroy a SAM radar, missile, or anything located next to a SAM site, you're heading into a highthreat area. If the SAM has Doppler-guided missiles, the threat
is higher still. In order to get close enough to launch a Maverick, you'll have to head toward the target; however, heading
directly toward it may not be the best path. An indirect route
known as an offset approach might be a safer choice.
165
CHAPTER 9
~Target
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166
Position 1. To use this approach you start off heading directly toward
the SAM site.
Position 2. When the site launches a missile at you, wait a second or
two so you can get closer to the target: then turn away on a perpendicular course to fool the missile.
Position 3. Once the missile is past, don't head directly back toward
the target: instead, head off to the side.
Position 4. When the site launches another missile at you, you can now
turn back toward the site to get perpendicular and fool the missile.
Position 5. Now when clear again, you may be close enough to head
directly into the target and attack it before it can get another shot off.
Mission Planning
Knowing what you're going to do and how you're going to do
it before the wheels ever leave the tarmac is vital to mission
success. Although very few plans stand up to the stress of
combat, it's much better to have a plan and change it than to
have no plan at all.
Mission Selection
Even at the same difficulty level, some missions are much easier than others. The type of enemy SAM sites and the location
of the targets can be just as important as the level of difficulty
you've chosen. If it's your first time at a high-difficulty level,
or you're going for one of the top medals, be selective about
the mission you choose.
Missions where the primary and secondary targets are
very far apart and/ or deep behind the lines are very tough.
For an easier time at Ace level, keep restarting the game until
you get a mission where both targets are close to each other
and are fairly close to your base.
Ingress
Getting to the target can be the easiest part of the mission, or
the toughest, depending upon a number of concerns. Unfortunately, you have little control over most of these concerns, but
there are a few things you can do to improve your odds.
First, the enemy is expecting you to come from the direction of your base and will keep a good lookout. If you take off
and approach the target from a different angle, chances are
you won't be spotted until you're much closer to the target
area.
167
CHAPTER 9
Egress
After you've taken care of the primary and secondary targets,
it's time to look for a way home. A straight line may not be
the best course. If possible, take a course that puts most or all
of the remaining SAM sites off to one side. It will be easier to
avoid the SAMs if they're all coming from the same direction.
This is also the time to pick out likely targets for any remaining Mavericks you may have on board. Those missile
boats you avoided on the way in can make great targets on
your way home. If things are quiet, you may .want to pick a
couple of targets for strafing. Extra ground targets really add
to your point total.
Another important thing to consider when heading home
is which airbase to head for. Your navigation system will position the cursor on the HUD to guide you to the nearest base
once both missions are complete. However, this may not be
the best place to land. You'll generally attract a lot of attention
while completing your missions, so it may be best to land a
little farther away from the bad guys. Trying to line up a landing is hard enough without having to dodge SAMs and enemy
aircraft at the same time.
168
CHAPTER 10
Scoring, Promotions,
and Decoration
It's nice to know where you've been, but even better to
know how you got there and where you're going. This
chapter will explain how the game arrives at your overall
score, what it takes to win medals and promotions, and
some other tips and hints. With this information, you'll have
at least some idea of how far away the next rung on the
ladder is. With good information on the scoring system and
the various levels of difficulty, you'll know what it takes
to reach your goals.
Skill Levels
One of the first things you must choose before a mission is the
skill level at which you want to play: Rookie, Pilot, Veteran, or
Ace. This is a very important decision that will affect a number of game parameters. So that you'll have some idea of what
you're getting into, the following are some of the major game
areas affected by the skill level selection.
Enemy aircraft tactics. As the skill level goes up, the
number of evasive maneuvers available to enemy pilots increases. At the easiest levels, enemy pilots will do little more
than turn to try and get away from you, and they may turn
and head for home . Once you reach the higher levels, the bad
guys have a much larger bag of tricks. Here, they're much
more likely to make vertical turns and quick dives as they try
to shake you. Once engaged, it's either you or them-they
won't turn and run.
169
CHAPTER 10
Scoring System
The system MicroProse uses in most of its games for tallying
your score includes a base level score for each target hit. That
score is then modified based on a number of considerations.
Such is the case with F-15 Strike Eagle II.
Base Scores
Enemy aircraft: 50
Enemy ground targets (not primary or secondary): 25
Primary mission target: 200
Secondary mission target: 100
Friendly aircraft: -100
Friendly ground installations: -50
170
Aircraft Scores
The number of points awarded for enemy aircraft shot down
is based on the skill level you choose. The number of points
awarded doesn't change with the various regions. These totals
are:
Rookie: 50 points
Pilot: 100 points
Veteran: 150 points
Ace: 200 points
An enemy aircraft shot down at Ace level over Libya will
give the same points as one shot down over the Middle East.
The point penalty for shooting down a friendly plane is
usually double that of the score awarded for destroying an enemy plane, so it's very important to use caution when operating close to friendly airfields.
CHAPTER 10
Mission End
How you end the mission will affect your score as well. Once
your overall total has been calculated, it may change if you
don't have a proper landing. If you crash, your score is reduced by half. A successful bailout will give you three-fourths
your total score.
Your total score may also be reduced if it takes you more
than one trip to destroy both the primary and secondary targets. If two trips are required, you'll get two-thirds your total;
if three trips are required, you'll get one-half your score, and
so on. It's very important to destroy both targets in one trip.
Promotions
One thing most players like about MicroProse games is the
way short- and long-term goals are presented in the form of
promotions and decorations. Promotions are based on your career point total.
Rank
1st Lt.
Captain
Major
Lt. Colonel
Full Colonel
General
Points Needed
1,500
6,000
12,000
25,000
50,000
100,000
Decorations
Everyone loves to be recognized for outstanding achievement;
F-15 Strike Eagle II does this by awarding medals for valor.
These awards are based entirely on your performance in one
mission. Your rank doesn't enter in.
Award
Air Force Commendation
Distinguished Flying Cross
Silver Star
Air Force Cross
Congressional Medal of Honor
172
Although the Purple Heart is included in the medal illustration in the back of the manual, this award isn't available in
F-15 Strike Eagle II.
NOTE
A quick tip for the medal hungry. If you want
to display an impressive row of decorations
quickly without earning them, there's a small
bug in the software that will let you rack them
up in a hurry.
The trick is to fly very difficult missions in
Training mode (hit Alt-T in flight). In this
mode, enemy missiles won't damage you, and
you can replenish your weapons and fuel as
you fly (hit Alt-R). Any points you score won't
be added to your career total, but any decorations that would have come with your point total will still be awarded. It's quite possible to
get all the awards, including the CMOH, with a
career point total of zero!
Two-Player System
One of the great things about computer games is that you can
play them by yourself-but that's also one of the disadvantages. As mentioned before, the real F-lSE Strike Eagle is a
two-seater aircraft, and the extra set of eyes really comes in
handy when operating in hostile areas. This second set of eyes
and hands can help when playing the game as well.
The best way to divide up the work is for one player to
control the joystick and be the Pilot while the other takes control of the keyboard as the Weap'!1fs Officer (WO). The Pilot is
in charge and should worry mainly about flying the plane and
keeping ~is eyes on the main screen. The Weapons Officer
should keep his eyes on the instruments and tactical screens
and keep the pilot informed about altitude in low-flight
situations.
If the pilot is in a hard turning fight, it's the Weapons Officer's job to keep an eye on the airspeed and altitude and to
provide the necessary warnings. The Weapons Officer should
173
CHAPTER 10
not become a spectator. Don't let your pilot fly the both of you
into the ground! The Weapons Officer should also be in
charge of keeping track of SAMs and releasing chaff and flares
at the appropriate times.
Fuel Consumption
There's no doubt about it, the F-15 can suck up some jet fuel.
Quite often, the success or failure of your mission will depend
on your fuel state, so fuel management is important right from
takeoff.
The main thing that affects your fuel consumption rate is
the throttle setting. Flying around at full military throttle will
eat up your gas in a hurry, and using your afterburner will
bum gas even faster. The trick is in knowing when to use full
power-you must be patient. Don't be in such a hurry to get
to the target area. Go in at 60-percent throttle or so; the fuel
you save may save your life later.
Altitude also effects fuel consumption, but since most of
your flying will be at low levels (below 10,000 feet), this
doesn't really concern you. Climb to high altitudes to conserve
fuel and you'll attract SAMs from all over the map.
One good thing about being low on fuel is that your top
speed increases. A full fuel tank will knock about 100 knots
off your top speed.
174
CHAPTER 11
Intelligence Briefing
OP FOR
It's very likely that you'll face a wide variety of Opposing
Forces (OPFOR) weapons that range from the latest Soviet developments, to modern NATO equipment sold earlier to Iran,
to Korean War-era MiG-17s. Some of this equipment is certainly better than others, but all of it can-and will-kill you
if you're not prepared and knowledgeable about its capabilities.
This section will give you a quick rundown of the enemy
equipment you'll face and some basic information on each
system.
175
CHAPTER 11
SA-6
Search radar: Poor pulse radar
Firing guidance radar type: Semiactive pulse radar
Max altitude: 60,000 feet
Maneuverability: Fair
Threat posed: Medium
SA-10
Search radar: Superb Doppler
Firing guidance radar type: Semiactive plus command
guidance Doppler
Max altitude: 70,000 feet
Maneuverability.: Fair
Threat posed: Extreme
SA-12
Search radar: Good Doppler
Firing guidance radar type: Semiactive plus command
guidance Doppler
Max altitude: 70,000 feet
Maneuverability: Fair
Threat posed: Extreme
Hawk
Search radar: Good Doppler
Firing guidance radar type: Semiactive pulse radar
Max altitude: 52,000 feet
Maneuverability: Good
Threat posed: Medium
Tigercat
Search radar: Poor pulse radar
Firing guidance radar type: Visual
Max altitude: 12,000 feet
Maneuverability: Good
Threat posed: Mild
Seacat
Search radar: Poor pulse radar
Firing guidance radar type: Visual
Max altitude: 12,000 feet
Maneuverability: Good
Threat posed: Mild
176
Intelligence Briefing
SA-N-4
Search radar: Pulse radar
Firing guidance radar type: Semiactive pulse radar
Max altitude: 25,000 feet
Maneuverability: Good
Threat posed: Medium
Rapier
Search radar: Good pulse radar
Firing guidance radar type: Semiactive pulse radar
Max altitude: 24,000 feet
Maneuverability: Very good
Threat posed: High
AA-2
Homing type: Infrared
Range: 14km
Maneuverability: Very good
Threat level: Mild
AA-6
Homing type: Semiactive pulse radar
Range: 50km
Maneuverability: Poor
Threat level: Medium
AA-6 (IR)
Homing type: Infrared
Range: 50km
Maneuverability: Poor
Threat level: Mild
AA-10
Homing type: Active Doppler radar
Range: 64km
Maneuverability: Good
Threat level: Extreme
177
CHAPTER 11
AA-10 (IR)
Homing type: Improved infrared
Range: 64km
Maneuverability: Good
Threat level: Medium
AIM-7 Sparrow
Homing type: Semiactive pulse radar
Range: 44km
Maneuverability: Very good
Threat level: Medium
AIM-9 Sidewinder
Homing type: Infrared
Range: 12km
Maneuverability: Excellent
Threat level: Mild
NOTE
When being tracked by an AA-6 or AA-10,
make sure you check the screen to see which
type of seeker is being used. Both can be either
radar-guided or heat-seeking.
178
Intelligence Briefing
179
CHAPTER 11
MiG-23 Flogger
Designer: Mikoyan-Gurevich, USSR
Role: Fighter
Max altitude: 61,000 feet
Max speed: 1190 knots
Air-to-air radar quality: Very poor
Maneuverability: Fair
Figure 11-3. MIG-23 Flogger
MiG-25 Foxbat
Designei:: Mikoyan-Gurevich, USSR
Role: Interceptor
Max altitude: 80,000 feet
Max speed: 1860 Knots
Air-to-air radar quality: Medium
Maneuverability: Poor
180
Intelligence Briefing
MiG-29 Fulcrum
Designer: Mikoyan-Gurevich, USSR .
Role: Fighter
Max altitude: 55,000-65,000 feet
Max speed: 1260 knots
Air-to-air radar quality: Medium
Maneuverability: Very good to excellent
181
CHAPTER 11
F-5 Tiger II
Designer: Northrop, USA
Role: Fighter, strike fighter
Max altitude: 51,000 feet
Max speed: 950 knots
Air-to-air radar quality: Poor
Maneuverability: Fair
F-140 Tomcat
Designer: Dassault-Breguet
Role: Fighter, strike fighter
Max altitude: 65,000 feet
Max speed: Mach 2.2
Air-to-air radar quality: Poor
Maneuverability: Fair
182
Intelligence Briefing
CHAPTER 11
AA-2 MiG-23
AA-6 MiG-25
AA-10 MiG-29
Again, the most dangerous is the MiG-29 armed
with AA-lOs. These Doppler-guided missiles can't be
fooled with chaff alone. Escape maneuvering is also
required.
b. Naval Forces: The only part of the Libyan navy that
can affect your mission is the section of Soviet-built
Nunchucka II missile boats. These boats carry SA-N-4
SAM missiles, which are easily defeated with chaff.
They also have a few other boats, but these have
either poorer air defense capability or none at all.
184
Intelligence Briefing
185
CHAPTER 11
C. Friendly Operations.
1. Established Airfields
Halfar on Malta, Suda Bay on Crete, and the Aircraft
Carrier USS America are all good landing spots and
are out of range of enemy SAM systems. The first two
also have regular civilian traffic, so be sure to choose
your targets carefully when fighting in these areas.
2. Secret Air Strips
Secret forces in the area are currently operating two
airfields. The Yafran air strip is to the south of Tripoli,
and Al Mukhayli is to the east of Port Brega. Take
care to avoid attacking these strips while attacking
other ground targets in the area.
D. Conclusions
The enemy in this area is generally poorly equipped. The
major threat in the area comes from the Doppler-guided
SAM systems: they're much more dangerous than the
enemy aircraft. Enemy naval vessels shouldn't be a
threat to your mission. It may be a good idea to avoid
them, however, during your ingress to avoid detection as
long as possible. Even if they can't attack, they can vector enemy aircraft in your direction. Enemy pilot missileavoidance skills seem to be lacking, and most aircraft can
be effectively engaged with head-on missile shots.
Persian Gulf
Intelligence Briefing
CHAPTER 11
F-SE
F-14
Intelligence Briefing
C. Friendly Operations
1. Established Airfields
Missions will generally start from either Ras
Shaffaniyah in Saudi Arabia or Bahrain. Air strips that
are close to enemy territory and available for emergency landings are Kuwait City, almost directly north
of Ras Shaffaniyah (it may not show up on the display map in the cockpit) and Dubai, close to the Strait
of Hormuz. These sites should be avoided if possible-both will frequently lie within range of enemy
SAMs, which will make landing difficult for you.
The USS Nimitz is also just beyond the Strait
189
CHAPTER 11
of Hormuz and can be used if necessary. Enemy aircraft won't normally follow you all the way across the
gulf, making the landing sites there a little safer.
2. Secret Airstrips
A secret rebel airstrip exists just to the northwest of
Bushehr in the mountains. This strip shouldn't be
attacked.
3. Friendly Air Traffic
Several airports in the area have heavy civilian air
traffic, especially Kuwait City. Take care when operating or fighting in these areas. Make sure you ID all
targets before firing.
D. Conclusions
The enemy in this area will, as a rule, perform poorly.
They're equipped with inferior weapons and seem to
lack the proper training and discipline. SAM systems
aren't very effective, and enemy pilots seem to be very
slow on the trigger. They seem to wait a long time
before firing AAMs, which may give you several extra
seconds for attacking ground targets, if needed. As a
rule, the F-14s should be taken out first since they often
function as AWACs aircraft, using their long-range
radars.
Vietnam
Reference: Vietnam ONC map provided with the software
package.
Map Corrections: There are two SAM sites, three squares due
east of Pnom Penh, which aren't shown on the map. Named Ban
Kheaarid Ban Phlak, they're roughly located at XU76. The SAM
site and air base referred to on the map as Wattay is called
Viangchan on the F-15 cockpit map display.
1. MISSION: You'll be assigned to make deep interdiction attacks on valuable targets well within the Vietnamese airspace and within it's air defense range. The two major areas
of operation will be the area surrounding Hanoi in the
190
Intelligence Briefing
north, and the lesser defended areas along the Ho Chi Minh
Trail to the south.
2. ENEMY SITUATION: An undeclared state of war exists
with the government of North Vietnam. Authorization has
been given to attack all targets. Military, transportation
(bridges), and supply dumps are highest priority.
A. Characteristics of the Area of Operations
1. Military Geography: Topography
a. Situation: The heavily populated area to the north lies
in a fairly flat area near the coast. All of the coastal
areas are relatively flat and open, but once you cross
beyond them, you'll find a large spine of mountains
that run the length of the operating area. Beyond the
mountains, the land becomes a flat delta plain.
b. Effect on Enemy Capabilities: Due to the flat nature of
the land near the coast, radar and visual sighting
ranges are generally very good, especially in the
heavily defended area around Hanoi.
c. Effect on Friendly Operations: If missions call for operations beyond the mountainous areas, it's possible to
break radar lock by flying at very low altitude once
your beyond the mountain ranges.
CHAPTER 11
MiG-17, MiG-21
MiG-23
Luckily, the enemy isn't armed with Doppler-guided airto-air missiles, but the newer MiG-23s will be armed
with both heat-seeking and radar-guided AA-6 missiles.
It's important to verify the type of weapon being used
before you employ countermeasures. The AA-2 heatseekers used by the other aircraft are very short ranged.
Wait until the missile is quite close before wasting a flare
or making a maneuver-they'll frequently run out of
propellant, especially if you're at high speed.
b. Naval Forces: North Vietnam has no real navy to
speak of, but it does have a number of small vessels
that will stay close to shore. They aren't equipped
with SAMs and shouldn't pose a threat.
c. Air Defenses: The area around Hanoi and Haiphong in
the north has one of the strongest air defense systems
in the world. Extreme caution should be used when
operating in this area.
Most of the SAMs encountered will be older SA-Ss; a
few SA-2 systems are also used. In a high-level difficulty
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Intelligence Briefing
C. Friendly Operations
1. Established Airfields
You'll have no shortage of airfields to use in this region. Besides the two aircraft carriers in the gulf, there
are safe strips on to the west in Thailand and all
along the South Vietnamese coast.
Since there are so many bases in the area, you
can adjust your attack plan to take off at one base and
land at another. In the north, this might mean taking
off from a carrier and attacking the target and then
193
CHAPTER 11
package.
Map Corrections: The air base and SAM site named Palmyre on
the map is referred to as Tadmur on your cockpit map display.
1. MISSION: You'll be assigned to make deep interdiction attacks on valuable targets well within Lebanese, Syrian, Jordanian, and Iraqi airspace. The two major areas of operation
will be the area surrounding Beirut and Damascus along the
coast, and the northern areas of Mosul and Baghdad, where
two nuclear reactors are located.
2. ENEMY SITUATION: An undeclared state of war exists
with the governments in this area. Authorization has been
given to attack all targets, but military and nuclear reactor
targets are highest priority.
A. Characteristics of the Area of Operations
1. Military Geography: Topography
a. Situation: The entire coastal area is marked by high
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Intelligence Briefing
CHAPTER 11
Intelligence Briefing
CHAPTER 11
198
APPENDICES
199
APPENDIX A
Suggested
Reading List
If you want to learn more about air combat or the F-15, I suggest you take a look at the following books.
201
APPENDIX B
Abbreviations and
Acronyms
AAA
AAM
ACM
AGM
Alt
AMRAAM
ASAT
ATF
AWACS
BFM
CAP
CAS
CBU
CRT
DMZ
ORF
ECM
ERDT
FEBA
FUR
FX
G
GIB
HUD
IIR
ILS
IR
ITP
Antiaircraft Artillery
Air-to-Air Missile
Air Combat Maneuvering
Air-to-Ground Missile
The Alt key on your keyboard
Advanced Medium-Range Air-to-Air Missile
An tis a telli te
Advanced Tactical Fighter
Airborne Warning and Control System
Basic Flight Maneuvers
Combat Air Patrol
Close Air Support
Cluster Bomb Unit
Cathode Ray Tube
Demilitarized Zone
Dual-Role Fighter
Electronic Countermeasures
Eagle Rapid Deployment Team
Forward Edge of the Battle Area .
Forward-Looking Infrared
Fighter Experimental
Gravity measurement; 2 Gs equals two times the
force of gravity, or double the weight
Guy in Back
Head-Up Display
Imaging Infrared
Instrument Landing System
Infrared, the heat portion of the radiation
spectrum
Initial Test Program
203
APPENDIX B
km
LANTIRN
LGB
Lt. (j.g.)
Mach
Max
MiG
mm
MSIP
NATO
NAV
OPFOR
PID
ROE
RPV
SA
SAM
SARH
Su
TFW
VMax
wso
204
Kilometer
Low Altitude Navigation and Targeting Infrared
for Night
Laser-Guided Bomb
Lieutenant, Junior Grade
The speed of sound; Mach 2 equals two _times
the speed of sound
Maximum
Mikoyan/Gurevich; Soviet aircraft manufacturer
Millimeter
Multistage Improvement Program
North Atlantic Treaty Organization
Navigation; usually refers to the NAV cursor at
the top of the screen
Opposing Forces
Palestine Liberation Organization
Rules of Engagement
Remotely Piloted Vehicle
Situational Awareness
Surface-to-Air Missile
Semiactive Radar Homing
Sukhoi; Soviet aircraft manufacturer
Tactical Fighter Wing
The maximum airspeed an aircraft can attain
before sustaining structural damage
Weapons Systems Officer; an Air Force
backseater
APPENDIX C
Definition of Terms
ballistic
Usually refers to climbing straight up so that altitude is gained
due to engine power, not wing lift.
bandit
An enemy aircraft.
belly-check
Usually a 360-degree roll to check for enemy aircraft while in
the blind spot beneath the aircraft.
black boxes
Electronic components for various aircraft systems mounted in
removable boxes to facilitate rapid change and maintenance.
bogey
An enemy aircraft.
bounce
To attack an enemy aircraft, usually from above.
canard
Small wings, usually mounted toward the nose of an aircraft
to improve maneuverability.
chaff
Thin, light strips of foil used to create a large return on an enemy radar. Used to decoy radar-guided missiles.
closing
Reducing the distance between your aircraft and another.
cold-side
The underside or belly of an aircraft.
205
APPENDIX C
dogfighter
Aircraft designed primarily for air-to-air combat.
Doppler
A radar system that makes use of the shift in frequency of signals reflected from earth, ahead or behind an aircraft, to obtain its true airspeed and location.
envelope
The performance limits of an aircraft.
flare
Very hot decoys used to fool heat-seeking missiles.
gomer
An enemy.
guns kill
To destroy an enemy aircraft at close range with an onboard
cannon-the most difficult type of kill.
hot-side
The top of an aircraft.
HOTAS
Hands on throttle and stick.
infrared
The portion of the energy spectrum felt as. heat but not seen.
inverted
Flying an aircraft upside-down, or with the canopy toward the
ground.
jamming
Emitting signals so strong that they overwhelm an enemy's
detection system and render it useless.
jink
To make wild and rapid movements with the aircraft, both up
and down and side to side, usually in an attempt to avoid an
incoming missile or to evade an enemy aircraft.
klick
One kilometer or 1000 meters.
206
Definition of Terms
multibogey
More than one enemy aircraft in the combat area.
pipper
The circle or dot used for aiming the cannon or for lining up a
bomb drop.
pod
Streamlined containers used to carry equipment under an aircraft's wing or belly.
punch out
To activate the ejection seat during flight.
retarded
A bomb that employs fins to increase its drag so it can be
dropped from low altitude without catching the aircraft in the
bomb blast.
signature
Characteristic "fingerprint" every type of radar equipment
emits.
six
The 6 o'clock position behind an aircraft. Directly in front is
12 o'clock; directly behind is 6 o'clock.
slick
Bombs without retarding fins.
smart
A bomb with an onboard system that can identify a target and
adjust its flight path to ensure a hit.
stall
A condition in which there isn't enough air moving over an
aircraft's wing to produce adequate lift to keep the aircraft under control.
wild weasel
An aircraft assigned the mission of leading an attack and identifying and destroying SAM sites.
207
Index
acceleration performance 33-35
ace mode gun fighting 134
afterburners 138
aileron roll 60-61
air combat 40-53
Boelcke rules 53
stages 41-52
tactics 40-41
air combat mode 131-32
aircraft damage 135
Air Force
functions 5-6
history 3-5
air superiority missions 131-32
all-aspect capability 23
altitude 31-33, 36
Alt-Q 59
Alt-R 59
Alt-T 78
AMRAAM missile 24-25, 156-58
anticipation firing 164
ATF (Advanced Tactical Fighter) 27
attacking 42-43
authorization codes 133
bail-out 132
ballistic dive 35
barrel roll 62-63
barrel roll attack 86-87
Boelcke, Oswald 52-53, 79, 125
bombing 116-17
dive 118-19
high-altitude dive 122
on afterburners 132
pop-up 120-21
break tum 66-6 7
cannon 111, 155, 164
chaff 160-61
checkrides
#l 78
#2 92
#3 102
#4 108
clearing the map 133
climb performance 33
closing 42
Combat Air Patrol (CAP) 40
damaged aircraft 135
defensive spiral dive 98-99
descending half-loop. See Split-S
disengagement 94-95
diving
for separation for a missile shot 90-91
with afterburners on 90
Dolittle, Jimmy 5
dual-role fighter 15
Eagle Rapid Deployment Team 6-7
ejection 136
accidental 131
enemy
weapons 175-82
maneuverability 31
enemy locations flying 124
energy state 31-33
kinetic 31
potential 31
Enola Gay 5
F-1 Mirage 182
F-4 Phantom 7, 181
F-5 Tiger 182
F-14 Tomcat 137, 182
F-15E Strike Eagle 6
combat action 11-13
development 7-11
fact sheet 15-18
future 27-28
safety record 10
targeting/navigation system 18-19
versus F-4 10
versus MiG-21 12
versus MiG-25 12
weapons 9, 20-28
F-15 Streak Eagle 10-11
F-86 Sabre 7
FEBA (Forward Edge of the Battle Area)
38
flares 136
FLIR (Forward-Looking InfraRed) system
19
flying low 134
Ford, Gerald 11
fuel consumption 174
G force 36-37
gliding 134, 136
ground locating 134
heading indicator 152
head-on attacks
gun attack 104-5, 112-13
turning attack 106-7
high-G barrel roll 92-93
HUD (Head-Up Display) 19
209
210
211