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- F-15 STRIKE EAGLE II
-
- Typed by ALIEN of THE POMPEY PIRATES ST. Ported & Edited by SCOOTER.
- Edited by PARASITE.
-
- NOTE: The keys listed in this doc are for the PC version, but they should
- be the same for other versions as MicroProse tend to keep key layouts
- similar.
-
-
- The same when converting games to other computers. Key controls:-
-
- CURSOR KEYS:
- UP Dive
- DOWN Climb
- LEFT Bank left
- RIGHT Bank right
-
- NORMAL KEYS:
- Esc Eject
- F1 Forward view (no instrumentation)
- F2 Left view
- F3 Right view
- F4 Rear view
- F5 Chase view
- F6 Slot view
- F7 Side view
- F8 ? Some sort of external view!
- F9 Tacti view (looking from F15 to target)
- F10 Invrs Tacti view (looking from target to F15)
-
- R Radar range change (long>medium>short)
- T Target select
- P Autopilot toggle
- A Afterburners on
- S Arm Sidewinders
- D Director mode change (1>2>off)
- F Eject flare cartridge
- G Arm Mavericks
- L Landing gear toggle
- Return Fire armed weapon
- Z Zoom map display or external view
- X Unzoom map display or external view
- C Eject bundle of chaff
- Space Cockpit view
- Pause Pause game
-
- ALTERNATE KEYS:
- Alt-Q Quit to DOS
- Alt-R Resupply (training mode only)
- Alt-T Toggle training mode
- Alt-P Pause game
- Alt-A Toggle accelerated time
- Alt-D Change display detail (3>2>1>0)
- Alt-K Change keyboard sensitivity (3>2>1)
- Alt-Z Slew west (training only)
- Alt-C Slew east (training only)
- Alt-S Slew north (training only)
- Alt-X Slew south (training only)
-
- THE GAME
- Select a pilot from the roster using cursor keys and Return to select. If
- you wish to create a pilot, you'll need to erase one of the entries
- pressing Esc. Then type in your pilot's name.
- Now select the level you wish to play at:
-
- Rookie No takeoff required. Automatic landing. No damage. Chaff and
- flares totally effective.
- Pilot No takeoff required. Automatic landing. Chaff and flares
- totally effective.
- Veteran No takeoff required. Automatic landing. Chaff and flares
- effective when missile is close enough.
- Ace Chaff and flare only effective against non doppler missiles
- and when missile is close enough. Doppler missiles require
- maneuvering to avoid.
- Demo The game goes into a demonstration mode. You can take control
- in training mode at any time by pressing a key.
-
- GAME FEATURES
-
- DIRECTOR
- The director is a mode that makes the game more visually interesting for
- spectators. In mode 1, any missiles you fire are shown being launched and
- impacting the target. In mode 2, any occurence in the battle area is
- shown, for example if an enemy plane takes off or a SAM is fired, you
- will see it all in glorious 3D. This gets extremely annoying and
- disorientating,so only use it to impress people!
-
- TRAINING
- If you are a complete pansy, you'll want to use this mode. In training
- mode you cannot be damaged and you can refuel and rearm by pressing AltÄR
- at any time.
-
- MAP
- The large display on the left of the cockpit shows a map of the
- surrounding area. Map symbology is as follows (VGA):
-
- Bright green rectangle: Friendly airfield
- Flashing yellow square: Incoming missile
- Black ^ shape: Enemy SAM radar
-
- The map can be zoomed to show greater detail.
-
- RADAR
- The radar has three ranges; short, medium and long. Long range is best
- for when you are looking out for incoming enemy aircraft and doppler
- missiles. Medium is best for general use, giving the best warning of
- approaching missiles and aircraft (as well as the proximity of targets),
- and short range is useful in dogfights. When the sky is black with MiGs!
- Radar symbology is as follows:
-
- Red aircraft shape: Aircraft at your altitude
- Dark red aircraft shape: Aircraft below your altitude
- Yellow aircraft shape: Aircraft above your altitude
- Blue boat shape: Missile boat
- Red crossed circle: Ground target
- Green radar dish shape: SAM radaR
- Yellow line: Radar homing missile
- Red line: Infrared homing missile
- Orange glowing line: Doppler radar homing missile
- Grey line: Any missile that is inactive
- White line: Any missile you have fired
- Orange glowing star: Primary or secondary target
- Thick white rectangle: Airfield
-
- COCKPIT DISPLAY
- R: Radar homing missile is incoming if light flashes
- I: Infrared homing missile is incoming if light flashes
- L: Landing gear up if RED, down if GREEN, down at too high a speed if
- flashing
- B: Wheel and airbrakes are deployed if light is yellow
-
- HEADUP DISPLAY
- The head
- up display occupies the top half of the cockpit view. It follows the
- same conventions as in FÄ19 Stealth Fighter:
-
- HUD symbology that is not on every HUD:
-
- White box: Target camera locked on
- White oval: Weapon locked on
- Red oval: Weapon locked on; definite hit if you fire
- Black box: Target camera locked on; no weapons available though
- Yellow box: Incoming missile (enemy)
- Green box: Fired missile (friendly)
- Large circle: AAM aiming reticle
- Small circle: Gunsight
-
- The HUD also tells you how many gun rounds are left after you fire the
- cannon, how many weapon rounds are left after you fire one, how many
- chaff/flares are left when you dispense one, whether TRAINING mode is
- active and whether ACCELlerated time is in use.
- In the centre of the HUD the flight path indicator is also displayed;this
- shows what direction your aircraft is flying in,whereas the crosshairs
- only show what direction the nose is pointed in. The crosshairs and
- flight path indicator will both be central much of the time, but during
- landing, for instance, the flight path indicator will (should!) be below
- the crosshairs. This indicates that although the nose may be pitched up
- slightly, the aircraft is actually descending. A good way to line up in
- the final 10 miles of landing approach is to position your aircraft so
- that the flight path indicator is just above the runway threshold and on
- the centerline.
-
- PLAYING THE GAME!
- In each mission you will be assigned a primary and a secondary target.
- Destroy both to complete the mission.Use any remaining ordnance on
- opportunity targets. Friendly targets will flash NO TARGET in the target
- camera display. DO NOT fire upon such targets!
- After completing your mission objectives, you may land at any friendly
- airfield or aircraft carrier.
- The enemy, strange chaps, aren't overly keen about you waltzing in and
- nuking half the countryside, so (oddly enough) they will fire SAMs at you
- and launch interceptor aircraft against you. Depending upon the
- difficulty level you select at the start of the game, you will have to
- put up with more and more SAM and AAM launches against your aircraft.
- Chaff and flares used correctly will decoy any missile except a doppler
- one. These are not fooled by chaff, so you must maneuver your aircraft so
- that the missile approaching from the left or right side;perpendicular to
- your flight path. This also helps with normal radar missiles, but chaff
- is a better bet with those. Once the missile icon in the radar display
- turns grey, kick in the afterburners to get yourself well away from the
- area the missile is going to pass through; just because it's blind
- doesn't mean it won't hit you anyway!
-
- You can land and rearm, refuel and repair damage at any friendly airfield
- as long as you haven't completed the mission; i.e. you haven't hit the
- primary target. Rearming, etc., is done automatically; just land, shut
- down the engines and after a couple of seconds with the aircraft
- stationary, you will be given a message 'WEAPONS REPLENISHED'.
- Chaff/flares are also topped up. Rearming costs you points, so you can't
- go around the landscape hitting all the enemy targets to try and boost
- your score; you'll get better scores without rearming.
-
- NOTE: The following may not bew correct for the Amiga!
-
- There is a way to get two more scenarios added, get F19, add the
- following files from F19 to F15 and you will get two new scenarios; North
- Cape and Eastern Europe. The files to copy are:
-
- DBICONS.SPR
- CE.3D3
- NC.3D3
- CE.3DG
- NC.3DG
- CE.3DT
- NC.3DT
-
- CEUROPE.SPR
- NCAPE.SPR
-
- The file 'DBICONS.SPR' will need to overwrite the existing file of the
- same name if the new scenarios are to be recognised.
-
- There are some little quirks you'll have to put up with... for instance,
- in Northern Europe you will have to put up with the Soviets using Mirage
- F1s! Also, the little snapshots in the debriefing won't be always
- correct; your F15 changes into an F19 for instance, and the pic for
- refuel/rearm is the pic you get in F19 when you photograph a target. But
- who cares anyway!
-
- End.
-