COLLECTED AND DISTRIBUTED BY: X-CELLENT RATED PRODUCTIONS AMIGA--PUBLICDOMAIN/SHAREWARE/FREEWARE--I.B.M DREAM WEAVER/GRIFFEN P.O. BOX 544 DEARBORN HIEGHTS MI, 48127 Sky Chase-part 2 A HISTORY OF DOGFIGHTS IN JET COMBAT The history of the dogfight, head-to-head air combat issuing in the destruction of one of the participants, is nearly as long as the history of airplanes themselves. Dogfights have been around since WWI; but in fact, most strategists of that time felt sure that dogfights would never outlast the Great War. Leading military strategists, at almost every stage of air- craft development, have felt that the new high speed technologies-whether it be the propeller drive of the WWII Spitfire, or the supersonic power of the Vietnam era's F4 Phantom jet-would render the dogfight impractical and obsolete. Dogfights, of course, have survived to the present day as one of the most perilous, and strategically critical, parts of our national defense. Yet, if dogfights are no less hazardous now than they were during the WWI era, that is perhaps the only feature which has remained unchanged. A WWI flying ace would have closed in on his opponent from the cockpit of a two- or even three-winged plane providing maximum lift, since engineers and strategists felt that maneuverability, more than speed, was crucial to combat success. By the 1930's, bitter experience had taught air combat designers that great maneuverability was all but useless against a higher speed aircraft that could overtake a plane before it had time to execute a defensive maneuver. This realization permanently changed the course of air combat design; now the premium was on sheer speed and power. The first breakthrough in flight speed came with propeller driven planes like the Spitfire, which can be credited with the Allied victory in WWII's pivotal Battle of Britain. The development of jet flight, and later, supersonic speeds seemed to lend credence to the idea that dogfights were destined to become a relic of "conventional" air combat. After all, how could two jets engage in head-to- head combat at velocities faster than the speed of sound? Engineers of the F4 Phantom, in 1953, were so confident that dogfights were history that they left guns out of the design completely, relying on missiles alone instead. Supersonic speed brought unquestioned technical superiority, but it brought a host of new challenges as well. High speed flights subjected pilots to dangerous "G" forces, up to 9 times the force of gravity, which caused loss of consciousness through oxygen deprivation. Along with immediately physical hazards were mental ones; controlling the new, sophisticated jets required that additional levels of expertise and attention be lavished on proliferat- ing numbers of gauges and dials, diverting pilots dangerously away from the combat at hand. Today, jet fighter pilots must undergo extensive training and study to ensure that they remain the masters, and not the victims, of the specialized machines they fly. At Top Gun, the U.S. Navy Flight School, and at Red Flag, the Flight School of the U.S. Air Force, would-be jet pilots train with jet simulation tools much like Sky Chase; in fact, Sky Chase is modeled directly on Flight School combat jet training maneuvers. JET DETAILS McDonnell Douglas F-18 Hornet The Hornet is a lightweight multi-mission aircraft produced in several versions: 1) the carrier-based multi-role fighter; 2) the twin seat trainer; and 3) the land-based attack fighter. It first flew in 1978. The aircraft uses a single 20mm gun, and has a toal of nine external weapons stations, allowing a wide range of air-to-air and air-to-ground weapons to be fitted. Engine: Twin GE F404-400 augmented turbofans; 16,000 lb thrust each Length: 56 ft Wingspan: 37 ft 6 in (w/out missiles); 40 ft 4.75 in (w/2 missiles) Height: 15 ft 3.5 in Weights: Empty 20,583 lb; loaded (air-air) 33,642 lb; loaded (ground attack) 48,253 lb; max load (catapult limit 50,064 lb) Max Speed: Mach 1.8 (1,190 mph), air-to-air loaded, at altitude Service Ceiling: Over 49,000 ft Grumman F-14 Tomcat A variable geometry (swing wing) two seater carrier-based fighter, the Tomcat first flew in 1970. It carries a 20mm gun, and can house four AIM-54 Phoenix, AIM-7 Sparrow or AIM-120 Amraam air-to-air missiles on fuselage pallets. Additional four air-to-air missiles (including Sidewinders) can be fitted on wing pylons. Engines: Two 20,900 lb Pratt & Whitney TF3-412A Length: 62 ft 8 in Wingspan: 38 ft 2 in (68 degree sweep); 64 ft 1.5 in (20 degree sweep) Height: 16 ft Weights: Empty 37,500 lb; loaded (air-air) 55,000 lb; max load 72,000 lb Max Speed: Mach 2.34 (1,564 mph) at altitude; Mach 1.2 (910 mph) sea level Service Ceiling: Over 56,000 ft McDonnell Douglas F-15A Eagle The eagle was selected as the US Air Force's response to the MIG 25 in 1969, with the first prototype flying in 1972. It was developed almost solely as a superiority fighter, although ground attack capabilities were explored from the mid-70's. It has a single 20mm gun, and would typically be armed with four AIM-7 Sparrow missiles, and has provision for four AIM-9 Sidewinder missiles. Other armament includes conventional and smart bombs, stand off General Electric Gepod multi-barrel 30 mm cannon and a range of ground attack missiles. Engines: Twin 23,930 lb Pratt & Whitney F100-100 after burning turbofans Length: 63 ft 9 in Wingspan: 42 ft 9.75 in Height: 18 ft 7.5 in Weights: Empty 28,000 lb; loaded (air-air) 41,500 lb; max load 56,500 lb Max Speed: Mach 2.5 (1,653 mph), over 36,000 ft, AIM-7 armament only General Dynamics F-16A Fighting Falcon The F-16A is a lightweight multi-role combat aircraft designed for both air- to-air combat and ground attack. First prototypes flew in 1976. The aircraft carries a 20mm gun, and can have a wide range of air-to-ground and air-to-air weaponry fitted in stand-off position. In air combat mode it would typically be equipped with Sidewinder heat seeking missiles. Engine: One 23,830 lb Pratt & Whitney F100-PW-200 augmented turbofan Length: 47 ft 7.7 in Wingspan: 31 ft (w/out missiles); 32 ft 10 in (w/missiles) Height: 16 ft 8.5 in Weights: Empty 15,137 lb; loaded (air-air) 23,357; max load 35,400 lb Max Speed: Mach 2.05 (1,350 mph) at 40,000 ft; Mach 1.2 (915 mph) sea level Service Ceiling: Over 50,000 ft Mikoyan/Gurevich MiG 27 The MIG 27 is the ground attack version of the MIG 23 and, like the 23, has variable geometry. Basic armament is a 23mm multi-barrel gun, with a mix of air-to-air and air-to-ground missiles and conventional bombs carried in stand-off positions. First prototypes flew in 1970. Engine: One 25,353 ob Tumanksii R-29 series augmented turbofan Length: 53 ft 5 in Wingspan: 46 ft 9 in (16 degree sweep); 26 ft 9.5 in (72 degree sweep) Height: 14 ft 4 in Weights: Empty 22,000 lb; loaded (w/out external weapons) 34,170 lb; max load 44,310 lb Max Speed: Mach 1.6 (1,050) high alt; Mach 1.1 (762 mph) sea level Service Ceiling: 50,000 ft Mikoyan/Gurevich MiG-31 'Foxhound-A' Faced with the requirement for a new long-range interceptor able to detect, track and destroy low-visibility B-1 bombers carrying out their attacks at low levels, the Soviet Union appears to be developing the fast, heavily armed but short-legged MiG-25. Looking at the likely shape of the require- ment and the potential of the original design, however, it seems that a much altered MiG-25, with more efficient engines, new missiles, an improved radar and control system, and with large external fuel tanks for increased range, could form the basis for the worlds most powerful interceptor. First flown in 1974-75, the Foxhound sports two 32,000 lb thrust turbojet engines that allow it to reach speeds in excess of Mach 2.4 and attain a service ceiling of 75,000 ft. Engine: Two 32,000 lb thrust turbojets Length: 75 ft 8 in Wingspan: 46 ft Max Speed: Maxh 2.4 Service Ceiling: 75,000 ft Maxis Paper Airplane **************** * TOP SECRET * **************** AIR COMBAT MANEUVERS The maneuvers which follow are those which are actually employed by fighter pilots in combat situations. To perfect your technique, you may wish to practice these maneuvers initially at low speeds. Break: Aircraft A, under attack from the rear, turns hard, forcing aircraft B to overshoot. Aircraft A is then able to turn back onto the tail of aircraft B. The success of the break is dependent on the relative turn rates of the two aircraft, as a high turn rate aircraft like the F16 or F18 could successfully break from a MiG 27, but the latter would have difficulty returning the break maneuver. Scissors: The scissors is basically a series of breaks, each aircraft in turn forcing an overshoot by its enemy. It can continue until one or the other aircraft initiates an alternative maneuver. High G Yo-Yo: Reacting to a break maneuver by aircraft A, aircraft B executes a shallower turn than A, but at the same time climbs. The combination of the shallower turn and climb is intended to leave B on A's tail after A executes a sharper turn. Our MiG 27 facing an F16 would do well to consider this option. Low G Yo-Yo: A poorer performance aircraft can use this diving alternative of the High G Yo-Yo. As A turns sharp B executes a shallower turn and dives, bringing its nose up behind A's tail. Flip Yo-Yo: This time B rolls as it enters the low G Yo-Yo dive. This means it pulls fewer negative G's, and allows it to pick up speed faster as it comes back into a climb. If A pulls up sharp it is however possible for B to overshoot because of excessive speed buildup. Lag Pursuit: As A attempts a Break, B positions itself behind and below its target, turn- ing at the same rate, and keeping speed down by moving into a slight climb every now and then. Split S: Attacker B has moved in too close to A during a Break. A rolls over and pulls into a dive before B can respond. Rolling first means that the G's pulled are positive, allowing A to accelerate better. Note that this maneuver, success- fully executed, allows combat to be broken off. Head On: First class gunnery wins in this confrontation, but if neither hits as the aircraft close, the "winner" of the maneuver is the aircraft with the tight- est turning circle. Vertical Loop: By pulling up into a loop you can return the aircraft to the same flight path, behind a pursuer, provided the pursuer does not react at all. More typically it can be used to confuse the opponent prior to executing a second manuever. Immelmann: The classic Immelmann is a combination half loop and roll, leaving the aircraft flying in the opposite direction from the one it started in, and at a higher altitude. In its tightest execution it is commenced by a vertical climb and simultaneous rool, followed by a roll back onto the level at the top of the climb. Less powerful aircraft will have to execute it in easier stages. Dive Loop: As the aircraft is put into a dive it executes a half roll, pulling positive G's and allowing a tighter turn; then it pulls onto the level at the bottom of the dive. It is related to the Immelmann, but performed "in reverse". AMIGA SYSTEM CARD (Reference Card) At least one joystick is required. 2 joysticks are required to use the 2 player option. Left player - Joystick port #2 Right Player- Joystick port #1 The mouse is not used in Sky Chase Throttle Key Commands: Left Shift Key = increase left players throttle Left "ALT" Key = decrease left players throttle "." key on keypad = increase right players throttle ENTER key on keypad = decrease right players throttle Complete docs to Sky Chase provided by MERKWooD of MAAD! Look for the PAL fix of Sky Chase by The Cure!