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- -----------------------------------------------------------------------
- Jane's Combat Simulations:
- F15 PATCH V1.12F
- -----------------------------------------------------------------------
- (C) 1998, ORIGIN Systems, Inc. This document may not, in whole or part,
- be copied, photocopied, reproduced, translated, or reduced to any
- electronic medium or machine readable form without prior consent, in
- writing, from ORIGIN Systems, Inc.
-
- ORIGIN Systems, Inc. believes the information contained in this
- document is accurate and reliable. ORIGIN Systems, Inc. reserves the
- right to update this manual at any time and without notice.
-
- To find out the latest information about F15, as well as other
- Jane's Combat Simulation products, please check out our Internet Web
- site: http://www.janes.ea.com
-
- -----------------------------------------------------------------------
-
- This file has been provided as documentation for the Jane's F15 patch.
- It details last-minute information, as well as some of the most common
- questions and answers.
-
- To print a hardcopy of this file, click on File and select Print
- from the menu above.
-
- -----------------------------------------------------------------------
- F-15 Patch readme as of 7/13/98
- -----------------------------------------------------------------------
-
- I. INSTALLATION
- -A. Installing the patch
- II. PATCH FEATURES
- -A. Crash bugs resolved
- -B. Multiplayer improvements
- -C. Wrapper screen improvements
- -D. Mission Builder improvements
- -E. AI behavior enhancements and changes
- -F. Flight Model enhancements and changes
- -G. Avionics systems enhancements and changes
- -H. Weapons system enhancements and changes
- -I. Miscellaneous improvements and changes
- III. MANUAL ADDEDEMUM
- -A. Introduction
- -B. The AAQ-14 Targeting IR pod
- -C. Designating Primary and Secondary Targets using TWS
- -D. The GBU-15
- -E. The AGM-65 Maverick
- IV. CUSTOMER SERVICE / TECH SUPPORT
- V. ADDITIONAL CREDITS / ACKNOWLEDGMENTS
-
- -----------------------------------------------------------------------
- I. INSTALLATION
- -----------------------------------------------------------------------
-
- A. Installing the patch
-
- - Double-click on the F15PATCH.EXE file. This wil start the
- installation process. It the install will automatically find F-15 on
- your system and install the patch.
-
- -----------------------------------------------------------------------
- II. PATCH FEATURES
- -----------------------------------------------------------------------
-
- A. Crashes resolved:
-
- - On some machines, the radar line of sight code could cause a crash
- when unexpected terrain height data was loaded. This was the cause
- of most "Iran Campaign" crashes, and could also occur during both
- the Iraq campaign and within user created missions. This has been
- fixed.
-
- - Under certain circumstances, ordering wingmen to attack enemy
- aircraft while using a TWS radar mode could cause a crash. This has
- been fixed.
-
- - Using the Jump function and/or accelerated time with a TSD or A/G
- radar MPD active could cause a crash and has been fixed.
-
- - If the SA-9 was placed in a player created mission as a moving
- vehicle, it could cause a crash if given an "attack" action. This
- is no longer the case.
-
- - Previously, the use of TACAN in multiplayer games could cause a
- crash. This has been corrected.
-
- - When attempting to lock up a bandit during a dogfight, a crash
- would sometimes occur if the bandit was lower than the player.
- The cause of this was found and corrected.
-
- - Many minor optimizations which improve the stability of the game
- have been made.
-
- -----------------------------------------------------------------------
-
- B. Multiplayer improvements:
-
- - The overall stability of multiplayer has been improved.
-
- - Text status messages to all connected players have been added.
- Players will be informed when other players enter of leave the
- game, and when other players have been hit and/or killed.
-
- - If your multiplayer performance is not as fast as you would like, there
- are two custom settings designed to help.
-
- - TCP/IP: One option is to turn off the guaranteed messaging. Removing
- this guarantee will decrease the message traffic between machines and
- may improve multiplayer speed in a TCP/IP game. Please note, when
- entering values, text is case-sensitive so enter the values exactly
- as they appear.
-
- 1. Run the REGIT.EXE program located on the F-15 CD-ROM
- 2. Select the "Add" button
- 3. For the "Value" field, enter NetMask
- 4. For the "Data" field, enter 0
-
- Guaranteed messaging is now off. Please note that the default number
- for the "Data" field is 1.
-
- - Modem or TCP/IP: If you have a slower modem or internet connection,
- you can decrease the rate at which packets are sent, thus decreasing
- the message traffic between machines which may increase performance
- and reliability. Please note that the "Data" field indicates time
- between packet sending in milliseconds. Thus, slower connections
- should use a higher number. The default time between packet
- transmission is 50 milliseconds. Again, note that when entering
- values, text is case-sensitive so enter the values exactly as they
- appear.
-
- 1. Run the REGIT.EXE program located on the F-15 CD-ROM
- 2. Select the "Add" button
- 3. For the "Value" field, enter NetRate
- 4. For the "Data" field, enter 75
-
-
- -----------------------------------------------------------------------
-
- C. Wrapper screen improvements:
-
- - The Bullseye point has been added to the briefing map.
-
- - Route miles and estimated elapsed time for each flight can be
- toggled on or off the briefing map using the F3 key. The default
- setting is off. Note: If you are unable to get this to work, check
- your filter settings in the Mission Builder: the "Flight ranges"
- and "Estimated flight time" boxes must be checked.
-
- - Briefing maps can now be slewed using the Arrow keys, and zoomed
- in/out using the keypad minus/plus keys. The mission builder map
- has always had these capabilities.
-
- - Changes made on the configuration page will now be saved correctly.
-
- - Changing the squadron in single missions or training will now be
- remembered the next time single missions or training is selected.
-
- - On occasion, the game would cause the loss of original stores when
- changing loadouts on the custom arming screen. This has been
- corrected.
-
- -----------------------------------------------------------------------
-
- D. Mission Builder improvements:
-
- - Found and fixed a problem that would prevent AI's from taking off
- when the takeoff action was set. The workaround of assigning a
- blank message action to the next waypoint following the takeoff
- waypoint is no longer required. Note that large aircraft (such as
- B-52's) may not be able to take off from the smaller airfields in
- the game because the runway is not long enough.
-
- - It was possible to circumvent the mission builder restriction on
- placing ground objects on top of or next to world objects that
- modified terrain height (such as an airfield). Changes were made
- to the mission builder to better prevent this, but missions built
- before the patch may have floating objects if they had them there
- originally. The only fix in that case is to delete or move the
- object(s) that are floating. Note that a corrupt terrain height file
- (most likely the result of a bad or incomplete install) can cause
- floating objects as well. In this case the fix is simply to reinstall
- the game. Finally, there may be some floating objects in the Iraq
- campaign. Very few objects are apparently affected, and there is
- no impact on gameplay.
-
- - Message actions (either text or wav files) will now work properly
- for the players flight. Note that the waypoint where this action is
- set must be overflown for the message action to trigger.
-
- - IMPORTANT NOTE: When setting up GCI links, it is important to never
- connect GCI sites in a circular manner. When setting up GCI links,
- think in terms of straight lines. One site should report to another,
- which reports to another, and so on up the line. Many lower sites can
- report to a single higher site, however, do not have a site report to
- two other sites.
-
- -----------------------------------------------------------------------
-
- E. AI behavior enhancements and changes:
-
- - The dogfighting AI has been tweaked slightly; making enemy AI
- aircraft more capable at the higher levels of difficulty. For
- example, the AI will now more aggressively work to force an
- overshoot situation in very close range dogfights.
-
- - Certain anomalies were found that could cause AI-fired air to air
- missiles to lose lock prematurely. This has been corrected, but
- please note that since both enemy and friendly aircraft were
- affected, air to air missile combat will now be somewhat more brutal.
- The combination of this fix and the improved enemy dogfighting AI
- can result in a somewhat more challenging air to air experience.
-
- - The skill level of all enemy aircraft in instant action will be the
- same based on the selected level. Previously, a mix of skill levels
- would have been chosen with the highest level possible for the AI
- being the selected level. BEWARE! This has a dramatic effect when
- fighting multiple "Ace" level enemies in highly capable aircraft.
-
- - Revised the criteria for WSO target hit or no hit speech to more
- accurately reflect reality. Previously, if the target was not
- destroyed, the WSO would always give a "missed" message even if
- the weapon hit the target but was not powerful enough to damage it.
- This should no longer happen. The WSO will give a hit message if
- the target is destroyed (note that if other objects near the target
- are destroyed but the target is not destroyed, the WSO can get
- confused and call out a hit just as in real life). Clean misses (no
- targets destroyed) will get a "miss" message. If the target is hit
- but not destroyed, no message will be set.
-
- - The AI will be more intelligent using external aircraft lights.
- Player wingmen and aircraft formed up with the player will mimic
- the current player external light setting while inflight. Other
- AI aircraft will now turn off their navigation lights while over
- enemy territory.
-
- - The air traffic control tower at Dahrain airport will no longer
- identify itself King Fahd tower in radio communications.
-
- - The visual problem of AI aircraft apparently flying level with
- extreme AoA has been corrected.
-
- - Wingmen will no longer leap off the ground when told to break
- high while sitting on the runway.
-
- - AI F-15E aircraft had their flight model revised to correct a
- problem where thrust was not being properly reduced at higher
- altitudes. This led to wingmen being able to accelerate better
- than the player in most cases.
-
- - AI aircraft that are formed on the player should now break off
- properly when the player lands.
-
- - Several players have reported seeing a lone AI aircraft mysteriously
- join formation with them and report it's formation number as "one"
- when responding to queries. This has been corrected.
-
- - AWACS controllers will no longer call out nonmoving aircraft on the
- ground as airborne targets. Note that aircraft taking off from an
- airfield will still be reported correctly if within range.
-
- - The problem that caused the players wingmen to fly a lower formation
- following inflight refueling has been corrected.
-
- - Ejection seats will no longer animate themselves and jump into the
- SAR helicopter.
-
- - The B-52 and other large aircraft received some minor flight model
- tweaks, reducing roll rate and overall turn performance slightly.
-
- - The Mig-23 mistakenly had tail guns instead of forward firing
- cannons in certain loadouts. This has been corrected.
-
- - The Mig-21 will no longer have guns when the empty loadout is
- selected.
-
- - The F-15E and F-15C instant action active radar missile loadout
- has been increased to eight AIM-120 AMRAAM's from the previous four.
-
- - A problem with all helicopter instant action loadouts was corrected.
-
- - AI aircraft assigned the SEAD escort action will now do a better job
- of protecting the aircraft they are assigned to escort.
-
- - The SEAD action has been tweaked so that AI's assigned this action
- will use their weapons in a more efficient manner.
-
- - A problem was discovered that had the potential to prevent the EA-6B
- aircraft from using it's standoff jammer pods was discovered and
- corrected.
-
- - JSTARS will now be active anytime the E-8 aircraft unit is given
- a "Orbit" or "AWACS Pattern" action. This corrects an error in
- the Iraq campaign where the JSTARS aircraft was inadvertently
- disabled on certain missions. NOTE: ground objects must still be
- flagged as JSTARS targets when creating new missions using the
- mission builder.
-
- - The "Attack Ground Targets of Opportunity" order can now be given
- anytime to wingmen. Previously, this option was only available if
- a CAS action had been assigned to a waypoint. Ordering wingmen to
- attack targets of opportunity will now cause them to search for any
- likely looking ground targets within a 20 mile radius of the point
- where the order is given. Note that wingmen will only attack targets
- if they have appropriate air to ground weapons loaded (the gun is
- not considered an air to ground weapon in this case).
-
- - Since the game was released, additional information on the effective
- operational ranges for various airborne radar systems has been
- obtained from the Jane's Information Group. The following airborne
- radar systems have been updated based on this data as follows:
-
- * High Lark 2 (Mig-23) range increased to 38 nautical miles (nm)
- from 23nm
- * Fox Fire (Mig-25) range increased to 54nm from 27nm
- * Flash Dance (Mig-31) range increased to 108nm from 65nm
- * Zhuk-PH (Mig-35) range increased to 76nm from 38nm
- * Slot Back A/B/C (Mig-29/Su-27/Su-30) range increased to 54nm
- from 38nm
- * AN/APQ-120 (F-4E) range increased to 40nm from 20nm
-
- - A new loadout, Heavy bomb, has been added to the the following
- aircraft:
-
- Aircraft Gun A/A A/G
-
- MIG-21 23mm (200) FAB-250ShN (2)
- FAB-500ShN (2)
-
- MIG-23 23mm (200) AA-2 ATOLL (2) FAB-500ShN (4)
-
- MIG-29 30mm (150) AA-8 APHID (2) FAB-500ShN (4)
-
- MIG-35 30mm (150) AA-8 APHID (2) FAB-500ShN (4)
- AA-10 ALAMO(2)
-
- SU-22 30mm (160) AA-2 ATOLL (2) FAB-250ShN (2)
- FAB-500ShN (3)
-
- SU-24 23mm (500) FAB-250ShN (2)
- FAB-500ShN (5)
-
- SU-25 30mm (250) AA-2 ATOLL (2) FAB-500ShN (6)
-
- SU-27 30mm (149) AA-8 APHID (2) FAB-500ShN (8)
- AA-11 ARCHER(2)
-
- SU-35 30mm (149) AA-8 APHID (4) FAB-500ShN (8)
- AA-11 ARCHER(2)
-
- - A problem was discovered that was causing ground based radars
- to not update their target list in a timely manner. This has
- been corrected, and the result is somewhat more aggressive SAM
- launches. This will be most obvious when using the higher
- skill levels for ground defenses.
-
- -----------------------------------------------------------------------
-
- F. Flight Model enhancements and changes:
-
- - The fidelity of the pitch trim curve was refined. This has
- significantly improved the performance of the Pitch Trim Compensator
- (PTC) at speeds below 300 KIAS. Slow speed pitch up with forward
- stick input has been eliminated as a result, and slow speed flight
- in general has been much improved.
-
- - Expert landings now incorporate sink rate, which had been
- inadvertently disabled. The maximum allowable sink rate during
- landing is based on aircraft gross weight and is shown in the
- following table:
-
- Gross weight (lb) Allowable sink rate (feet per minute)
- up to 35,000 900
- 40,000 828
- 45,000 756
- 50,000 702
- 55,000 648
- 60,000 603
- 65,000 558
- 70,000 522
- 75,000 486
- 80,000 441
-
- - Landing above the maximum allowable sink rate may cause damge to the
- aircraft or may even cause it to explode, depending on how much the
- limit is exceded by.
-
- - The ability to taxi the aircraft outside airport boundaries has been
- greatly reduced.
-
- - The current aircraft Gross Weight is now displayed on the engine MPD
- page.
-
- - Fuel flow has been revised to more realistic values based on altitude
- and throttle position. The below table shows fuel flow in POUNDS PER
- HOUR PER ENGINE at various altitudes and three power settings. The
- two different sets of numbers are due to the 'ram air' effect higher
- airflow through the intakes has on engine performance. Below
- mach 0.8, this airflow has little effect. Above mach 1.1, excess
- airflow that could damage the engine is bled off by the engine intake
- system.
-
- This table is valid for all aircraft weights and loadouts.
-
- Alt(k) < mach 0.8 > mach 1.1
- Idle MIL MaxAB Idle MIL MaxAB
- 0 900 13200 64500 1020 14400 78000
- 5 840 11700 56400 900 13200 69000
- 10 720 10200 48600 840 11700 60000
- 15 660 9000 41700 720 10200 51600
- 20 540 7500 35100 660 9000 43500
- 25 480 6600 28800 540 7500 36300
- 30 420 5400 23400 480 6600 30000
- 35 300 4380 18000 420 5400 24000
- 40 240 3600 13800 360 4380 19200
- 45 240 3000 9600 300 3600 13200
- 50 180 2400 7200 240 3000 9900
- 55 180 1800 5400 240 2400 7200
- 60 120 1200 3900 180 1800 6000
- 65 120 780 3000 180 1200 4800
- 70 60 480 2400 120 780 3600
-
- - Realistic turbofan engine spool times have been added. Changes to
- throttle position no longer result in instant thrust changes. At
- low altitude, it will take around four seconds to go from idle to
- full afterburner. This spoolup time increases with altitude. For
- example, it can take eleven seconds to go from idle to max AB at
- 40,000 feet. When shut down or restarted, the engines will take time
- to wind down or back up to idle power. If an engine is shut off, it
- cannot be restarted until it has spooled completely down to zero.
-
- - Engine parameters for RPM, temperature and oil pressure were
- revised to more realistic values.
-
- RPM percentage will vary as follows:
-
- 0% = Engine off
- 62% (approximately) = Idle (0% THRUST)
- 89-94% = Military power (80% THRUST)
- 89-94% = Maximum (Afterburner) power (100% THRUST)
-
- Note that the RPM percentage numbers are the same for Military and
- Maximum thrust. This is correct and based on the actual aircraft.
- The current THRUST level can be displayed on the HUD via the HUD
- OPTIONS UFC sub-menu. (Refer to the F-15 Expert Flight manual
- page 2.69).
-
- The engine Fan Turbine Inlet Temperature (FTIT) will vary as
- follows (all numbers in degrees Centigrade):
-
- 10-20 = Engine off
- 575 (approximately) = Idle
- 800 - 900 = Military/Maximum power
-
- A voice warning will set when the engine temperature exceeds 1000
- degrees (typically as a result of damage). Failure to shut down the
- affected engine can result in increasing temperatures and eventual
- fire.
-
- Oil pressure will vary based on throttle position and current
- altitude. Prolonged negative G flight will cause oil pressure to
- drop. Loss of oil pressure can lead to engine damage, overheating,
- and fire.
-
- - Damaged engines that are shut down will still be damaged and can
- catch fire if restarted inflight.
-
- - The engine fire voice warning will now occur only if an engine fire
- is detected, not whenever the engine is damaged/destroyed.
-
- - The "warp speed" flight model problem was found and squashed.
-
- - The "helicopter spin climb" flight model problem has been corrected.
-
- - The Nose Wheel Steering (NWS) system was improved to use a more
- accurate level of gain.
-
- - Keyboard control of the rudders / NWS system was improved. Note
- that to use keyboard control of the rudder, you must not have analog
- rudders installed under the Win95 game controller menu.
-
- - Thrust was reduced to a more accurate level while on the ground for
- the Idle setting only (the real F-15E engine control system does this
- automatically). This change and the previous NWS change have a
- dramatic effect on overall ground handling ability.
-
- - The flight model was refined slightly to improve takeoffs, which
- should now occur at a more realistic speed. Note that heavy
- aircraft (70,000 lbs or greater) will require a higher speed to
- become airborne. This is normal and correct.
-
- - The fidelity of the trim keys were refined.
-
- -----------------------------------------------------------------------
-
- G. Avionics systems enhancements and changes:
-
- - Added a Bullseye icon to the A/A & A/G radar and TSD MPD pages.
- This icon is placed at the Bullseye point if there is one in the
- current mission.
-
- - Added target altitude (in thousands of feet) above each target icon
- in TWS mode except for the Primary Designated Target (PDT). The PDT
- altitude display remains unchanged, using the altitude scale/caret on
- the left side of the radar display.
-
- - Fixed Master Arm light anomalies between the pilot and WSO cockpits.
-
- - Fixed CHF PRG light anomalies between F1 (pilot forward) and F2
- (pilot MPD) views.
-
- - Fixed all key functionality anomalies in virtual cockpit (for
- example, Undesignate target now works correctly when in the virtual
- cockpit).
-
- - Added mission labels to TSD. These labels can be added using the
- mission builder, and will be displayed inflight on the TSD.
-
- - Added ILS symbology to the ADI MPD.
-
- - Revised Target IR slew limits so AUTO and MAN mode limits now match.
-
- - Cleaned up the display of multiple threats located close together on
- the TEWS icon display. The most deadly threat emitter will be
- displayed at the top of the stack of icons, and will remain readable.
-
- - Fixed missile fly out dots in TWS mode. Previously, all missile
- flyout dots were shown on the Primary Designated Target (PDT) when
- multiple AIM-120's were fired at separate targets. This has been
- corrected.
-
- - Enabled line of sight limits for GMT A/G radar sub-mode. The GMT
- radar sub-mode will no longer spot moving vehicles through mountains.
-
- - The A/A radar MPD AIM-120 shoot cue was changed to the proper six
- pointed star symbol.
-
- - Added time to impact (TIMPACT) to the center of the Target IR MPD.
- This number will appear following the release of LGB bombs. As a
- general rule of thumb, it is best to lase a target when TIMPACT is
- around 20 seconds.
-
- - Fixed ADI bank angle scale caret movement so that it now properly
- matches the HUD bank angle scale caret.
-
- - The Auto-Guns A/A radar acquisition mode will be selected when in
- A/A master mode and the Gun is selected provided there is not a
- current radar target locked. If the radar lock is lost, reselecting
- the Gun will reselect Auto-Guns ACQ. This is a slight change from the
- F-15 expert manual.
-
- - Fixed a minor anomaly that prevented the Master Caution light from
- resetting when the caution panel was opened using a keystroke rather
- than a mouse click.
-
- - Added degrees before radar breaklock to HUD (as per the F-15 Expert
- Flight manual page 2.13).
-
- - The A/G RBM/GMT/IGMT MPD range scale arcs were corrected to display
- at the 25, 50, 75, and 100 percent points within the selected radar
- scan arc.
-
- - The Elevation Steering Line (ESL) will now appear correctly when
- using the AUTO LOFT bombing mode (as explained in the F-15 Expert
- Flight manual, page 4.63). The calculation of TREL in this bombing
- mode has also been refined to improve accuracy.
-
- - The current radar mode or active auto acquisition mode will now be
- displayed in the bottom left corner of the radar MPD.
-
- - Emitters should no longer appear in the TEWS once they are out of
- range.
-
- -----------------------------------------------------------------------
-
- H. Weapons system enhancements and changes:
-
- - Significantly improved the Mavericks ability to target and track
- man-made objects. The Maverick will no try to lock on to the closest
- object to the center of it's field of view in manual mode. In auto
- (slaved) mode, the Maverick will lock on to the object closest to
- the center of the A/G designated target point.
-
- - Fixed GBU-15 yaw steering in TRANS mode.
-
- - Fixed GBU-15 TRK anomalies with large aircraft angle off target.
-
- - Added realistic gun round dispersion to the players 20mm M61A1
- cannon. Theoretically, all gun projectiles should follow the same
- flight path and should strike a common point once fired. However,
- factors cause different projectile trajectories, thus causing impact
- in a defined area, rather than a common point. These factors include
- such things as manufacturing tolerances, barrel whip, changes in the
- statics and dynamics as the gun accelerates or decelerates, and
- variations in ammunition characteristics. This dispersion can be
- thought of as a cone originating from the gun and expanding as the
- rounds travel towards maximum range. The net result is that the gun
- has a slightly greater chance to hit targets, but less rounds will
- impact any given point on that target. AI aircraft mounted guns have
- always taken dispersion into account.
-
- - Removed gun sound when trigger pulled with master arm off.
-
- - Significantly increased the engagement range of the SA-10 surface
- to air missile. The SA-10 now has a range of 90 kilometers
- (approximately 54 nautical miles), which is about double the original
- range. These missiles are now much more potent as a result.
-
- - Added more realistic weight values to the M-56 and PGU-28 gun rounds
- as well as the ALE-40 countermeasures options to the custom arming
- screen.
-
- - Fixed anomalies with the AIM-9 growl when in virtual cockpit mode.
-
- - Heat seeking weapons now have an increased chance of tracking the
- sun if it is in their field of view. Less sophisticated weapons are
- more susceptible than more advanced systems.
-
- - The range and speed of the HARM missile were increased to more
- realistic values, based on newly acquired data. This should increase
- the effectiveness of SEAD aircraft armed with this weapon.
-
- - The rocket motor burn times of several enemy missiles were adjusted
- downwards to more realistic values. As with all missiles, once the
- rocket motor burns out, the missile will not be able to regain energy
- lost due to gravity and maneuvering.
-
- - The ability of the various model AIM-9 IR seekers to lock on to
- targets at extreme range has been slightly reduced.
-
- - If the Air to Air radar is switched out of STT while AIM-7 missiles
- are in flight, those missiles will lose guidance and no longer track
- the target.
-
- - Air to Air missiles will now jettison correctly. Previously, a single
- MRM and SRM "phantom" missile remained on the aircraft following
- jettison.
-
- -----------------------------------------------------------------------
-
- I. Miscellaneous improvements and changes:
-
- - Better support for 2D video cards using the Trident 9600 series
- chipset has been implemented.
-
- - The AWACS TANKER REQ key function should now work properly.
-
- - The PADLOCK CENTER logic has been improved. Subsequent selection of
- this function will padlock a different object in the current view,
- starting from the center and working outward.
-
- - PADLOCK view restrictions have been fully restored. When enabled,
- padlock can be lost if the subject is out of view for a period of
- time (for example, out of view under the player's aircraft). The
- Glance Forward function has the same limitation; prolonged use can
- cause the loss of a padlock.
-
- - The HUD Navigation FLIR key function has been enabled. The specific
- function name is NAVFLIR_MODE. Mapping this to a key using the
- remapper will allow keyboard control of the HUD FLIR.
-
- - Pipelines will no longer use the B52 as a blown up object. Note
- that this change will only take place if you elected for a medium
- or large install size when you originally installed the game.
-
- - The Hawk missile launcher will now use it's own, correct, blown up
- object. Note that this change will only take place if you elected
- for a medium or large install size when you originally installed
- the game.
-
- - The runway distance remaining signs at Shaikh Isa military airbase
- in Bahrain have been fixed, and now correctly indicate runway
- distance remaining in thousands of feet. Note that this change will
- only take place if you elected for a medium or large install size
- when you originally installed the game.
-
- - Positional engine sounds have been added for the player's aircraft
- when in external views. Warning tones/speech as well as radio speech
- will still be heard as well.
-
- - Following ejection, warning tones and speech will no longer be heard.
-
- - The high pitch tone that would sometimes occur in certain external
- views has been silenced.
-
- -----------------------------------------------------------------------
- III. MANUAL ADDENDUM
- -----------------------------------------------------------------------
-
- A. Introduction
-
- Unfortunately, the realities of publishing deadlines can lead to
- differences between the games printed manual and actual gameplay.
- While we tried very hard to minimize this within Jane's F-15, some
- discrepancies did manage to make it into the game. The following
- section contains manual errata, enhanced explanations of existing game
- systems, and any new features added in this patch.
-
- -----------------------------------------------------------------------
-
- B. The AAQ-14 Targeting IR pod
-
- The Targeting IR pod is one half of the F-15E's infrared "see in
- the dark" capability. As on the real F-15E, it can be used to identify,
- designate and attack a target and hand off a target to the AGM-65
- Maverick or GBU-15 Glide bomb. In the game, there are two main modes
- for the pod, A/A (air to air) and A/G (air to ground).
-
- A/A Mode
-
- This mode can be used to track airborne targets within the field of
- view of the pod seeker head. The primary cueing source is the Air to
- Air radar, and the pod will attempt to track the current radar
- designated target.
-
- MANUAL CORRECTION: There is not an "IR target TD box" displayed on
- the HUD in this mode.
-
- A/G Mode
-
- When in A/G, the pod can be used to track the designated A/G target
- or designate a new A/G target. The pod can be cued from either the
- A/G radar or the HUD.
-
- There are two primary sub-modes used for pointing the pod; AUTO
- (slaved) and MANual.
-
- AUTO sub-mode
-
- This mode is best used to quickly slew the pod field of view onto
- the target. The pod will attempt to track designated targets that
- are within the field of view of the pod. In A/A mode, the A/A radar
- Primary Designated Target will be tracked. In A/G mode, the A/G
- designated target will be tracked.
-
- MANual sub-mode
-
- The Manual sub-mode can be used to select a different target or a
- specific part of a target to track. The pod must be slewed onto the
- desired target and track must be commanded.
-
- Tracking
-
- The pod can be commanded to track by selecting the TRK push button.
- When TRK is selected (boxed), a status message will appear in the
- bottom right corner of the display. When a man-made object (such as
- a building, bridge, truck, etc.) is being tracked, "PT-TRK" (point
- track) will be displayed. If the ground is being tracked, the
- "AR-TRK" (area track) status message will be displayed. It can be
- difficult to lock onto smaller targets at long range. When TRK is
- selected, the pod may jump slightly to one side. This is a normal
- side effect of the tiny angular error that can exist between the
- commanded pod position and the actual pod position in relation to the
- desired target. This phenomenon is most noticeable when the pod is at
- maximum magnification (ENFOV).
-
- Designation
-
- The current area or object being tracked by the pod can be designated
- as the A/G target point. This will update all steering and weapon
- release calculations. To designate a target using the target IR pod,
- select (box) the CDES (continuous designation) push button. CDES is
- particularly useful when tracking a moving object, such as a truck or
- a ship, as it will constantly update the HUD TD diamond with the
- actual target location. CDES is only active when the Target IR is
- in MANual mode.
-
- Laser operation
-
- The target IR pod contains a laser which is used to provide
- illumination of ground targets for laser guided bombs. The laser
- can be toggled between ARMed and LASE. Note that the laser cannot
- be activated above altitudes of 25,000 feet above sea level
- (barometric altitude). When above this altitude, the laser status
- will display SAFE. Descending below 25,000 ft will re-enable the
- system to normal operation.
-
- Long/Short range
-
- The target IR has two display resolutions independent of the selected
- magnification level. The long range FLIR (LRF) setting provides the
- maximum viewing range with some loss of detail, while the short range
- FLIR (SRF) setting provides maximum detail within a limited range.
- LRF/SRF is toggled via PB 17. The default setting is LRF.
-
- Additional controls
-
- Please refer to the Expert Flight Manual, pages 2.38-2.41 for more
- information. All remaining target IR functions work exactly as
- described in the manual.
-
- -----------------------------------------------------------------------
-
- C. Designating multiple Targets using TWS (Track While Scan) Air to
- Air Radar mode
-
- In TWS mode, select a target by clicking on it with the mouse. This
- target should now change from a closed box to a star. This is your
- primary designated target (PDT).
-
- Clicking on another closed box target will change that target to the
- PDT, and the old PDT will change to a secondary designated target
- (SDT) indicated by a hollow box. You can have a total of seven SDT's
- (plus the PDT). When AMRAAMS are fired, the first missile will go for
- the PDT, and the remaining missiles will go to SDT's, with the SDT's
- targeted in order of increasing range, i.e. closest SDT, next closest
- SDT etc. Any remaining missiles fired will go after the PDT. For
- example, if you fired four missiles at a PDT and one SDT, the first
- missile would track the PDT, the second missile will track the SDT and
- the third and fourth missile will track the PDT.
-
- The PDT or SDT's may be undesignated in reverse order using the
- undesignate key. Switching to a non TWS mode will also undesignate
- all SDT's. If the new mode is Single Target Track (STT), the PDT
- remains the same,otherwise it too is undesignated.
-
- -----------------------------------------------------------------------
-
- D. The GBU-15
-
- The GBU-15 interface underwent significant revision in the time between
- when the manual was printed and when the game shipped. Because of this,
- there are significant errors in the manual regarding the proper usage
- of the GBU-15 within the game.
-
- New features:
-
- - The GBU-15 uses the GUIDED release mode, which will be selected
- whenever a GBU-15 is selected. This will override the normal bombing
- modes of CDIP/Auto/Auto loft. Following the release of the last
- selected GBU-15, or upon the deselection of the GBU-15, the normal
- bombing modes will again be available.
-
- - Time To Release (TREL) will be displayed on the HUD whenever there
- is a designated target. This number represents the optimal glide
- range of the weapon at the current altitude/speed. Note: This can be
- different from the target the GBU-15 seeker is locked on to, if
- manual weapon cueing has been selected. In this case, the displayed
- TREL number, and times to maximum/minimum range discussed below are
- INVALID.
-
- - When selected, the GBU-15 is released anytime the weapon pickle is
- pushed.
-
- - When a A/G target is designated, two tick marks are displayed on the
- ride side of the Weapon MPD; the numbers next to these tick marks
- represent the time (in seconds) to the maximum range (top tick mark)
- and minimum range (bottom tick mark) of the weapon. The factors that
- influence this number include Altitude (higher altitude will give the
- weapon greater range); Speed (higher speed will give the weapon
- greater range); and Attitude (a pitched up attitude will tend to
- throw the weapon further). Push-button 19 will toggle the color of
- the tick marks between light or dark.
-
- - When the time to maximum range reaches zero, the IN RANGE cue will
- appear between the tick marks.
-
- Manual changes:
-
- - Replace steps 4 through 6 on page 4.67 with the following:
-
- 4. Release the GBU-15 anytime after the IN RANGE cue appears on the
- Weapon MPD.
-
- - Change step 3b "TERM" on page 4.68 to the following:
-
- TERM: Terminal profile - if the weapon is released in this mode, you
- will not have any control over the weapon until you deselect
- TRK. Once the target lock has been broken, you can control the
- weapon's pitch and yaw.
-
- - Add note to step 3b on page 4.68: It is recommended the the GBU-15
- be released in Normal mode.
-
- - Add note to step 3d on page 4.68: After a good track is verified,
- immediately press PB7 to command Terminal profile guidance. Pressing
- PB10 again will break the track and the bomb will fall ballistically.
-
- - Replace steps 4 through 6 on page 4.68 with the following:
-
- 4. Release the GBU-15 anytime after the IN RANGE cue appears on the
- Weapon MPD.
-
- - Renumber step 7 on page 4.68 to step 5.
-
- General Tips:
-
- - The Normal weapon release profile should be used for most indirect
- mode releases. As noted in the manual, the weapon will fly a
- ballistic profile for 1.75 seconds, and then automatically change to
- the Transitional mode.
-
- - The Transitional weapon profile allows complete control of the
- weapons seeker head independent of the weapon's flight path. The
- seeker head can be slewed in any direction and locked onto the
- desired target. The weapon can be steered in yaw (left or right).
-
- IMPORTANT NOTE: the weapon will not steer itself towards the selected
- target when using this profile, even if the seeker head is tracking a
- target. Terminal profile must be selected to command the weapon to
- fly towards the target. Because of limitations in the maximum pitch
- rate the weapon, TERM should be selected before the nose index marker
- (the little white box) is below the 10 degree nose down marker
- (middle horizontal reference mark below the center of the weapon
- crosshairs) for best results. Switching to TERM too late usually
- results in the bomb breaking lock as it passes over the target,
- resulting in the weapon falling long.
-
- - The Terminal weapon profile has two distinct sub-modes; depending
- upon whether or not a target has been locked on to. If a target has
- been locked on to (TRK boxed), the weapons autopilot takes over and
- will fly the weapon to impact the target. It is possible for a target
- to be tracked that is outside the current range of the weapon, in
- this case the the autopilot will make it's best try (usually
- resulting in a weapon falling short of the target).
-
- If a target has not been locked on to, or if target lock is broken,
- the weapon can be controlled using the weapon MPD arrow keys. In this
- case, the seeker head is locked along the centerline of the weapon
- looking straight ahead. Because of limitation in the maximum pitch
- rate of the weapon, it can be difficult to guide the weapon up or
- down.
-
- Once TERM has been selected, it cannot be un-selected.
-
- - A GBU-15 released from high altitude and minimum range may not be
- able to pitch over fast enough to hit it's intended target.
-
- - Using the GBU-15 successfully takes practice. It is not the magic
- bullet in real life that some other games may have lead you to
- believe. However, under certain circumstances, it can be a very
- effective weapon.
-
- - Sean Long's manual / indirect mode GBU-15 guide, or "how to ride the
- nose of the bomb into the target" (reprinted here with permission):
-
- First, release ANYTIME after the weapon video screen displays "in
- range" on the right hand side... Releasing when "in range" instead of
- waiting for 0 TREL will slightly decrease the chance of overshooting
- the target. OTOH [On the other hand], if you release early and do a
- lot of yaw steering,you might run the bomb out of airspeed and it'll
- never make it to the target.
-
- Next, you really need to get as early a TRK as you can. The farther
- away the better. Use the arrows at PB 16 and 17 to get the impact
- heading that you want, otherwise leave those alone unless you can't
- see your target because of something in your way.
-
- To get the target track, I hit Pause, unbox TRK, slew the cursors to
- where I want them, then hit TRK again. It is critical that this is
- done as early as possible.
-
- As soon as you have verified a valid TRK, you need to hit PB7,
- changing TRNS to TERM... From here on in, you're a passenger...
-
- If you select TERMinal profile early enough, the bomb will do it's
- thang and hit whatever you're tracking... This is how it works in
- the game, and you CAN get hits with it. I tried several things
- including changing targets, etc etc, and it success or failure
- depended entirely on how soon I could select TERM profile.
-
- -----------------------------------------------------------------------
-
- E. The AGM-65 Maverick
-
- - The AGM-65 Maverick uses the GUIDED release mode, which will be
- selected whenever a weapons station loaded with Mavericks is
- selected. This will override the normal bombing modes of
- CDIP/Auto/Auto loft. Following the release of the last selected
- AGM-65, or upon the deselection of all stations loaded with AGM-65's,
- the normal bombing modes will again be available.
-
- - Time To Release (TREL) will be displayed on the HUD whenever there is
- a designated target. This number represents the optimal range of the
- weapon at the current altitude/speed. Note: This can be different
- from the target the Maverick seeker is locked on to, if manual weapon
- cueing has been selected. In this case, the displayed TREL number,
- and times to maximum/minimum range discussed below are INVALID.
-
- - When a A/G target is designated, two tick marks are displayed on the
- ride side of the Weapon MPD; the numbers next to these tick marks
- represent the time (in seconds) to the maximum range (top tick mark)
- and minimum range (bottom tick mark) of the weapon. Push-button 19
- will toggle the color of the tick marks between light or dark.
-
- - When the time to maximum range reaches zero, the IN RANGE cue will
- appear between the tick marks.
-
- - Firing Mavericks at targets without having the Weapon MPD open may
- cause the missile to miss it's intended target, because the seeker
- head will not attempt to lock on until the missile is actually
- launched.
-
- - A flashing Pointing Cross in the Weapon MPD indicates that because
- of the current geometry to the target, there is a chance the missile
- may break lock when launched. For best results, ensure the pointing
- cross is not flashing before firing the missile.
-
- - The AGM-65D is not very effective against buildings or ships, being
- primarily designed as an anti-armor weapon. The AGM-65G, with it's
- much larger warhead, can be used successfully against small buildings
- and patrol boats, in addition to armor. For the sake of comparisons,
- the warhead of the AGM-65G has roughly the same destructive potential
- as the Mk82 500lb bomb. The AGM-65D warhead has roughly half the
- explosive potential of the AGM-65G.
-
- -----------------------------------------------------------------------
- IV. CUSTOMER SERVICE / TECH SUPPORT:
- -----------------------------------------------------------------------
-
- If you have any further trouble or questions, please feel free to
- contact us in any of the following ways:
-
- ORIGIN Phone Tech Support: 650-425-1650
- 8:30am-11:45am and 1PM to 4:30pm Pacific Time
- Hours subject to change.
- ORIGIN FAX Tech Support: 650-286-5080
- Fax's will be responded to by fax - please include a fax
- number.
- ORIGIN Internet Tech Support: support@origin.ea.com
- ORIGIN Internet FTP Site: origin.ea.com
- ORIGIN Tech Support Mailing Address:
- Origin Systems
- Tech Support
- P.O. Box 7578
- San Mateo, CA 94403-7578
-
- * Jane's F15 Web Site:
-
- To find out the latest information about F15, as well as other
- Jane's Combat Simulation products, please check out our Internet Web
- site: http://www.janes.ea.com
-
- * Janes Web Site: http://www.janes.com
-
- * Customer Support around the world:
- You can also reach our other Customer Service departments located
- globally. Please consult the list below for the nearest office to your
- location.
-
- -----------------------------------------------------------------------
- Electronic Arts Ltd
- PO Box 835
- SLOUGH
- SL3 8XU
- ENGLAND
-
- Telephone: 01753 546465
- EA UK Internet Tech Support: uk-support@ea.com
- -----------------------------------------------------------------------
- Electronic Arts France
- Centre d'Affaires TΘlΘbase
- 4 Rue Claude Chappe
- 69771 Saint Didier au Mont D'Or Cedex
-
- Telephone: 04 72532500
- -----------------------------------------------------------------------
- Electronic Arts GmbH
- Pascalstra▀e 6
- 52076 Aachen
- GERMANY
-
- Telephone: 02408 940 555
- EA GmbH Internet Tech Support: desupport@ea.com
- -----------------------------------------------------------------------
- Electronic Arts SA
- Edificio Arcade
- Rufino Gonzßlez 23 bis. Planta 1¬. Local 2
- 28037 Madrid
- SPAIN
-
- Telephone: 1304-7091
- -----------------------------------------------------------------------
- Electronic Arts Sweden
- Business Campus
- JohanneslundsvΣgen 2
- 19481 Upplands VΣsby
- Sweden
-
- Telephone: 08 590 30151
- -----------------------------------------------------------------------
- Electronic Arts Victor Inc
- 2-4-12 Jingumae,
- Shibuya-Ku, Tokyo 150
- JAPAN
-
- Telephone: 813-5410-3111
- -----------------------------------------------------------------------
- Electronic Arts Pty Ltd
- P.O. Box 432
- Southport
- QLD 4215
- AUSTRALIA
-
- Telephone: 1 902 261 600 (95 cents per minute) ITM
- 7 days a week 10:00 AM to 8:00 PM
- If you are under 18 years of age, parental consent required
-
- -----------------------------------------------------------------------
- V. ADDITIONAL CREDITS / ACKNOWLEDGMENTS
- -----------------------------------------------------------------------
-
- The Jane's F-15 Development Team would like to thank the following
- people for helping us create and test Jane's F-15. We couldn't have
- done it without you!
-
- F-15 external beta test team A (initial release):
-
- Rich Clark, Buzz Hoffman, Chris Jones, Tom Knott, Sean "Eagl" Long,
- Mike "Boomer" McCoy, Alex Pavloff, Mike "Vila" Smith, Bill "Cowboy"
- Wilson and Paul Yodice, MD.
-
- F-15 external beta test team B (patch):
-
- Michael "Neko" Addabbo, Lewis "Moose" Gregory, "Gun-Slinger", Buzz
- Hoffman, Pierre "Papa Doc" Legrand, Sean "Eagl" Long, Eric "Snacko"
- Marlow, Mike "Boomer" McCoy, James "Snak Attack" Schuldes, Jorgen
- "Troll" Toll, Gary Vrckovnik, Bill "Cowboy" Wilson, Matt "Wags"
- Wagner, and Paul "Hellfire" Yodice.
-
- F-15 Janes QA test team (Austin, TX):
-
- Brandon "Arashi" Salinas, Lance "MudPuppy" Stites, Mackey "Rastuss"
- Fair, Myque "Hunter" Ouellette and J. Allen "Blair" Brack.
-
- Origin/Jane's Combat Simulations media relations warrior goddess:
-
- Kristen McEntire
-
- The team's special thanks to:
-
- Rosemary Kreafle - Greg's Mom
-
- Mr. and Mrs. Brizzi - Todd's parents
-
- Scott Elson - Cookie God
-
- Robin J. Lee - thanks for the laughs!
-
- The participants in the F-15 mailing list
-
- The participants in comp.sys.ibm.pc.games.flight-sims
-
- The inventors of Mountain Dew(r)
-
- The Kellogg's Company - Pop-Tart(r) division
-
- Fiona Apple
-
- Soul Coughing
-
- Jeremiah Weed
-
- The Easter Bunny
-
- ********************************************************************
- ********************************************************************
- ********************************************************************
-
-