Chapter 4 FRONT LINE OPERATIONS WARNING! Do NOT embark upon a mission without training....it is DANGEROUS! Mission selection If is daybreak. You join the other pilots in the squadron crewroom to discuss objectives for the day ahead. Tactics, combat manoeuvres, one thing is quite clear - you're all itching to get airborne. The majority of your flying will be on missions assigned by Tartical Air Command (TAC) with front line operations grouped into the 5 primary roles of the F-16: * SCRAMBLE - air-to-air interception * HAMMERBLOW - offensive counterair operations * DEEPSTRIKE - interdictor strike * TANKBUSTER - battlefield close air support * WATCHTOWER - reconnaisance Having made your selection, you proceed to the pre-flight briefing for target details and weapon loading. Now, for all you fighter jocks who want to take the F-16 back to its roots, TAC has a special assignment: * GLADIATOR - one-on-one dogfight Never mind the SAM's or other "everyday" problems, just get out there and take him out! And finally ..... * OPERATION COQUEST - multi-mission strategic campaign Tactical Air Command will not allows novice pilots to command Operation Conquest - the risk is too great! Permission will be granted only after you have completed a successful mission in each of the primary roles at your first squadron. --- PAGE 48 --- MISSION TACTICS SCRAMBLE - air-to-air interception Hostile aircraft approaching........no time to lose! Your ground crew have refuelled and re-armed your aircraft, ready for take-off. Don't forget your pre-flight briefing....... * MiG-29s.......check! * 15000 ft......check! * 25 miles......check! * Heading 260...check! Weather update.....cloudbase 25000 ft, light SW winds OBJECTIVE: Intercept and destroy hostile aircraft. To explain fully the principles of air combat would take a book in itself so let's take a look at the five basic elements involved: --- PAGE 49 --- (a)DETECTION. Early warning radar may be able to help you here providing that the targets is not flying too low. Locating and tracking the target is best done with your air-to-air radar but bear in mind that it is a transmitter and will warn the enemy of your approach. The most important factor with detection is "the earlier the betteer" in order to give you time to plan your attack and to select the right weapon. "He who sees first,lives longest" -Unknown (b)POSITIONING Your most effective weapon is surprise. The majority of kills are made without the target even being aware of the attack until it is too late. So, planning your approach is vital. A wide sweeping turn to a position above and behind your enemy will give you maximum "energy" and the upper hand as you begin your attack. (c)ATTACK Having chosen your weapon commit yourself to the attack. Speed is very important now in order to maintain the element of surprise. Watch for the launch parameters of your weapon and let him have it! (d)ENGAGE Unless you caught your target completely off guard, expect him to make some pretty dramatic evasive manoeuvres. Put him on the defensive by getting in the first shot, then manoeuvre your aircraft onto his tail as quickly as possible. The most well known combat manoeuvres are described in detail in chapter 5 so make sure you've had plenty of practice. Pilots will also tell you that violent uncoordinated turns are often the best way to throw the enemy off your tail, so it pays to not be too predictable! Things can happen extremely quickly during a dogfight which may only last a few seconds so try to keep a good idea of what your target is doing and where he is - often easier said then done! On top of this you must keep an eye on your altitude and speed - trade off one for the other but don't let your speed drop significantly or you'll end up being the target. --- PAGE 50 --- (e)BREAK OFF The key to success in any dogfight is to remain as aggressive as possible. However, if you suffer extensive damage or see that you are running dangerously low on fuel, it's time to get the hell out of there. How? This could be tricky! Speed and height are what you really need so it's time to select full afterburner and head for home. Unfor- tunately, your opponent is not going to give up the chase too easily... HAMMERBLOW - offensive counterair operations Our objectives here are to reduce the enemy's ability to strike back. We achieve this by a variety of ground attack missions focussed upon military installations such as: (a) AIRFIELDS - runways, hangars, grounded aircraft, control tower etc (b) MILITARY BASES - these control the deployment of mobile ground forces (c) C-CUBED CENTRES - responsible for intelligence and EW coordination (d) EARLY WARNING RADAR INSTALLATIONS (e) SAM AND ANTI-ARTILLERY (AAA) SITES TAC will select your target and brief you with the necessary detaiels prior to take-off. You may even get a few words of advice about potential hazards in the target area so be ready to take notes. Your ground crew have refulled your aircraft and will recommend a suitable weapon configuration if you so request. Don't forget to make at least a couple of air-to-air missiles in case you attract some unwelcome attention. The most important aspect, as in any mission, is surprise. Here are a few tips so that you give the enemy as little warning as possible. (a) Flying directly to a target will allow the enemy to anticipate your objectives and prepare its defence. So, a common tactic is to plan your flight path with a dramatic change of direction prior to arriving at the target. (b) Flying low will minimise the possiblity of you being tracked by enemy early warning radar. This should reduce the likelihood of enemy interceptors appearing. (c) Unless radio and radar "silence" as much as possible. Transmitting to an airfield or using your radar will only make the enemy aware of your presence. (d) Unless directed to attack a SAM site or EW radar it is best to avoid these at all costs. "Fly low, hit hard!" OBJEKTIVE: Destroy assigned target(s) and return to base. --- PAGE 51 --- DEEPSTRIKE-interdictor strike As a key member of our interdictor fighter wing, you will now focus your attention on vital suppert installations and supply links. Targets of particular interest include: (a) FUEL DEPOTS - control fuel supply to airfields & military bases. (b) POWER STATIONS - supply power to factories. (c) FACTORIES - provide essential & replenishment. (d) BRIDGES - supply route choke points. Your priorities are clean. Penetrate enemy airspace, avoid ground defences, strike yous assigned target and get home as soon as possible. Easy? Don't you belive it! These missions need to be planned if you're going to survive. Organise your flight plan carefully - TAC will want to know where to look if you don't make it back! Get familiar with your route and any possible landmarks that you can use on the way. It's also a good idea to estimate your time to each waypoint - any fuel reserves are going to be essential if you have to divert to an alternative airfield. Your ground crew will recommend a suitable weapon load or, of course, you may select your own preferred configuration. Above all, keep a watchful eye on your threat warning panel and be prepared for the arrival of enemy interceptors. Just hit that Dogfight button and get in there! Objective: Destroy assigned target(s) and return to base. --- PAGE 52 --- TANKBUSTER - battlefield close air support Low level ground attack in the heat of the battlefield.....perhaps the most dangerous mission of all. Our intelligence sources have located allied and enemy tank battalions locked in a fierce land battle. Heavy losses are predicted unless you can provide air support - and fast! Now, these guys aren't fooling around down there, they'll shoot at anything that moves! Chances are there will be helicoptergunships providing air cover, backed up by mobile radar-guided SAM launchers. Still willing to volunteer? Your first priority will be to down any patrolling gunships so a couple of AMRAAMS should clear the air before you arrive. Use your air-to-air radar in track-while-scan mode to search during your approach - any choppers should be sitting ducks. Your next biggest threat are those mobile SAM launchers so keep an eye on your Threat Warning Panel. Be ready to use chaff and flares. Use your Mavericks to clear the area of SAMs before you arrive. Now, what about those tanks? Take LANTIRN with you if it's available. This box of tricks gives you automatic target acquisition and long range missile guidance for both infra-red and laser-guided Maverick missiles. Survival is the name of the game and if you can pick off your targets from a reasonable stand-off distance so muchthe better. However, this is not a perfect would and LANTIRN pods may be in short supply. What now? Well, laser- guided Mavericks may still be used from long range providing that allied infantry in the area are equipped with laser targets designators. A last resort is to use your AGM-65D IIR Mavericks by locking-on "visually" using the infra-red zoom lens of the missile. Without LANTIRN however this can only be achieved at relatively close range. OBJECTIVE: Assist your ground forces to clear the area of all enemy armoured vehicles, SAM launchers and hostile helicopter gunships. WATCHTOWER - reconnaissance For TAC to plan and coordinate its operations it is essential that up to date informations be acquired on the movement of enemy ground forces. Despite the advent of spy satellites, reconnaissance missions remain a vital source of intelligence. Present techniques involve two different approaches (a) high speed, high altitude sorties typical of the SR-71 Blackbird and (b) high speed, ultra-low level sorties which is where you come in.... We have recently taken delivery of the very latest high-tech reconnaissance pod - ATARS (Advanced şactical Air Reconnaissance System) Mounted on your centreline weapons pylon, you can transmit your information in real time via relay stations back to HQ giving literally an up-to-the-minute strategic and tactical update. A vitally important aspect of any reconniassance mission is to keep the enemy unaware of where you've been and what you've learned about his movements. So, plan your route carefully, keep yourself as light and manoeuvreable as possible with a minimum self-defence capability, and remember to switch on your ATARS transmitter ONLY when you're over the target area. --- PAGE 54 --- OBJECTIVE: Fly over designated areas and transmit data back to HQ One last point...your ATARS pod is the very best that technology can offer. Don't let it fall into enemy hands....BRING IT BACK! GLADIATOR - two-player dogfight (dual pilots only) Select this mission for an exhilerating head-to-head battle. Your mission beginsat take-off with an air combat weapon load. (No preflight briefing necessary, no pilot log active.) Intelligence will inform you of your opponent's location and EW radar will track him during flight if he strays above 500 ft. (See T0 on UFCP) A new mission begin after each kill. "When you engage you know that only one of you is going home..." OPERATION CONQUEST Telex for you sir..... /ITX23291XX(TAC)+ 11:45:00 SECURITY: *TOP SECRET* DIPLOMACY NEGOTIATIONS DETERIORATING. INTELLIGENCE SOURCES HAVE IDENTIFIED INCREASING MILITARY MANOEUVRES. STANDBY...... --- PAGE 55 --- Looks like we could be in for some trouble. Time to get over to the pre-briefing room to assess the situation. Intelligence are expecting an update at any minute.... /ITX 23291XX(TAC)+14:45:00 FROM:TACTICAL AIR COMMAND SECURITY: *TOP SECRET* DIPLOMACY NEGOTIATIONS FAILED. APPROACHING HOSTILE FORCES. RULES OF ENGAGEMENT -*DEFENCE* DO NOT OPEN FIRE UNLESS FIRED UPON. STANDBY... Time to select weapon load and get refuelled. Check weather conditions - no asking for a calm sunny day now! Potential targets, enemy strenghts, be prepared - flight planning is essential. Will the enemy strike? /ITX 23291XX(TAC)+ 15:37:06 FROM TACTICAL AIR COMMAND SECURITY: *TOP SECRET* RED ALERT! HOSTILE FORCES ENGAGED. ACTIVATE **OPERATION CONQUEST**. YOU HAVE BEEN SELECTED AS SQUADRON COMMANDER. REPORT FOR INTELLIGENCE UPDATE IMMEDIATELY. RULES OF ENGAGEMENT - PURSUE ENEMY SURRENDER. GOOD LUCK! It is already clear thatthe enemy offensive consists primarilyof low flying ground attack aircraft and highly mobile tank battalions. their priorities are unknown, but many of our military installations and strategic support services are under threat. Things should become clearer as you learn more about the enemy's movements. Right now the enemy is enjoying air superiority - you've got to change that! Unlike your other front line duties, OPERATION CONQUEST will test your leadership and flying skills throughout a conflict that you hoped would never happen. Day and night, regardless of weather, the enemy advance continues. Without air support the allies will suffer heavy losses and morale will fall. Every ounce of experience will be needed to prevent the enemy from fulfilling his objective - total defeat of the allies. --- PAGE 56 --- As squadron commander it is your responsibility to anticipate the enemy's intentions, consider the consequences and act decisively. Under your command is a squadron of allied aircraft capable of flying missions in parallel to you own. Assignmentof targets and the effective use of these aircraft is YOUR responsibility during the pre-flight briefing but be prepared to face problems of reliability and shortages of weapons and spares - your ground crew can't work miracles! Study your strategic display carefully during your preflight briefing. Watch out for any weak links. Essential strategic installations can be repaired, given time and spares, but don't rely on either! Your priorities must remain flexible. TAC has prepared the following brief to assist with formulating your strategy: TACTICAL AIR COMMAND OPERATION CONQUEST - TARGET BRIEF COMMANDER'S EYES ONLY (a) AIRFIELDS - These range from minor airstrips with limited support capability to major front line stations. Airfields are heavily defended with SAM launchers and anti-aircraft. Your prioties here will include any visible aircraft on the ground, and putting the runway(s) out of action. (b) MILITARY BASES - These control the deployment of mobile ground forces, including tank batallions, SAM launchers and helicopter gunships. Destruction of these bases will reduce military coordination and effectiveness. Heavily defended. (c) FACTORIES - Supply weapons, spares, new military equipment (tanks, aircraft, etc) and provide an essential repair service for all damaged installations. Factories are considered relatively "soft" targets (i.e. not so heavily defended) but not all sites are of strategic importance. (d) POWER STATIONS - Provide power to factories. Because of their strategic importance they are very heavily defended. Output will only cease if all colling towers are destroyed. (e)FUEL DEPOTS - Supply fuel for aircraft and mobile ground forces. Relatively "soft" targets but numerous. Their destruction will lead to fuel shortages and reduced mobility for all military vehicles. --- PAGE 57 --- (f) SAM & AAA SITES - These are major ground defence installations offering long range, wide area defence against air attack. Avoid if possible or destroy from reasonable "standoff" range. Do not confuse with mobile SAM and AAA vehicles or shoulder-launced SAM's, all offering short range cover. (g) EARLY WARNING RADAR STATIONS - Responsible for tracking intruder aircraft and scrambling enemy interceptors. Avoid detection by flying below 500 feet, if possible, and take advantage of any "blind spots" midway between stations. Damage will reduce their effective range. Any area without radar cover is extremely vulnerable to air attack therefore EW stations are heavily defended. (h) COMMAND, CONTROL & COMMUNICATION CENTRES - responsible for producing intelligence reports, in-flight updates and the coordination of air and land forces. Heavily defended. (i) TANK BATTALIONS - Responsible for offensive ground attack on strategic installations. Highly mobile with cover against air attack provided by SAM launchers and/or helicopter gunships. Capable of limited self defence. (j) BRIDGES - Usually referred to as "supply choke points". The destruction of bridges will have a detrimental effect on the supply of spares, weapons and fuel. Your experience during OPERATION CONQUEST will be recorded in your personallog under "commanding hours" and "successful campaigns". As commander you will not "personally" embark upon a flying mission but instead fly as a squadron pilot, under your own callsign. In the event of this pilot being "killed in action", you will continue flying as another pilot, subject to the availability of aircraft. After successfully completing a campaign you will be offered the opportunity to transfer to a squadron of higher status during the debriefing. --- PAGE 58 --- For safety reasons, all weapons are disarmed until you are airborne. AIR-TO-AIR missiles You have two types available: Sidewinder AIM-9M Infra-red (IR) Min.range 0.5nm Max.range 11 nm AMRAAM AIM-120A Radar guided Min.range 0.5nm Max.range over 30 nm --- PAGE 59 --- Both of these missiles are "fire-and-forget" i.e. you may turn away from your target after weapon release. Although modern technology gives these missiles an "all-aspect" capability, they are most lethal when fired at a target either head-on or from astern. Vulnerability cone & lethal cone The missiles is armed using the weapon selector to bring the AIM9M or AIM120 discrete onto the head up display (HUD). The number remaining is also shown. In the centre of the HUD you will see the raning reticle, calibrated to approximatelt 30 mls. Your attack will begin having located the target on your air radar, probably in "track-while-scan" mode. Locking on to your chosen target with the "designate" command, you will see the LOCK discrete appear at the bottom left hand corner of the HUD and the target designator box overlaying the target if it is within the HUD field of view. The target will probably still be out of visual range so use the designator box as a steering cue. Look to the bottom right hand corner of the HUD for target range and bearing information. Prsitioned in the centre of the HUD you will now see the ranging reticle. As you get closer to the target you will see the ranging reticle "unwinding" in a counter- clockwise direction. --- PAGE 60 --- Once you are within range for the selected weapon you will see the IN RNG discrete appear on the HUD and the weapon will confirm its own lock-on by superimposing a diamond over the target as soon as its launch parameters are satisfied. Manoeuvre until the target is reasonably central on the HUD and launch your weapon. In the case of the AMRAAM, your radar will have passed tracking information to the hominng head up to point of launch. Guidance is automatic thereafter, party inertial, partly by its own radar. Be prepared for an ECM warning, (see Threat Warning Panel) indicating that your target is trying to confuse the missile with electronic counter- measures. This light will extinguish automatically if either your on-board ASJP (Airborne Self Protection Jammer) or the AMRAAM's internal ECCM (Electronic Counter-Counter Measures) manage to counter the ECM defence. The Sidewinder homes in on infra-red (heat) emissions from the target- a glowing afterburner being a particular favourite. Don't get confuse by the LOCK cue from your radar. The Sidewinder is NOT receiving radar guidance, you are! The missile will comfirm its own lock-on with the usual diamond symbol. After launch, the missile will follow the strongest heat source and that could be decoy flares if the enemy pilot has realised what is happening. So, if he tries to fool the missile, be ready for sharp evasive manoeuvres - he may just pass through your gun sights. Also, the missile's inability to distinguish one infra-red source from another makes it unwise to use when allied aircraft are close by or engaged in the same dogfight. Another point worth noting is that infra-red guidance systems do not work well in cloud so don't waste your Sidewinders if you find yourself above the cloudbase. Likewise, zooming for cloud cover may save your life if an IR missile is heading for your tailpipe. Don't forget that all missiles have a minimum range as well as a maximum. On launch, the missile accelerates very rapidly to its maximum speed and may in fact overshoot and miss the target all together if you are too close. If you find yourself staring down his tailpipe, arm your M61 internal gun and give it your best shot. --- PAGE 61 --- AIR-TO-GROUND MISSILES HARM AGM-88A, High Speed Anti-Radiation Missile HARM is a highly effective missile for use against any form of ground radar emitter e.g. early warning radar stations and radar-guided SAM installations. Your Threat Warning Panel includes a "radar tracking" warning light which illuminates whenever you are being tracked by a ground-based air defence radar. Assuming that you have HARM on board, proceed as follows. Use your weapon selector to arm the AGM-88 (confirmed on your HUD) and slect "Ground Target Ranging" radar mode on one of your multi-function displays. Working in conjunction with your radar, your weapons computer will now restrict displayed targets to ground radar installations, and the radar will automatically select the offending site shown on your Radar Warning Receiver. Lock on to the target using the "target designate" command. Operation of HUD symbology for radar LOCK, target designator box, ranging reticle, IN RNG cue and the weapon lock-on diamond, is the same as for air-to-air weapons. HARM is the very latest anti-radiation missile, sufficiently intelligent tostill find itstarget even if the enemy's transmitter is switched off after launch. Effective range approximately 4nm. MAVERICIK AGM-65 The stores inventory includes the two most popular versions of this highly effective air-to-ground missile: * AGM-65D Imaging Infra Red (IIR) * AGM-65E Laser guided Both types may be slaved to the LANTRIN target acquisition system, greatly enhancing stand-off range, accuracy and ease of use. Above 30000 ft the weapon becomes unstable. The AGM-65D is by far the most common version. Use the weapon selector to arm the missile, confirmed on the HUD by AGM-65D. Next put one of your MFDs into "thermal image" mode. Target acquisition without LANTIRN is by means of the of the imaging infa-red seeker in the nose of the missile which is used to generate a zoom thermal image on an MFD in your cockpit. Any "hot" target (i.e tank or mobile SAM launcher) wihtin the missile's field of wiew may be indentified beyond visual range, up to approximately 3 miles. Having indentified your target (ensuring that it's hostile and NOT allied!) "pickle" the weapon to lock the homing head to the target. The lock-on diamond will now appear and track your target, within the constraints of the HUD. The ranging reticle is calibrated to approximately 10nm. Manoeuvre your aircraft to bring the target reasonable central your weapon. n.b. Selecting and designating a target on your ground radar will not necessarily corrospond with the "pickled" target. Your weapon is locked on to the target surrounded by the diamond symbol whereas you may have designated a different target for tracking purposes on your radar. The LOCK and IN RNG discretes will refer to the rader- tracked target only. To summeraise: 1.Approach the target area, preferably with your Up Front Control Panel in Waypoint mode. The enemy may detect your approach if you use your ground radar. 2.Have the AGM-65D already armed, with an MFD in "thermal image" mode. 3.As soon as you identify a hostile "hot" target, pickle the weapon to lock on and Fire! 4.Repeat step 3 during your approach but do not stay immiediately over the target area - you will be less vulnerable if you fly out and then make a second pass. 5.Once launched, the missile is self-guided. --- PAGE 63 --- The AGM-65E version uses the tri-service laser tracker, allowing target designation by ground infantry, another aircraft carrying the weapon. The missile effectively rides a laser beam reflected from the chosen target, making it more accurate and elss susceptable to countermeasures than its infra-red equivalent. The missile's biggest advantage however is not being restricted to "hot" targets. In the absence of the LANTIRN you will be relying upon ground infantry to illuminate the target using their portal ILS-NT200. Operation is similar to the AGM-65S but lock-on is automatic once the weapon detects an illuminated target. This will be confirmed by the diamond tracking symbol appearing on your HUD. Advantages include not having to picle the target manually and knowing immediately that the acquired target is hostile. You do not however get a thermal image of the target. Without LANTIRN your effective range is approximately 3 miles. Now, adding LANTIRN starts a whole new ball game. As well as providing a night vision capability, LANTIRN allows you to identify and designate targets via your ground radar, both manually and automatically. The targetting pod contains both infra-red and laser target designators, allowing the system to be used with both types of Maverick. The infra- red type however is still restricted to "hot" targets. Having armed the required weapon (AGM65D or AGM65E) and comfirmed that the LANTIRN pod is active (see UFCP) select your ground radar on one MFD and "thermal mode" on another. LANTIRN will now automatically scan for hostile targets and designate the "most appropriate" on your ground radar display. You may of course manuallly override this and designate a different target. Range and bearing will be displayed on the HUD as usual, together with nthe target designator box overlaying the target which will initially be beyond visual range. Weapon lock-on is confirmed with the tracking diamond. After firing your weapon, LANTIRN will lock on immediately to its next prioritised target, leaving you ready to release another weapon. You will soon appreciate the enormous advantages of automatic target recognition and when you see how many targets can be destroyed on a single pass. Your effective range is now that of the missile - approximately 11 miles! To summarise, LANTIRN gives you automatic target recognition and selection from a much greater stand-off range - for both infra-red and laser guided Mavericks - together with night vision. Take it if you can get it! Unguided ordnance n.b. Bombs may not be released at roll angles greater then 60degs. Durandal By far the most effective weapon for putting runways out of action, the "concrete dibber" is an unguided bomb incorporating brake chute and internal rocket motor (see chapter 8 for further details). Selecting this weapon puts the HUD into CCIP mode (Continuously Computed Impact Point) and is confirmed by the discrete DUR. Release the weapon when the aiming reticle is over the desired point of impact, preferably at the intersection of two runways. Although this sounds simple, the best technique of bomb release requires a fair amount of practice: --- PAGE 65 --- 1. Approach the airfield at approximately 500 kts at below 500 feet. 2. Pull up into a climb, to about 2000 ft. 3. Roll inverted, pulling the nose down to position the aiming reticle at the required impact point. 4. Roll to level flight ,release weapon, light the afterburners and get the hell out of there, releasing chaff and flares as you go. MK83 1000LB AND MK84 2000LB BOMBS Both types are simple freefall "iron" bombs, capable of giving the enemy quite a headache. Again, use CCIP mode on the HUD with a release technique as described above. --- PAGE 66 --- MK82 SNAKEYE This paritcular freefall bomb is fitted with retarding fins that flick open immmediately upon release. Dropped at high speed and low altitude, their primary purpose is to "shake off" unwanted purpuing aircraft by exploding in their flight path. M61A1 CULCAN 20mm CANNONA The F-16 reings supreme int hte close-up digfight and this is where your choise of weapon wil be the internal 20mm cannon. When seleced, the ranging reticle (calibrated 6000 ft) is positioned by the weapon aiming computer to show the bullet trajectory. Manoeuvre your aircraft to position the reticle over the enemy aircraft and getting as close as possible, open fire whit short burst. Range can be up to 3000ft but is only really effective up to 1500ft. The motto here here is to go in close , and then when you think you are too close, go in closer! However, this is easier said than done. At typical combat speeds of 450 to 550 kts, things happen VERY fast so you'll have to keep your wits about you. A dogfight rarely lasts for more than just a few seconds and only one of you is going home. Mounted internally on the port side, this six-barrel, high velocity gun fires 100 rounds per second. Bearing in mind that you have only 500 rounds to begin with, its magazine can be emptied in 5 seconds! So, the techique is to fire short bursts, and only when the enemy is in your sights. This is not a video game! Other equipment: ATARS -Advanced Tactical Air Reconnaissance System This new high tech pod provides near-real-time reconnaissance capability. Electro-optical sensors replace conventional photographic technology. Images are digitally processed and transmitted back to HQ via relay stations for immediate interpretation. Operation is straighforward. Simply switch on the pod (confirmed on your UFCP) to scan the area beneath, simultaneously transmiting the data back to HQ. Remember, however, that any continuous transmitter will eventually reveal your position to the enemy. Do not leave the systemon for longer than necessary. Note: Do NOT jettison an ATARS. This would result in the enemy decoding our secure transmission algorithms and stealing the technology. --- PAGE 67 --- EXTERNAL FUEL TANKS These may be carried either on the centerline or inner wing pylons. Fuel is consumed equally from the external tanks prior to switching automatically to the internall supply. See the fuel gauge for quantity remaining and the "external tanks empty" light. CHAFF & FLARES Your F-16 is fitted with internal chaff/flare dispensers (ALE-40). The number of chaff and flare cartridges remaining is shown on your weapon status display. Unlike your weapons, chaff and flares do not have to be selected prior firing. Chaff is a simple but effective means of self defence againsf radar- guided weapons and tracking stations. Deploy chaff when you see a threat appear on your radar Warning Receiver. Flares are self-defence decoys used to "fool" infra-red homing missiles. Use when you see the AAM or SAM warning on your Threat Warning Panel but no indicate on your threat warning reciever. to be safe, dispense both chaff and flares and starts to manoeuvre aggressively. --- PAGE 68 --- After landing, procees to the nearest hangar where you will be met by the ground crew. They'll give you a full damage report later. Please observe airfield speed restrictions when taxing. So, time to relax a little. Asses the mission. TAC will be waiting to give you a full debriefing. For all "primary role" missions, you will be given your Mission Effectiveness (ME) ratio and your Kill Ratio (KR) for the particular flight. This will not neccessarily agree with your overall (ME) and (KR) values which are culminative and recorded in your pilot's log. For Operation Conquest your debriefing between flights will include information on squadron strength, allied ground forces, and a morale assessment. --- PAGE 69 --- DAMAGE REPORT Having digested that little lot, it's time to take a look at the damage report. Your ground crew will give you a report on major component status and will do their best to get your bird back into shape as soon as you initiate repairs. If all systems are not available your only option is to try another airfield. Who said life was perfect? If you are in the middle of OPERATION CONQUEST and fatigue is setting in, select the "R & R" option to take some well-earned leave. After a couple of days rest you'll be able to continue with the campaign by selecting the "OPERATION Conquest - Restore" option in the squadron crewroom. Finally, if you have just returned from a successful OPERATION CONQUEST, TAC will offer you a voluntary transfer to a new squadron of higher status. The choice is yours. Completion of OPERATION CONQUEST in the top level squadron takes a very special kind of pilot. Few have achieved this distinction and been awarded the highest accolade... --- PAGE 70 --- Chapter 5 COMBAT MANOEUVRES The following combat manoeuvres are categorised as Offensive and Defensive, bearing in mind that during a dogfight the situation can reverse in seconds with the pursor becomming the pursued. OFFENSIVE: The Lag Pursuit This is a very simple but effective manoeuvre, used to maintain both speed advantage and initiative during the attack. Follow your opponent as he attempts to break from the attack with a tight turn. By remaining on the outside of the turn radius, slightly astern, you can remain hidden from his field of view. Be ready for an attempt by your opponent to tighten the turn and force you into a spiral dive. --- PAGE 71 --- Offset head-on pass Approaching your opponent from head-on, begin by turning slightly to create an offset to one side. Follow this by turning sharply towards your opponent, passing beneath his flight path as he begins his turn towards you. Maintain this high g turn until you complete a full circle, finally out-turning your opponent to arrive on his tail. --- PAGE 72 --- Barrel roll attack As your opponent attempts to break by turning sharply into the directionof the attack, avoid the overshoot by pulling up hard and rolling away from the direction of his turn. Continue the barrel rolland complete the manoeuvre by pulling in behind your target as your direction of turn reverses. --- PAGE 73 --- High speed yo-yo If you find yourself closing in too fast and in danger of overshoo- ting, the high speed yo-yo can be used to trade off speed for height. Begin by pulling up into a climb, rolling on the way up to become inverted at the top of the manoeuvre. As you continue with the pull through, your speed loss will effectively tighten your turn radius allowing you to slide in behind your opponent. The high speed yo-yo is a very difficult manoeuvre to execute correctly, with timing and technique being critical if you are not to reveal your intentions. --- PAGE 74 --- Low speed yo-yo Use this manoeuvre to gain extra speed during the closing stages of your attack. Trading height for speed, start by diving inside your opponent's turn. Before he counterattacks, pull in behind your target by cutting across his turning circle. The desired closing effect may not be achieved in one execution, in which case repeat the manoeuvre until you are within firing range. --- PAGE 75 --- DEFENSIVE: The break With the enemy closing at your "six" there's no time to waste. Turn as sharply as you can into the direction of the attack thereby creating the quickest "angle-off" between yourself and the pursuer. Brief use of your airbrake may force your opponent to overshoot, allowing you to reverse your turn and move in for the attack. If the enemy is alert, this could be the beginning of the scissors manoeuvre. --- PAGE 76 --- The scissors Best described as a sequence of turn reversals, the objective is to force the enemy to overshoot and leave you in a firing position. With closely matched aidcraft (and pilot!) however, the manoeuvre can rapidly reach a stalemate with each aircraft gaining only a transient advantage. It is strongly recommended that after two reversals some alternative manoeuvre be tried such as the spiral dive. --- PAGE 77 --- Spiral dive Often used to shake off a pursuing opponent, this manoeuvre begins by rolling inverted and pulling into a steep turning dive. As the enemy follows you into the spiral, throttle back and extend your airbrake thereby forcing him to overshoot. Open throttle again quickly, turn towards your opponent and pull up for the attack. This manoeuvre should only be attempted at a starting altitude in excess of 15000 feet. --- PAGE 78 --- Split S Sometimes known as the Half Roll, this manoeuvre is commonly used to disengage from the dogfight. Begin by rolling your aircraft inverted and pulling into a vertical dive. Continuing the pull will bring you out on a heading opposite to that of your opponent. --- PAGE 79 --- Immelmann turn Used primarily for repositioning prior to attack, the Immelmann turn uses the vertical plane to change the direction of flight. Open full throttle and pull into a vertical climb. During the ascent roll your aircraft in preparation for a "roll off the top" onto your new heading. All of the above manoeuvres are common and well documented. In close combat however it often pays to not be too predictable! --- PAGE 80 --- Chapter 6 GROUND SCHOOL Your Aircraft Flying your F-16 is identical, in principle, to flying any other fixed-wing fighter. However, the F-16 was the first aircraft to be designed, from scratch, utilising the benefits of "fly-by-wire" technology. On-board computers automatically ensure that the pilot cannot overstress the airframe or execute a manoeuvre that would lead to a dangerous flight condition e.g. spin. Exceptional handling qualities and the application of advanced control techniques combine to give a superbly agile aircraft that can be flown aggressively and with confidence. Aircraft Controls To begin with the controls, your inputs are made via the sidestick controller (the F-16's equivalent to a control column) and the rudder pedals. Unlike conventional controls, hand and foot movement is minimal, the controlling factor being the force applied. Your inputs are measured by miniature force transducers linked to the computers of the quadrplex fly-by-wire control system. Here your demands are "inter- preted" and summed with a complex formula of stabilising criteria before finally signalling the control surfaces electronically. The F-16 contains no mechanical links between you and your airframe. The remark- able agility of this "electric jet" is achieved by designing an aerodynamically unstable aircraft and then using the fly-by-wire system to make it flyable. This involves dozens of minute adjustments to the control surfaces being made automatically every second! Let's take a look at the control surfaces: --- PAGE 81 --- FLAPERONS - a control surface with the combined function of flaps and ailerons. Pressing left or right on your sidestick will drive these surfaces differentially (one up, one down) and your aircraft will roll in the appropriate direction. Relative to you, of course, it appears that the horizon rolls in the opposite direction. The flaperons are also driven automatically. By changing the camber of the wing very rapidly, the fly-by-wire control system can optimize the wing shape for maximum wing efficiency, stability and control. --- PAGE 82 --- TAILPLANE - unlike conventional elevators, modern jet fighters use an "all flying" tailplane whereby the whole surface rotates. Pulling back on the sidestick moves both tailplane surfaces in unison, the effect being to pitch the nose of the aircraft upwards. Pushing on the sidestick has the opposite effect. At high speeds, the tailplane is used for roll control by driving the surfaces differentially in response to lateral pressure on the sidestick. RUDDER - The automatic coordination of controls make use of the rudder pedals rare, except perhaps for fine heading adjustment during fianal approach. In fact, during extreme manoeuvres, the rudder is locked out from the pilot so as to avoid sideslipping into a spin. AIRBRAKE- Situated either side of the tailpipe, this control is an efficient means of reducing airspeed quickly. The brake returns to its closed position on release. --- PAGE 83 --- --- PAGE 84 --- --- PAGE 85 --- --- PAGE 86 --- --- PAGE 87 --- --- PAGE 88 --- --- PAGE 89 --- --- PAGE 90 --- --- PAGE 91 --- --- PAGE 92 --- --- PAGE 93 --- --- PAGE 94 --- Appendix 1 ONE-ON-ONE COMMUNICATIONS Software Selecting GLADIATOR will lead you to the communications set-up screen. Ensure that BOTH computers are assigned the SAME baud rate. Choose which pilot will be RED LEADER and BLUE LEADER (must not be the same on both computers). Select TAKE-OFF to start mission. Pressing HOLD on either computer will freeze BOTH aircraft. The mission is resumed by pressing Continue on the same computer. Pressing Quit on either computer will abort the mission and return both pilots to the debriefing room. The simulation will run at the speed of the slowest computer, with adjustments made automatically to maintain real-time. HARDWARE Connection between the computers is via an RS232 null modem cable. Pin connections as follows: Plug A Plug B Pin 2 to 3 Pin 3 to 2 Pin 7 to 7 No handshake lines are necessary. If you have difficulty obtaining a suitable cable, then please call DI on 0276684959. --- PAGE 95 --- --- PAGE 96 --- --- PAGE 97 --- --- PAGE 98 --- All these pages where not written because they have noting to do with the game itself, so in order to safe some space and time it was cut away. Twins --- PAGE 99 --- GLOSSARY & ABBREVIATIONS AAA.............anti-aircraft artillery AAM.............air-to-air missile ACS.............air combat scan ADI.............attitude director indicator AFTI............Advanced Fighter Technology Integration AGM.............air-to-ground missile AoA.............angle of attack ASPJ............Advanced Self-Protection Jammer ATARS...........Advanced Tactical Air Reconnaissance System AUW.............All Up Weight (aircraft total weight) Avionics........aircraft electronic equipment BRG.............bearing (heading required to fly to target) Callsign........nickname used for radio transmissions Camber..........curvature of the wing CCIP............continuously computed impact point C-cubed.........command, control and communications Ceiling.........maximum practical flying altitude Cloudbase.......altitude at which you will enter cloud CNI.............communications, navigation and identification Combat zone.....designated flying area Dead stick......flight after engine failure Discrete........head up display symbology ECCM............electronic counter-countermeasures ECM.............electronic countermeasures ETA.............estimated time to arrival EWR.............early warning radar FBW.............fly-by-wire g...............weight multiplying factor, units of gravity GCA.............ground control approach Glideslope......up/down ILS beam GPS.............global positioning system GTR.............ground-target-ranging GTT.............ground-target-track Hardpoint.......weapon loading station HUD.............head up display --- PAGE 100 --- IAS.............indicated airspeed IFF.............Identification Friend or Foe IIR.............imaging infra-red ILS.............instrument landing system Jock............pilot LANTIRN.........Low Altitude Navigation & Targeting Infra-Red for night Localiser.......left/right ILS beam Mach............unit of speed of sound MFD.............multifunction display MSIP............Multi-national Staged Improvement Program nm..............nautical mile NWS.............nose wheel steering Pilot's log.....personal flying record R & R...........rest and recuperation Recce...........reconnaissance Reticle.........weapon aiming and ranging symbol RNG.............range or distance to target RWR.............radar warning receiver SAM.............surface to air missile Sidestick.......F-16 equivalent to conventional control column Sortie..........flight or mission STT.............single-target-track TAC.............Tactical Air Command TAS.............true airspeed TFTS............Tactical Fighter Training Squadron TWS.............track-while-scan UFCP............up front control panel UHF.............Ultra-High Frequency VSI.............vertical speed indicator Waypoint........pre-planned destination on flight route --- PAGE 101 --- INDEX Aerodynamics...............................................82 Airbrake...................................................82 Aircraft technical data..................................8,88 Air-to-air missiles........................................58 AMRAAM, AIM120A............................................58 Angle of attack indicator..................................26 ATARS reconnaissance pod...................................66 Altitude director indicator................................26 Autopilot..................................................45 Barrel roll attack.........................................72 Break, the.................................................75 Chaff......................................................67 CNI datalink...............................................28 Cockpit familiarisation....................................17 Command key................................................14 Compass....................................................34 Damage report..............................................69 Data entry panel...........................................30 Dead stick landing.........................................45 Debriefing.................................................68 DEEPSTRIKE.................................................51 Demo mode...................................................8 Digital artificial horizon.................................22 Durandal...................................................64 Eject handle...............................................32 Engine rpm indicator.......................................27 External fuel tanks........................................67 Failure status panel.......................................35 Flaperons..................................................81 Flares.....................................................67 Flight controls.............................................8 Flying clothing............................................87 Free flight................................................40 Fuel gauge.................................................27 GLADIATOR..................................................54 --- PAGE 102 --- Glideslope.................................................24 Ground Control Approach....................................44 Ground speed...............................................85 Gun........................................................66 HAMMERBLOW.................................................50 HARM, AGM-88A..............................................61 Head Up Display............................................36 High speed yo-yo...........................................73 IFF security code...................................1,kneepad Immelmann turn.............................................79 Indicated airspeed.........................................85 Instrument landing system..................................23 Kill ratio..................................................8 Lag pursuit................................................70 Landing practice...........................................43 Left handle panel..........................................33 Loading restrictions.......................................86 Localiser..................................................24 Low speed yo-yo............................................74 Maverick, AGM-65...........................................61 Met Office Function key....................................15 Mission Effectiveness.......................................8 Mission key................................................12 Mission selection........................................9,47 Mk 83 and Mk84 bombs.......................................65 Moving map display.........................................21 Multi-function displays....................................18 Offset head-on pass........................................71 OPERATION CONQUEST.........................................54 OPERATION CONQUEST - restore................................9 Pilot's log.................................................7 Performance envelope.......................................84 Pre-flight briefing........................................11 Primary flight data........................................22 QUICKSTART................................................4,7 Radar modes................................................18 --- PAGE 103 --- Radar warning receiver.....................................25 Rear view..................................................36 Reconnaissance pod, ATARS..................................66 Report key.................................................13 Right hand panel...........................................34 Rudder.....................................................82 Scissors...................................................76 SCRAMBLE...................................................48 Sidewinder, AIM-9M.........................................58 Snakeeye, Mk82.............................................66 Spiral dive................................................77 Split-S....................................................78 System control functions...................................30 TANKBUSTER.................................................52 Tailplane..................................................81 Take-off key...............................................17 Targets key................................................12 Threat warning panel.......................................31 Training...................................................11 True airspeed..............................................85 UHF communications transceiver.............................30 Up front control panel.....................................28 Vertical speed indicator...................................27 Vulcan, M61A1 cannon.......................................66 Warning lights.............................................32 WATCHTOWER.................................................53 Waypoint key...............................................13 Weapon Function key........................................15 Weapon management..........................................58 Weapon selection...........................................16 Weapon status display......................................21 Weapon technical dat.....................................9,92 Weather Key................................................13 Zoom thermal image.........................................23 CHECK OUT THIS NEW TRILOGY BBS 804-499-2266 IT'S FAST !!!!!