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- /ø \ /ø \ /ø /\ /dNSs
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-
- :PROUNDLY: :KILLS: :THE: :REST: :WITH: :F117 STEALTH-FIGHTER: :FULL: :DOX:
-
- ---------------------->>> Typed by SC007ER-09-11-93 <<<---------------------
-
- INTRODUCTION
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
-
- WELCOME TO F117
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
-
- As the twentieth century drew to a close, the U.S. Military invited a
- number of manufacturers to submit designs for a lightweight multi-role
- attack stealthplane. The prime design criteria were for an aircraft
- capable of true all weather nap of the earth (NOE) flight, delivering a
- wide range of ordinance over a short range. The prototype designation
- meing Multi-role Experimental (MRX). Of the several proposed designs
- only one received funding for Phase I development, this being the ultra-
- silent F117-AFM.
- This spendid airplane with it's special avoid-radar design was in a
- calss of it's own. Now the human being could enter with a whole flying
- army without the enemy even would notice it, not before the feel their
- own blood be spreaded at their tounghs anyway.
-
- The F117-AFM design centred around an extensive use of carbon composites
- to provide an exceptionally light airframe. Power came from twin
- turboshafts themselves incorporating many ceramic components to further
- reduce weight. The main motors were of glass-fibre construction
- incorporating a LIVE (Liquid Inertia Vibration Elimination) system.
-
- Flight efficiency was increased by the use of STEALTH (no tail motor)
- technology instead of the traditional tail motor. (STEALTH uses the flow
- of the exhaust-gasses channelled through a number of slots in the
- tail-boom to counteract main-rotor torque.)
-
- A comprehensive array of flight and fire control systems reduce load on
- the pilot and allow effective night and poor visibility attacks.
-
- To complement the new stealthplane, a new range of compact missiles were
- developed, designed for use at long range and at low altitudes. These
- weapons included both air-to-ground and air-to-air missiles and a new,
- huge calibre rocket system.
-
- To this date, only a single example of the F117-AFM is flying, the AFM,
- 'F117'.
-
- You join the Stealth-Service, a crack assault team commissioned by the
- United Nations. Your job is to defuse crisis situations around the
- world, preventing their escalation into a full-scale conflict. With
- Stealth-Service you will fly the newly commissioned F117 attack stealthplane
- against forces around the world.
-
- LEARNING YOUR AIRPLANE
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
-
- THE KEYS
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- F1 Cockpit view 1 Flare
- SH F1 Slot View 2 Chaff
- F2 Toggle HUD Modes 3 IR Jammer
- SH F2 Chase Plane view 4 ECM
- F3 CRT/Maps toggle 5 Decoy
- SH F3 Side view 6 GEAR up/dn
- F4 DATA 7 AUTOPILOT
- SH F4 Missle view after firing 8 Bay Doors
- F5 Ordnance 9 FLAPS
- SH F5 Tacti View 0 Brakes
- F6 System Damage - Power Dec
- SH F6 Inverse Tacti View SH - Kill Power
- F7 Select Way Point + Power Inc
- F8 Change Way point SH + Max Power
- SH F8 Reset way point
- F9 I.L.S.
- F10 Mission details
- SH F10 BAIL OUT
-
- Joystick or LMB Fire Cannon
- Ret or RMB Fire Ordnance
- Space Select Ordnance
- Z Zoom map IN
- SHZ Accel Time
- X Zoom map out
- SHX Normal Time
- C View Angle
- B Select Target
- N Designate New target
-
- Camera views :
- M Cam Left
- < Cam Right
- > Cam Rear
- ? Cam Ahead
-
- Gereral Views :
- SH M View Left
- SH < View Left
- SH > View Right
- SH ? View Ahead
-
- Easiest way to start is :
- 1. Open throttle FULL
- 2. Release Brakes
- 3. After take off ! Raise Gear & Flaps
- 4. Hit Auto pilot
- 5. Turn on Appropriate mode (F2) GND, AIR, NAV for your target.
- 6. Select View ahead...
-
- GETTING STARTED
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
-
- THE COMMON ROOM
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The common room is the place where pilots rest between missions and is
- the place where all games begin. From here you can:
-
- a) Use the flight simulator to improve your piloting skills. To enter
- the simulator simply click the hand cursor anywhere on the
- simulator.
-
- b) Enter the war room to choose a campaign or recap on the current
- campaign. To enter a war room, click on the door on the far right
- of the screen.
-
- c) Enter the mission briefing room to begin a mission. To enter the
- briefing room, click on the door on the right of the screen.
-
- d) Use the Desktop computer to save your current game or to reload old
- games. To use the computer simply click anywhere on the computer.
-
- e) View you current rank and decorations. To review your pilot
- information, click on the locker in the middle of the screen.
-
- THE FLIGHT SIMULATOR
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The flight simulator allows inexperienced pilots to improve their flying
- skills without endangering their lives or a multi-milliard dollar machine.
- On entering the simulator you are presented with an options menu allowing
- you to select the campaign to simulate, the time of day and the skill
- level of enemy units. Use the cursor to change the options and click on
- the GO icon to enter the simulation. The simulator accurately recreates
- the flight characteristics of the F117 although you will be
- provided with unlimited weaponry. Throughout the simulation you will
- receive 'radio messages' from the flight instructor as he assesses your
- ability and helps you improve your combat skills. The simulator can be
- exited at any time by pressing the escape key at which point you will be
- presented with an overall assessment from the instructor.
-
- THE WAR ROOM
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The war room is the place from which all campaigns are commanded. Teams
- of tacticians constantly monitor military and political situations around
- the world. From here you can select one of the six campaign theatres or
- recap on the current campaign. To view a campaign, click on one of the
- circles marked on the world map in the middle of the screen. This will
- bring up a map of the campaign (on the right of the screen) and a
- tactician will provide you with background information.
-
- To select the campaign, simply click on the campaign map. From there you
- will be taken to the briefing room where you will be given a detailed
- briefing of the campaign's objectives.
-
- THE BRIEFING ROOM
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Before you enter combat, Jack Marshall, your chief tactician, will
- provide you with a full mission briefing allowing you to carefully plan
- your attack and select appropriate ordinance. Jack has access to all
- relevant information and will provide you with the latest strategic
- updates. Jack is an expert in his field and only a foolhardy pilot would
- ignore his advice. Each section of the briefing can be stepped through
- by clicking anywhere on the screen, the escape key will exit the
- briefing.
-
- THE DESKTOP COMPUTER
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- F117 is a very large game and only a player with great stamina
- would attempt to complete the game in one sitting, therefore a game save
- option has been provided. On entering the file system a large disk is
- displayed on screen with a list of options:
-
- LOAD PILOT - Load a previously saved game from current disk.
- SAVE PILOT - Save present game to current disk.
- ERASE PILOT - Erase pilot off current disk.
- EXIT GAME - Exit current game and return to startup screen.
-
- To exit the desktop computer, click the pointer anywhere outside the
- disk.
-
- VIEW PLAYER STATISTICS
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- As you progress through F117 you may be awarded various
- decorations for your skill and courage. A good player may also recieve
- increments in rank if the Pentagon are sufficiently impressed by your
- performance. In addition to these you will always recieve a campaign
- ribbon on completion of a campaign. You can judge your overall
- performace by rank and medals bearing in mind that the ultimate player
- may recieve 6 medals, 6 ribbons and the rank of colonel.
-
- ARMING SCREEN
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- On exiting the briefing room you are taken to the arming room where you
- select appropriate ordinance for the forthcoming mission. The
- F117 can carry a wide range of offensive and defensive equipment
- but the right selection is vital if your mission is to be successful.
-
- At the top right of the screen is a picture of the currently selected
- weapon with an information panel below. Clicking over the two arrow
- icons will flip through the list of available weaponry. To add a weapon
- to the stealthplane, click the cursor over one of the underwing pylons (or
- wingtip pylons when adding air-to-air missiles). Pylons can often carry
- more than one weapon each and clicking the left button (or space bar)
- again will add more of the same weapon. To remove weapons from a pylon,
- click over the pylon with the right button (or backspace key). To
- replace the weapons on a pylon, simply select a new weapon and click over
- the pylon.
-
- Although each pylon is capable of carrying the same weight of weapons,
- bombs can only be added in pairs, the bombs occupying the same pylon
- under each wing.
-
- To make life easier, an auto-arm option has been included which will
- automatically add a suitable weapons load. This is particularly suited
- to new pilots as the more experienced flyer will develop his (or her) own
- combat style suited to a more varied weapons load.
-
- In addition to the weapons you select, you will always have the 30mm
- cannon, a formidable weapon in itself.
-
- To exit the arming screen, click on the EXIT icon at the bottom right of
- the screen.
-
- FLYING THE MISSION
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Your mission may begin from your home base or, if the objective is some
- distance away, the auto-pilot will fly the aircraft into the mission
- area. The mission area is defined as 'An identifiable area of
- concentrated enemy forces' and in practical terms consists of a circle of
- action around the mission objective. In all attack missions the primary
- target must be destroyed for the mission to be successful, failure will
- usually result in the campaign being lost and you being demoted or
- dismissed from service. Secondary targets are generally opportunist
- targets, unnecessary for mission success although the destruction of air-
- defences may well make later missions easier. Generally the best idea is
- to use stealth tactics to reach the primary target and leave and leave
- any secondary targets for the trip home. The quickest way to leave the
- mission area is to follow the base way-marker on the compass. Depending
- on the mission, once you have completed your objective, either the
- autopilot will return you to base, or you will have to follow the base
- way-marker above the compass and land your aircraft back at base.
-
- THE DEBRIEFING ROOM
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- After each mission is completed you will receive a full debriefing from
- Jack. Your performance will be discussed along with any tactical
- updates. Should your performance prove to be unsatisfactory, Jack may
- have no alternative but to dismiss you from service. Particular note
- will be taken when allied lives are at stake, although a poor performance
- will never go unnoticed. Should your performance be particularly good,
- Jack may well recommend you for promotion. The debrief can be stepped
- through by clicking the left mouse button, the Escape key will return you
- to the common room.
-
- COCKPIT INSTRUMENTATION
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- In a move to reduce load on the pilot, the F117 features a system
- of multi-function monitors coupled to an intergrated TADS (Target
- Acquisition/Designation Sight). The system is designed to reduce the
- percentage of the pilot's time actually flying the machine and so improve
- combat performance. The system features just three multi-function
- displays in the cockpit, all other information being displayed on the HUD
- (Heads Up Display).
-
- 1. AIRSPEED
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Displays your horizontal speed in knots
-
- 2. ALTIMETER
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- On the left is your altitude in feet; on the right is the scale on which
- each mark represents 20 feet.
-
- 3. COLLECTIVE
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The position of the bar represents the amount of power being fed to the
- main rotor. When the bar is over the centre mark the engine is producing
- the correct amount of power for level flight. If it is above the centre
- mark the engine produces more power, if it is below the centre mark it
- will produce less power.
-
- At low altitudes ground effect and turbulence will affect airflow over
- the rotors and the amount of power needed for level flight will change.
- A wise pilot will not attempt to fly fast at low altitudes.
-
- 4. COUNTER MEASURES
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The R symbol represents the status of your radar jammer, the three lights
- below it represent - from top to bottom - radar guidance, radar track and
- radar search. The guidance light warns that the enemy have launched a
- radar guided weapon towards you. The tracking light warns that an enemy
- radar has locked on to your precise position. The search light warns
- that an enemy has detected you on radar.
-
- The I symbol represents the status of your infrared jammer. The light
- below it warns that the enemy have launched an infrared guided weapon at
- you.
-
- Below the two sets of lights are two digits representing the number of
- chaff and flare cartridges you are carrying.
-
- 5. CROSS-HAIR
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The cross-hair appears when you select an unguided weapon. All weapons
- are calibrated to fire at the centre of the cross-hair although you must
- take gravity into account when using your cannon. Below the cross-hair
- is the name of the currently selected weapon along with the quantity
- remaining.
-
- 6. CYCLIC JOYSTICK
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The cyclic joystick is represented by a small box within a larger box
- (below the air-speed indicator). Moving the mouse/joystick moves a small
- cursor. When the cursor is positioned within the smaller box, the
- stealthplane will hover. If the cursor is moved out of the smaller box the
- stealthplane will move in the direction of the cursor.
-
- 7. DAMAGE CONTROL COMPUTER
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The computer provides you with a constant update on the condition of your
- aircraft as well as listing your available weapons. Pressing D will
- switch the computer between Damage & Stores mode although the computer
- will switch to damage mode if you take a hit.
-
- 8. HEADING INDICATOR
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The vertical line below the compass indicates your current heading. The
- arrow above the compass shows you the course to follow to your current
- target. The vertical line above the compass will always indicate the
- correct heading back to your base. This should always be used after
- completing your mission.
-
- 9. MULTI-MODE CAMERA
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The camera has two modes of operation, Targeting mode and Landing mode.
- Targeting mode provides a video image of the currently designated target
- along with its range in feet. If you have selected bombs as your current
- weapon, the display will switch to Bombing mode and give a view directly
- below the stealthplane. Landing mode simply displays a view downwards from
- your stealthplane.
-
- 10. THREAT DISPLAY
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- This displays all radar threats within a range of 4 km. Ground threats
- are displayed as orange dots, air threats as red dots and missiles as
- white dots. As you approach a target, the display will switch to
- close-range mode with a range of 1.8 km.
-
- 11. VERTICAL SPEED INDICATOR (VSI)
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Displays how fast the stealthplane is ascending or descending. When the
- slider is above the centre-line, the stealthplane is climbing and when it
- is below the centre line you will be descending.
-
-
- FLIGHT CONTROLS
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The traditional flight controls of a stealthplane compromise of three
- separate inputs. These effectively tied up both hands and both feet
- making it difficult for the pilot to do anything else but fly. With the
- advent of fly-by-wire control systems, designers managed to replace two
- pedals, two joysticks and a twist-grip with a single joystick. The
- 4-axis control stick allows the pilot to control the stealthplane with just
- one hand. F117 is controlled by using a mouse, a joystick or on
- keyboard although in all cases a few key presses will be necessary.
-
- MOUSE/JOYSTICK CONTROL
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
-
- THE MOUSE BUTTONS:
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Clicking the right mouse button changes the current selected weapon for
- the next available one.
-
- Clicking the left mouse button fires the currently selected weapon.
-
- Clicking the left button with the right button held down selects the next
- designated target.
-
- WITH NO MOUSE/JOYSTICK BUTTONS PRESSED:
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Moving the mouse/joystick forward causes the stealthplane to tip down
- allowing it to move forwards.
-
- Moving the mouse/joystick backwards causes the stealthplane to tip upwards
- allowing it to move backwards.
-
- At low speeds, moving the mouse/joystick left or right causes the
- stealthplane to move sideways. With the mouse/joystick pushed forwards and
- to the left or right, the stealthplane will bank and turn in that
- direction.
-
- HOLDING DOWN THE RIGHT MOUSE BUTTON:
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Moving the mouse/joystick forwards with the right button pressed
- increases power to the main rotor, allowing the stealthplane to rise.
-
- Moving the mouse/joystick backwards with the right button pressed
- decreases power to the main rotor, allowing the stealthplane to fall.
-
- In level flight, at low speeds, moving the mouse/joystick left and right
- with the right button pressed causes the stealthplane to rotate around its
- own axis.
-
-
- KEYBOARD CONTROL
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Toggle Radar Jammer On/Off - F1
- Toggle IR Jammer On/Off - F2
- Launch Chaff Cartridge - F3
- Launch Flare - F4
- Toggle Night Sight On/Off - F10
- Toggle Camera Mode - C
- Toggle Damage Computer Mode - D
- Pause Game - P
-
- VIEWPOINT SELECTION
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Viewpoint manipulation is mostly controlled from the keypad, although
- several other keys are used.
-
- View from Target - F6
- View from Weapon - F7
- View from Cockpit - F8
- Internal/External view - ENTER (on the numeric keypad)
- Rotate view in Y-axis - 8 or 2 (on the numeric keypad)
- Rotate view in X-axis - 4 or 6 ''
- X-rotate 90 degrees - 1 ''
- Y-rotate 90 degrees - 3 ''
- Zoom in - 7 ''
- Zoom out - 9 ''
- Satellite view - 5 ''
- Reset external view angles - 0 ''
-
- Toggle map view on/off - M
- Zoom out map view - +
- Zoom in map view - -
-
-
- THE CAMPAIGNS
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
-
- CAMPAIGN OVERVIEW
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- F117 features six campaigns, each comprising of a number of
- individual missions. As you progress through the campaign, you will be
- asked to perform the roles of ground attack, escort, interceptor, etc.
- In all cases, many hundreds of lives rest on your skill and commitment.
- The team of Stealth-Service hand you all the required information and support
- but there is only one pilot, YOU. An inexperienced pilot should take
- care when choosing a campaign. Always consult the technical information
- on each campaign and ascertain the number and type of enemy units you
- will be up against.
-
- CAMPAIGN ONE - EUROPE
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Vladimir Arastov, the top Soviet nuclear physicist who's been on
- Washington's most wanted list for the last fifteen years. A man who has
- been responsible for so many significant Soviet nuclear developments,
- Moscow has kept him under very tight security for obvious reasons. In
- fact, he's on his first outing from Moscow for twenty years, and the news
- has broken, that he wants to defect.
-
- He's scheduled to visit a power plant in Soviet Eastern Europe tomorrow
- night as part of a scientific advisory tour. It's the closest he's ever
- likely to get to western soil and he's contacted Washington with details
- of his movements and an outline of his own plan to get out.
-
- This is where you come in...
-
- As part of the Stealth-Service team you are to make an air strike on the
- power plant to create a diversion for Arastov. He is confident that in
- all the confusion he can escape by road along a route towards the border.
- Whilest he's running, your tasks will be to draw Soviet attention from
- him. He'll be in contact via a scrambled radio link so that if anything
- goes wrong your team can react quickly and improvise. Washington has
- given its assurance that his plan is solid, but you never know...
-
- They want him so badly they're prepared to go along with it, after all,
- it's probably the only chance they'll have to get him.
-
- Of course, Arastov has picked a fine time to do this. Latest
- intelligence information on Soviet armoured units in the area, shows that
- they're currently on manoeuvres.
-
- But, if you can really create some havoc, they won't know what's going on
- until he's been debriefed in Washington!
-
- CAMPAIGN TWO - SOUTH AMERICA
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- 'Our message to the drug cartels is this: The rules have changed. We
- will help any government that wants our help. When required, we will for
- the first time make available the appropriate resources of America's
- armed forces.'
- George Bush - September 5 1989
-
- Stealth-Service was sent to South America as part of a goodwill gesture by
- the U.S. government. The government of this republic have been cracking
- down on drugs operations and have asked for assistance. So, after Bush's
- declaration in '89, Washington can hardly refuse.
-
- You are to assist in destroying the operations of a major drugs cartel
- whose base is out in the desert. They are very well armed and employ
- numerous foreign mercenaries who will stop at nothing to keep intruders
- at bay.
-
- Firstly, you'll be sent in to strip out their communications network.
- Then, cut off their escape routes before finally destroying their
- processing labs. You've got to wipe them off the face of the map, but it
- won't be easy. They know this region very well and there's an awful lot
- of ground cover for them. Also, how much hardware and expertise they've
- managed to accumulate is unknown.
-
- It's chiefly a U.S. operations, but local troops will be working with
- Stealth-Service to do some mopping up, so you're there to impress.
- The operation has great political significance, that's why Washington
- has sent several million dollars worth of military hardware to some
- backwater desert.
-
- It's the first time the U.S. has gone against the drug cartels in this
- region. So, your performance will reflect on the capability of America's
- armed forces.
-
- You can't afford to mess this one up.
-
- CAMPAIGN THREE - CENTRAL AMERICA
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The U.S. has a long term involvement in this region. Your hosts, the
- government, has been fighting a war against Soviet backed guerillas for
- the past twenty years. Stealth-Service was called in to regain control of
- a town which has fallen into the hands of the guerillas.
-
- It seems the locals have been having a great deal of trouble keeping the
- place secure for some time. They finally lost control of the situation
- about ten days ago and have had no choice but to leave the area.
- Obviously they are desperate to return but are outnumbered by the
- guerillas, so that's why they need your help.
-
- The entire territory to the West of your base is guerilla occupied and
- it's all dense jungle. That should work in your favour, by slowing down
- their movement quite considerably, since they can only move their heavy
- armour by road. However, it's their territory, and there's plenty of
- cover.
-
- Whatever you do, don't underestimate their ability. They're serious
- about their cause and we gather from intelligence sources that they may
- be able to call in heavy air support if it proves necessary.
-
- CAMPAIGN FOUR - MIDDLE EAST
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Stealth-Service has been selected to help sort out a situation which
- always seems likely to happen.
-
- This region has always been prone to territorial disputes. These have
- previously been left to be resolved by the parties involved. However,
- our enemy has decided that the Straits belong to them, a problem, since
- they are officially designated as International waters.
-
- You're to go in to help rid the area of gunboats which are preventing
- normal shipping from passing through the Straits. This area is one of
- the world's busiest shipping routes, and when you have supertankers laden
- with millions of gallons of highly inflammable oil products, you can see
- the urgency.
-
- Intelligence reports show that their airforce is also showing a fairly
- heavy presence in the area and are equipped with MIG-29 Fulcrums.
- They're also using Hind-A gunships. Certainly some heavy duty hardware
- and they also have the pilots to match.
-
- As the offshore oil terminals and rigs are of strategic importance,
- control of these installations means control of the Straits. You have to
- protect them from enemy occupation.
-
- Once the enemy has been forced back into ihs own territory, you'll be
- making a number of retaliatory strikes, in order to persuade them not to
- do it again.
-
- The Straits have great international importance as most major oil
- companies have facilities out there. You can't afford to mess this one
- up. The world's eyes will be upon you.
-
- CAMPAIGN FIVE - SOUTH EAST ASIA
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The U.S. have had a fairly active involvement in this area, ever since
- the troubles began there more than twenty years ago. You will be based
- on one side of the border between two opposing countries. Your
- neighbours across the border, have been trying to take control of your
- host's country since the early 70's.
-
- Recently their actions have taken the form of raids across the border,
- into friendly territory. Each raid has been designed to disrupt
- transportation or interfere with the political system, but as yet have
- failed. This has been due to the strength of your host's army, a small
- but highly trained force. However, something has happened recently which
- could easily tip the balance in the enemy's favour.
-
- In several recent border incidents, chemeical weapons have been used by
- the enemy. This came as a total surprise and serious casualties were
- taken.
-
- Initialy it was believed that the chemical weapons were being brought in
- from external sources. However, after a successful reconaissance mission
- we have confirmed sightings of laboratories where these deadly substances
- have been made.
-
- The use of such weapons has so far been limited, but on a larger scale it
- could mean the enemy could just walk in.
-
- That is why Stealth-Service has been called upon, to eradicate the chemical
- threat.
-
- Your operation will begin with a raid to strip out the enemy's early
- warning capabilities. You will then make raid on sites identified as
- laboratories which are being used to manufacture the chemical weaponry.
-
- It is the intention not to leave the area until the chemical threat has
- been completely neutralised.
-
- CAMPAIGN SIX - ALASKA
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- There's nothing like a sudden change of climate - three U.S. special
- research bases in a remote part of Alaska - Alpha, Beta and Omega - have
- been out of contact for the past week.
-
- They have been working on biological research, in particular, defences to
- known biological weapons. They were located so far north because of
- their remoteness from population centres and the climate. In theory, if
- an accident occurs here, any escaping biological matter would not survive
- the intense cold.
-
- Recently, the Soviets have been showing an interest in the area, and have
- made several complaints to the U.S. Government concerning the proximity
- of these bases to their border. It is certain that they know that the
- U.S. have been shipping biological weapons to these bases, but we don't
- they know why. It appears they fear some form of biological weapon is
- being developed rather than defences against them, despite our assurances
- to the contrary.
-
- Five days ago, a recon. satellite picked up a large amount of Soviet
- hardware heading towards the border. Shortly afterwards, all contact was
- lost with the three bases.
-
- You're to go in to check out why. Unfortunately, due to the top secret
- nature of the research you have limited information. What is known is
- that Stealth-Service must prevent the biological weapons falling into
- the wrong hands.
- Otherwise, you could have a real crisis on your hands.
-
-
- WEAPONS SPECIFICATIONS
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
-
- CANNON
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Fitted as standard to the F117 is a 30mm three barrelled chain
- gun. The gun is only effective at ranges under 1/2km but inside that
- range it is a potent weapon against both ground and air targets. The
- only things the gun is ineffective are large structures such as bridges
- and factories. The 1200 rounds of ammunition are fired off in 6-round
- bursts and normally 3 or 4 bursts are sufficient against soft
- (unarmoured) targets.
-
- FFAR Rocket Pod
- Fitted in pods of 26 or 47 rockets and with a maximum range of
- approximately 1.5km the unguided Folded Fin Aerial Rocket is a highly
- versatile weapon. Although only accurate to around 1/2km, the FFAR is a
- potent weapon within that range, being effective against vehicles and
- small structures.
-
- MWAR Rocket Pod
- Fitted in pods of 6 or 10, the MWAR is a 4-warhead version of the FFAR
- with similar range and effectiveness. A single large rocket is fired
- which splits into 4 separate warheads at a range of around 1/4km.
-
- MK-81 Bomb
- Standard 250lb. high-drag bomb effective against all structures. It
- should be noted that use of these bombs below 250 feet will cause blast
- damage to your aircraft.
-
- MK-82 Bomb
- Standard 500lb. high-drag bomb highly effective against all structures (a
- single MK-82 will destroy most structures outright). Due to the size of
- these bombs, its use below 500 feet is not advisable.
-
- RCS-233
- Runway Cratering System, developed from a larger British version designed
- for fixed-wing aircraft. The RCS fires a cluster of small bombs
- downwards into the runway causing a large number of deep craters. The
- targeting system automatically selects the best launch pattern to ensure
- maximum damage.
-
- AGM-214 Firestorm
- Short-range deriative of the laser-guided Hellfire missile. HIghly
- effective against all ground vehicles up to a range of around 4km. Using
- the TADS system to designate target means that the target must remain
- selected up to the point of impact. This fact can be used to your
- advantage by firing multiple missiles and redesignating as each missile
- hits. The Firestorm is available in pods of 4 or 7 missiles allowing you
- to carry a maximum of 28.
-
- AGM-65P Maverick
- Compact version of the original AGM-65D featuring advanced thermal-image
- targeting for an effective range of 5km. Being a fire-and-forget weapon,
- the Maverick is ideal for use with pop-up tactics. Available in packs of
- 1, 2 or 3 missiles.
-
- AGM112-L SMARM
- The Smart Anti-Radar Missile is designed to home in on enemy radar
- sources. The 'SMART' auto designation system means that no target
- designation is required, the missiles are simply fired in the general
- direction of the target with a stand-off of up to 6km. This makes it
- particularly effective against SAMa and early warning stations. The
- SMARM is controlled by the stealthplane's fire-control computer allowing
- the missiles to communicate, ensuring the missiles will not choose the
- same target. SMARMs are available in racks of 1 or 2 missiles.
-
- AIM-10B Cobra
- Short range infrared guided air-to-air missile. The guidance system uses
- several IR frequencies allowing the missile to lock-on to surface heat
- rather than exhaust plume. This reduces the chances of the missile being
- jammed or decoyed by enemy aircraft. The effectiveness range of the
- Cobra is around 2.5km and the missiles come in racks of 2 or 4.
-
- AIM-11F Swallow
- Medium range radar-guided air-to-air missile. A development of the AIM-7
- with an improved radar seeker and compact motor. The relatively large
- warhead makes the Swallow an effective weapon against even the most
- heavily armoured gunship. The effective range is around 6km and 1 or 2
- can be carried on each pylon.
-
- MK-54 Depth Bomb
- Standard high explosive depth bomb using automatic fuse selection
- controlled by the fire-control computer. Effective to depths of up to
- 2000ft. and compact enough for up to 2 to be carried under each pylon.
-
- AGM-219 Penguin
- Medium range anti-shipping missile guided by infrared. Effective against
- all surface marine targets and almost impossible to decoy, the Penguin
- represents the most effective weapon against the heavily armoured
- gunboats. With an effective range of 8km, the Penguin can be launched
- outside the detection range of most surface vessels minimising risk of
- counterattack. Due to its size, only one Penguin can be carried under
- each pylon.
-
- ALQ-197 Radar Jamming Pod
- Large external pod featuring a comprehensive array of radar jamming
- equipment. The pod, linked to the fire control computer, will
- automatically detect threats and can launch chaff as well as activating
- the radar.
-
-
- COMBAT TACTICS
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Compared with a fixed-wing aircraft, the stealthplane gunship appears to
- have grave performance limitations - being relatively slow and carrying
- only a fraction of the ordinance. The facts are offset by the
- stealthplane's unique ability to fly very low at relatively slow speeds.
- This makes the stealthplane very difficult to detect and, if detected,
- difficult to destroy. At altitudes below 120ft. it is impossible for
- surface radar to detect and at speeds below 100km/h even the Doppler
- radar of aircraft cannot reliably pick up an stealthplane. This means the
- only effective way of picking up stealthplanes is visually and therefore
- from very short range. In over 40 years of development, the combat
- stealthplane has evolved into a sophisticated, multi-role weapon with a
- wide range of powerful weapons. Against surface targets, the gunship can
- achieve massive kill ratios and with the development of new armaments,
- the gunship is now probably the most versatile battlefield weapon. In
- spite of the advances in technology, though, the stealthplane remains a
- large, slow moving target to an enemy gunner and so careful combat
- planning is vital if you are to return in one piece.
-
- GROUND ATTACK
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- As already discussed, the stealthplane's survival against hostile air
- defences depends on the pilot FLYING LOW. Using hills, buildings and
- other obstructions as cover, massively decreases your chance of
- detection. Always plan your route to avoid heavy concentrations of enemy
- units and avoid using radar jammers for extendned periods (given time,
- the enemy can pin point the source of jamming). To fly at low altitudes
- requires skill and the increase in protection results in lower flight
- speeds (flying low and fast is suicidal!).
-
- In most situations, the enemy will have a good number of AAA and SAM
- sites making incautious attacks fatal. Keeping a close eye on the threat
- displays will give you a few moments warning to use countermeasures or to
- gain cover. Inexperienced pilots will tend to rush towards the targets
- at full speed; there are no points for speed and moving fast makes low
- flight difficult, you will simply end up in trouble faster.
-
- During an attack, speed is the single most important factor, the element
- of surprise is lost and the enemy will be concentrating all their
- firepower onto your aircraft. Popping up from behind cover is usually
- the best method and by using launch-then-designate tactics, you are
- exposed to hostile fire for the absolute minimum of time.
-
- Always remember that your mission objective is the most important target,
- do not be tempted to waste ammunition on unecessary attacks, it doesn't
- win medals, or praise and will simply draw attention to your presence.
-
- In all cases, a live pilot is preferable to a dead hero, if it gets too
- hot, run for base.
-
- FLYING OVER WATER
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- A calm sea makes for minimum turbulence, maximum vision and overall
- easier flying. The enemy also benefit; excellent radar vision and easy
- targeting due to your aircraft being camouflaged for land operations.
- Flying over water, you should keep an eye on the radar warnings. Since
- there is very little cover, the only real difference is ultra-low flight
- and a finger on the jammer switches.
-
- It must also be noted that gunboats will always carry at least 1
- AA-cannon and quite often the crew will have shoulder launched SAMs.
- Flying close to larger ships is nearly always a mistake since they will
- always have powerful anti-aircraft defences.
-
- FLYING IN EXTREME CLIMATES
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- When flying in arctic conditions a stealthplane will produce an extremely
- large infrared signature by simple virtue of the temperature difference.
- In these conditions it is easy for enemy units to lock onto infrared
- missiles so a careful watch should be kept on the IR warning light and a
- finger on the flare launchers.
-
- In a hot climate, the efficiency of the turbine engine is reduced making
- the aircraft feel sluggish and underpowered. Although this is not a
- large problem, it is wise to allow a few extra feet of ground clearance
- and an extra moment to gain cover.
-
- F117 VS FIGHTER
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- The fighter pilot does not see the low flying stealthplane as an easy
- target. If there are any ground obstacles the fighter cannot safely fly
- below 150ft. and even less experienced pilots will not venture so low,
- making their attack even more difficult. If the stealthplane is flying
- slow. Doppler radar will not pick it up, preventing the fighter from
- locking on radar-guided missiles. stealthplanes do not produce
- particularly strong IR emissions so infrared guided missiles are also
- tricky to use. In the end the fighter pilot will probably resort to
- using a fixed sight cannon. To use the cannon, the pilot must fly flat
- and low and many pilots will consider this too great a risk. If the
- pilot does attempt a strafing run, the retreating jet provides the
- stealthplane pilot with a large IR signal which is easy to lock on to.
- Overall, as long as the stealthplane pilot stays calm, the fight can be
- kept at a disadvantage and will, in all probability retreat from the
- fight.
-
- F117 VS F117
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- More dangerous than fixed wing aircraft, the gunship's main enemy is
- other gunships. Performance of the two aircraft is closely matched and
- pilot skill is usually the deciding factor. At longer ranges, air-to-air
- missiles should always be used, failing this, switch to cannon and
- attempt to outflank your opponent. The F117 possesses better
- handling characteristics than any other rotary winged craft although its
- certainly not the fastest. For this reason, outrunning the enemy gunship
- is unlikely and inadvisable. Always use ground cover and try to make the
- enemy waste his ammo and flares (you carry more than him). When he is
- reduced to using his cannon, gain a little distance and pick him off
- using IR guided missiles.
-
-
- TECHNICAL SPECIFICATIONS
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
-
- ALLIED HARDWARE
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
-
- AF-117P F117
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 12
- Overall Length - 117ft
- Height - 48ft
- Motor Capacity - 4057cc
- Max Takeoff Weight - 215500lbs
- Maximum Speed - 392knots
-
- Main Weaponry - Various
- Secondary Weapons - Rockets & Cannon
-
- Currently the most advanced gunship flying. The F117 features an
- advanced fire-control computer allowing the single crewman to fulfil the
- dual role of pilot and gunner.
-
-
- AF-57 STEALTH FIGHTER
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 8
- Overall Length - 113ft
- Height - 39ft
- Motor Capacity - 3097cc
- Max Takeoff Weight - 194000lbs
- Maximum Speed - 335knots
-
- Medium range heavy transport stealthplane used by many western forces.
- With a maximum speed at 335knots, the Chinook is capable of making
- large international tourist-travels at lots of hundred miles.
-
-
- ENEMY VEHICLES
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
-
- MIL MI-8 HIP-C
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
-
- Crew - 2
- Overall Length - 82ft
- Height - 17ft
- Rotor Diameter - 69ft
- Max Takeoff Weight - 26450lbs
- Maximum Speed - 125knots
-
- Multi-role transport stealthplane used by many nations for both troop and
- supply transport withing the battlefield environment. Although generally
- unarmed, the Hip will usually carry chaff and flare cartridges
-
-
- MIL MI-24 HIND-A
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 3
- Overall Length - 69ft
- Height - 21ft
- Rotor Diameter - 56ft
- Max Takeoff Weight - 25300lbs
- Maximum Speed - 160knots
-
- Multi-role combat stealthplane used by many eastern countries as well as
- the Soviet army itself. Considering its large mass, the Hind is
- remarkably fast and can carry a large range of guided and unguided
- missiles. Engine and cockpit are well armoured making the Hind the most
- difficult stealthplane to knock down. Most versions carry a 4-barrelled
- 12.7mm cannon as well as flares, chaff and jamming pods. The only design
- weakness is the lack of high speed manoeuvrebility putting the pilot at a
- great disadvantage in dogfights.
-
-
- KAMOV KA-136 HOKUM
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 2
- Overall Length - 43ft
- Height - 21ft
- Rotor Diameter - 45ft
- Max Takeoff Weight - 17200lbs
- Maximum Speed - 206knots
-
- Ground attack stealthplane used primarily by Soviet forces. The Hokum is
- by far the most advanced eastern bloc stealthplane being both faster and
- more heavily armed than any western counterparts. Only a limited number
- currently in use but it can be assumed that several other countries will
- also have taken delivery of a small number. The Hokem, possesses the
- greatest threat to western gunships, its only weak point being relatively
- crude night-vision and jammers.
-
-
- SUKHOI SU-25 FROGFOOT
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 1
- Overall Length - 39ft
- Height - 17ft
- Wingspan - 36ft
- Max Takeoff Weight - 41000lbs
- Maximum Speed - 560knots
-
- Ground attack aircraft currently used by at least 11 nations. The
- Frogfoot is the Soviet equivalent of the Fairchild A10, being relatively
- slow, heavily armoured and with the ability to carry large amounts of
- ground attack ordinance. The Frogfoot is a highly manoeuvrable plane
- with an exceptional slow stall speed. This allows the pilot to make
- highly accurate attacks on both ground and air targets. All Frogfoots
- carry large numbers of flares and chaff cartridges.
-
-
- MIKOYAN MIG-29 FULCRUM
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 1
- Overall Length - 43ft
- Height - 18ft
- Wingspan - 41ft
- Max Takeoff Weight - 37000lbs
- Maximum Speed - 1580knots
-
- Hailed as the world's finest air superiority fighter, the Fulcrum has
- been adopted by the air forces of Iraq, India and Finland amongst others.
- It is without doubt a serious threat to other Jet fighters, carrying a
- large load of long range air-to-air missiles. Due to its design, the
- Fulcrum does not handle well at low speed and therefore is unsuited to
- dogfighting with stealthplanes. The inboard radar is very powerful and
- cannot easily be jammed and can even see theough clouds of chaff.
-
-
- GRAFF SHOULDER-LAUNCHED AA MISSILE
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Overall Length - 4ft
- Search Type - Optical
- Armament - 1 SA-7 missile
-
- Around 1 in 20 ground troops will carry a shoulder-launched AA missile
- launcher. Although not dangerous in isolation, multiple hits will cause
- damage making it advisable to avoid enemy troop concentrations.
-
-
- GECKO LOW ALTITUDE SAM SYSTEM
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 3
- Overall Length - 32ft
- Height - 7ft
- Width - 9ft
- Search Type - Radar
- Armament - 4 SA-8b missiles
-
- Probably the world's most widely used SAM system, the Gecko is a
- relatively old design being easily jammed. The infrared backup is
- extremely crude and flares will confuse the missiles under most
- circumstances. Nevertheless, the warhead is large and will certainly
- cause serious damage to most aircraft.
-
-
- GASKIN LOW ALTITUDE SAM SYSTEM
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 3
- Overall Length - 17ft
- Height - 7ft
- Width - 8ft
- Search Type - Optical
- Armament - 6 SA-9 missiles
-
- Using optical search means the Gaskin is only a threat at short range,
- and inside that range only multiple hits can seriously damage a modern
- gunship. Even so, large concentrations of Gaskins should be avoided.
-
-
- GOPHER LOW ALTITUDE SAM SYSTEM
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 3
- Overall Length - 22ft
- Height - 13ft
- Width - 11ft
- Search Type - Radar
- Armament - 4 SA-13 missiles
-
- The warhead of the SA-13 missile is relatively small, even so the
- guidance system is relatively advanced and not easily decoyed.
-
-
- GADFLY LOW-TO-MEDIUM ALTITUDE SAM SYSTEM
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 4
- Overall Length - 32ft
- Height - 14ft
- Width - 10ft
- Search Type - radar
- Armament - 2 SA-11 missiles
-
- The Gadfly represents a large threat to enemy aircraft. The tracking
- system is highly advanced and therefore difficult to jam. The warhead is
- very large and a direct hit will certainly cause a great deal of damage.
-
-
- SHILKA ZSU-23-4 MOBILE AA GUN
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 4
- Overall Length - 21ft
- Height - 10ft
- Width - 11ft
- Search Type - Radar
- Armament - 4 x 23mm automatic cannon
-
- At close range the Shilka poses a great threat for all but the most
- heavily armed aircraft. Although the shells are of a smallish calibre,
- the Shilka maintains a very high fire rate producing heavy cumultive
- damage.
-
-
- ZSU-57-2 MOBILE AA GUN
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 7
- Overall Length - 28ft
- Height - 8ft
- Width - 10ft
- Search Type - Optical
- Armament - 2 x 57mm automatic cannon
-
- Although technically obsolete, the ZSU is deadly against all aircraft.
- The large calibre shells cause heavy damage and since it is optically
- guided, it will not appear on the threat display.
-
-
- MOBILE RADAR VEHICLE
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 4
- Overall Length - 26ft
- Height - 12ft
- Width - 9ft
-
- Widely used by most nations, the mobile radar provides both early warning
- of impending attacks and provide guidance for interceptors and air
- defences.
-
-
- COMMAND AND COMMUNICATIONS VEHICLE
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 50
- Overall Length - 28ft
- Height - 13ft
- Width - 11ft
-
- Used to co-ordinate forces and relay early warning information. These
- vehicles are generally found well behind the front line and are usually
- accompanied SAM and AAA units
-
-
- T-84 MAIN BATTLE TANK
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 3
- Overall Length - 29ft
- Height - 10ft
- Width - 16ft
- Armament - 125mm smoothbore cannon + 12.7mm machine gun
-
- Soviet main battle tank, this all new design is already being copied by
- the Chinese army amongst others. The turret mounted machine gun poses
- little threat to an armoured gunship.
-
-
- MT-LB ARMOURED CARRIER
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 2
- Overall Length - 24ft
- Height - 7ft
- Width - 10ft
-
- General purpose transport as used by virtually all countries.
-
-
- SCUD LAUNCHER
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
- Crew - 5
- Overall Length - 46ft
- Height - 15ft
- Width - 18ft
-
- Medium range ballistic missile launcher. Used by several Middle-Eastern
- nations as well as the Soviets themselves.
-
- Thats it! The End! Now get out and play this fucking cool game!
-
- Typed by SC007ER / SKIDROW
-
-
-
-