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- Documentation for
- Strike Jets Demo
- Documentation, scenarios and Strike Jets
- program are copyright 1991, Charlie Moylan.
-
- The full version of this game is available for
- purchase through mail-order from Cape Cod
- Connection. Call (toll-free) 1-800-328-9273
- to order. Major credit cards accepted.
-
- Be sure to check out Blue Cow's other
- latest offer! Mech Zone... a game in
- which you program robots to become
- combat champions of a futuristic battle
- arena. You can select from an array of
- high-tech weaponry the items that best fit
- your battle program. Should you use
- lasers for quick shots with high accuracy
- or rely on missiles for an extra heavy
- punch? Or maybe take on a light weapons
- load in favor of extra fuel and armor? The
- choices are yours, and you must create
- the battle program that will use these
- weapons effectively. For an added
- challenge, you can have pesky humans run
- around the battlefield and lob grenades at
- lethargic robots, making swift movement
- essential! Mech Zone is a combination
- strategy and action game that will hone
- your programming skills to "lethal"
- effectiveness!
-
- 1 Background: Strike Jets is a computer simulation of
- jet air-to-air and air-to-ground combat in the years 1975 to
- 2005. Each side is comprised of up to 40 aircraft, and, in
- some scenarios, as many as 20 ground-based anti-aircraft
- units. The computer is capable of playing either or both
- sides, if desired. One side is referred to as the attacker, and
- is displayed black-on-white, and the other as the defender,
- who is white-on-black. It makes no difference whether a
- force is the attacker or defender except in ground attack
- scenarios (usually called "strikes") where the defender owns
- the strike target and the attacker is attempting to destroy
- it.
- 1.1 Technicals: Strike Jets will run under 2, 4, 16, and 256-color
- modes (2-color mode is black & white) and is fully System 7 compatible.
- When running under 256 colors, Strike Jets requires 1000K of RAM. In
- black & white (2-color) mode, however, Strike Jets uses only about
- 510K. When running under Multifinder or System 7, you may reduce
- Strike Jets' memory partition below 1000K if you plan to run it under
- fewer than 256 colors.
- 1.2 Beginning the Game: Select "Load Game" or "New Game" from
- the File Menu. "Load Game" will cause the program to ask you which
- saved game/scenario to play. Choose "New Game" if you would prefer
- to devise your own scenario (see section 2 - note, however, that this
- demo version will only allow you to view the setup process. It will not
- allow you to play the game you create).
- 1.3 Scale: The game is played on a square "grid". Each square
- represents an area 1/3 mile across, and more than one aircraft may
- occupy the same square. Each altitude level represents 1/3 mile
- (approx. 1,500 feet) as well. Each game turn represents 7.5 seconds
- of "real" time.
- 1.4 Facing & Movement: All aircraft have a particular facing which
- can be any of eight values. See figure 1. It requires one "movement
- point" (MP) to move one square orthogonally (0°, 90°, 180°, or 270°) in
- a turn, and 1.4 MP to move one square diagonally. One MP equals 150
- MPH of aircraft speed. Thus, an aircraft moving at 600 MPH will have 4
- MP and could move 4 squares (orthogonally) in a game turn. It costs 1
- MP per altitude level climbed or dived. You'll get a feel for this as you
- play.
- 1.5 Nose Attitude: Aircraft also have a vertical "facing" called
- nose attitude. Possible values are: vertical climb, climb, level, dive,
- and vertical dive. It works in a similar way to horizontal facing except
- that it is a measure of the aircraft's orientation in the vertical plane.
- For example, in order to get an enemy aircraft in your radar cone (see
- 10.2.1) or fire cannon at it (see 9.3) you
-
- Figure 1 - The "Compass"
-
- must be pointed at the enemy both horizontally (with your facing) and
- vertically (with your nose attitude). See 3.2 for details.
- 1.6 Ranges: Range has two components, horizontal and vertical.
- These are added together to determine total range. Thus a target
- that is 10 squares away horizontally and 5 altitude levels above or
- below, is considered to be at range 15. References to "horizontal
- range" do not include the vertical component.
- 1.7 Identification Numbers: Aircraft have identification numbers
- assigned to them in the range of 0 to 39. They are not numbered
- sequentially in order to keep I.D. numbers from providing implicit
- information about the number of enemy aircraft in the scenario
- (sometimes you'll want to set up limited-intelligence scenarios where
- the numbers of aircraft involved are randomly generated).
-
- 2 Scenario Setup : There are five basic types of scenarios, and these
- fall into two groups: "Generated", and "Designed". Note that you can
- view the process by which the full-version of Strike Jets sets up the
- scenarios below by choosing "New Game" from the "File" menu.
- However, this demo won't allow you to play the game you create.
- 2.1 Generated: These scenarios are quick and easy to put together
- using a fairly small set of parameters. Essentially, you enter the force
- nationalities and number of aircraft and the computer sets up the rest.
- The four different types of "Generated" scenarios are: Ground Strike,
- Surprise Strike, Dogfight, and Radar Intercept. Strikes are air-to-
- ground bombing missions that may include air-to-air fighters if desired.
- Ground Strike has the defending fighters (if any) positioned over the
- target area, in position to shoot down attackers. Surprise Strike has
- the defenders caught by surprise and scrambling into the air at the
- last minute. Dogfight is purely air-to-air combat initiated at close
- range, and Radar Intercept is air-to-air combat starting at long range.
- The series of setup windows you will encounter are:
- 2.1.1 Nations & Force Sizes: Here you will select the force
- nationalities for both sides. The particular types of aircraft that are
- included in the battle and their pilots' skill levels are dependent on the
- nationalities selected, and are automatically determined by the
- computer from a database of the current air forces of the world. You
- will also specify the number of aircraft to be included on each side
- along with a random factor, if desired. This enables you to set up
- "limited intelligence" battles where you don't know exactly how many
- enemy aircraft are present until you find them. NOTE: if you select
- "Player Specified" instead of a nation for either or both sides, you will
- specify the actual aircraft types and numbers yourself in a later series
- of windows, and do not have to provide the number of aircraft for that
- side at this point.
- 2.1.2 General: This window asks for the names of the forces. You
- can use any names you like. You will also select the general location of
- the battle and whether each side has a radar controller (see section
- 10.2.6). At this point, if you are playing a Dogfight or Radar Intercept
- scenario, and did not select "Player Specified" for either side in the
- "Nations & Numbers" window, then you have completed the setup
- phase and the battle will begin. Otherwise, read on.
- 2.1.3 Strike: If you selected a Strike scenario and did not select
- "Player Specified" in the Nations & Numbers dialog for the attacking
- side, then you will be asked whether or not the attacker should have
- fighter cover (if chosen, approximately 1/3 of the attacking aircraft
- will be fighter-types armed for air-to-air combat) and what the range
- for the bombers’ air-to-ground armament is. The default value for
- range is 4, which represents bombs. Larger numbers can be entered
- to simulate air-to-surface missiles (see 13.3). The air-to-ground
- weapons of all attacking aircraft will have this entered range.
- 2.1.4 Add Planes: If you selected "Player Specified" for either side
- in the "Nations & Force Sizes" window, then you will be asked to enter
- the particular aircraft types for the side(s). Click on the "Add Planes"
- button and you will be presented with a window chock full of aircraft
- type names. Choose one by double-clicking on its name. You will then
- be presented with a window asking you for several pieces of
- information: the number of aircraft of the chosen type, the pilot skill
- (see 12.4), the missile types and numbers and (only for the attacker in
- Strike scenarios) bomb armament and range. Click on "OK" when
- you're finished. You will then see the first window again and may enter
- more aircraft by selecting "Add Planes" again and repeating the
- process. Click on "No More" to end.
- 2.1.5 Ground Units: If you are playing a Strike scenario, you will
- then be presented with a window asking you for ground unit
- information. You must enter a minimum and maximum for the number
- of ground units that will ring the strike target. You must also select
- the particular technologies of SAM (missile) and AAA (gun) units. In
- addition, choose the target value (this controls the points awarded for
- bomb hits), and the accuracy needed (this controls how easy the
- target is to hit). See section 13 for more details. Usually about 30%
- of the ground units will be SAM units.
- 2.1.6 Player Type: Choose which side(s) should be played by the
- computer (if any) and the appropriate skill level. "Beginner" computer
- pilots will not attempt any high-G turns, looping maneuvers, or vertical
- flight. They will always show their flight paths on the screen so you
- will know what they plan to do just before they do it. Beginner pilots
- will also fire missiles less often. "Standard" level pilots will not attempt
- loops or other vertical flight. It is advisable to play against Beginner
- computer pilots in your first few games, until you get the hang of the
- game system. By the way, the computer does not "cheat" so you can
- trick it just like you would a human player (e.g. sneak attacks from the
- blind side, etc.)
- 2.2 Designed: Setting up these scenarios is a much more detailed
- process and is intended for those experienced players who want to set
- up a scenario "just right", with aircraft in exact positions, etc. In
- effect, you will provide all of the information necessary to set up the
- battle. The process is roughly similar to setting up an "Generated"
- scenario and choosing "Player Defined" for both force composition.
- However, when entering data for particular aircraft you will be
- required to enter more information including exact X and Y (Cartesian)
- coordinates for all aircraft locations. The X coordinates increase from
- left to right, and the Y coordinates increase from bottom to top. The
- only new window you'll see is if you have selected an "Air to Ground"
- scenario, in which case you will be asked to enter the X and Y
- coordinates of the strike target location.
- 2.3 Save Game: Now that you've worked so hard to set up your
- scenario, you are given the option to save it to disk before play begins.
- This way you'll be able to replay scenarios or create scenarios and give
- them to your friends.
-
- 3 Arcs and Cones
- 3.1 Arcs: Throughout these rules you will notice references to
- "arcs". These refer to zones of airspace in the horizontal plane (the
- geometrical kind of "plane") with respect to the facing of an aircraft.
- See figure 2. Usually you'll be concerned about what arcs enemy
- aircraft lie in relative to your aircraft. For example, an enemy jet in
- your rear 90° arc can "tail" you (see 4.1).
-
- Figure 2 - Arcs
-
- 3.2 Cones: Because the action takes place in three-dimensional
- space (unlike your 2-D computer screen) Strike Jets uses the
- concept of "cones". A cone is an arc in the horizontal plane
- intersected with an area in the vertical plane. For an enemy to be
- inside this "cone", it must be inside both the horizontal arc and the
- vertical area. Being inside the vertical area is dependent on the
- relationship between the horizontal range to the target, H, and the
- difference in altitude, A. The chart below lists the conditions
- necessary for a target to be within the vertical area of the cone, along
- with lists of numbers in brackets. These numbers correspond the to
- the numbered and shaded vertical areas in Figure 3.
-
- Spotter's nose attitude 90° cone 180° cone
- Vertical Climb target above or co-alt, target above
- and H ≤ A [1] or co-alt [1,2]
- Climb target above or co-alt target above
- [1,2] or H ≥ A [1,2,3]
- Level H ≥ A [2,3] automatic [1-4]
- Dive target below or co-alt target below
- [3,4] or H ≥ A [2,3,4]
- Vertical Dive target below or co-alt, target below
- and H ≤ A [4] or co-alt [3,4]
-
- Figure 3 - Vertical Areas covered by a 90° cone (side view) See chart in
- 3.2
- 4 Game Sequence: Strike Jets operates on the premise of
- planning individual actions for all aircraft first, and then executing those
- planned actions simultaneously for all aircraft. Sequence:
-
- • Plan aircraft moves
- - Disadvantaged Phase
- - all of one side's disadvantaged aircraft plan moves
- - all of other side's disadvantaged aircraft plan
- moves
- - Advantaged Phase
- - all of one side's advantaged aircraft plan moves
- - all of other side's advantaged aircraft plan moves
- • Action Phase
- 4.1 Plan moves: There are two different phases for the planning of
- aircraft actions: the disadvantaged phase and the advantaged phase.
- The reason for breaking the planning into two phases is to properly
- simulate "tailing" and the disadvantages of predictable flight (by
- inexperienced pilots or aircraft guiding radar-homing missiles). The
- disadvantaged phase occurs first. Visually contacted disadvantaged
- aircrafts' flight paths will be drawn on the screen when advantaged
- aircraft are planning actions. Thus, the aircraft that move in the
- advantaged phase are able to see where the disadvantaged aircraft
- are going to move, and this can be a tremendous edge in a dogfight. A
- grey flight path indicates level flight. A white path indicates climbing,
- and a black path indicates diving. The exact number of altitude levels
- that the disadvantaged aircraft has planned to climb or dive may be
- seen in the Bandit menu or by mouse clicking on the aircraft's
- silhouette (see 6.4). Note that the flight paths of all friendly aircraft
- that have planned moves will be shown to the owning player regardless
- of what phase they planned in (to help with coordination). Aircraft
- falling into any of the categories below will plan actions in the
- disadvantaged phase:
- • Low pilot skill (4 or less). This is a % chance, greater with lower skill.
- Having low skill does not always place a pilot in the disadvantaged
- phase.
- • Currently guiding a semi-active radar-homing missile to a target.
- • Does not have a visual contact to any enemy.
- • Being tailed (having an enemy that is not disadvantaged due to any
- of the above three cases in its rear 90° arc, who has it in his front
- 90° cone, and is within range 10). This is also a %, lessened by the
- pilot skill of the tailed pilot and increased by the skill of the tailing
- pilot.
- Aircraft that do not fall into one of the above categories will plan
- actions in the advantaged phase. Keep in mind that, although aircraft
- may plan actions in different phases, all of these actions will be
- executed simultaneously during the action phase.
- 4.2 Message dialog: As soon as a side is selected to move, a
- "message" list will pop up on the screen. It may contain information
- regarding jammed radars, stalled aircraft, and more. On the first turn
- of the game, it will contain a list of your force composition. Messages
- will later note when the first radar and/or visual contacts are made
- with the enemy (this will happen only once - see 10.4). Often, there will
- be no messages in the window. At the bottom of the window are two
- control buttons. Selecting "give orders" is the normal choice and will
- allow you to give orders to your aircraft (see sections 7 and 8).
- Selecting "straight & level" will immediately order all of your aircraft to
- fly straight and level for this turn, which can be a useful time-saver.
- 4.3 Action Phase: All of the planned actions and associated
- computations are now executed. You don't need to do anything here -
- just watch and see if anything happens. A "beep" will signal the end of
- the phase. See section 9 for full details.
-
- 5 Main Screen
- 5.1 Closeup View: On the left-hand side of the game window is the
- close-up view. Depending on your menu selections, it contains either
- the visual or radar display of the planning aircraft (identified by the
- square around its silhouette in the visual display). Switching between
- the radar and visual displays is accomplished by selecting the proper
- item in the Control menu, or by option-clicking with the mouse inside
- the closeup view.
- 5.1.1 Visual Display: When viewing the visual display, you may click
- the mouse on any object and you will see the available information on
- it (the same information can be found in the Friendly and Bandit menus
- for aircraft). You may switch between viewing aircraft silhouettes,
- their I.D. numbers, or relative altitudes either by the appropriate
- items in the Control menu or by shift-clicking with the mouse inside the
- closeup view. Note that the greyed-out silhouettes you might see are
- those aircraft that are not spotted visually by the planning aircraft
- but are seen by a friendly aircraft. "?" symbols are for those enemies
- that have only been detected by radar or IRST.
- 5.1.2 Radar Display: When in radar view, you will see a black arc on
- the screen. This represents the radar arc of the planning aircraft.
- Shift-clicking will toggle the radar scaling as will selecting the proper
- item on the Control menu (see 6.2). The I.D. numbers of aircraft
- contacted by the radar will be displayed, with lock-ons appearing in
- solid white.
- 5.2 Comprehensive View: This is located in the upper-right hand
- corner of the game window. All enemy aircraft that your side is aware
- of and all friendly aircraft are displayed as dots, provided they are
- within horizontal range 39 (the maximum possible spotting range). The
- small rectangle inside this display encloses the area that is magnified
- and displayed in the closeup view to the left. You can mouse-drag this
- little viewing rectangle around the comprehensive view, and the closeup
- view will scroll around accordingly. The arrow keys will also work for
- this.
- 5.2.1 Quick Info: You will see some textual information to the right
- of the comprehensive view. It shows the planning aircraft’s I.D.
- number, type, speed, "envelope" speed (see 8.2.2), movement points
- (before making altitude changes), altitude, and weapons stores in the
- form cannon/heat-seekers/radar-homers. Mouse clicking in this text
- information will re-center the little drag-able rectangle inside the
- comprehensive view, and thus will center the closeup view on the
- planning aircraft.
- 5.2.2 Full Status Button: Click here to get a display of the
- complete data for the planning aircraft, including fuel gauge, damage
- level (if any) and X,Y location coordinates.
-
- 6 Menus
- 6.1 File
- • New Game: Cancels the current game (with no score tally) and
- returns you to the startup window.
- • Save Game At Turn End: If this item is "check marked", then at
- the end of the game turn you will be asked for a file name and your
- game will be saved to disk. If desired, you may leave the check mark
- next to this item permanently and your game will automatically be
- saved at the end of every turn (you will be asked for the file name
- only once).
- • Quit: Ends the current game, bringing up the score tally (see
- section 16) where you'll be given a chance to play a new game.
- 6.2 Control
- • Show Radar Display: Toggles between showing the radar
- display and showing the visual display inside the closeup view. This
- item will be grayed out for aircraft that do not possess a switched-on
- radar. Option-clicking in the closeup view has the same effect as
- selecting this menu item.
- • Scale Radar Display: Toggles between scaling and not scaling
- the radar display. When the radar display is scaled, the most distant
- radar contact is displayed at the maximum radius from center
- screen. Otherwise it is displayed at a distance proportional to the
- maximum range of the aircraft's radar. Since many radar contacts
- are made far within the maximum range of the radar, it can be easier
- to view targets when the display is scaled. Shift-clicking inside the
- closeup view (when showing the radar) has the same effect as
- selecting this menu item.
- • Display Aircraft I.D. Numbers: Shows aircraft identification
- numbers when in visual display. Shift-clicking inside the display will
- switch between this mode, normal silhouette mode, and relative
- altitude display mode.
- • Display Relative Altitudes: Instead of showing the aircraft
- silhouettes, the altitudes of the aircraft relative to the planning
- aircraft are shown.
- • Display All Missiles: When this item is checked, all missiles that
- your side has detected will be shown in the visual display. Otherwise,
- only those missiles fired by or at the planning aircraft will be shown.
- • Outgoing Missiles: Brings up a window showing all missiles
- launched by the planning aircraft that are still airborne. Listed are
- the missiles' type, target, game turns spent in flight, and a *R* symbol
- for those missiles requiring radar guidance.
- • Name Pilot: Add a personal moniker to your super ace!
- • Release Bombs (bearing and range to strike target):
- Brings up a window allowing the planning aircraft to drop bombs on
- any ground targets within range (facing is unimportant) or to
- jettison its bombs.
- • Bug Out (direction, bingo fuel %): When selected, the
- planning aircraft will attempt to retreat to home base on its own at
- the end of the action phase (meaning that it is instantly taken out of
- the game and out of your hair). The enemy player must grant
- permission for this to occur, although when playing against the
- computer permission is automatically granted - so don't cheat! The
- direction is the course bearing to your friendly airbase and the fuel
- percentage is the minimum fuel required to have a 100% chance of
- reaching the base safely. Go below this "bingo" fuel limit only at your
- own risk, because you might run out of fuel on the trip home! You
- may notice that if you fly toward your base (i.e. along the course
- heading) the bingo number will decrease. The greater your distance
- to base the greater your "bingo" fuel value will be. This distance is
- determined by the "battle location" set in the "General" window at
- the start of the game. All aircraft automatically bug out when all of
- the other side's aircraft are eliminated, except for surviving
- attackers in a strike mission.
- • Watch Instant Replay: A short animation of the last turn's
- maneuvers will be shown in the visual display. This can be extremely
- helpful in giving you a mental picture of what's going on and where
- everyone is moving. Explosions, crashes, and cannon shots will all be
- shown (and heard!).
- • Sounds: Select the level of sound you prefer. "Safe sounds" is
- intended for two-player games. When selected, the program will only
- play those sounds that won't give away important information to
- your opponent, who is presumably not looking at the screen, but
- within earshot. For example, missile launch sounds are not played.
- 6.3 Friendly
- • All Others Hold Steady: Sets all aircraft other than the
- planning aircraft to fly straight and level until they are selected to be
- "ready" again. This can be a useful time-saver for those aircraft you
- want to fly in a straight line for a long time. Aircraft that are
- "holding steady" are shown in italics below. NOTE: any aircraft that
- notices an incoming missile will automatically switch back to "ready"
- status if it is "holding steady". This will give you a chance to take
- appropriate evasive action.
- • All Others Ready: Resets all aircraft that were set to "hold
- steady" back to normal status.
- • Friendly Aircraft Data: Selecting the aircraft entries below
- the dotted line will toggle that particular aircraft between being
- "ready" and "holding steady" (shown in italics) as described above.
- The symbols in the menu items are:
- #: I.D. number (from 0 to 39).
- sp: speed in miles per hour (+ carryover speed, see 8.3)
- face: facing.
- Δalt: difference in altitude between this aircraft and the planning
- aircraft (positive means friendly aircraft is higher).
- +/- number: altitude levels that the friendly aircraft has just
- planned to climb (+) or dive (-) in this game turn. Thus, if you see a
- display that reads "Δalt:-2+3", it means that the aircraft is
- currently 2 altitude levels below you but is planning to climb three
- levels (and will be one level above you next turn if you fly level).
- {nose attitude}: if present, this is an abbreviation for the
- current (i.e. before any planned altitude changes take effect) nose
- attitude (see 1.5) of the aircraft . If no abbreviation is present
- then the aircraft is flying "level".
- rng: horizontal range in squares to the friendly aircraft (add to
- the absolute value of the Δa for the full range).
- bear: the bearing in degrees to the friendly aircraft, where 0° is
- toward the top of the screen, counting clockwise. See figure 1.
- [1-7]: skill of pilot, 7 is best.
- 6.4 Bandit: Selecting an entry from this menu will center the visual
- display on the selected bandit. In addition, the menu items themselves
- provide data for all enemy aircraft that have been detected by any
- friendly aircraft (using radar, visual, or IRST) or by radar controller. It
- is otherwise similar to the "Friendly" menu except that full information
- is provided only for those enemies that are either contacted visually by
- any friendly aircraft or contacted by the radar of the planning
- aircraft and the planning aircraft has at least two crewman (i.e. a
- radar officer to track targets while the pilot is busy flying the aircraft).
- Aircraft with one crewman will still get some information to radar
- contacts, just less of it. Even less information is provided for enemies
- contacted only by radar warning devices (see 6.4.2). IMPORTANT
- NOTE: You may mouse click on the aircraft silhouettes (both friendly
- and enemy) in the visual display and the relevant information will pop up
- on the screen. This is often more convenient than pulling down the
- menus.
- 6.4.1 Contact Information: Often you will see a combination of
- the letters r, R, X, V, and I at then end of the bandit entry. These
- indicate the kind of contact the planning aircraft has with this bandit.
- Here's what the symbols mean:
- X: radar lock-on V: visual contact
- R: radar contact I: IRST contact
- r: radar warning contact (see 6.4.2)
- If there are no letters, then the planning aircraft has no contact
- with the bandit, but some other friendly aircraft or radar controller
- does (and has radioed).
- 6.4.2 Radar Warning: When an enemy aircraft has either a radar
- contact or a lock-on to the planning aircraft, an "r" will appear in the
- Bandit menu as described above (in 6.4.1). This means that the
- planning aircraft's sensors have detected hostile radar emissions from
- that enemy aircraft and have roughly detected (to the nearest 90°)
- the direction from which they're coming.
- 6.5 Threat: This menu will flash when there is a threat posed to the
- planning aircraft. It indicates whether or not an enemy has a radar
- lock-on to the planning aircraft, and the horizontal ranges and bearings
- of missiles targeted on the planning aircraft. A "Δnumber" indicates
- that the missile is either <number> of altitude levels above you (if
- positive) or below you otherwise. Note that only missiles within range
- 15 will be shown on the menu (otherwise they're too far away to be
- spotted). Also, no missiles will show up in the threat menu until an
- enemy aircraft has been detected by one of your aircraft (not by
- controllers), or a SAM has been launched, or a friendly aircraft has
- already been attacked by a missile or aircraft cannon fire. Basically
- this means that the first enemy shot will catch your guys off-
- guard if they haven't detected the enemy yet. Selecting one
- of the missile items from this menu will center the visual display on the
- missile.
-
- 7 Systems Panel: This is the first stage of planning an aircraft's
- actions. A modeless dialog window will appear in the lower right hand
- corner. See figure 4. On it you will find various controls for your
- aircraft. The rectangles with little downward triangles are pop-up
- menus.
-
-
- Figure 4 - Systems Panel
- Note that some of the controls may not appear for certain aircraft.
- For example, aircraft without an afterburner will not see the
- afterburner control. When you are finished entering data you can
- choose to "fly straight" by clicking on the appropriate button in the
- lower right, or click on "maneuver" which will allow you to do some
- fancier flying. NOTE: fly straight does not necessarily mean to fly level.
- The ∂altitude you entered is used, and the aircraft's altitude will be
- changed accordingly in the action phase. Here are descriptions of the
- various controls:
- 7.1 ∂Altitude: Use the scrollbar to enter the change in altitude you
- wish for the planning aircraft. You will notice that each altitude change
- has an associated nose attitude, which describes how the planning
- aircraft's nose will be pointing during the action phase and at the start
- of the next game turn (i.e. "vertical climb" means you'll be pointing
- basically straight up). If you are currently in a vertical dive you will not
- be allowed to choose a ∂altitude value that will place you in a vertical
- climb and vice-versa. Note that altitude level 0 (treetop level) is
- permissible, however no maneuvering is allowed when an aircraft begins
- a game turn at altitude zero. Remember that each altitude level you
- change costs one MP (the same as 150 MPH).
- 7.2 Throttle: Jet engine throttle setting.
- 7.3 Afterburner: The Afterburner is "on" when the check box is
- marked with an "x". Afterburners greatly enhance aircraft
- acceleration, but consume large amounts of fuel. Use with care, and
- never when your main throttle is less than 100% (since your regular
- engine power is much more fuel efficient).
- 7.4 Airbrakes: Sets the planning aircraft's airbrakes to be deployed
- in the ensuing action phase. The airbrakes will be automatically reset
- to OFF on the next game-turn.
- 7.5 Missile Target: (Popup menu) If either the Heat (heat-seeking
- missile) or Radar (radar-homing missile) radio button is flashing, then
- you are able to fire that type of missile. Select the flashing radio
- button and click on the popup rectangle. This will bring up a pop-up
- menu of the I.D. numbers of possible targets for the type of missile
- chosen by the radio button, along with their current relative facings
- (see figure 6). Make a selection on the pop-up menu and it will be
- entered into the text box. When you finish with this dialog (by
- selecting either the "maneuver" or "fly straight" button below) your
- aircraft will fire the missile. If "All Sounds" are selected, you will hear a
- "whoosh" sound to signify this. Note that the missile will not begin to
- move until the action phase.
- 7.6 Radar: Click the little radar scope to turn the planning aircraft's
- radar on or off. Remember that turning on your radar can alert the
- enemy to your general position so it may be advisable to leave your
- radar off at times.
- 7.7 Lock-On: (Popup menu) Plan to attempt a radar lock-on to a
- particular aircraft during the action phase. Keep in mind that the
- aircraft that appear on this popup menu are the aircraft in your radar
- cone that you have spotted visually or contacted by radar but are
- not currently locked on to.
- 7.8 Break Lock: (Popup menu) Only for aircraft with multi-lockon
- radar or without track-while-scan (TWS). It is useful for non-TWS
- aircraft who want to return to making radar contacts (see 10.2) and
- for multi-lockon aircraft who want to acquire a new lock-on (using the
- Lock-on control) and want to specify which current lock-on to break. If
- you are attempting a lock-on and do not specify a break lock, and you
- already have your maximum number of lock-ons (usually just 1) then
- one will be chosen at random and broken.
-
- 8 Maneuver: If you chose "Maneuver" from the Systems panel, a new
- modeless dialog window will appear in its place, with various movement
- controls. See figure 5. Here you will plan the movement for your
- aircraft (remember: all actions are executed in the action phase). The
- projected flight path of your aircraft is drawn on the screen as you plan
- moves, with a little arrow head to indicate facing.
- 8.1 Basics : Aircraft in Strike Jets move using a system of
- movement points (MP). Each aircraft, each turn, is assigned a number
- of MP equal to its speed added to its "carryover" from last turn (see
- 8.3) and then divided by 150 MPH. Subtracted from this is the number
- of altitude levels set to climb or dive on the Systems panel. Thus, the
- MP's remaining constitute the horizontal component of the aircraft's
- movement that will be used for maneuvers. It costs 1 MP to move one
- square orthogonally, and 1.4 MP to move diagonally.
- 8.2 Turns : Turning maneuvers are made (planned) in increments of
- 45°, in synch with the 8 points of the compass used for aircraft facing.
- All aircraft are able to make a single such 45° turn in a game turn. This
- does not cost any extra MP and may be executed at any point during
- the move plan. This is considered a "low-G turn" (relatively slow and
- unstressful). Aircraft have the option of attempting a second 45° turn
- in the same game turn, but there are restrictions. The second 45°
- turn, which combined with the first 45° turn comprises a "high-G turn",
- may only be executed at the very end of the move. Thus, the first 45°
- turn can be planned at any point in the move but the second only once
- the aircraft does not have enough MP's to move further forward
- (meaning that the aircraft must have less than 1 MP remaining if it's
- facing orthogonally or less than 1.4 MP if it's facing diagonally, before
- the second turn may be planned). High-g turns may fail to be
- executed. Each aircraft has a "Maneuver Percentage" which is the
- chance of a high-G turn succeeding. It depends on the aircraft type,
- current speed, current altitude, pilot skill, and the weight of external
- weapons carried. This % number is displayed at the bottom of the
- maneuver panel. If the high-G turn fails, then only the first 45° turn
- planned will actually be executed. Beware! High-G turns bleed off a lot
- of airspeed. Note that while a high-G turn usually consists of two 45°
- turns in the same direction, this is not a requirement.
- 8.2.1 Blackout: All successful high-G turns run a 1.5% risk of
- causing the pilot to black out (become unconscious) due to the heavy
- G-forces. Aircraft with blacked-out pilots will enter a medium grade
- dive until the pilot recovers (sometimes too late!)
- 8.2.2 Envelope Speed: Flying at the "envelope" speed (shown in
- the full data window - see 5.2.2 - and in the text next to the
- comprehensive view) gives you the highest turning performance. When
- you fly too slow or too fast you're less able to "pull-G's" and execute a
- tight turn.
- 8.3 Carryover: Due to the discrete nature of the grid system, an
- aircraft will often be unable to use up all of its MP. These MP are
- converted back into MPH and carried over to the next turn. That's
- what the "+" indicates in aircraft speed. If an aircraft has "600 (+75)"
- speed, then it has carried over 75 MPH (0.5 MP) from the last turn.
- For movement, aircraft are treated as though they are flying at the
- sum of actual speed and carryover speed. NOTE: this applies to
- movement purposes only.
- Example: An aircraft is facing 0°. It's speed is "500 (+100)" which
- means that its actual speed is 500 MPH, but it has carried over 100
- MPH from last turn. Thus, its effective speed is 600 MPH for purposes
- of movement. This equates to 4.0 MP (= 600 ÷ 150). It begins the
- move by turning 45° to the left, which costs zero MP. Since it now
- faces diagonally, and each square of diagonal movement costs 1.4 MP,
- this aircraft can fly 2 squares. This uses up 2.8 MP, leaving 1.2
- remaining. Since this 1.2 cannot be used to fly another square
- diagonally (cost is 1.4 MP) the aircraft can't move any further
- diagonally. This leftover 1.2 MP is translated back to MPH (=180 MPH)
- and carried over to the next turn. Note that if the aircraft decided to
- make a 45° turn after moving the two squares diagonally (no MP cost)
- it would be considered a high-g turn.
- 8.4 Maneuver Panel: Note that the buttons in the panel will rotate
- according to the facing of the planning aircraft. Figure 5 shows how
- the panel will look when the aircraft is facing toward the "top" of the
- screen. Note also that the letters A-F in figure 5 are only labels and do
- not appear on the screen.
- 8.4.1 Single Turn Buttons (labeled with A's): These curved
- arrow buttons plan single 45° low-G turns. When clicked, your aircraft
- plans to make the turn and the buttons are grayed out. To make a
- second 45° turn (thus making a high-G turn) you must use the turning
- buttons in the middle row marked 'C' (see 8.4.3).
-
-
- Figure 5 - Maneuver Panel
- 8.4.2 Single Straight Button (B): This straight arrow simply plans
- a move forward of one square.
- 8.4.3 Move and Turn Buttons (C's): These two long and curved
- arrows will cause your aircraft to move its remaining MP forward
- followed by attempting a 45° turn, and then end the maneuver phase.
- If you have not yet ordered a turn using the single-move turn buttons
- (see 8.4.1 above) then this turn is considered to be low-G. If you have
- already planned a turn using the single-turn buttons, then the new
- turn is a high-G turn and may or may not succeed. Using these turn
- buttons is the only way to execute a high-G turn.
- 8.4.4 Move Straight Button (D): This straight arrow (the largest
- button) simply moves all remaining MP forward and ends the maneuver
- planning. Pressing the 'return' key is the same as a click on this
- button.
- 8.4.5 Barrel Roll Buttons (E's): These can only be used once per
- game turn. They will cause your aircraft to move one square 45° to
- the right or left of facing, without changing facing. Barrel rolls may be
- freely combined with turns.
- 8.4.6 Half Loop Buttons (F's): The top button is for an
- "Immelmann" (a climbing half-loop) and the bottom for a "Split-S" (a
- diving half-loop). Both of these maneuvers reverse an aircraft's facing
- (180° change) by using vertical movement. These buttons are usually
- grayed out. In order to qualify to execute an Immelmann, an aircraft
- must spend two game turns in a vertical climb. On the second such
- turn it may execute the Immelmann. A Split-S works the same way
- except you must use vertical dive. WARNING: Immelmanns involve
- pointing your aircraft's nose straight up at the sky while
- simultaneously pulling what is effectively a high-G turn and thus bleed
- off a LOT of airspeed. Pilots will skill less than 4 will bleed off even more
- airspeed because they're not well trained in such maneuvers. A good
- rule of thumb is not to try an Immelmann unless you're flying a high-
- performance jet going at least 500 MPH. Daredevils can go for it at
- slower speeds and often get away with it but I won't weep for you if
- you crash and burn!
- 8.4.7 Try Again (G): Click here to cancel your move and try again.
- This enables you to correct mistakes and to test out new moves
- without fear of being "locked in" to them.
-
- 9 Action Phase: Once all aircraft have planned moves, the program
- will execute their orders. First, all movement and combat is computed.
- Then fuel usage and acceleration/deceleration are taken care of. This is
- followed by radar, visual, and infrared search (see section 10 for details
- of these). When interesting things happen, you will be notified by dialog
- windows that appear on the screen. If sounds are turned on, then a
- beep will signify that the Action phase has ended.
- 9.1 Movement and Combat: All aircraft and airborne missiles are
- moved simultaneously, one square at a time, on an "impulse" system.
- What this means is that a missile moving at 2000 MPH will execute 4 MP
- of movement for every 1 MP executed by an aircraft moving at 500
- MPH. In other words, this missile will get to use 3 MP before the
- aircraft even gets to move at all! This simulates simultaneous
- movement. NOTE: for the sake of simplicity, all altitude changes are
- made entirely and before any horizontal movement takes place. Thus,
- aircraft and missiles are treated as though they are at the "new"
- altitude throughout the Action phase. Keep this in mind when you
- notice that sometimes your outgoing missiles appear to have fallen
- "behind" the aircraft that launched them. This is because the missile
- was engaged in vertical flight to track its target.
- 9.2 Missile Attack: When you plan a missile launch from the Systems
- panel, your missile does not instantly strike the enemy. Rather, it is
- launched and automatically travels towards the enemy much like a fast
- aircraft would, during the action phase. When it reaches the altitude
- of the target and enters its square, it attacks. A dialog window
- displaying the results of the attack will be displayed. For simplicity,
- missiles always travel vertically to reach the target's altitude before
- moving horizontally.
- 9.3 Cannon Attack: Cannon are able to fire during the action
- phase, and will do so whenever a target is available. The area into
- which an aircraft may fire cannon depends upon the nose attitude of
- the firing aircraft. See the chart below. Each aircraft may fire cannon
- only once per action phase. All attacks will be shown in a dialog
- window. Accuracy depends on the angle of attack, cannon type, pilot
- skill (of firer and target), and aircraft speeds.
-
- Nose Attitude Target Square Altitude Levels Relative to Firer
- Vert. Climb same +1
- Climb directly ahead 1 same, +1
- Level directly ahead 1 -1, same, +1
- Dive directly ahead 1 -1, same
- Vert. Dive same -1
-
- 9.4 Fuel Usage: This takes place automatically. The higher your
- throttle the more fuel you burn. Plus, afterburners use up fuel 3-4
- times faster than full throttle without afterburners. Use your 'burners
- sparingly! If you run out of fuel, you crash.
- 9.5 Acceleration/Deceleration:
- Accelerating factors:
- • Losing altitude (diving)
- • Throttle & Afterburner (higher thrust to weight ratio = more acceleration)
-
- Decelerating factors:
- • Gaining altitude (climbing)
- • Air resistance (especially at supersonic speeds)
- • Maneuvers (especially high-G turns and half-loops)
- • Airbrakes
-
- 10 Sensors & Detection: Sensor detection of the enemy is
- computed automatically during the action phase.
- 10.1 Visual: All aircraft have a spotting range, which is the maximum
- range at which they can be seen by enemy pilots. This maximum range
- varies from 15 to 39 squares depending on the size of the aircraft.
- Also, all pilots are more likely to spot aircraft to their fronts than to
- their sides. Aircraft without teardrop canopies cannot spot aircraft
- behind them at all. Those with teardrop canopies can spot rearward
- targets only if such targets are at a higher altitude, but still not too
- easily. However, enemy aircraft that have been detected at least once
- before, by visual, radar, or infrared (by any friendly aircraft at any
- earlier point in the game) are visually spotted much more easily because
- the spotters know generally where to look. Aircraft with two or more
- crewmen will get two chances each turn to spot each enemy instead of
- one. "Upsun" aircraft cannot be spotted (see section 14).
- 10.2 Radar: There are two types of radar detection: contact and
- lock-on. Most aircraft are only allowed to have one lock-on at a time,
- but may have unlimited contacts. Lock-on is necessary to launch all
- radar-homing missiles and to guide semi-active radar-homing missiles.
- Radar contacts merely provide useful information on the contacted
- enemy aircraft. Target aircraft must be within the radar cone (see
- 10.2.1) in order to be contacted/locked-onto. The larger and nearer
- the target is, the greater chance of successful contacting/locking-on.
- Once radar contact is established (and this may take several turns) it
- will be maintained as long as the target remains inside the radar cone.
- Radar lock-ons are also maintained, but may be defensively jammed and
- broken by electronic warfare equipment on the target aircraft.
- Stealth technology significantly reduces effective ranges of radars
- searching for it. Note also that larger aircraft can be detected at
- greater ranges than small aircraft.
- 10.2.1 Radar Cone: The radar "cone" of an aircraft is the three-
- dimensional region inside which enemy aircraft may be contacted
- and/or locked-on to by the radar. Most are 90° cones, but some are
- 180° or 360°. See sections 3 and 17.
- 10.2.2 Track-While-Scan: TWS allows a radar to maintain both
- contacts and lock-on at the same time. Radars that do not have TWS
- capability automatically lose all other radar contacts when they
- acquire a lock-on, thus they are able to either have unlimited radar
- contacts or a limited number of lock-ons (normally 1) but not both at
- the same time. As a convenience, TWS equipped aircraft will
- automatically attempt to lock-on to radar contacts even if you don't
- specify it in the systems panel (since there's no reason not to).
- 10.2.3 Look-Down: Radars that do not have "Look-down" capability
- cannot contact or lock onto targets that are at or below 2/3 of the
- owning aircraft's altitude. Range while "looking-down" is somewhat
- degraded even for radars that do have this capability.
- 10.2.4 Multi-lockon: A few aircraft in the game are able to remain
- locked-on to more than one enemy at a time. They can guide radar-
- homing missiles at all of these targets simultaneously.
- 10.2.5 Active Jamming: Active jamming aircraft have a jamming
- radius of 100 squares. All aircraft inside this radius have their own
- radar ranges degraded. The effective radar ranges of aircraft
- searching into this jammed area have their effective radar range
- reduced as well. Radar-homing missiles intercepting targets inside
- this area will also be slightly reduced in effectiveness. There is a
- drawback, however, in that the effect of jamming is usually to make
- the enemy's radar scope light up like a Christmas tree on fire, so it
- alerts them to one's presence and general location. Active jamming
- also affects SAM's (see 13.2.5).
- 10.2.6 Radar Controllers: Searching aircraft that possess a radar
- controller will always be presented with information on all the enemy
- aircraft (except stealth aircraft and aircraft screened by active
- jamming - see 10.2.5) regardless of whether the searching aircraft
- have gained contact with the enemy themselves. This information is
- presumed to be radioed in from the controller, which is usually a large
- ground-based installation.
- 10.3 Infrared Search and Track (IRST): Functions similarly to
- radar except that it does not "lock-on" and contact must be re-
- established every turn. Its range is normally 45 squares (less than half
- that against stealth targets), but 70 against all targets on
- afterburner. Contacts are shown in the "bandits" menu with an "I".
- The advantage of IRST is that it is a passive system and cannot be
- sensed by the target aircraft. Infrared contact allows an aircraft to
- fire heat-seeking missiles at targets even without visual or radar
- contact.
- 10.4 First Contact: The first time in the game that any of your
- aircraft detects an enemy aircraft, you will be notified in your message
- window at the beginning of the following turn. You will get one message
- for radar or IRST contact and another for visual.
-
- 11 Missiles
- 11.1 Types: There are four types of air-to-air missiles.
- • Rear-Aspect Heat-Seeking: Older heat seekers that can only be
- fired at a target's rear 180° arc
- • All-Aspect Heat-Seeking: Can be launched at any angle to target
- • Semi-Active Radar-Homing: Must be guided to the target by a
- continuous radar lock-on which makes the firing aircraft somewhat
- vulnerable. If the radar lock-on is lost, the missile is lost.
- • Active Radar-Homing: Need radar lock-on only to fire initially. Fire-
- and-forget.
- 11.2 Launch Requirements: Remember that your systems panel
- missile button(s) will flash when you are able to fire a missile.
- 11.2.1 Heat Seekers
- • Target must be inside firing aircraft's front 90° cone (see section 3)
- • Visual contact to target, or IRST contact, or firer has Heads-Up
- Display (HUD) and radar lock-on
- • Missile is all-aspect, or firing aircraft is in horizontal rear 180° arc
- of target
- • Target is within missile maximum range
- • Target is not inside missile minimum range
- • Missile is "agile" or "highly agile", or firing aircraft did not attempt a
- high-G maneuver last game-turn
- • Target is not "upsun" (see section 14)
- 11.2.2 Radar Homing:
- • Target must be inside firing aircraft's front 90° cone (see section
- 3)
- • Firer has radar lock-on to target
- • Target is within missile maximum range
- • Target is not inside missile minimum range
- • Missile is "agile" or "highly agile", or firing aircraft did not attempt a
- high-G maneuver last game-turn
- 11.3 Speed: The printed missile speeds are the maximum possible.
- They'll often fly noticeably slower at lower altitudes (30% slower at sea
- level). Also, on the first turn of flight, the missile's speed equals the
- average of the firing aircraft's speed and the normal speed of the
- missile. This represents the missile accelerating from the relatively slow
- speed of the firing aircraft.
- 11.4 Maximum Range: The printed maximum range for a missile is
- the maximum range at which it can be launched. Most missiles can
- actually travel farther than this value. Maximum launch range for
- heat seeking missiles is only 50% of the printed value when launched at
- a target's front 90° arc, and 75% when launched at a target's side
- 90° arc. Radar homing missiles will suffer a reduction of as much as
- 40% to their max ranges when aiming at small targets (because they
- have smaller radar cross-sections). Thus, the printed maximum range is
- the best possible value. So don't be surprised when you have to get
- closer to that little Alpha Jet than you thought you had to! In addition,
- stealth technology drastically reduces the effective range of radar-
- homers aimed against it.
- 11.5 Minimum Range: Similarly, when a missile is fired at the side 90°
- arc of a target, it's minimum range is increased by 50%. When fired
- at the front 90° arc, the minimum range is doubled.
- 11.6 Angle of Attack: The effectiveness of a missile depends heavily
- upon the angle at which it intercepts the target. See figure 6, where
- the larger arrows represent greater effectiveness. The black arrows
- represent heat-seekers and the gray arrows represent radar-homers.
- The angle at which a missile intercepts its target will be displayed when
- the intercept takes place in the action phase.
- 11.7 Defense: All aircraft are assumed to carry and use defensive
- decoys (flares and chaff) against incoming missiles and this is built in to
- the missile combat resolution equations. But other than this - how
- does one avoid an incoming missile? It depends somewhat on whether
- it's a heat seeker or a radar missile (you often won't know) but here
- are some tips:
-
- Figure 6 - Missile Angle of Attack
-
- • Present your best angle for defense to the missile, front side to heat
- seekers, and side (or possibly front side) to radar homers. These are
- the hardest angles for the missiles to attack from. Never let a missile
- attack you from the rear! Also, note that radar-homers are almost
- as deadly from head-on as they are from behind. Rear-aspect HSM's
- can only be launched at a target's rear 180° but that target can
- then turn around so the missile ends up attacking it from the front.
- The missile will not automatically lose tracking, but it is unlikely to hit
- such a target.
- • Pull a high-G turn. This REALLY shakes off incoming missiles if it
- succeeds. It is especially effective against the less agile missiles such
- as most radar-homers.
- • Turn OFF afterburner if attacked by a heat seeker. Afterburners
- are a huge heat source for HSM's to track. Lower your throttle as
- well, but look out if you're also planning to pull a high-G turn. You
- don't want to lose too much airspeed and stall or be unable to
- maneuver against the next missile. You might want to lose some
- altitude to gain speed. You'll know it's a HSM if your enemy isn't
- equipped with active homing radar missiles (only the superpowers
- are) and he doesn't currently have a lock-on to you.
- • Don't let your speed bleed off too much. The more your speed falls
- below 450 MPH, the more vulnerable you are.
- • Dive into "ground clutter". If you dive to altitude 3 or lower and the
- missile must dive to intercept you, or if you are at altitude zero then
- the missile (especially older radar-homers) may be confused by
- electromagnetic noise from the ground.
- • Watch out for "quick shots", where an enemy aircraft is close
- enough so that he can fire a missile and it will intercept your aircraft
- in a single action phase. You will not get the chance to see the
- missile warning appear in your "Threat" menu since it strikes in the
- same turn as launched. This can be a nasty surprise, so take
- defensive measures in anticipation of such shots when necessary.
- • Note that pilots with higher skill ratings are much more likely to
- evade missiles due to their better training and timing.
-
- 12 Aircraft
- 12.1 Missile Loads: All aircraft can carry at most one type of heat-
- seeking missile and one type of radar-homing missile. The numbers of
- each type that can be carried is dependent on the number and types
- of missile rails on the aircraft. See the header of section 17 for details.
- 12.2 Target Identification: All enemy aircraft will be known as
- "Bandit" until they have come close enough to be identified visually by
- friendly pilots. Bandits are drawn with an arrow that indicates facing
- but not aircraft type.
- 12.3 Strike Weapon Range: If you wish to arm strike aircraft with
- bombs, then specify a range of 4 for their weapons during setup. They
- may instead be armed with weapons that have a longer range - i.e.
- missiles (see 13.3). Note that facing is unimportant when bombing (a
- helpful abstraction) and all air-to-ground ordnance is referred to as
- "bombs" even though it might represent missile(s). Accuracy is
- degraded by high speeds (above 500 MPH) and altitude, but only if
- weapon range is less than or equal to 4, i.e. missiles are not affected.
- 12.4 Pilot Skill: This ranges from 1 (worst) to 7 (best). It has a
- major effect on a lot of things: which phase to plan moves in, ability to
- pull high-G turns, successful evasion of incoming missiles, cannon
- accuracy, stalled flight control, and bomb accuracy.
- 12.5 Stalling and Spinning: All jet aircraft have minimum speeds
- below which they lose wing lift and lose control. It is very important to
- keep your speed above this minimum! Stall speeds at sea level are
- roughly 150-200 MPH depending on the particular aircraft. Stall
- speeds increase with higher altitude and external weapon loading.
- When an aircraft stalls, it may not be given orders. It loses all contacts,
- both radar, infrared, and visual. It automatically sets throttle and
- afterburner to maximum. If the stall is controlled (it usually is) it will
- lose 1 altitude level and may change facing by 45°. If not, it will enter a
- spin, lose 3 altitude levels and change facing randomly. Once airspeed is
- above the stall speed, the stall/spin will end. Thus, stalls (especially
- spins) are truly dangerous to aircraft flying at low altitude because
- there's little time to pull out of it. NOTE: A two-pulse tone will sound,
- and the airspeed indicator will flash during planning if an aircraft is close
- to its stall speed.
- 12.6 Load: You may notice that your aircraft accelerates better as
- time passes in the scenario. This is because it has burned off fuel and is
- therefore lighter. Jet aircraft burn fuel at such a prodigious rate that
- it is necessary to carry quite a bit on board, and this along with
- external weapons like missiles and bombs weigh down the aircraft,
- reducing performance. This effect is most notable on loaded bombers
- and aircraft such as the USAF F-15C and E which can carry a colossal
- amount of fuel.
- 12.7 Structural Failure: Aircraft that are damaged (i.e. hit but not
- shot down) must limit their maneuvering or face destruction. Any time
- a damaged aircraft attempts a high-G turn, or executes a loop or
- barrel roll, it risks coming apart at the seams. The risk is proportional
- to the damage. Try it and find out!
-
-
- 13 Air to Ground Combat
- 13.1 Strike Target: The bearing and range to the strike target are
- shown in the full data window (see 5.2.2). It looks like a little target in
- crosshairs in the visual display. Just get your strike aircraft within
- range (usually 4 for bombs), make sure you're above altitude zero, and
- select "Drop Bombs..." from the Control Menu while the Systems Panel
- is on the screen. Low altitude and slow speed (below 500 MPH) improve
- accuracy , especially for poorer bombsights, although pilot skill and
- bombsight quality are the key factors. You can also strafe the primary
- target if you want to (see 13.2.3).
- 13.1.1 Target Value: Affects the number of points you get for
- hitting the target. If it's high value, it's worth taking some casualties
- to hit.
- 13.1.2 Accuracy needed: All Primary targets look and act the
- same in Strike Jets, but they can represent just about anything. An
- accuracy-needed value of "Low" could represent an infantry unit out
- in the open. "Medium" could be an airfield, where an accurate hit does
- the most damage, but a near miss still hurts. "Pinpoint" could be
- Saddam Hussein's bunker or a ship at sea, where only a direct hit will
- cause damage. You get half points for partial hits and no points for
- misses (you'll be informed of how accurate your bombs were in the
- message window).
- 13.2 Ground Units: These nasty dudes will shoot back at you! They
- come in two flavors: surface-to-air missiles (SAM), and anti-aircraft
- guns (AAA). The SAM units carry 6 missiles at a time, but can reload
- once they've been fired, although this will take some time. Ground units
- are intended to represent "ground" units but can certainly represent
- armed ships at sea as well.
- 13.2.1 Technology: SAM technology ranges from 1 to 4. Higher-
- tech SAM's have longer ranges at which they'll open fire (out to about
- 30 squares horizontally). AAA technology ranges from 1 to 3 and
- affects the chance of scoring a hit. Horizontal range for AAA is 10
- and they can only fire as high as altitude 12. AAA accuracy is
- decreased by target altitude and speed.
- 13.2.2 Bombing: Aircraft can bomb SAM's and AAA's as well as the
- primary target. 4000 lbs. of bombs (or whatever you have left, if it's
- less than 4000) will be dropped. The SAM/AAA is treated as a
- "pinpoint" for "accuracy-needed" purposes. If it's hit, it's destroyed.
- 13.2.3 Strafing: Drop to altitude level zero and fly directly
- through the SAM/AAA. You'll automatically open fire in the action
- phase and maybe kill it.
- 13.2.4 Spotters: Ground units will radio information to friendly
- aircraft about enemies they can see (and the enemy will show up in
- the "Bandits" menu).
- 13.2.5 Suppression: Active jamming will reduce the frequency with
- which SAM units are able to fire. This is because the jamming
- interferes with their fire control systems. This effect is increased by
- the power of the active jammer and decreased by the technology
- level of the SAM.
- 13.3 Air to Surface Missiles: Strike weapons with a range
- greater than 4 are treated as air to surface missiles. They suffer no
- accuracy penalties from the speed or altitude of the firing aircraft.
- They are also more likely to hit SAM/AAA sites. Reasonable ranges for
- modern air to ground missiles are:
- • Anti-Radar Missiles: 30 (latest Western: 90)
- • Guided Rockets (like the U.S. Maverick): 25
- • Anti-ship Missiles: max 250 (for those that the aircraft in this game
- can carry)
-
- 14 The Sun: You'll notice the sun in your visual display. No aircraft
- can visually spot or fire a heat-seeking missile at an aircraft that is
- "upsun" of it. An aircraft is "upsun" if it is above the spotting aircraft
- and bears within 10 degrees of the path to the sun. NOTE: The Sun's
- picture on the screen behaves a little differently than others in that no
- matter where an aircraft is, the sun will always have the same bearing in
- the sky. For example, when the sun is located at the center of the
- bottom of the visual display, it will bear 180° at all times to all aircraft
- regardless of their locations. Mouse click on the sun to find out what its
- bearing is.
-
- 15 Computer vs. Computer: Watching the computer play against
- itself is a good way to learn effective tactics when you're just beginning.
- You will see a dialog that allows you to enter the number of turns
- between interrupting the action. When the action is interrupted you
- can scroll around by dragging the little grey rectangle in the
- comprehensive view. All aircraft and missiles of both sides are displayed.
- Note also the two interrupt controls in the dialog. Click on "missile
- launch interrupt" if you want an interruption to take place as soon as
- any missile is launched, and click on the "skip dialogs" box if you don't
- want any dialogs to appear on the screen (so the action is continuous).
-
- 16 Score Tally (The End): At the end of each battle a window will
- appear, showing you the losses on each side, with point values next to
- each one. These point values are proportional to the quality of the
- aircraft and its pilot. These values are totaled on the right hand side
- next to the word "absolute". The line below, reading "scaled" is a score
- based both on the "absolute" score and the relative sizes of the forces
- that began the game, and is the more important of the two scores.
- Note that radar controllers are figured in as well. These point values
- are only meant as a rough guide to determining victory, though. The
- ultimate judge is you, the player.
-
- 17 Aircraft Data: The specifications of the aircraft in this game
- are listed on the next several pages. Here's an explanation of the
- format:
-
- Name
- # of crew on board
- Subsonic or supersonic: Affects "envelope" speed
- Type:
- Fighter: Primarily used to fight enemy aircraft of all types in air-to-air
- combat. Typically small and very maneuverable. They are usually very
- versatile aircraft and some can perform strike missions as well.
- Interceptor: Engages in air-to-air combat, but usually of a different sort than
- the fighter. The interceptor is designed to shoot down intruding aircraft
- (often bombers) with long-range radar homing missiles. Interceptors are
- usually quite fast, but often lack maneuverability. They are usually big
- aircraft, this being necessary to carry a large number of radar-homing
- missiles. Older interceptors are often relegated to the role of strike once
- their weapons systems are obsolete.
- Strike: A ground attack aircraft.
- Close-support: Similar to strike, but these aircraft are intended more for
- "battlefield loitering" - i.e. simply flying around above a battlefield looking
- for enemy troops to fire at.
- Multi-role: Fully capable of both the fighter and strike missions.
- ECM: Equipped with an active jammer, it is intended to accompany a strike
- squadron to its target and shield them from enemy radar.
- AEW: Air-Early-Warning. These aircraft carry huge 360° radars and
- effectively act as airborne radar controllers.
- Maximum Speed: MPH at sea level/at high altitude (24+)
- Maneuver: Rated from F (worst) to A+ (best)
- Engines: Normal full throttle thrust in lbs. (Thrust including afterburner
- listed in parenthesis)
- Weight: Weight, in lbs., of the empty aircraft
- Fuel: Maximum fuel load in lbs. (efficient/inefficient = fuel consumption
- rate. Older jets burn fuel less efficiently. If there's no rating, then the
- efficiency is "average")
- Bombload: Maximum bomb load in lbs.
- Bombsight: None, Basic, Standard, Modern, Advanced
- Size: Tiny, Very Small, Small, Average, Large, Very Large, Huge
- Wing Area: In square feet. Divide the weight of the aircraft by the wing area
- to get "wing loading" in pounds per square foot. Higher wing loading
- values translate to greater deceleration during maneuvers, so fighter
- aircraft prefer to have low wing loading.
- Ceiling: The highest altitude the aircraft can reach. When carrying external
- weapons, however, the effective ceiling may be lower.
- Stall: 1 (best = lowest stall speeds) to 4 (highest). See 12.5.
- Toughness: A measure of how much damage the aircraft can take before going
- down (Weak, Light, Standard, Sound, Tough, Super-Tough).
- ECM: Defensive jamming equipment typically carried by the aircraft. Used to
- break enemy lock-ons and to decoy radar-homing missiles. Not to be
- confused with active jammers. Values are: None, Basic, Standard,
- Modern, Advanced, Highly Advanced
- Cannon: None, Basic, Standard, Modern. Quality affects accuracy.
- (Ammunition listed in parenthesis).
- Missile Rails: The numbers and types of missile rails on the aircraft
- h: carries one heat-seeking missile
- r: carries one radar-homing missile
- x: carries one missile of either type
- d: carries either one radar-homer or two heat-seekers
- Types: The kinds of missiles this aircraft can carry
- Radar: Special characteristics are listed here (if any). They are: arc (listed only
- if 180° or 360°, otherwise it is 90°), look-down capable, track-while-scan
- (TWS), multi-lockon (# of targets in parenthesis). A radar with a 180° arc
- is more resistant to defensive ECM.
- Range: The range of the radar to an aircraft of size "Average". Note that range
- to "huge" aircraft is nearly double this figure.
- Strength: 0 (worst) to 10 (best). Affects chances of obtaining radar lock-on
- and of maintaining it versus target defensive ECM.
- Special:
- Teardrop canopy: A high-visibility cockpit that allows the pilot to see
- aircraft in his rear 90° arc if they are at a higher altitude.
- Delta wing: Gives improved acceleration at supersonic speeds (≥ 700 MPH).
- It also multiplies wing-loading by 1.6 for purposes of calculating
- deceleration in high-G maneuvers and loops (because delta wings
- generally bleed off a lot of airspeed in sustained turns).
- Advanced delta wing: As a normal delta wing, but only multiplies wing-
- loading by 1.3.
- Swing-wing: These behave as delta wings at supersonic speeds (≥700 MPH)
- otherwise they're normal.
- HUD: Heads-up display. Because it projects target information onto the
- pilot's windscreen, it allows him to fire heat-seeking missiles with a radar
- lock-on (i.e. and no visual contact).
- IRST: Infrared Search and Track system. See 10.3
- Active Jammer: Rated from 1 (worst) to 3 (best). See 10.2.2. Not to be
- confused with defensive ECM/jamming.
- VIFF: Stands for "vectoring in forward flight". Possessed only by the Harrier
- - it can point its jet nozzles downward to pull a tight turn. This is
- reflected in an artificially high maneuver rating, but the Harrier will also
- suffer a greater deceleration when making high-G turns. Aircraft with
- VIFF will never stall.
- Stealth: Rated 1 (good) or 2 (even better). It hides the aircraft from radar
- controllers and greatly reduces the effective ranges of radars and IRST
- systems looking for it. It also reduces missiles' probability of hit.
- Supercruise: The ability to cruise at supersonic speeds without afterburners.
- Points: The score given to the enemy for shooting down this aircraft (with a
- pilot of skill 4).
- Notes: A brief description of the aircraft.
-
-
- Here are the two aircraft provided
- in the demo:
-
- MiG-23 Flogger G
- 1 man, supersonic interceptor
- Maximum Speed: 910/1550
- Maneuver: C-
- Engines: 18000 (27530)
- Weight: 24250
- Fuel: 10140 (ineff.)
- Bombload: 6000
- Bombsight: Basic
- Size: Small
- Wing Area: 300
- Ceiling: 40
- Stall: 3
- Toughness: Light
- ECM: Basic
- Cannon: Basic (4)
- Missile Rails: 6h 2x
- Types: AA-2, AA-2-2, AA-7, AA-8,
- AA-11
- Radar: Look-down
- Range: 120
- Strength: 6
- Special: Swing-wing, HUD
- Points: 40
- Notes: The backbone of the Soviet
- air defense force, the MiG-23 was
- designed in the 1960's. It has been
- produced in very large quantities
- and is significantly more effective
- in the interception role than the
- older MiG-21, although it is a poor
- dogfighter due to mediocre
- maneuverability and low engine
- power.
-
-
- F-16A Fighting Falcon
- 1 man, supersonic fighter
- Maximum Speed: 910/1350
- Maneuver: A-
- Engines: 16200 (23900)
- Weight: 14600
- Fuel: 6970
- Bombload: 12000
- Bombsight: Standard
- Size: Very Small
- Wing Area: 300
- Ceiling: 34
- Stall: 2
- Toughness: Standard
- ECM: Basic
- Cannon: Modern (6)
- Missile Rails: 6h
- Types: AIM-9
- Radar: Look-down
- Range: 120
- Strength: 8
- Special: Teardrop canopy, HUD
- Points: 52
- Notes: Designed as a
- counterbalance to the trend of
- high-priced, high-tech aircraft like
- the F-15, the F-16A entered service
- in 1979 as a basic, yet remarkably
- agile and effective tactical fighter.
- It lacks the capacity for a long-
- range kill, but this is one reason it
- was relatively cheap to produce.
-
-
-
- 18 Missile Data
-
- Name
- Type
- Kill%: This is the rough chance that the
- missile will hit a non-high-G-turning target
- from the rear, with no special circumstances.
- ECCM: Anti-ECM. The better it is, the more
- the radar-homing missile can overcome the
- effects of target ECM. (Heat-seekers don't
- have or need ECCM).
- Quickness: Measures how well the missile can
- successfully hit a target that is in a high-G
- turn. Values are: Very Slow, Slow, Average,
- Agile, Highly Agile.
- Range: Minimum-maximum.
- Maximum Speed: in MPH.
- Burn Time: The number of game-turns the
- missile will stay aloft before running out of
- fuel and energy (and self-destructing).
- Weight: in lbs.
- Notes: A brief description.
-
- Here are the missiles included in this demo:
-
- AA-8 Aphid
- Rear-Aspect Heat Seeker
- Kill: 55%
- Quickness: Highly Agile
- Range: 1 - 12
- Max Speed: 2000
- Burn Time: 2
- Weight: 121
- Notes: Credited as being all-aspect. The author
- finds this claim quite dubious. It is the most
- abundant heat-seeker in current use by the
- Soviet air force.
-
- AA-7 Apex (R)
- Semi-Active Radar Homing
- Kill: 40%
- ECCM: 0
- Quickness: Average
- Range: 5 - 60
- Max Speed: 2200
- Burn Time: 8
- Weight: 705
- Notes: Soviet built and reasonably effective.
-
- AIM-9L Sidewinder
- All-Aspect Heat Seeker
- Kill: 70%
- Quickness: Highly Agile
- Range: 1 - 33
- Max Speed: 1650
- Burn Time: 6
- Weight: 188
- Notes: The first all-aspect Sidewinder, available
- since 1977.
-
- SAM-2
- Surface-to-Air Missile
- Kill: 40%
- ECCM: 1
- Quickness: Slow
- Max Speed: 2000
- Burn Time: 5
- Notes: Represents obsolescent systems like the
- Soviet SA-6.
-
-
- 19 References and Inspirations:
- Bond, Larry. Harpoon: Modern Naval Wargame Rules. Bloomington, IL: Game Designer's Workshop, 1987.
- Chant, Christopher. The Concise Illustrated Book of Top Gun Aircraft. New York, NY: Gallery Books, 1990.
- Donald, David. The Pocket Guide to Military Aircraft and the World's Air Forces. London, United Kingdom: Temple Press, 1989. Published in
- the USA by Gallery Books of New York, NY.
- Gunston, Bill. An Illustrated Guide to Modern Airborne Missiles. London, United Kingdom: Salamander Books Ltd., 1983. Published in the USA by
- Prentice Hall Press, a division of Simon & Schuster, Inc. of New York, NY.
- Gunston, Bill. An Illustrated Guide to Modern Fighters and Attack Aircraft. London, United Kingdom: Salamander Books Ltd., 1987. Published
- in the USA by Prentice Hall Press, a division of Simon & Schuster, Inc. of New York, NY.
- Gunston, Bill. An Illustrated Guide to Spy Planes and Electronic Warfare Aircraft. London, United Kingdom: Salamander Books Ltd., 1983.
- Published in the USA by Prentice Hall Press, a division of Simon & Schuster, Inc. of New York, NY.
- Gunston, Bill. An Illustrated Guide to the Future Fighters and Combat Aircraft. London, United Kingdom: Salamander Books Ltd., 1987.
- Published in the USA by Prentice Hall Press, a division of Simon & Schuster, Inc. of New York, NY.
- Gunston, Bill. Combat Arms: Modern Attack Aircraft. London, United Kingdom: Salamander Books Ltd., 1989. Published in the USA by Prentice
- Hall Press, a division of Simon & Schuster, Inc. of New York, NY.
- Richardson, Doug. An Illustrated Guide to the Techniques and Equipment of Electronic Warfare. London, United Kingdom: Salamander
- Books Ltd., 1985. Published in the USA by Prentice Hall Press, a division of Simon & Schuster, Inc. of New York, NY.
- Richardson, Doug. Red Star Rising: Soviet Fighters. London, United Kingdom: The Hamlyn Publishing Group Ltd., 1989. Printed and bound in Spain
- by Graficas Estella, S.A. Navarra.
- Spick, Mike. An Illustrated Guide to Modern Fighter Combat. London, United Kingdom: Salamander Books Ltd., 1987. Published in the USA by
- Prentice Hall Press, a division of Simon & Schuster, Inc. of New York, NY.
- Webster, J.D. Air Superiority. Bloomington, IL: Game Designer's Workshop, 1987.
- Modern Jet Fighters. Osceola, WI: Motorbooks International, 1989.
- The Defenders: A Comprehensive Guide to the Warplanes of the USA. London, United Kingdom: Aerospace Publishing, 1988. Distributed in
- the USA by Gallery Books of New York, NY.
- The World's Great Attack Aircraft. London, United Kingdom: Aerospace Publishing, 1988. Distributed in the USA by Gallery Books of New York, NY.
- The World's Great Interceptor Aircraft. London, United Kingdom: Aerospace Publishing, 1989. Distributed in the USA by Gallery Books of New
- York, NY.
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