F-15 Strike Eagle II ----------------------------------------------------------------------------- Docs courtesy Alien of the Pompey pirates The keys listed in this doc are for the PC version,but they should be the same for other versions as MicroProse tend to keep key layouts similar PORTED OVER AND EDITED FOR THE AMIGA BY --SCOOTER-- FIXED SLIGHTLY BY [RYGAR] ----------------------------------------------------------------------------- the same when converting games to other computers. Key controls:- Cursor keys: UP Dive DOWN Climb LEFT Bank left RIGHT Bank right Normal keys: Esc Eject F1 Forward view (no instrumentation) F2 Left view F3 Right view F4 Rear view F5 Chase view F6 Slot view F7 Side view F8 ? Some sort of external view! F9 Tacti view (looking from F15 to target) F10 Invrs Tacti view (looking from target to F15) R Radar range change (long>medium>short) T Target select P Autopilot toggle A Afterburners on S Arm Sidewinders D Director mode change (1>2>off) F Eject flare cartridge G Arm Mavericks L Landing gear toggle Return Fire armed weapon Z Zoom map display or external view X Unzoom map display or external view C Eject bundle of chaff Space Cockpit view Pause Pause game Alternate keys: Alt-Q Quit to DOS Alt-R Resupply (training mode only) Alt-T Toggle training mode Alt-P Pause game Alt-A Toggle accelerated time Alt-D Change display detail (3>2>1>0) Alt-K Change keyboard sensitivity (3>2>1) Alt-Z Slew west (training only) Alt-C Slew east (training only) Alt-S Slew north (training only) Alt-X Slew south (training only) The game! Select a pilot from the roster using cursor keys and Return to select. If you wish to create a pilot, you'll need to erase one of the entries pressing Esc. Then type in your pilot's name. Now select the level you wish to play at: Rookie No takeoff required.Automatic landing. No damage. Chaff and flares totally effective. Pilot No takeoff required. Automatic landing. Chaff and flares totally effective. Veteran No takeoff required. Automatic landing. Chaff and flares effective when missile is close enough. Ace Chaff and flare only effective against nondoppler missiles and when missile is close enough. Doppler missiles require maneuvering to avoid. Demo The game goes into a demonstration mode. You can take control in training mode at any time by pressing a key. GAME FEATURES The director is a mode that makes the game more visually interesting for spectators. In mode 1, any missiles you fire are shown being launched and impacting the target. In mode 2, any occurence in the battle area is shown,for example if an enemy plane takes off or a SAM is fired, you will see it all in glorious 3D. This gets extremely annoying and disorientating,so only use it to impress people!! TRAINING If you are a complete pansy, you'll want to use this mode.In training mode you cannot be damaged and you can refuel and rearm by pressing Alt R at any time. MAP The large display on the left of the cockpit shows a map of the surrounding area. Map symbology is as follows (VGA): Bright green rectangle: Friendly airfield Flashing yellow square: Incoming missile Black ^ shape: Enemy SAM radar The map can be zoomed to show greater detail. RADAR The radar has three ranges;short, medium and long. Long range is best for when you are looking out for incoming enemy aircraft and doppler missiles.Medium is best for general use, giving the best warning of approaching missiles and aircraft (as well as the proximity of targets), and short range is useful in dogfights... when the sky is black with MiGs!! Radar symbology is as follows: Red aircraft shape: Aircraft at your altitude Dark red aircraft shape: Aircraft below your altitude Yellow aircraft shape: Aircraft above your altitude Blue boat shape: Missile boat Red crossed circle: Ground target Green radar dish shape: SAM radaR Yellow line: Radar homing missile Red line: Infrared homing missile Orange glowing line: Doppler radar homing missile Grey line: Any missile that is inactive White line: Any missile you have fired Orange glowing star: Primary or secondary target Thick white rectangle: Airfield COCKPIT DISPLAY R: Radar homing missile is incoming if light flashes I: Infrared homing missile is incoming if light flashes L: Landing gear up if RED, down if GREEN, down at too high a speed if flashing B: Wheel and airbrakes are deployed if light is yellow HEAD UP DISPLAY The head up display occupies the top half of the cockpit view. It follows the same conventions as in F19 Stealth Fighter: HUD symbology that is not on every HUD: White box: Target camera locked on White oval: Weapon locked on Red oval: Weapon locked on; definite hit if you fire Black box: Target camera locked on; no weapons available though Yellow box: Incoming missile (enemy) Green box: Fired missile (friendly) Large circle: AAM aiming reticle Small circle: Gunsight The HUD also tells you how many gun rounds are left after you fire the cannon, how many weapon rounds are left after you fire one, how many chaff/flares are left when you dispense one, whether TRAINING mode is active and whether ACCELlerated time is in use. In the centre of the HUD the flightpath indicator is also displayed;this shows what direction your aircraft is flyin in,whereas the crosshairs only show what direction the nose is pointed in.The crosshairs and flight path indicator will both be central much of the time, but during landing, for instance, the flight path indicator will (should!) be below the crosshairs. This indicates that although the nose may be pitched up slightly, the aircraft is actually descending. A good way to line up in the final 10 miles of landing approach is to position your aircraft so that the flight path indicator is just above the runway threshold and on the centerline. Playing the game! In each mission you will be assigned a primary and a secondary target. Destroy both to complete the mission.Use any remaining ordnance on opportunity targets. Friendly targets will flash NO TARGET in the target camera display... DO NOT fire upon such targets!! After completing your mission objectives, you may land at any friendly airfield or aircraft carrier. The enemy, strange chaps, aren't overly keen about you waltzing in and nuking half the countryside, so (oddly enough) they will fire SAMs at you and launch interceptor aircraft against you. Depending upon the difficulty level you select at the start of the game, you will have to put up with more and more SAM and AAM launches against your aircraft.Chaff & flares used correctly will decoy any missile except a doppler one. These are not fooled by chaff, so you must maneuver your aircraft so that the missile approaching from the left or right side;perpendicular to your flight path.This also helps with normal radar missiles, but chaff is a better bet with those. Once the missile icon in the radar display turns grey, kick in the afterburners to get yourself well away from the area the missile is going to pass through; just because it's blind doesn't mean it won't hit you anyway! You can land and rearm, refuel and repair damage at any friendly airfield as long as you haven't completed the mission; i.e. you haven't hit the primary target. Rearming, etc., is done automatically; just land,shut down the engines and after a couple of seconds with the aircraft stationary,you will be given a message 'WEAPONS REPLENISHED'. Chaff/flares are also topped up. Rearming costs you points, so you can't go around the landscape hitting all the enemy targets to try and boost your score; you'll get better scores without rearming. I'm not sure whether MicroProse have done scenario disks for F15 II yet, but there is a way to get two more scenarios added NOW... If you've got F19, add the following files from F19 to F15 and you will get two new scenarios; North Cape and Eastern Europe. The files to copy are: DBICONS.SPR CE.3D3 NC.3D3 CE.3DG NC.3DG CE.3DT NC.3DT CEUROPE.SPR NCAPE.SPR The file 'DBICONS.SPR' will need to overwrite the existing file of the same name if the new scenarios are to be recognised. There are some little quirks you'll have to put up with... for instance, in Northern Europe you will have to put up with the Soviets using Mirage F1s! Also, the little snapshots in the debriefing won't be always correct; your F15 changes into an F19 for instance, and the pic for refuel/rearm is the pic you get in F19 when you photograph a target. But who cares anyway!!