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Text File | 1994-11-27 | 87.4 KB | 1,998 lines |
-
- _____
- /__ /\ ________ T.H.E ____________
- // __\_____ \/\________ \_______ _________
- ___ __/ / /\\ \ .\_____ \/\ /. / /\ ____ ____ ___
- Y \______ / \ \ \\ _ \ \// / \___ _ _\ Y
- . \_____/ / \ \________/\\ \ \____ / /\ \\ .
- \/ \_______/\ \____________/ / \ \ ______/[Sk!n]
- \_______/ \/ \ \_____/
- [Simply Nutty] \/
-
- /--------------------------*----------------------------------\
- ;| PrOuDlY PrEsEnTs |,
- | |
- / FuLl EnGlIsH DoCs FoR: \
- :\ /:
- . | sisongysP morF-> COMBAT AIR PATROL <-from Psygnosis | .
- | |
- \--------------------------*----------------------------------/
- ; :
-
- _ LOADING INSTRUCTIONS
- _ //
- AMIGA \X/
-
-
- Insert disk 1 into the internal drive and turn on your Amiga. The
- introductory scenes will now load. Once completed, insert disk 2 into the
- internal drive and follow the on-screen prompts to insert disk 3(note that it
- is not necessary to use disk 1 if the intro is not required. In this case,
- disk 2 can be used from boot up). The game will now begin. If the game is
- left to enter demo mode SHIFT & ESCAPE will revert back to the Main Menu
- screen.
-
- We suggest that a backup copy is immediately made of disk 3 as this disk is
- written to throughout the game. Ensure the disk retains the original disk
- name and is not prefixed with `Copy_of_Cap2`.
-
-
- INTRODUCTION
-
- To most of us, Operation Desert Storm was seen as a victory. It was the
- culmination of months of unwarranted aggression on the part of one large
- county over another, more peaceful nation. AS such, the outcome was regarded
- with both joy and relief.
-
- But whatever the political reasoning behind the invasion of Kuwait- by either
- side- to the front line troops involved, it was a situation they had all been
- trained for and were ready to accept. Unlike other occupations, the only time
- the soldier gets to do his job is during warfare. For many of them, this was
- a rare opportunity and as far as they were concerned, this was their job and
- they were out to do it well.
-
- The conflict in the Gulf was unique in many respects. It came at a period
- when all the main coalition powers involved were cutting back on military
- spending and rationalizing defence forces. It also gave the commanders of
- the armed forces and weapons developers a unique opportunity to test modern
- weapons under battle conditions. Never before had the weapons been so
- technologicaly advanced and reliant on electronics. Years of development
- had equipped the allied forces with a huge array of defence and attack
- mechanisms from electronic scrambling systems, aimed at confusing enemy
- intelligence and communications, to Laser guidance systems for missiles. The
- Gulf War was to be a test for them all- both hardware and personnel alike- and
- was to prove the skill and determination of all involved to the full.
-
-
- CHRONICLE OF THE WAR
-
- The Old War has always been area of border quarrels and bloody wars. Over
- literally thousands of years, empires has risen and crumbled and the various
- races of people who live in this turbulent area have moved to and fro.
-
- An objective view highlights Sadaam Hussein as a man with a mission. Claiming
- descendency from Nebuchadnezzar, he was driven by a will to lead his people
- to dominancy and pursued this quest with a remorseless vigor. after a drawn-
- out and bloody war with Iran, Iraq briefly rested and turned it's attentions
- upon it's tiny neighbor. Iraq had long quarreled with kuwait over the
- Rumaila oil field which lay on the border between the two countries. Iraq
- protested that Kuwait was stealing oil from this shared oil field and forcing
- down the price of crude world-wide. This was in direct opposition to the
- wishes of Sadaam who was aiming to raise world prices to pay for urban
- reconstruction within Iraq itself.
-
- This was not however, the only possible explanation for this particularly
- vicious actions and many Western commentators were quick to point out other,
- more sinister and selfish motives. Apart from regular grumblings issuing from
- Iraq claiming Kuwaiti territory for it's own, Sadaams determination to become
- a hugely powerful figure in the world stage, to lead a religious and political
- upheaval amongst the peoples of the East and to field an immense military
- presence which could take-on the most powerful armies of the West was almost
- transparent in it's own direction.
-
- The early morning silence of August 2 1990 was broken by the sound of advancing
- iraqi tanks moving quickly towards the kuwaiti border. Less than two hours
- later, they were pressing upon the outskirts of Kuwait City, threatening it's
- population of 1.7 million people and throwing Kuwait under the spotlight of
- world attention.
-
- Little resistance lay in the path of the experienced and well armed iraqi
- troops now entering the City. Strike aircraft, principally Migs, pounded
- targets in the centre and launched rocket attacks against the Emir's palace.
- Ground troops were held momentarily at bay as the palace guards fought
- valiantly for their Emir who escaped with minutes to spare to neighboring
- Saudi Arabia.
-
- And so Kuwait became one small province of the expanding Iraq. The action was
- unanimously condemned by UN. Saudi-Arabia, who found a huge and aggressive
- force on their borders with the former Kuwait thrown into panic and the West,
- lead by the USA, vehemently denounced this aggression and promised action
- would be taken. Not for a moment did Sadaam realize just in what form this
- action would come. He seemed to think that his position, several hundred
- miles away from the nearest western power was enough to keep him safe. He
- was so so wrong, what a LoOnatic.
-
- Apart from moral issues- where the population was effectively taken captive
- and held against it's will, economic issues undoubtedly played an important
- part in provoking swift action by coalition countries.
-
- Iraq was a major exporter of crude oil. Kuwait to relied upon oil to keep
- it's economy thriving and allowed this tiny country to possess one of the
- highest standards of living in the world. But by invading Kuwait, Iraq now
- held even greater control over a considerable proportion of the worlds oil
- fields and could now lever it's own, inflated, pricing policies into place.
- Apart from this, what seemed to particularly startle the outside world was
- the fact that the Iraqi shadow now lingered on the border of Saudi Arabia and
- vast reserves of oil.
-
- The UN were outspoken in their condemnation of this brutal attack and, after
- exhaustive discussions within the UN, passed a resolution which enforced a
- blockage around Iraq and the annexed Kuwait. This prohibited Iraq from
- selling it's oil on the world market and effectively cut all other trade with
- the outside world in the effort to force Sadaam to retreat through economic
- pressures. The hope was insane.
-
- The world eventually lost it's patience. Following the invasion, Iraqi diplo-
- mats had promised the invasion was a temporary measure to remove a tyrannical
- leadership. The West and Eastern neighbors of Iraq were not convinced and,
- after a short period of diplomatic wrangling, the inevitable happened. A
- coalition force, headed by the USA. But involving troops from Great Britain,
- France, Saudi Arabia, Kuwait, Oman, United Arab Emirates and several other
- countries was formed and, after gaining U.N. approval, determined to enter the
- Gulf area in an attempt to both protect the surrounding areas from the threat
- of attack and perhaps, launch an attack to free Kuwait.
-
- History has told of the course of events that followed and it is not the place
- of this short chronicle to mirror the outstanding performance of all those
- involved in the conflict on the coalition side. Rather, this is where we join
- the campaign. Allied forces are massed on the border with Kuwait on Saudi
- territory and are prepared for the attack. The Roosevelt lies in the Gulf
- within striking distance of all strategic Kuwaiti targets and all Navy crew
- members are on full alert.
-
-
- THE ALLIED FORCE
-
- THE USS THEODORE ROOSEVELT (CVN-71)
-
- The aircraft carrier, Theodore Roosevelt, is a vital part of the carrier fleet
- of the us navy. It's huge strike/defence capabilities allows the US to deploy
- an impressive range of both strike and intercept aircraft to any part of the
- world in an extremely short space of time.
-
- The 1000 foot long vessel is powered by two nuclear reactors which offer enough
- fuel for over 15 years of normal operation can propel the 97,000 ton carrier
- at speeds of upto 30 knots. It has four individual flight decks, complete
- with C-13-1 MK 7 catapults which accelerate the aircraft along a
- significantly shortened runway and allow them to reach take off speed of
- around 160 mph in under 310 feet.
-
- The Roosevelt houses a maximum load of approximately 85 aircraft which offer
- a variety of tactical and operational capabilities. Anti-submarine defence is
- provided by the sh-3 Sea King helicopters and the s-3a Viking helicopter which
- work in collaboration with the extensive on board anti-submarine warfare
- Module to provide a submarine screen of outstanding effectiveness.
-
- Carrier escort facilities are offered by both the E-2 Hawkeye and the F14-
- Tomcat. The Hawkeye possesses a rotating radar dome affixed to the top of
- the fuselage which can detect targets at long range. Information is then
- passed on to the F14 interceptors which visually identify the target and
- advise/carry out any further action. But this would have been no good if
- it had meat the USA'S top secret plane at the time the F1-11 stealth.
-
- Airborne electronic defence is provided by the EA-6B Prowler which commands
- a potent armory of signal-countering instruments. The jamming of
- communications signals and the disruption of enemy radar allow friendly
- aircraft considerable advantages when operating within electronically-defended
- territory.
-
- The principal air-strike role aboard the Roosevelt is shared by two aircraft
- the A-6e intruder all weather attack aircraft and the F/A-18 Hornet strike
- fighter. These squadrons carry out all air-to-surface attack missions and
- offer a particularly effective strike capability.
-
- THE F-14 TOMCAT
-
- The Grumman F-14, or Tomcat, was developed as a no-compromise multipurpose
- fighter aircraft. during years of service throughout the world, it has
- become the backbone of the US. Navy fighter capability because of it's
- outstanding performance in all areas of ariel combat.
-
- It is powered by two general electric f110 engines which accelerate the
- aircraft upto a speed of 1,560 mph (mach 2.3), making straight line
- performance comparable to any fighter aircraft in the world. But what make
- the F-14 really exciting is the way it can use this performance. Previously,
- a fighter aircraft were full of compromise usually the payoff between speed
- and agility. The development team behind the F-14 practically ironed out
- the need for compromise making the Tomcat not just fast, but agile aswell.
- Then they added a host of the latest weapons, controlled by the AWG-9 weapons
- control system. This allows the aircraft to detect over 20 targets
- simultaneously and select/attack the 6 most threatening(whilst tracking the
- remaining targets). All in all, they had developed what is possibly the most
- awesome fighting machine in the world today.
-
- The weaponry of the F-14 matches its performance capabilities in every
- aspect. It is able to carry a mixed payload of Air-to-Air(A/A) missiles
- which allow the F-14 to fulfil a variety of important airborne attack or
- intercept roles.
-
- THE F-18 HORNET
-
- The McDonnell Douglas/Northrop F/A-18 Hornet(it's full title) was conceived
- to fulfil a multipurpose attack/fighter role which could also meet USA Navy
- specifications. It utilizes two General electric augmented turbofans which
- output 32,000lbs/thrust- offering maximum speed capabilities of 1,200 mph
- (unladen) at altitude.
-
- The large wing area, strenghtened and widened fuselage and redisgned avionics
- pay tribute to the Naval origins of the F-18, meaning increased range and take
- off/landing capabilities. It also allows the F-18 greater self sufficiency
- in the field and the ability to carry an extensive missile payload.
-
- The weaponry carried by the hornet is usually a mixture of both air-to-air
- and air-to-ground missiles, depending on operational requirements. In
- addition to the weaponry detailed on the following pages, standard armament
- includes a single m61 cannon mounted in the nose cone.
-
- The weaponry for both aircraft is categorised into air-to-air and air-to-
- ground classifications. The F-14 has an option on all A/A missiles whilst
- only the Sparrow and Sidewinder A/A missiles are available to the F-18.
- Converesely, only the F-18 can carry air-to-ground weapons. One important
- note to the detonation of A/A missiles is that they are fitted with fuses
- which are sensitive to the proximity of the target aircraft. This means that
- a direction hit is not necessarily required for a kill as the missile will
- explode without contact.
-
- COMBAT AIR PATROL OBJECTIVES
-
- Combat Air Patrol is primarily concerned with the explosion of enemy forces
- from within the pre-invasion boundries of Kuwait. Obviously, it is very much
- up to the individual just how important any follow-up measures would be once
- the Iraqis have pulled out of Kuwait - if you manage to achieve that! You may
- decide that coalition forces should in fact have continued the retaliation up
- to the point where Iraq itself was invaded and the fleeing forces neutralized.
- It is entirely down to your discretion.
-
- Another objective in any re-invasion scenario would have to be Sadaam himself
- and CAP includes mechanisms where by you might just catch a glimpse of him
- in you HUD sights.
-
- ARMAMENT
-
- AIR-TO-AIR
-
- F-14 & F-18
-
- VULCAN M61 CANNON
-
- The vulcan cannon fires upto 100 high-velocity rounds per second through six
- barrels. The aircraft carries an advanced targeting system which calculates
- the distance, heading and velocity of the target according to these
- calculations. This means that the cannon is not necessarily aimed directly
- at the target but ahead of it, allowing for the movement of the target air-
- craft in the period between firing and striking.
-
- TO FIRE
-
- When on the cannon mode, the HUD display will indicate this with the GUN
- discrete and the number remaining rounds - initially 250. A circular aiming
- discreet appears on the HUD and a square target box will surround any targets
- viewed through the HUD. Align the target box with the aiming discreet and a
- SHOOT message will appear below the HUD when the cannon is on target.
-
- F-14 & F-18
-
- SIDEWINDER (AIM-9M)
-
- Sidewinder missiles are the mainstay close-combat heat seeking missiles. These
- missiles are equipped with highly sensitive Infa Red(IR) seeking equipment
- which allow the missile to home-in on any IR source emitted by an enemy
- aircraft. These missiles are primarily used in short range combat situations
- but are vulnerable to decoy flares. The Sidewinder family of missiles have
- an operational range upto 11 miles with a flight time of around 20-60 seconds.
- Firing accelerates the missile upto mach 2.5 in a little over 2 seconds.
-
- F-14 & F-18
-
- SPARROW (AIM-7)
-
- Sparrow missiles are powered by a solid motor up to a terminal speed of mach
- 4. These feature advanced radar guidance systems(SARH- Semi Active Radar
- Homing)in which the firing aircraft bounces a radar beam off the target which
- acts as a path for the Sparrow missile. This means the launch plane must be
- travelling towards the target to illuminate it. Continuous tracking of the
- target must be maintained up until impact.
-
- F-14
-
- PHEONIX
-
- Pheonix is a weapon unique to the Tomcat which was developed as the ultimate
- in A/A missiles. Costing well over $1/2 million each, the Pheonix has a range
- of 125 miles(the longest range A/A missile)and a maximum speed of mach 5. It
- features advanced radar tracking capabilities for accurate target identification
- together with a default attack mode which assumes the target is travelling
- head-on; a notoriouslyy difficult strike scenario. Once launched, the Pheonix
- tracks the target long-range under internal guidance, switching to radar to
- illuminate the target when within close range. The Pheonix carries a large
- annular blast fragmentation warhead.
-
- TO FIRE
-
- The missile selection for A/A combat is imperative if a high kill ratio is to
- be maintained - the range indicator is vital to achieve this and must be
- used.
-
- With the HUD on A/A mode, choose the appropriate missile by toggling through
- the current payload with the CTRL key - Short range missiles (Sidewinders) are
- abbreviated to SDWR. Sparrows are indicated as SPRW - Pheonix are PHNX.
-
- When the MFD indicates an enemy presence choose the missile following these
- rough range guidelines. Bear in mind that because of the nature of air combat
- which is played out at high speed in 3 dimensions, there are an infinitely
- variable number of strike possibilities. Therefore any guidelines must be
- modified with regard to any individual strike scenario.
-
- For example, the effective operational range of the Sidewinder is considerably
- lenghtened if the target is flying directly towards, rather than away from,
- the firing aircraft. Since the flight time of a Sidewinder is upto 1 minute,
- it will take longer to reach the latter aircraft and therefore it is up to the
- pilot to determine which missile is the most appropriate - a decision upon
- which his life may well depend!
-
- With a Sidewinder selected, a large circular discrete will appear on the HUD.
- If a target is locked on to within this zone, there is a high strike
- probability. Press T to command the missile and aircraft systems to search
- for a target. At this command, the aircraft radar systems will search & lock
- on to a possible target.
-
- Surrounding it with a square box. The missile-borne target detection systems
- will then follow this with a diamond shaped discrete which, when it reaches
- the square discrete will indicate a lock-on target. The missile is now ready
- to fire and a lock-on target will be audible. This is identical for all A/A
- missiles although the Sparrow, being a missile of the SARH type requires
- the launch aircraft to continue in the direction of the target until strike
- is acheived. Pheonix and Sidewinder can be fired - after lock-on is acheived
- - and left to strike the target under internal guidance.
-
- :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
- SIDEWINDER
-
- RANGE SPEED DURATION
- 11 MILES MACH 2.5 60 SECONDS
-
- ...........................................................................
- SPARROW
-
- RANGE SPEED DURATION
- 62 MILES MACH 4 3.5 MINUTES
-
- ...........................................................................
- PHEONIX
-
- RANGE SPEED DURATION
- 150 MILES MACH 5+ MAXIMUM 7 MINUTES
-
- :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-
- AIR-TO-GROUND (F-18 ONLY)
-
- WALLEYE (AGM-62)
-
- The Walleye was described as the most accurate and effective A/G conventional
- weapon ever developed anywhere by the US military. Despite being unpowered
- glide bomb, it has a TV guidance system which offers target identification
- and the facility to glide a bomb towards the target.
-
- TO FIRE
-
- Must be released at a medium to high altitudes. Pressing F10 will allow you
- to view missile through the tv missile camera. Press fire to release the
- bomb and the missile is then steered into the target using the same controls
- as were used to fly the plane. Ensure the release aircraft is in level flight
- before switching to missile control.
-
- HARM (AGM-88A)
-
- Harm is an abbreviation for High-speed Anti-radiation Missile and fulfilled a
- need for a missile which could detect and lock-on to enemy radar radiation
- and destroy the source, ideally before the unit could be turned off - thus the
- high-speed requirement. If the missile is detected and the targeted radar
- facility shut down, the Harm continues its flight path, invariably striking
- the target with accuracy. Specifictions include mach 2+ performance, body
- length of 13` and range of around 12 miles, depending upon conditions and
- altitude.
-
- TO FIRE
-
- Select the Harm missile in A/G mode on the HUD display. Using the radiation
- receiver in the nose cone of the Harm, the missile will detect any ground
- based radiation source which can be locked on to by pressing T. Toggle
- between this and the other radiation-emitting targets by pressing T. Once
- fired, the missile will automatically home in on the source.
-
- MAVERICK (AGM-65)
-
- Maverick is a A/G missile that fills an important gap in the attack
- capabilities of a large number of aircraft and was designed for just that -
- to be a compact missile designed for carriage by several planes. The first
- Maverick possessed a TV guidance system which the pilot could point at and
- lock-on to a target. Later Maverick systems were fitted with an I.R. imaging
- system which allowed great accuracy, even at night.
-
- TO FIRE
-
- Select the infa red view from the nose of the Maverick by pressing F10. A
- cross hair sight will appear in the A cross hair sight will appear in the
- centre of the screen. To fire the Maverick with accuracy, you must carefully
- manoeuvrer the aircraft so the cross hair sight is over the target. Note that
- you are not moving the cross hair but the aircraft to attain target lock-on.
- When this attained, press the SPACE bar to command the missile to search the
- selected area for a valid target. The Maverick will then scan the area
- selected looking for possible targets. Once the scan is complete, it will
- lock-on to a target, surrounding it with a red box. Break the lock with the
- X key. To select any other possible targets, move the cross hair towards the
- new target and re-lock. Press fire to release the weapon. It is possible to
- zoom in or out using the [] keys at anytime.
-
- HARPOON (AGMA-84)
-
- Harpoon, as the name suggests, is primarily an anti-ship missile of the sea
- skimming type. This means that once launched it hugs the sea, evading ships
- radar, only breaking into the radar detection zone when pin-pointing the
- target and seconds before actually striking the vessel. In the final attack
- phase, the Harpoon suddenly pulls up to strike a target from above- thus
- hitting the vessel in the most vulnerable and damaging area.
-
- TO FIRE
-
- The F-18's, radar continuosly scans the surface of the sea looking for surface
- vessels which are displayed on the radars MFD'S. Once a target is selected by
- pressing T it will be transferred onto the HUD display with a targeting box
- surrounding it. Press fire, and the missile will guide itself into attacking
- trajectory at wavetop height, using it's radar in its strike phase.
-
- SLAM (AGME-84)
-
- Slam, the stand off land attack missile, is a variant on the Harpoon used for
- long based targets. Replacing the radar homing guidance system of the
- Harpoon, which would be useless against appropriate targets on land. Slam
- is fitted with the Maverick I.R. seeker and the Walleye TV guidance system
- which, combined with a modified warhead suitable for the penetration of the
- fortified targets makes the Slam a powerful ASM(air-to-surface missile).
-
- TO FIRE
-
- Flying into the vicinity of and towards the target, the missile is launched
- in its general direction. F10 allows you to view from the nose of the missile
- and manual guidance is attained by pressing the space bar and controlling in
- the same manner as the Walleye. Manual control should be used only when the
- target is in visual contact as the internal guidance systems will direct the
- missile with a much higher degree of accuracy over long distances than a
- pilot could hope to do. Ensure level flight is maintained before switching
- to missile control.
-
- MK82(500LB) MK83(1000LB) MK84(2000LB) FREEFALL BOMBS
-
- This family of bombs fulfil a vital tactical role in the arsenal of any
- strike aircraft. Essentially a traditional freefall bomb, the range includes
- Low Drag(LD) and High Drag(HD) varieties. The LD bomb allows the attacking
- aircraft to release the bomb some distance away from the target- the bomb then
- continues the trajectory of the attack towards the target. The HD bomb
- possesses a mechanism which scoops the air as the bomb descends, slowing the
- drop rate of the bomb. This ensures the bomb falls vertically into the target
- and allows the pilot to fly straight over the target to release the bomb. It
- also lets the pilot clear the target before the bomb detonates - eliminating
- the possibility of blast damage to the aircraft.
-
- The type of bomb used depends upon the individual attack requirements and it
- is up to the pilot to decide which is suitable for any given scenario.
-
- TO FIRE
-
- Level Bombing: Align the central cross hair on HUD display with the target.
- Next, lock-on to the target by pressing the space bar. If the lock-on box is
- not aligned with the target, release locking by pressing X and then re-lock.
- As you close with the target, a vertical line is drawn on the HUD which allows
- you to keep on course for the target. if the line deviates from the centre of
- the display, alter your course in direction of the deviation until the line
- is re-centred.
-
- When the top of the line hits the centre of the screen, the bombs must be
- released.
-
- Dive Bombing: Dive towards the target after gaining sufficient altitude and a
- circular CCIP symbol will be displayed - showing the point of impact if the
- bombs were to be released to that moment. Once the CCIP is over the target,
- release the bombs.
-
- PAVEWAY LGB'S(LASER GUIDED BOMBS)
-
- Paveway were developed out of a need for tactical free-fall bomb which could
- be guided with extreme accuracy towards tactically strategic targets. The
- Paveway therefore allows standard freefall bombs to be converted into advanced
- LGB's with a subsequent improvement in accuracy. The guiding Laser may be
- mounted upon either the release aircraft or on another aircraft - or even
- carried by the ground troops. The modern Paveway family used by the F-18
- consists of the MK83 & MK84. CAP requires that the strike aircraft must be
- carrying the ASQ 173 Laser tracking system before LGB's can be used.
-
- LGB BOMBING
-
- Once LGB has been selected on the HUD weapons selection mode, fly towards the
- target at a uniform altitude and press F10 to view from Laser designator. Use
- the zoom keys [] for a more accurate view of the target. Lock on to the
- target with the SPACEBAR or T key - press X to cancel lock-on - and press fire
- to release the bomb. If the bomb is released with enough altitude and the
- plane was flying towards the target, then the bomb should hit if released
- within range. Typical Gulf War release altitudes were 15 to 20 thousand feet,
- so the attacker was above AAA levels.
-
- ZUNI ROCKETS (LAU)
-
- Zuni are fired from a wing mounted launcher and are especially effective
- against such 'soft' targets as supply columns and infantry units. Each
- launcher contains 19 rockets with an effective range of around 4 miles.
-
- TO FIRE
-
- Line up the target with the HUD cross-hairs and press fire. Target
- identification is possible using the zoom keys [].
-
- OTHER PAYLOADS
-
- TARPS
-
- The Tarps PoB is fitted to an F14 for reconnaissance missions. This PoB
- contains an advanced camera unit which films a target during a fly-over
- reconnaissance mission to produce a picture of extremely high definition.
- The footage can then be used to plan attack missions.
-
- TO USE
-
- Fly over the target and press F10 to view the Tarps camera image. Adjust
- your flight path to pass directly over the target - continuing to view the
- ground through the Tarps camera. Press fire to begin recording lasts for
- about 1 minute.
-
- LASER TRACKER (ASQ 173)
-
- The Laser tracker is a facility that is mounted beneath the aircraft and
- allows Laser guided bombs to be used by the aircraft. It offers electronic
- imaging of the terrain immediately surrounding the plane from which the target
- may be selected.
-
- TO USE
-
- With the target in visual range, press F10 to access the tracker. The cursor
- keys(or equivalent control) will allow the pilot to direct the movement of the
- tracker and move the cross-hair over the target. The cross-hairs must bee
- placed over the target with extreme accuracy and therefore a magnification
- facility is available. Use the [&] keys to magnify the image through a factor
- of x2 up to a maximum of x32 magnification and press T to select a target X
- breaks a target lock-on.
-
- CHAFF
-
- Chaff is carried by a fighter aircraft as a defence against radar guided
- missiles. When the aircraft detects radar lock-on by an approaching missile,
- it is necessary to release a cloud of metal strips behind the plane which
- fools the missile into thinking the cloud is a target - thus the missile
- destroys the Chaff.
-
- TO USE
-
- When the missile warning indicators(page94) display an incoming radar guided
- missile and the onboard computer says MISSILE WARNING then press D for decoy
- and Chaff will be released.
-
- INFA-RED FLARES
-
- When an infa-red guided missile is tracking your aircraft, Flares must be
- released to decoy the missile. These Flares burn with a greater intensity
- than the aircraft engines and therefore should attract the missile. After
- releasing the Flares, evasive action must be taken to distance the aircraft
- from the flare as soon as possible.
-
- TO USE
-
- When the missile warning indicators(page94) display an incoming infa-red
- guided missile and the onboard computer gives an audible MISSILE WARNING
- then press F for decoy and flare will be released.
-
- FLIGHT OPTIONS
-
- MAIN MENU
-
- When CAP initially loads, the game will revert to an automatically scrolling
- demonstration mode. To escape from this click the left mouse button. If the
- game is in flight mode, quit back to the Main Menu by pressing SHIFT & ESC.
-
- THE MAIN MENU SCREEN OFFERS 7 SELECTIONS:
-
- CONFIG
-
- - Selecting this option allows you to select both SIMULATION and 3D WORLD
- options.
-
- SIMULATION
-
- - Allows you to alter the simulation realism levels.
-
- CONSTANT SPEED
-
- - If you possess a fast running machine which makes the game almost
- unplayable, select ON - the game will run slower with an increase in
- smoothness. If you are using a slower machine, select OFF.
-
- MAXIMUM ENEMY AIRCRAFT
-
- - The number of enemy aircraft in the skies at any one time can be chosen.
-
- PERSONAL DAMAGE
-
- - Make your aircraft invincible by disallowing damage.
-
- WINGMAN DAMAGE
-
- - Turn OFF for invicible wingmen.
-
- UNLIMITED WEAPONS
-
- - Turn OFF an unlimited number of weapons selected in the hanger deck.
-
- CRASH DAMAGE
-
- - If you collide with the ground you will not be destroyed if turned OFF.
-
- HILL COLLISION
-
- - Attacking certain targets maybe difficult due to the surrounding hill.
- Select OFF to fly straight through them.
-
- CAMPAIGN MISSION START
-
- - Choose between beginning each mission of your campaign over your home
- carrier or over the target. RANDOM positions you radomly over either thew
- carrier or target.
-
- 3D WORLD
-
- VIEW DEPTH
-
- - Select high for terrain in the distance to be visible with a slightly
- slower screen update rate. LOW offers a faster sim speed with slightly less
- distance detail.
-
- DAY/NIGHT
-
- - ON allows both day and night flight.
- - OFF allows day flight only.
-
- CLOUDS
-
- - Turn clouds ON or OFF.
-
- VISIBLE PAYLOAD
-
- - In-game payload simulation ON/OFF.
-
- TRAINING
-
- A mode which allows both novice and experienced pilots to fine-tune their
- skills in a large number of areas. Flight training and weapons training
- against both air and ground targets is offered to hone your skills in all
- areas of combat.
-
- FLIGHT DECK/AIRBORNE
-
- Select from any of the options and then from either FLIGHT DECK or AIRBORNE
- depending upon whether you wish to practice take-off or miss take-off and
- begin your training at altitude. Note that the flight deck or airborne
- options have allready been selected - select catapult and you can begin at
- 10,000 feet! If an option under the weapons heading is selected, you will
- enter the hangar deck for armament before training can commence. This will
- allow you to practice take off with a full payload.
-
- PILOT ROSTER
-
- Allows you to select a new identity, starting your first mission as a rookie
- pilot, or to continue a saved game, taking on the experienced or veteran
- status. You must enter the pilot roster before entering into a campaign,
- single mission or training session.
-
- The list of pilots is displayed with their current status, rank and squadron
- identity. VFA-9 is the call sign of the Roosevelt's F-18 squadron, VF-41 is
- the F-14 call sign.
-
- KIA
-
- List pilots who have been Killed In Action. Needless to say, these pilots
- are no longer in the condition to commence any further combat air patrols.
-
- RET
-
- List pilots who were retired from the force, primarily due to injuries
- caused by ejecting from aircraft too often. DISHON records pilots who were
- given a DISHONOURABLE discharge due to malingering.
-
- MIA
-
- Refers to Missing In Action, usually after being shot down over enemy
- territory.
-
- POW
-
- Is a Prisoner Of War. You held to the end of the conflict in an iraqi
- detention camp.
-
- The Pilot Roster Screen offers four sub-menus - Select, Info, Erase & Save.
-
- SELECT
-
- - Allows an existing pilot to be chosen continuing from a previous campaign.
-
- INFO
-
- - Offers a pilot information & statistics. Rank, previous mission success
- rates. Squadron details etc, are recorded here.
-
- ERASE
-
- - Highlight an existing pilot select erase to remove the pilot from the
- roster and sign on as new rookie pilot. You're then asked for the pilots
- name, callsign and the type of plane to be flown. Choose from (F)fighter -
- F-14 or (A)attack - F-18.
-
- SAVE
-
- - Save your current pilot and campaign position to disk. Even though your
- campaign & pilot status are continually updated through the operation, you are
- required to save your pilot to disk if you wish to leave Desert Storm to
- continue at a later date.
-
- SERIAL LINK _
- _ //
- Allows the option of connecting 2 Amiga's\X/ together for joint manoeuvrers -
- or for a friendly dogfight. To activate the Serial Link ensure that a null
- modem cable is linkingthe two computers together via the serial interface.
-
- Each player then selects a pilot from the Pilot Roster Screen. Next, choose
- which player and machine will be the master. This machine will have to do
- more processing than the slave machine and therefore advisable that the
- faster machine is used for this. If both machines are similar, choose which
- player wishes to pilot records to be updated to be master. That player will
- then choose Serial Link from the Main Menu.
-
- Both machines then exchange information. When this is complete, the master
- player will then select a mission, arm the aircraft at the hanger deck and
- enter the mission. The slave player will do like wise and join the master
- player. Then decide if you're enemys or friends!!!
-
- Serial players may choose any flight options - training, single mission or
- campaign. Enter a campaign by selecting a veteran pilot and then exit to
- return to the Main Menu. Then select Serial Link.
-
- MISSION SORTIES
-
- INSTANT FLIGHT
-
- When you first enter CAP, the instant flight option is an ideal selection
- for novice or rookie pilot. This option places you above an enemy airfield
- piloting an F-14 and allows the rookie to familiarize his or herself with
- the flight controls. If night skies cover the Gulf. I gives the cockpit
- instrument lighting and maybe used in conjunction with your wing mounted
- Infa-Red imaging equipment. V selects a forward looking mode, whilst C
- offers a view of the COMED - with map view of the surrounding area.
-
- SINGLE MISSION
-
- This option allows the individual sortie against a single selected target.
- Both air and ground attack are available although your role on a mission will
- depend on the type of mission. Air to Air combat can be undertaken using
- either aircraft but if a group attack role selected with an F-14, you will
- escort attack aircraft into the target. Select the mission from the list of
- targets:
-
- FLEET BARCAP
-
- With enemy aircraft approaching the fleet, intercept aircraft must be
- scrambled to stop them. F-14s are the ideal deterrent although. F-18s
- equipped with Sidewinders or Sparrows are mighty adversaries.
-
- BRIDGE BUSTING
-
- Bridges were a primary target during the initial phases of Desert Storm.
- Taking out bridges meant that a vital artery of communication, not to
- mention troop and vehicle movement, was cut.
-
- TRAIN BUSTING
-
- Similar to Bridge Attack, trains allowed for rapid movement of troops into
- the fighting zones. Railways were vital to the Iraqi war effort.
-
- CONVOY STRAFE
-
- The movement of large numbers of troops or armoured vechicles across both Iraq
- and Kuwait made important strike targets for Allied pilots. Strafe relates
- to the use of heavy cannon fire at a target.
-
- RUNWAY STRAFE
-
- Air supremacy was perhaps the overriding objective of the early campaign.
- Knock out the runways and aircraft cannot mobilize.
-
- AIRFIELD SHELTERS
-
- Aircraft are important flight equipment were stored in bunkers and shelters
- close to airstrips. Airstrips can be repaired relatively easily. Aircraft
- and precision equipment suffering a direct hit cannot.
-
- AAA SUPPRESSION
-
- Anti-Aircraft artillery shells are fitted with altitude and proximity
- fuses. This means that if shell passes close enough to the aircraft, it will
- detonate - a direct hit is not required - and the shrapnel can prove
- extremely hazardous. The altitude fuse detonates the shell when it passes
- a certain altitude - the altitude that the gun crew calculates to be your
- height. Ignore them at your own peril!
-
- SCUD STRIKE
-
- Scud missiles posed a huge threat to the stability of the Gulf region during
- the war. This mobile long range missiles were capable of carrying nuclear,
- chemical or massive conventional warheads and were the most effective long-
- range weapons of mass destruction available to the Iraqis. The destruction
- was imperative.
-
- CONVOY STRIKE (MARITIME)
-
- Both Warships and cargo vessels would take up a convoy formation for maximum
- defensive capabilities. These targets combine massive defensive firepower
- and small targets.
-
- OIL RIG
-
- Oil Rigs were erected in the Gulf in peace time to extract oil. During the
- conflict, they were strategically important and often housed enemy heavy
- artillery emplacements. These were notoriously difficult to attack from
- the air.
-
- GUN BOATS
-
- Fast, well armed and tiny, these targets provide perhaps the most testing of
- air-to-ground strike scenarios.
-
- TARPS RECON
-
- Before heavy bombing of a target could be undertaken, important reconnaiss-
- ance, including filming of the target, must be carried out for later
- analysis.
-
- SURFACE THREAT
-
- Surface attack upon the fleet by the enemy was an ever present threat.
- Attacks would comprise a number of the vessels with a variety of attack/
- defence mechanisms and required both courage and accurate attacks from the
- aircrews.
-
- Once the option is selected, choose whether to take-off from the flight deck
- or remove the need of take-off and appear over the target.
-
- THE CAMPAIGN
-
- THE WAR ROOM
-
- When entering into a campaign you must go to the Pilot Roster Screen to
- select a pilot identity. After this, you will find yourself in the
- Briefing room. After completing a mission, you will be debriefed and then
- will return to the war room before re-entering the briefing room to be given
- your next mission. This is because once you enter Combat Air Patrol, the
- campaign and first objectives have been decided. After this inital mission,
- ground troops are mobilised and it's all down to you.
-
- You will then be able to go to the War Room, The Briefing Room.
-
- MEDICAL OFFICER
-
- Once a mission is selected, you may decide, for any number of reasons, you
- wish to sit out a particular sortie and let the battle commence without you.
- To do this, you must lie - plain and simple. Any fighter pilot worth his
- salt is eager to do his job and to sit it out is irreconcilable. Unless,
- of course, you're ill!!! Visit the Medical Officer, by selecting the
- appropriate sign, and plead your case... although be warned, don't push your
- luck too often as you may be discharged for malingering.
-
- FLIGHT DECK
-
- This option takes you straight onto the flight deck of the Roosevelt,
- missing out the hangar deck altogether.
-
- MESS ROOM
-
- Return to the Pilot Roster using this selection. If another pilot is
- selected, you will return to the main menu.
-
- HANGAR DECK
-
- Once you have been briefed, your next step is to select the appropriate
- armament for your F-14 or F-18. To do this, select hangar Deck from the
- corridor sign-icons. This will take you to the deck below the carrier
- runway to where your aircraft awaits. If the mission is an A/A intercept
- or escort, you will find an F-14. A/G missions require the F-18.
-
- DEFAULT
-
- This option immediately arm the aircraft with a selection of missiles. It
- can be used to quickly arm your aircraft with a range of weaponary which can
- then be slightly modified using the remove and add options.
-
- CLEAR
-
- Strips the aircraft of all payload. All pylons are free to accept armament.
-
- ADD
-
- The missile-shaped pointer is already in add mode. This mode is necessary
- to place missiles on free pylons. With the pointer in add mode, move the
- pointer over the required weapon and the pointer will become that weapon.
- Then hold down the left mouse button and drag the weapon to any available
- pylon. Arrows below the aircraft will indicate which pylons are suitable for
- holding that particular weapon. When the arrows become highlighted, release
- the mouse button to mount the weapon on the pylon.
-
- REMOVE
-
- Click on the remove icon and the pointer will change. You may now place the
- pointer over a missile on any pylon and remove it with by pressing the Left
- mouse button.
-
- Once your aircraft is fully armed, select PILOT to move to the carrier flight
- deck and begin the mission(press F1 to enter the cockpit).
-
- FLIGHT CONTROL SYSTEMS
-
- THE COCKPIT DISPLAY
-
- As you enter the cockpit, you see the control and instrument panels, the
- outside world, through the cockpit windows, and the HUD display(Head Up
- Display)upon which flight and all combat information is displayed.
-
- THE CONTROL PANEL
-
- Both the Tomcat and the Hornet share a number of controls and instruments
- which are essential for any aircraft. These instruments, such as altimeters
- and speed indicators may however be displayed in a slightly different manner,
- often using a variation upon a standard instrument.
-
- INSTRUMENT DESCRIPTIONS
-
- HUD- Head Up Display. A glass projection screen upon which flight information
- is displayed which was developed to allow easier information accessibility for
- the pilot. Three scale measurements for speed in Knots, Heading and Degrees,
- and altitude in feet are displayed. The artificial horizon can be seen in the
- centre whilst other flight and combat information is displayed in the form of
- discretes(letters displayed on the HUD)to the bottom of the screen.
-
- DIRECTION W INDICATOR
-
- This symbol shows the actual direction the aircraft is heading. If the
- symbol was ahead of the aircraft in the air, the aircraft would fly straight
- through it. Note how the discrete drops down the screen as a climb is
- acheived. This is because the plane cannot ascend directly to the required
- point. The interia upon the aircraft is such that it may well be pointed in
- the required direction but heading to a position below that point as the
- aircraft attempts to adjust its course.
-
- GUN 250 WP! 150
-
- This discrete would appear to the bottom left of the HUD and tell the pilot
- the HUD mode, which weapon is selected, which waypoint he is heading towards
- and the distance in nautical miles to the waypoint. Note that in A/A or A/G
- mode, the pilot tells which mode he is in by the weapon name on the HUD.
-
- WAYPOINT DISCRETES - ACTUAL DISCRETE LEFT & RIGHT DISCRETE
-
- Your flight path towards the target is defined by waypoints. The first
- discrete must be aligned centrally on the HUD. When it is position, that
- means that you are currently heading in that direction towards the next
- waypoint. Deviation from this course will move the waypoint discrete to the
- left or right of the central position. If you are flying way off target, the
- second discrete will appear on the left or right of the direction indicator.
- Adjust your direction in the direction of the discrete and the waypoint
- discrete will reappear.
-
- CANNON DISCRETE
-
- Align the cannon discrete with the target discrete and fire.
-
- AIRCRAFT RADAR TARGET DISCRETE
-
- When the radar is operational and the T command is given, the radar will scan
- for possible targets. When a target has been selected, this discrete will
- surround it. To select other targets, continue pressing T.
-
- MISSILE RADAR TARGET DISCRETE
-
- Your A/A missiles house radars. The tracking of this radar is shown by this
- diamond shaped discrete.
-
- TARGET LOCK-ON DISCRETE
-
- When both the aircraft radar and the missile borne radar lock-on to a
- designated target, this discrete appears on the HUD display. Launch your
- missile.
-
- CIRCULAR SIDEWINDER DISCRETES
-
- Fire when the enemy target is within this discrete and there is a high strike
- probability.
-
- DROP BOMB TARGET TRACKING DISCRETE
-
- With a freefall bomb selected, this discrete will show precisely where the
- bomb will impact - in the centre of the circle.
-
- CROSS HAIR TARGETING DISCRETE
-
- For all A/G missiles except freefall bombs, a cross hair sight allows the
- missile alignment with the target.
-
- FUEL
-
- Indicates the amount of fuel in the tanks.
-
- RPM
-
- Revs Per Minute. Shows how much power the engine is producing. The higher
- the reading, the faster the aircraft is able to go and the faster the fuel is
- used up.
-
- L & R ENGINES
-
- Allows manipulation of RPM on the F-18. A maximum of 100% is available with
- an extra 63% using full afterburners on take-off and in combat.
-
- ANGLE OF ATTACK
-
- Attack of the aircraft upon the atmosphere rather than in combat. When an
- aircraft rises, the angle of attack of the wing surface upon the surrounding
- air increases.
-
- GEAR
-
- Raises or Lowers undercarriage, required for Taking-off and Landing.
-
- HOOK
-
- Use when landing. On approach to landing, the arrestor hook must be lowered.
- When the plane lands on the runway, the hook will catch upon a strenghtened
- cable which is designed to slow down the aircraft and assists in bringing the
- plane to a halt.
-
- FLAP
-
- Flaps operate automatically and increase lift at slow flight speeds.
-
- BRAKE
-
- Air Brake to retard forward motion and assist landing. Brake should be
- released when taking-off.
-
- AIR-SPEED INDICATOR
-
- Calibrated in Knots, measures your forward speed.
-
- VERTICAL SPEED INDICATOR
-
- Measures relative vertical speed. Basically, how fast you are climbing or
- falling.
-
- ALTIMETER
-
- Utilises external barometric sources such as air pressure to measure the
- altitude of the aircraft.
-
- RADAR ALTIMETER
-
- Uses radar to give a precise reading on distance from rising & falling
- ground.
-
- ARTIFICIAL HORIZON
-
- A useful visual indicator to show at a glance just where the horizon is.
- Co-ordination can become impaired in combat and this instrument allows the
- pilot to line up the aircraft with the horizon.
-
- GRAVITY INDICATOR
-
- Measures the force in G's, upon the aircraft - and pilot.
-
- HORIZONTAL SITUATION DISPLAY
-
- Shows current heading. North is straight up.
-
- MFD(MULTI-FUNCTION DISPLAY)
-
- A Multi-tasking display linked to a central processing unit which also
- controls a number of vital functions such as target identifaction, weapons
- selection and several other important functions.
-
- F-14
-
- The F-14 has two MFD modes. Toggle between them using the 1 key. Note that
- two radar-dependant MFD modes cannot be displayed simultaneously.
-
- R: Range indicator, calculated in nautical miles.
- V: Velocity in mph.
- H: Heading in degrees.
- A: Altitude in feet x100.
-
- F-18
-
- With the F-18's two MFD'S, identical information is not allowed to be
- displayed on both screens simultaneously.
-
- The armament display simulates the wings and pylons of the F-18 allowing an
- instant view of the remaining weapons. The arrow points to the currently
- selected pylon whilst the name and quantity of the weapon are shown at the
- bottom.
-
- MFD display 2 is the vertical situation radar display and offers a view
- straight ahead from the nose cone of the aircraft. The central circle
- indicates the presence of an aircraft forward and above the F-18.
-
- The horizontal situation display offers a plan view from above the aircraft
- illuminating the space immediately forward of the F-18. Your aircraft is at
- the bottom/central position and a position directly ahead is indicated by the
- top/central marker. Any aircraft displayed on the screen is therefore to the
- front and either left/right according to it's position to the left/right of
- the central markers.
-
- The final MFD display is the Instrument Landing System display. This is used
- when on approach to your home carrier for landing. The Roosevelt appears as
- a plus sign on the screen. Align the plus with the central line and the
- carrier is directly ahead. Use this mode in conjunction with the HUD ILS
- mode.
-
- The F-18 has two MFD's, both of which display the same information but allow
- the pilot access the two screens simultaneously. Toggle between the modes
- using the 1 key for the left display and the 2 key for the right display.
-
- RADIO
-
- - Allows contact with the airbase and friendly units - keeping you informed
- of campaign events as they unfold. An airborne refuelling, additional support
- etc etc, may be requested using the radio. There are five radio channels
- available to you. To operate, press N and the radio will scan for an
- appropriate channel. The frequency selected will be displayed to the top
- right hand side of the screen. The radio set has two tuning channels,
- allowing the guard channel to be simultaneously tuned together with any other
- channel. Once the channel is selected, the appropriate information will be
- communicated.
-
- GUARD CHANNEL
-
- Use the guard channel to find out what your wingmen are doing. They will tell
- you amongst other things, that they are: waiting to take off, launching,
- forming up for flight to the target, onroute to the next waypoint. Being an
- attack run etc. The guard channel is constantly tuned using one of your
- channels.
-
- CARRIER ATC CHANNEL
-
- Tuning to this channel informs the carrier you wish to land. The carrier atc
- will inform you when you have clearance. If you have an emergency use the
- emergency atc frequency.
-
- CARRIER EMERGENCY ATC CHANNEL
-
- If you have an emergency and need to land straight away use this channel.
-
- SEARCH AND RESCUE CHANNEL
-
- If you know you are going to eject it is wise to try and inform the SAR
- services. Tune into this channel for as long as possible before ejecting to
- increase your chances of being picked up.
-
- AIR TANKER CHANNEL
-
- When you need to re-fuel fly to a position behind a tanker and select this
- channel. The tanker crew will give you permission to refuel and tell you
- when your tanks are full. If there are several planes waiting to refuel you
- must wait for your turn.
-
- THREATS/WARNING INDICATOR
-
- - Displays information about enemy missiles. Allows evasive action without
- the need for visual recognition.
-
- F-14
-
- The threats warning indicator fitted to the F-14 is mounted either side of the
- MFD. Radar lock-on warnings are displayed to the right whilst the fuel, fire
- and missile warnings are to the left.
-
- RADAR: Indicates that a radar of some sort is locked-on to your position.
-
- A-A: An A/A missile guidance system radar is locked-on to you.
-
- S-A: A A/G missile guidance system radar is locked-on to you.
-
- FUEL: You are low on fuel. Refuel as soon as possible.
-
- FIRE: Either the port or starboard engine is on fire. Shut down the
- appropriate engine.
-
- IRM: Infa-Red Missile lock-on. An IR missile is currently in flight and
- heading towards your position. Evasive action or flares must be used.
-
- RGM: A Radar Guided Missile is homing in on your aircraft. Emergency evasive
- action or decoy chaffs must be used.
-
- F-18
-
- The F-18's threats display is a circular instrument mounted to the bottom
- right hand side of the instrument panel. The Hornet is in the centre of the
- screen and the enemy aircraft are indicated by a red contact point. Friendly
- aircraft are in green and tracking enemy missiles are displayed in yellow. If
- an enemy aircraft moves within close range of your aircraft, the display
- automatically rescales itself so close-in targets can be displayed with
- accuracy.
-
- KEYBOARD/MOUSE/JOYSTICK - (K, M, J)
-
- Toggles between Keyboard, Mouse and Joystick control. Keyboard control is
- recommended although other selections are very much down to individual
- taste.
-
- MOUSE
-
- When using the Mouse, the left mouse button is used to fire the currently
- selected weapon - as indicated by the weapon selection discrete. Moving the
- mouse will directly control the aircraft. Target lock-on is attained using
- the right mouse button and this is the equivalent to the T command for other
- options. When using LGB's, use right mouse button for lock-on and the X key
- to unlock.
-
- JOYSTICK
-
- Option only has fire and movement options. Target lock-on is acheived by
- using T.
-
- THRUST
- (SHIFT F1-F10)
-
- Increases/decreases RPM from 10% to 100%. Thrust must be at least 100% for
- take-off and may need to be augmeted with afterburners. To ignite engines,
- use left or right ALT keys. Use SHIFT + Function keys to change the power
- output of the engines.
-
- AFTERBURNERS
- (HELP/DELETE)
-
- Afterburners allow increased power for use in take-off and combat scenarios.
- Four levels of afterburners are offered, each accessed by pressing the HELP
- key from 1 to 4 times. DEL reduces the afterburner by level by 1.
- Afterburners are usually used to assist take-off, especially with a heavy
- payload.
-
- LAUNCH
- (L)
-
- Signals for the flight-deck crew to activate the launch mechanisms aboard the
- Roosevelt. A slingshot accelerates the aircraft to take-off speed in a few
- seconds and eliminates a great deal of pilot error on take-off.
-
- GEAR
- (G)
-
- Raises/lowers the landing gear. Gear must be raised after take-off and
- lowered before landing.
-
- BRAKE
- (B)
-
- Powerful air brakes which should be released before take-off and applied
- either during landing approach to slow the aircraft in flight or directly
- after landing.
-
- ARRESTOR HOOK
- (A)
-
- Raise/lower hook to engage on flight deck arresting mechanism. Lower before
- landing.
-
- DIRECTION
- (Cursor Keys, Mouse, Joystick)
-
- Activates wing ailerons and tailerons to maneuver aircraft.
-
- SELECT HUD MODE
- (TAB)
-
- Toggles between A/A and A/G and Instrument Landing System(ILS) modes. HUD
- display indicates current mode.
-
- SELECT WEAPON
- (CTRL)
-
- Selects individual AA & AG weapons, depending upon current HUD mode.
-
- TARGET LOCK-ON
- (T)
-
- Allows selected target to be tracked by firing mechanisms. Essential for
- attack accuracy.
-
- FIRE
- (ENTER)
-
- Fires any weapon currently selected on the HUD.
-
- EJECT
- (BOTH SHIFT KEYS)
-
- Activates ejector seat for use in extreme emergencies to abandon aircraft.
- Hold down both shift keys down for about 1 second.
-
- ILLUMINATE COCKPIT
- (I)
-
- Turns the cockpit instrument lighting ON, for night missions.
-
- COMEND
- (C)
-
- Selects the combined map, Electronic Display unit. Displays aircraft
- position via satellite imaging equipment.
-
- INFA-RED FORWARD POB
- (IF AVAILABLE)- (V)
-
- Toggles COMED into forward looking IR, display monitor.
-
- ZOOM IN & ZOOM OUT
- ([,]&*,/)
-
- Zooms in on currently displayed image. In cockpit, zooms in on outside
- scenery.
-
- ROTATE EXTERNAL AND INTERNAL VIEW
- (1-9)
-
- As if an external camera was circling the aircraft to give a 360 degree view
- angle. Note to A600 users: Where a numeric keypad is not available, number
- keys 4-9 allow for a view manipulation. Key 4 immediately moves to the
- internal or external views to a central/forward view. Keys 5-6 pan the
- external views up/down. 7-8 Zooms in/out on both internal/external views and
- 9-0 rotates all views to the left/right.
-
- ROTATE
- ( (,) )
-
- Rotates view angle as if the camera were circling the aircraft.
-
- TIME ACCELERATE/DECELERATE
- (Z, SHIFT+Z)
-
- Accelerate time in steps of x2, x4, x8, x16 using the Z key. Decrease time
- using SHIFT+Z. Time advance is useful for covering long distances in a short
- space of time whilst deceleration is useful for dogfights and attacking land-
- based targets.
-
- RETURN TO BRIEFING ROOM
- (SHIFT ESC)
-
- Takes you back to the briefing room ready for another mission.
-
- VIEW MODES
-
- F1 - Toggles between current view mode and cockpit.
-
- F2 - Toggles between cockpit view and external view. The external view seen
- depends on the view selected by the number keys but is aligned horizontally
- with the aircraft whatever the later position of the aircraft.
-
- F3 - Fly-past mode. A stationary camera tracks the aircraft as it flies past.
-
- F4 - Locks aircraft onto target. Keep pressing F4 to lock-on to alternative
- targets.
-
- F5 - Views target from any land based targets. Re-pressing F5 will allow you
- to view your current position from all the targets in range - there may be
- many!
-
- F6 - Satellite view.
-
- F7 - Toggles between external and previous views.
-
- F8 - Gives view of aircraft from Theodore Roosevelt flight deck.
-
- F9 - Follows missile into target. Continue pressing to view any other
- missiles and bombs currently in flight.
-
- F10 - View through selected weapon imaging equipment.
-
- \ - View all aircraft and/or ships currently threatening or interacting with
- friendly forces.
-
- FLIGHT INSTRUMENTS
-
- After selecting either the Hangar Deck or Instant Flight options and loading
- your aircraft with the appropriate payload, you find yourself lined up on the
- Flight Deck of the Roosevelt. Your HUD display will indicate which catapult
- you are currently on and your selected aircraft will lie in silence, waiting
- for you to fire the jets into life and ignite your afterburners. The catapult
- uses steam power to throw the aircraft along the runway and accelerates the
- plane to a speed of approximately 150Kts with the help of the aircraft
- engines. However, when the aircraft is fully laden with its operational
- payload, it may not reach a high enough speed to attain take-off velocity.
- Therefore a fully-argumented take-off may be required whereby the afterburners
- are used to produce more thrust on the take-off. If the plane loses height
- when leaving the runway, it may be necessary to jettison the payload as a
- trade-off for gaining height. It is sometimes necessary to actually nose the
- aircraft downwards to gain speed before pulling up! A third option is to
- eject if the drop is to great. Engine fires on take-off also require similar
- emergency action.
-
- Looking down the length of the flight-deck, you will first need to select the
- appropriate level of engine thrust for take-off. Pressing both ALT keys will
- bring the engines to life but you must then bring both engines to 100% thrust
- by pressing SHIFT & F10. Afterburners then should be used to produce the high
- amount of extra thrust required for take-off. Afterburners are a ring of
- nozzles around the exhaust of each engine which spray fuel into the path of
- the superhead air blasting from the engines - allowing this extra fuel to
- ignite and in the process creating extra thrust. Help operates the after-
- burners - pressing 4 times takes them upto maximum whilst DEL reduces after-
- burner levels.
-
- With both afterburners on full and the engines producing 100% thrust, the
- aircraft is prepared for take-off. Operation mode, either keys, mouse or
- Joystick must be selected by pressing K, M or J. When prepared for take-off
- and engines are producing maximum thrust, pressing L will activate the
- launching mechanisms and throw the aircraft forwards and off the end of the
- runway. Once off the end of the flight deck, you must first gain height
- then withdraw the undercarriage (press G). If you end up in the drink after
- take-off the carrier's SAR chopper should initiate a Search & Rescue mission
- to locate you and pick you up. The success of this SAR will depend on your
- position form the Carrier.
-
- Once the flight level has been attained, the appropriate HUD and MFD readouts
- need to be found. Use the TAB key to toggle between the HUD modes. A/A
- missile mode is the first HUD display, the second mode is A/G missile select
- and the final mode is ILS. The HUD also displays speed in KTS, altitude in
- feet and heading in degrees. Note that the triangular waypoint indicator is
- located along the heading bar.
-
- Select the requires MFD by pressing 1 key(F-14) and the 1&2 keys(F-18) then
- activate the radar by SHIFT & R. Depending upon the MFD mode selected, you
- will now be in a position to track and identify enemy aircraft.
-
- The aircraft may now be flown using any of the selected methods- Joystick,
- Keys or Mouse- and may be viewed in flight from any one of a wide range of
- exterior viewing modes. Pressing F1 allows a view of the aircraft form the
- outside. The angle at which the plane is viewed may then be manipulated
- using keys 1-9 on the numeric keypad(not A600) which cover every 45 degree
- angle in a circle around the horizontal of the plane. Angles between these
- 45 degree divisions may be viewed using the () keys. Return to the cockpit
- view is by repeating the keystroke or pressing F2. Zooming in/out can be
- attained by pressing the [] or */ keys.
-
- The function keys allow even greater manipulation of the view area and are
- outlined in the VIEW MODES section of this Doc. Most selections can be
- readily understood by simple loading the game, pressing the appropriate button
- and watching what happens. It is worth noting however that the F4 and F5 keys
- have a useful tracking element to them which allows the target object and
- aircraft to keep in alignment whatever the aircraft direction. This lets the
- pilot line-up with the target and is a function that is extremely useful in
- planning your bombing run. The F9 key allows a birds-eye view from the rear
- of the missile in-flight - allowing you to follow the missile down to the
- target. Repeats of the F9 key will toggle between different missiles.
-
- Another vital key is the / key which views all mobile units, both friendly and
- unfriendly in the vicinity of both the aircraft and the carrier. Continue
- pressing the / key to move from unit to unit.
-
- Taking each in turn, the strike capabilities of both aircraft may be
- examined. Due to the different roles played by each aircraft, the missile
- systems and MFD displays are correspondingly tailored to suit the individual
- aircraft.
-
- The next step towards your target destination. To do this, the waypoint
- discrete must be followed.
-
- F-14
-
- The MFD allows locked-on target identification, bearing, velocity and altitude
- details. When attacking an airborne target, the above information must be
- used then select the appropriate weapon with the required range and attack
- capabilities. Press TAB until A/A mode is displayed on the HUD and then
- select the appropriate missile by pressing CTRL - toggle between Sidewinder,
- Sparrow or Pheonix (Short, Medium & Long Range).
-
- When attacking an airborne target, the target must be within range of the
- selected missile and inside the weapons seeking capabilities.
-
- Once the target is in your radar, pressing T will lock the tracking mechanisms
- onto the target. The MFD will then display an I message. This means that you
- are Interrogating the aircraft, basically asking it whether it is friendly or
- not. The message F for friendly will be displayed after a short while. If
- the I message continues to be shown, it can be taken that the aircraft is not
- making the correct response and therefore is an enemy plane. Line up the two
- radar tracking symbols and fire the appropriate missile using either the
- Return key or mouse/joystick- mounted fire button. Only flares and emergency
- evasive action can save your enemy now!
-
- When in the situation of being attacked by either an enemy aircraft or SAM
- fire, there are a number of measures you can take. Your first warning that
- you are in danger of being fired upon will come from the instruments mounted
- alongside the MFD. When a heat seeking is in flight and tracking you, the IRM
- display will notify you. Flares must be dropped and evasive action
- undertaken. Similarly, when a radar-guided missiles are tracking you, chaff
- must then be used to decoy. The RGM display will alert your attentions to a
- Radar Guided Missile.
-
- F-18
-
- The F-18 is a multi-role strike/intercept aircraft and therefore carries a
- large payload of both A/A and A/G missiles . Missile mode may be selected
- using the TAB key which will display A/A and A/G modes, followed by the ILS
- mode in sequence. Once A/A is selected, current A/A missiles may be chosen
- using the CTRL button in the same way as the F-14. A/G missiles are also
- toggled between using the CTRL key.
-
- Air attack is, again, identical to the F-14 attack mode although the F-18 is
- equipped with fewer A/A missiles and has less operational effectiveness in
- terms of both speed and maneouvrability. Since the F-18 only engages in A/A
- combat as a self-defence mechanism, Pheonix long-range missiles are not made
- available to the F-18. Any other A/A missile can however be used and all A/G
- missiles are available, depending upon mission objectives.
-
- Enemy aircraft may be viewed on either MFD display by using the 1 or 2 keys
- and indentified using the same Interrofation techniques as for the F-14.
-
- When approaching a surface target, the appropriate attack strategy must be
- used for a successful strike. Be warned that SAM activity will be high
- around most targets. When attacking a target, use the F4 key to line up with
- the target before making your bombing run.
-
- ARRESTED LANDINGS
-
- The player will find both attack and landing procedures are made easier by
- maintaining the time on x1. This gives the novice pilot time to select
- weapons or appropriate flight-paths and makes the whole affair somewhat less
- messy!
-
- This is the suggested procedure for landing on the carrier.
-
- INITIAL ACTIONS
-
- 1> Head to a point a couple of miles away from the carrier. The F-18 MFD
- display facilities a Landing System Display to help keep you informed on the
- direction in which the Roosevelt lies - although more often than not, visual
- contact may be maintained as the Roosevelt shows up brightly coloured against
- it's background of blue. The F-14 does not possess this MFD facility.
-
- 2> Switch to ILS mode on the HUD by pressing the TAB key. This will activate
- the Instrument Landing System which offers important approach information to
- the pilot about the required angle of descent and altitude.
-
- 3> Tune the radio onto the carrier atc using the N key.
-
- 4> Engines must be cut to around one third power(SHIFT/F3)- under 200Kts. Use
- the Air Brakes (B) to cut power even further when required.
-
- 5> The carrier notifies you that landing clearance has been granted, head
- towards the carrier on final approach.
-
- FINAL APPROACH
-
- 1> Lower the undercarriage (G) and the Arrestor Hook (A).
-
- 2> Line up with the carrier landing strip directly ahead of you and running
- away from your line of descent.
-
- 3> The ILS display indicates whether your approach is too high or too low or
- too either side of the Glidescope(a projected perfect approach angle of
- descent). In ILS mode, if the horizontal bar is above the centre of the
- screen, you are too high and must lose altitude. If the vertical bar is to
- one side, you must head in that direction until the bar moves into the centre.
- This will indicate when you are on the correct flight path in line with the
- direction of the runway. Note that the vertical bar may be centred even when
- you are flying across the flight path, not directly towards it. When both
- bars are centred, the correct angle of approach is attained.
-
- 4> Approach speed must be adjusted according to the payload carried.
-
- 5> Maintain a steady descent until the touchdown.
-
- 6> When you hit the deck, cut all engines using the AMIGA keys and hit the
- brakes using the B key(if not already applied). Advanced pilots will then
- hit full military engine power (100%, no afterburner) on touchdown to enable
- the plane to take-off if arrestor cables are missed. Navy pilots try to
- catch the third cable. If the cables are missed, engines will be on full
- power and will allow immediate take-off. This is referred to as BOLTER.
-
- 7> Press SHIFT & ESC to enter mission debriefing.
-
- REFUELLING
- _______________________________________________
- /DATA V \
- |------------------------+----------------------|
- | APPROACH SPEED | ANGLE OF ATTACK |
- | F-14 123KTS | 10 DEG |
- | F-18 134KTS | ?? DEG |
- \________________________|______________________/
-
- 1> Identify your tanker unit via your radar and MFD displays. You will
- recognise the tanker by a friendly interrogation message and the height and
- speed at which it is travelling. The tanker will circle around a
- predetermined point and at a predetermined altitude. The tanker will cruise
- at around 250kts.
-
- 2> Once the tanker is in Radar contact, switch to A/A mode and lock-on to the
- tanker. The lock-on discrete will then display the target distance in the
- bottom right hand corner of the HUD. This will enable you to monitor the rate
- at which you are closing on the tanker.
-
- 3> Match your heading and altitude to that tanker and move slowly up behind
- the tanker. Smoothness of maneouver and maintaining a constant altitude are
- the secret. Use the rudder keys <> to change heading as the tanker circles.
-
- 4> Close on the tanker, cutting the engines and using the airbrakes (B) to
- slow your progress where necessary.
-
- 5> The trailing fuel line or drogue is manoeuvered by the tanker crew and
- contains a strong magnetic attachment to facilitate the mating with your
- aircraft.
-
- 6> With persistence a contact will be made and refuelling will commence.
- Airborne refuelling is notoriously difficult to perfect but with a delicate
- touch and tenacity, you should succeed.
-
- HOW TO SURVIVE
-
- 17 HANDY TIPS FROM THE 'ED SCIO SCHOOL OF FLYING
-
- Don't fly slow and low! - you're a sitting duck.
-
- Don't fly everywhere with afterburners on! -use accelerated time to save fuel.
-
- If you're being escorted, let the escorts do their job - dont stray to far.
-
- In a campaign, try to take out the radars and SAM sites early on. It will
- make later missions easier.
-
- If you're using SLAMS then do what their title suggests - stand off.
-
- Try to fly above the threat envelop - out of AAA range.
-
- If you have a long way to go, fly at a cruising altitude(30,000ft)saves fuel.
-
- Don't waste your countermeasures. If you can see a missile coming or you know
- where it was launched from, you can out manoeuver it - hit full 'burner and
- head towards it, roll 90 degrees and pull hard on the stick a few seconds
- before impact.
-
- You need to deploy a flare or chaff don't hit it a lot of times (unless there
- is a few missiles up your backside)wait after each release to see if the
- missile is decoyed.
-
- If the enemy has fired a semi- active radar guided missile and are about to be
- destroyed by one of your missiles then their missile will not guide. You
- should be safe.
-
- If you are at low level in a mountinous area and the weapon is being fired at
- you use terrain masking -put the mountain between you and the missile\gun.
-
- If you are stalling at low level, hit full 'burners, clean up your plane(gear
- up, air brakes off)and if your situation is really desperate dump any heavy
- ordnance. If you have the altitude it is better to nose down and get the
- plane to return to controlled flight.
-
- Your plane is damaged and you know you cannot make it back to the carrier,
- head as for south as possible, and tune into the SAR channel. It is the best
- to eject at slow speeds at altitudes above 1000ft. The further south you make
- it and the longer you are tuned into SAR the better your chances of being
- rescued.
-
- A pilot will be Retired from active duty if he sustains 3 or 4 ejections,
- depending on injuries. This would mean the end of a campaign for a veteran
- so to avoid this in the plane that is low on fuel for instance you could try
- to land on a road or on the desert.
-
- To try this you should have released the external stores to lighten the plane
- for as low on approach speed as possible.
-
- If your surface radar warning light illuminates it will allow the Iraqi
- gunners more time to bring their weapons to bear. This will effectively
- increase the range at which they will be firing at you. It may also result
- in IAF pilots vectoring towards you. Apart from destroying these sites you
- could go to low altitude(under 500ft) to break the radar lock.
-
- ENEMY TARGETS
-
- There are of course a large number of targets which are of considerable
- importance to your campaign in terms of both strategy and outright victory.
- For example, Scud missile sites and Republican Guard units are of direct
- military importance whereas radar emplacements and key bridges are more
- strategic targets.
-
- Both type of target is vulnerable to airborne strike and should be undertaken
- with equal urgency. Below are some of the targets you will be required to
- attack.
-
- AIRCRAFT
-
- MiG-21
-
- The MiG-21 FishBed is the most widely used fighter in the world. It has a
- maximum speed of Mach2.1(about 1400mph)and an absolute ceiling altitude of
- 59,000. All models of this versatile fighter possess a spin scan radar which
- provides both target illumination and HUD information. The FishBed offers
- limited ground attack and reconnaissance capabilities but is a worthy opponent
- in A/A combat holding SARH and IR missiles together with a 23mm cannon.
-
- MiG-23
-
- The next generation of MIG was totally redesigned and bears no resemblance to
- the MiG-21. With an Tumanskii afterburning turbofan, the flogger is a highly
- manoeuverable multi-role aircraft which can carry a wide range of intercept
- and strike weaponary and deploy them with the utmost effectiveness in
- conjunction with the high-lark radar system. This allows look-down-shoot-down
- capabilities against the aircraft at a very low level plus a lock-on target
- tracking mode at up to 34 miles.
-
- MiG-25
-
- A high-altitude interceptor, the Foxbat has a Mach 3+ capabilities at height
- and carries a powerful array of SARH and IR A/A missiles. Little attempt was
- made to follow the Foxbat medium to low altitude combat proficiency. Instead,
- stand-off attack capability at height over long distances was the main focus
- and in this role the Foxbat excels.
-
- MiG-29
-
- Similar in look to the F-18, the fulcrum is an all weather single-seat
- interceptor capable of speeds in excess of Mach 2. It carries both medium
- and short range A/A missiles together with a single 30mm cannon and is an
- extremely manoeuverable adversary.
-
- SUKHOI SU-24
-
- Similar in both design and function to the F-111, the fencer is a low altitude
- supersonic attack aircraft capable of speeds in excess of Mach2. It has eight
- weapons 'pylons and is capable of carrying a wide range of both nuclear and
- conventional bombs. The main fuselage contains 2 30mm cannons and model
- variations include the E which is equipped for electronic warfare.
-
- SUKHOI SU-25
-
- The Frogfoot is a single-seat twin-engined ground attack aircraft in a similar
- vein to the A-10 Thunderbolt. It has a top speed of approximately 1000kmh and
- can carry upto 400kg of bombs on its eight underwing pylons together with a
- single 30mm cannon mounted under the fuselage.
-
- MIRAGE F1
-
- The Mirage is equally suited to either attack or intercept roles - and is
- superbly proficient in both. Capable of mach 2.5 at 70,000 ft, the Mirage
- F1e carries two DEFA 553 cannons plus an armament of Wasp, Martel anti radar
- and AS.30 ASMS. A/A arsenal includes both Sidewinders and the Marta R.530.
- This is a potent multi-role aircraft.
-
- SURFACE THREATS AND TARGETS
-
- AIRFIELDS
-
- Vital to the coalition air superiority, the heavy bombardment of enemy
- airfields was the overriding objective of the early campaign. Knocking out
- the airfields, runways, comms. towers and hagars- meant that the threat from
- any Iraqi airforce bold enough to challenge Allied warplanes would be
- effectively negated.
-
- When attacking airfields, the first pass should be decisive as un undamaged
- airstrip will be used to mobilise defending aircraft. Heavy artillery and
- surface-mounted anti-aircraft missiles usually surround such strategically
- important targets.
-
- ANTI-AIRCRAFT ARTILLERY
-
- The destruction of AAA is often important to provide a clean attack route to
- the target. If AAA is ignored before the primary objective is attacked, the
- strike may be considerably more dangerous.
-
- Anti-Aircraft artillery shells are fitted with altitude and proximity
- fuses. This means that if shell passes close enough to the aircraft, it will
- detonate - a direct hit is not required - and the shrapnel can prove
- extremely hazardous. The altitude fuse detonates the shell when it passes
- a certain altitude - the altitude that the gun crew calculates to be your
- height. Ignore them at your own peril!
-
- ARMY BASES
-
- Permanent or semi-permanent bases for both armoured and light infantry are
- important objectives. Though modern warfare is considerably more remote
- than it was, the targeting of infantry units is always an unfortunate
- necessity. If the war was to enter an infantry mobilisation phase where
- hand-to-hand combat became necessary, it is important to ensure that enemy
- forces are both weaker and have a low level or morale. Also, bases have a
- higher concentration of infantry and so provided ideal targets.
-
- One major negative point is that these bases are heavily protected by SAMS,
- both permanent and portable and that small arms fire in considerable - a
- threat which cannot be ignored even by modern attack aircraft.
-
- ARTILLERY
-
- Used to bombard a variety of land based targets, the attack of artillery
- emplacements was necessary to ease the pressure on ground troops and clear
- the path for any retaliatory action. Mobile SAMs may be used in protecting
- these targets as may air cover.
-
- BRIDGES
-
- Bridges were a primary target during the initial phases of Desert Storm and
- meant that the long term support effectiveness of the enemy would be impaired.
- Taking out bridges meant that a vital artery of communication, not to mention
- troop and vehicle movement, was cut. These targets are also only lightly
- defended.
-
- FACTORIES
-
- During the Gulf war, it came to light that seemingly innocent factories were
- in fact producing military hardware such as chemical weapons and missiles.
- These installations were of interest to the allies.
-
- INFANTRY
-
- The backbone of any army, even today, is the infantry unit. Iraq put a great
- deal of faith in its infantry but continued bombardment and attack reduced the
- morale of even the elite groups to a very low level. When the ground fighting
- began the Iraqis surrendered in their thousands.
-
- MECHANISED INFANTRY
-
- Infantry with both troop transports for fast deployment and Armoured Personnel
- Carriers for support made difficult targets for airstrikes. In times when
- Mechanised Infantry were mobilising in a strategically sensitive area and air
- attack was the only quick response, you may find yourself confronted with
- these difficult targets.
-
- Being small and highly mobile, rocket and heavy cannon strafe are the ideal
- weapons to be used against this kind of relatively soft target.
-
- NAVAL
-
- After the invasion of Kuwait, the Iraqis found themeselves in possession of
- a small yet potent navy. This comprised mainly small, fast gunboats, some
- mounted with portable SAMs, some with Exocet missile launchers. These
- extremely capable missiles were used with great effectiveness against the
- British Task Force in their successful mission to recapture the Falkland
- Islands in the early 1980s. Fired from a distance, they hug the sea,
- evading ships radar until the very last minute - which is usually too late.
- Immediate neutralisation of these targets, which can do a great deal of
- damage to a fleet, is important.
-
- OIL RIGS
-
- Oil Rigs were commonplace in the Persian gulf. During peace times these would
- pump at a full capacity. During war, the pumps were silent and the only noise
- would come from the mobile SAM sites targeting allied aircraft. It was
- essential therefore that these isolated pockets of enemy activity were removed
- at once and a well placed SLAM or volley of rockets should be enough to
- silence them permantly.
-
- RADAR SITES
-
- Vital for the tracking and monitoring of air activity is the use of ground
- based radar. They are the eyes and ears of Iraq in the war time allowing
- them to track attacking aircraft and alert SAM sites across the country.
- HARM was specifically developed to knock out radar. Fire one of these,
- count to three and its gone.
-
- SAM SITES
-
- Surface to Air Missiles are usually used from semi-permanent SAM installations
- set in key areas such as close to airfields and important factories. They
- launch a variety of missile which have various tracking mechanisms which are
- considerable threat to aircraft. IR heat seeking missiles are the most
- frequently used because of their fire and forget nature.
-
- When attacking SAM sites, both Zuni rockets and freefall/laser guided bombs
- are effective.
-
- SCUD MISSILE SITES
-
- Scud missiles posed a huge threat to the stability of the Gulf region during
- the war. This mobile long range missiles were capable of carrying nuclear,
- chemical or massive conventional warheads and were the most effective long-
- range weapons of mass destruction available to the Iraqis. The destruction
- was imperative and the Iraqis knew it. Therefore they were continually on
- the move using the cover of night to avoid satellite tracking. Once located,
- they were quickly and decisively visited by the coalition strike aircraft.
-
- SHELTERS & BUNKERS
-
- Important personnel and eqiupment were housed in heavily fortified bunkers.
- They were often partially submerged for strength and constructed from
- reinforced concrete several feet in thickness. Bombing raids were frequent
- upon such targets because the Iraqi war machine was controlled by the
- generals within. Pinpoint accuracy is required on these targets because
- only a direct hit with a large weapon would pierce the blast proof shell. LGB
- and SLAM are ideal for these targets.
-
- SUPPLY TRUCKS
-
- Convoys of trucks carrying anything from food to ammunition would wind their
- way daily towards the Iraqi front lines. These supply vehicles kept the
- Iraqi army on it's feet. If the coalition could break the lines of supply,
- then front line units would be severely weakened. Supply trucks are not
- designed to withstand attack but to carry large loads and can therefore be
- regarded as soft targets. As such they are susceptible to both cannon and
- rocket attack as well from more potent weapons.
-
- TANKS
-
- Heavily armoured, quick and small, tanks are difficult targets, whatever the
- weapon. Yet the Iraqis had invested heavily and had one of the largest forces
- of tanks outside the superpowers. These possed a threat to ground troops and
- must be taken out. A well placed Maverick or two will take care of them.
-
- TRAINS
-
- Another supply link was Iraq's extensive rail network. Rapid troop and supply
- deployment could be minimised by destroying both train and track. Mavericks,
- Zunis and drop bombs will leave just a cloud of smoke in your wake.
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- ;::::::;;:;::::::::::::::::::::::::::::::::::L::::::::::::::::
- ::::::;::::::;::::::::::::::::::DoC TYPED BY PoB;;;::;;;;:;;:;;;
- :::::::::::::::::::::;:::::::::::::::::::::::::O:;;;:::::::::::::
- :CRACKED BY SKUZ! & THE LoOnS::::::::::;:;::;n:::::;;:;:;:::;::::
- ::::::::::::::::::::::::::::::::::::::::::::S;;;:;:;;L:::::;:::::
- ;;;;;;;:::::::;;;:::::::::::::::::;;::::::::::::::::::::o:;;::::::
- :::::::;:;::::::::::::;::::::;;;:::::DoC SuPpLiED BY PYTHON::::::::
- ::::::::::::::::::::::::::::::::::::::::::::::::::::::::n:::::::
- ;;;;;;;;;;;::::::::::::::::;;;;;;;;;;;::::::::::;;;;;;:::;S::::::::::
-
- ____ ____________________________________________________________________ ____
- \\ /::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::\ //
- :\/::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::\/:
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- /--------------------------*----------------------------------\
- ;|GREETZ FLY OUT TO:PYTHON/LoOnS : SKUZ : PRODIGY : WOLVERINE :|,
- |PAZZA/LSD : TROUT : KANE : SCOOTER : CRYSTAL : SK!N : AMBL!N |
- | : SKID ROW : BrandY/SLP : EEK A MOUZE : UNREAL : NISSAN : |
- / RYGAR : BASER EVIL : SPOOK : NAVY : QUARTEX! : DECADE : CYGNUS\
- :\: RAZOR 1911 : GLOBAL OVERDOSE : PARADOX : FAIRLIGHT : MINISTRY/:
- . |: DYNAMIX : ANTHROX : MR BRINE/VOODOO DESIGN : BILL/ASYLUM : | .
- |: MR WATTS/TRANCE : \/IDEO /\/ASTY : HYBRID : CHEM/SUBMISSION|
- |.;.;.;.;.;.;+ ALL THE KEWL ELITE MEMBERS AND CONTACTS.;.;.;.;|
- \--------------------------*----------------------------------/
- . :
- (-*-)ANOTHER FINE PROD BY PoB/THE LoOnS(-*-)
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- NOTE TO DaBbLe: Sorry to hear that you've left the scene m8, thanx for all
- the warezz ya supplied me and THE LoOnS in the last 2 years. CYA M8.
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-
- (ALL T|-|ESE |<E\x/L U|< EL|TE BOAR|)S |\|O\x/:
- -----------------------------------------------
-
- 9 Lives - +44 (0)592744821
- Soap City - +44 (0)946823351
- Ultimate Dream - +44 (0)222495919
- Unknown Pleasures - +44 (0)20429917
- Low Life II - +44 (0)614993786
- Oasis - +44 (0)386553876
- ____ ____________________________________________________________________ ____
- \\ /::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::\ //
- :\/::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::\/:
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- THE LoOnS - SiMPLY NUTTY!
-
-