Jet Fighter School - Air Combat Simulator Tactics and Maneuvers
Jet Fighter School - Air Combat Simulator Tactics and Maneuvers
Jet Fighter School - Air Combat Simulator Tactics and Maneuvers
~~~!m~!!L~~blications,lnc.9
One of the ABC Publishing Companies
10 9 8 7 6 5 4 3 2
ISBN 0-87455-092-0
The author and publisher have made every effort in the preparation of this book to insure the ac-
curacy of the information. However, the information in this book is sold without warranty, either
express or implied. Neither the author nor COMPUTE! Publications, Inc. will be liable for any
damages caused or alleged to be caused directly, indirectly, incidentally, or consequentially by the
information in this book.
The opinions expressed in this book are solely those of the author and are not necessarily those of
COMPUTE! Publications, Inc.
COMPUTE! Publications, Inc., Post Office Box 5406, Greensboro, NC 27403, (919)
275-9809, is part of ABC Consumer Magazines, Inc., one of the ABC Publishing
Companies, and is not associated with any manufacturer of personal computers. ACE:
Air Combat Simulator is copyright 1985 by Cascade Games. Amiga is a trademark of
Commodore-Amiga, Inc. Apple II is a trademark of Apple Computer, Inc. Atari and
Atari ST are trademarks of Atari Corporation. Commodore and Commodore 64 are
trademarks of Commodore Electronics, Ltd. F-15 Strike Eagle and MiG Alley Ace are
trademarks of MicroProse Software. IBM and IBM PC are trademarks of International
Business Machines, Inc. High Roller is a trademark of Mindscape Software. JET is
copyright 1985 by SubLOGIC Corporation. /et Combat Simulator is a trademark of
Epyx Software. Jump /et Combat and Flight Simulator is a trademark of Eurosoft Inter-
national. Macintosh is a trademark licensed to Apple Computer, Inc.
Contents
Foreword .. .. .... . ......... . ............. . . .... v
Appendix
Suggested Reading List . . . . . . . . . . . . . . . . . . . . . . . . . 175
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
Foreword
Not many of us will ever fly a jet fighter. We may well have
the "right stuff," but that doesn't mean we're going to be
trusted with a multi-million-dollar piece of equipment.
Fortunately, that hasn't stopped tens of thousands of
personal-computer owners from experiencing the thrill of jet
flight, and the even greater challenge of jet fighter combat.
Using popular jet fighter simulators-like F-15 Strike Eagle,
JET, Ace, /ump /et, /et Combat Simulator, and others-you can
take your imagination for a jet flight just a few feet off the
ground, or into the highest reaches of the stratosphere.
Simply flying a jet in a simulator is one thing; flying pro-
ficiently is another; and surviving combat is ... well, difficult.
That's why you'll want to rely on /et Fighter School: Air
Combat Simulator Tactics and Maneuvers. To get the most out
of any jet simulator, you need one of two things: a huge num-
ber of "flying" hours, or a good instructor. Richard Sheffield,
an ace jet combat simulator pilot who's logged hundreds of
hours on a variety of programs, becomes your mentor and
guide as he shows you how to fly-and live.
F-15 Strike Eagle, the most popular of the jet combat simu-
lators now available, is the foundation of /et Fighter School.
Though much of the information, and all of the flying and
combat techniques, can be applied to other simulators, it's
with F-15 that you'll find this book especially valuable.
You'll read about the F-15 aircraft, its development, and
flying and combat history. You'll discover details of its opera-
tion and armament, and how both apply to simulator flying.
And you'll learn criteria for air combat effectiveness, steps in
the air combat process, and rules for successful aerial warfare.
The heart of /et Fighter School, however, is a series of jet
fighter maneuvers-each described and illustrated in detail-
that will make you a better jet simulator pilot, and make you a
jet simulator pilot who survives.
From a simple roll to the High Yo-Yo, all the maneuvers
are based on real jet fighter techniques. You can practice them,
learn them, and use them to devastating results.
v
Can't seem to shake that persistent opponent? Use a high-
G barrel roll to make him overshoot and put him in your sights.
Is an enemy aircraft heading right for you? Pull back on the
stick, pitch back into a loop, and then tum behind the target.
Once you know how to fly with the best of them, you can
try any of the F-15 scenarios outlined in ]et Fighter School.
Striking deep into enemy territory and returning home takes
skill and strategy. This book shows how to accomplish both;
winning methods for each scenario are included.
There's even an entire chapter of hints and tips on better
simulator "play," from accumulating more points to gliding
when you're out of fuel. Some of the information was gath-
ered from other F-15 Strike Eagle players, and from conversa-
tions with Bill Stealey, President of MicroProse Software, and
Sid Meier, the author of F-15 Strike Eagle.
If you like to do more than just sightsee when you fly a
simulator-if you like to climb into the jet cockpit and pit
your skills against the best computer opponent, you'll find ]et
Fighter School: Air Combat Simulator Tactics and Maneuvers an
invaluable partner.
Hit the afterburners, climb until you're pressed against the
seat, and keep your eyes open. With Jet Fighter School you'll
quickly be an ace.
vi
Author's Note
I decided early on to develop this book with the F-15 Strike
Eagle simulation in mind. (F-15 Strike Eagle was developed
by MicroProse Software, 120 Lakefront Dr., Hunt Valley, MD,
21030.)
I chose F-15 largely because of the high-quality in-flight
simulation characteristics and the variety of weapons avail-
able. This does not mean, however, that owners of other air
combat simulators cannot use the tactics and maneuvers de-
scribed in Jet Fighter School. In fact, most of the offensive and
defensive maneuvers translate very well to other jet and jet
combat simulations.
These other simulations include:
0 JET
Sub LOGIC
713 Edgebrook Drive
Champaign, IL 61820
This is a simulation of the Air Force F-16 Fighting Falcon and
the Navy F-18 Hornet.
0 High Roller
Mindscape
3444 Dundee Road
Northbrook, IL 60062
High Roller is a simulation of the U.S. Marine Corps' Harrier
vertical-takeoff and -landing jet fighter.
0 MiG Alley Ace
MicroProse Software
120 Lakefront Dr.
Hunt Valley, MD 21030
MiG Alley Ace is a simulation of the F-86 Sabrejet, the C-119
transport, the F9F Panther, and the F80 Shooting Star. These
aircraft are used in simulated Korean War combat with MiG-15
and Yak-9 fighters used by the Koreans. Allows two players to
fly against one another or in support of one another against
two MiGs.
vii
0 Jump Jet Combat and Flight Simulator
Eurosoft International
P.O. Box 2653
Westport, CT 06880
Jump Jet is a simulation of the Harrier jump jet used by the
Royal Air Force.
0 ]et Combat Simulator
Epyx
1043 Kiel Court
Sunnyvale, CA 94089
This simulation uses the F-15 Eagle to protect a group of
friendly air bases from attack.
0 ACE: Air Combat Emulator
Spinnaker Software
One Kendall Square
Cambridge, MA 02139
ACE is a simulation of a fictional jet fighter used to combat air,
ground, and sea targets. Good two-pilot operation.
This, I'm sure, is by no means a complete list of all the jet
combat simulations currently available. I am, however, famil-
iar with the operation of these programs and feel confident
that users of these simulations will benefit from the infor-
mation in this book.
Richard Sheffield
viii
Before a prospective jet fighter pilot steps into an aircraft, he
or she has already spent hundreds of hours in intensive flight-
training ground school.
It's here that the future pilot studies-and studies in great
detail-subjects ranging from aircraft mechanics to
meteorology.
The next few chapters will give you a brief overview of
the topics covered in ground school as they pertain to using
the F-15 Strike Eagle simulation:
0 Development of the F-15 Strike Eagle
0 Basic pilot considerations
0 Basic aerodynamics
0 Weapon systems
Proper use of F-15 weapons
Enemy threats
0 Theories of Air Combat
3
Development
of the F-15
The F-15 design began as a swing-wing air superiority
fighter, was altered to its present appearance, and meta-
morphosed into a two-man dual-role fighter version. Here
we trace the history of the F-15.
FX
The FX program (Fighter eXperimental) was the result. The
first FX proposals were very heavy (60,000 pounds) and em-
ployed the then-fashionable swing-wing design. This being too
much like the ill-fated F-111 design, the momentum swung in
the other direction, until in 1967 the conceived aircraft was
down to 30,000 pounds.
This 30,000-pound aircraft may have been developed had
it not been for the Soviet Domodedovo Air Show in July 1967.
It was there that the Soviets unveiled their new MiG-25, later
designated Foxbat by NATO. The MiG-25 was capable of
speeds up to Mach 2.8 and had an operational ceiling of
80,000 feet. It was immediately obvious that the current U.S.
aircraft-the F-4 Phantom-was no match for the MiG-25 .
The FX project was sped up, and bids to develop and build
this new jet fighter were received from many aircraft manufac-
turers. By December 1968 the field had been narrowed to Mc-
5
CHAPTER 1
Eagle
The name Eagle, however, wasn't immediately chosen. James
McDonnell, "Mr. Mac," as he was known, preferred names
derived from his interest in the occult-names like Phantom,
Voodoo, Banshee, and Demon. When he agreed to consider bird
names, Eagle was proposed. Since the F-15 was designed to be
an all-weather fighter, when someone read in a wildlife book
that the eagle was a bird that could hunt in bad weather, the
name was adopted.
It was during this period that the possibility of using a
modified version of the Navy's F-14 was first proposed. Con-
gress wanted the Air Force and Navy to use the same aircraft;
commonality was the latest buzzword. A number of studies,
however, drew some conclusions. The F-14 wasn't maneuver-
able enough and required a two-man crew, something unac-
ceptable to the Air Force. The idea of adapting the F-15 to
function as a Navy carrier plane was also scrapped-costs
would have increased while performance decreased with the
addition of systems to use the Navy's Phoenix long-range
missile.
In December, 1969, McDonnell Douglas was named the
winner of the F-15 contract. This contract called for 20 aircraft.
The program director said the purpose of the program was "to
efficiently acquire a fighter capable of gaining and maintaining
air superiority through air-to-air combat."
The designers' philosophy became not a pound for air-to-
ground. In other words, they were to build a pure dogfighter.
The design-concept paper for the F-15 stated that the gen-
eral mission of the aircraft was that of air superiority, broken
down into subheadings of escorting strike forces over un-
friendly airspace, fighter sweeps ahead of these strike forces,
combat air patrol, and tactical intercept/defense of friendly
territory.
The most difficult of these missions, and the one most
preferred by F-15 pilots, is the escorting or protecting of strike
forces over enemy territory. Here exists the threat of antiair-
craft artillery and surface-to-air missiles, as well as enemy
fighters directed by ground control.
6
Development of the F- l 5
Two F-15 Eagles flying in close formation. Note the AIM-9L Sidewinder
missiles beneath each aircraft's wings.
8
Development of the F-15
The F-1 SE Strike Eagle has a two-man crew, advanced display systems,
and the ability to carry a wide range of air-to-air and air-to-ground
weapons.
9
CHAPTER 1
This is a view of the front (top) and rear (bottom) seats of the F- l 5E
Strike Eagle displays and screens. Note that this is a simulator.
10
Development of the F- l 5
F- 15 Streak Eagle
Computer projections at McDonnell Douglas predicted that the
F-15 should easily beat many of the current time-to-altitude
records. In early 1975, the Streak Eagle program went into
operation.
At Grand Forks Air Force Base in North Dakota, a modi-
fied F-15 broke all of the existing time-to-altitude records. This
F-15 had been stripped of the gun, radar, some avionics, tail
hook, one generator, some of the hydraulic system, and flap
and speedbrake actuators. Forty pounds of external paint was
even removed.
After achieving the 30,000-meter (98,425 feet) record, the
F-15 continued up to over 102,000 feet before falling over and
starting its descent. This made it the obvious choice for deliv-
ering the ASAI antisatellite weapon.
Streak Eagle Records
Times in seconds
Previous Type of F-15 Percent
Altitude Time Aircraft Time Improvement
3000m (9843') 34.52 F-4 27.57 20
6000m (19685') 48 .79 F-4 39.33 19
9000m (29528') 61.68 F-4 48 .81 21
12000m (39370') 77.14 F-4 59.38 23
15000m (49212') 114.50 F-4 77.02 33
20000m (65617') 169.80 MiG25 122.94 28
25000m (82021') 192.60 MiG25 161.02 16
30000m (98425') 243 .86 MiG25 207.80 15
11
The Airplane
Learn to Turn and Burn
To be a successful jet fighter pilot, you must be able to
make your aircraft do what you want, when you want . This
chapter offers a basic understanding of how your aircraft
maneuvers and the forces which affect it in flight.
15
CHAPTER 2
Elevators
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Weight
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16
The Airplane
17
CHAPTER 2
altitude, you can convert this speed (kinetic energy) into alti-
tude (potential energy) by climbing.
To illustrate this concept, consider the following
examples.
Example 1. You're at low altitude, approaching an enemy air-
craft-which is at the same altitude-head on. You're flying
considerably faster than your opponent. As you approach, you
pull up into a steep climb, and your opponent pulls up after
you. This is called a zoom maneuver. Since you possess more
kinetic energy (you are flying faster), you're able to climb
higher and gain the advantage.
Example 2. You're following an enemy aircraft that's flying at
the same speed that you are. You're at a higher altitude. As your
enemy twists and turns in an effort to escape, he'll lose speed
(kinetic energy). If you follow him through those turns, you'll
lose speed, too. But, because you're at a higher altitude, you
have more potential energy, so you can dive to pick up speed,
catch the enemy, and maneuver into a good firing position.
What this means to you, a fighter pilot, is that you must
constantly keep an eye on your speed and altitude during
combat. A heavy-handed pilot who twists and turns the air-
craft around without paying attention to energy losses will
soon be unable to maneuver. Once lost, energy is hard to re-
gain-your only hope is to dive hard and regain some speed.
(This assumes, of course, that you've left yourself enough alti-
tude to perform the maneuver.) The lesson here is to avoid
low altitude, low speed conditions. If you don't, you're a sitting
duck for air-to-air or surface-to-air fire.
A good rule of thumb is to maintain a high cruise speed
(Mach .9 or so) and a good cushion of altitude (35,000 feet or
so) when entering a combat situation. With this speed and al-
titude, you have all the options-climbing or diving at will.
Climb Performance
The ability of your aircraft to gain altitude, or climb, is ham-
pered by weight and drag. The easiest way to improve your
climb performance is to get rid of any unnecessary equipment.
If you're going to concentrate on air-to-air combat, get rid of
any bombs you're carrying. All that air-to-mud equipment
only slows you down, making you more vulnerable.
18
The Airplane
If you have external fuel tanks that are empty (in the F-15
Strike Eagle, for instance, your external tanks are empty when
fuel remaining is less than 13,500 pounds), drop these, too, for
they increase drag, hurting your ability to climb.
The F-15 has excellent climb performance when not
loaded down with bombs or fuel. The F-15 is considered bal-
listic because it can produce more pounds of thrust than the
plane weighs and therefore can accelerate straight up at full
power.
Figure 2-3. Balllstlc Cllmb
An F-15 in an air-to-air configuration (AIM-7 Sparrow
and AIM-9 Sidewinder missiles) in a ballistic climb.
19
CHAPTER 2
20
The Airplane
And if two planes are equal in weight but one has lower
drag (because its shape is more efficient or it's carrying fewer
externals such as drop tanks or bombs), the one with the
lower drag will have the acceleration advantage.
Even in this kind of steep or ballistic dive, it's best to per-
form the unloading maneuver first, then progress to steeper
dive angles.
Turning Performance
One of the most important performance characteristics of a
modern fighter plane is its ability to turn sharply and to main-
tain a tight turn for an extended period of time. In most con-
texts maneuverability and turn performance are synonymous.
The better an aircraft's turn performance, the better it maneu-
vers. That, of course, translates into a better chance of winning
a fighter/fighter contest.
Turn performance is generally divided into two types-in-
stantaneous turn performance and sustained turn performance.
Instantaneous turn performance is the ability of an air-
craft to turn at any given point in time. This is a function of
the aircraft's speed and altitude. As the term implies, this turn
doesn't have to be sustained for more than an instant. Some-
thing called maximum instantaneous turn performance is
achieved at very high speeds. Altitude is also a factor here
since, as you get higher, the density of air is reduced. The re-
duced amount of air passing over the wings reduces lift ca-
pability. This then reduces the turning performance.
Sustained turn performance is the ability of an aircraft to
maintain a turn for an extended period of time. Turn per-
formance is measured three ways:
0 Load factor, or G's (gravity units) pulled during the turn. In a
5-G turn, the pilot weighs five times as much as normal.
0 Turn radius. This is the area it takes to accomplish a com-
plete turn. Turn radius is normally expressed in feet or
miles.
0 Turn rate. This is how fast the aircraft is changing course
during a level turn. This is expressed in degrees of change
per second.
The maximum G force an aircraft can handle is set by the
manufacturer and normally allows for a significant safety mar-
gin. High-G turns can be performed at low and high speeds,
21
CHAPTER 2
22
The Airplane
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23
CHAPTER 2
24
The Pilot
Being a winning combat pilot, whether you're flying a
computer simulator or a 30-million-dollar airplane, requires
confidence and aggressiveness. See how these two
personality traits-and other skills-can make you a
better combat simulation pilot.
27
CHAPTER 3
28
The Pilot
Pilot Training
Getting the most out of a combat aircraft and its weapon sys-
tems takes a very skilled and highly trained pilot. Jet Fighter
School offers a condensed and simplified pilot training course
covering the same topics discussed daily in military jet pilot
training centers all over the world.
First the pilot must learn aerodynamics and how to get
the best performance from the aircraft during a combat situa-
tion. The pilot should develop a gut feeling for flying-there's
very little time to concentrate on flying the plane during actual
combat. Flying must be instinctive.
Next, the weapons systems must be mastered. Fighter
planes exist only to bring weapons close to an enemy. The ad-
vantages and disadvantages of every weapon available, and of
those likely to be used against a fighter's aircraft, must be
learned and understood.
Finally, actual combat maneuvering must be learned. All
pilots learn the same basic maneuvers and tactics. The diffi-
culty is in knowing what maneuver to use in the ever-changing
set of combat circumstances. The complexity of air combat
29
CHAPTER 3
30
Weapons Systems
Learn what weapons your F-15 carries, their capabilities,
and what decisions you need to make when flying
and fighting.
The F-15 is, as is any fighter plane, nothing more than a flying
weapons-delivery system. Great flying and maneuvering skills
are important, but they won't destroy the enemy. These skills
must be used to bring the weapons system close enough to
the enemy to be effective. The pilot then must decide on the
appropriate weapon for that particular situation.
To make a correct decision, all of the operational require-
ments for the available weapons must be understood. These
include the position and range of the enemy, and the speed of
your aircraft and of the target.
The F-15 Strike Eagle simulation employs three air-to-air
weapons systems which provide excellent close- to medium-
range coverage-guns, short-range Sidewinder missiles, and
medium-range Sparrow missiles.
Guns
Air-to-air guns were thought to be obsolete after the invention
of the guided missile. In fact, the first fighter planes sent to
Vietnam were equipped only with missiles. It was quickly re-
alized, though, that many fights took place at very close quar-
ters-too close, in fact, for air-to-air missiles. Guns have been
standard equipment on all fighters ever since.
The F-15 is equipped with a six-barrel Gatling-style can-
non which fires 20mm exploding shells at a rate of 6000
rounds per minute. Your Eagle is only equipped with 1000
rounds, so care must be taken not to use your ammunition too
quickly. Short, controlled bursts are recommended.
Gun combat takes place at close range, so it is the most
exciting combat and requires the greatest skill on the pilot's
part. Keep these things in mind when you try to down an op-
ponent using your aircraft's guns.
33
CHAPTER 4
Range
The enemy must be plainly visible to be within range of your
guns. You should be able to see clearly the wings and tail of
the enemy plane.
Range can best be determined by using your radar screen
in the short-range mode. Any time an enemy aircraft is within
one grid of you on the radar screen, you should be able to hit
it with your guns. The farther away it is, however, the closer
to the center of your gun sight it must be for you to score a hit.
When using the radar in the close-range mode, check it
frequently-surface-to-air or air-to-air missiles close very
quickly, and you'll have little time to react. If possible, switch
the radar view occasionally to medium or long range to spot
incoming missiles.
Closure
To score a gun kill, you must get close to the enemy. If you're
behind your target, this means you must be the one moving
faster. Don't close in too quickly, though, or you might over-
shoot the enemy aircraft and find yourself in front of your op-
ponent. The computer doesn't miss.
To avoid this, close in slowly. Once you're in proper posi-
tion behind the enemy aircraft, you can close in slowly by div-
ing slightly. This will increase your speed without your having
to increase power. When you're within good gun range, pull
up slightly to put the enemy in the gun sight. This usually
slows you down enough to prevent an overshoot. If the other
aircraft starts to pass underneath you, react quickly and extend
your speedbrake or execute a break turn.
Banking Angle
To keep the other aircraft in the gun sight once you've got it
there, you'll need to make the same maneuvers that it does.
This is best done by watching the enemy, not the radar screen.
Try to keep the wings of your aircraft in the same plane (geo-
metrically speaking) as that of your opponent (Figure 4-1 ). Do
this and you'll remain directly behind your opponent. From
that position you'll be able to score several hits and possibly
destroy the other aircraft before the opponent can lose you.
This attack is called a tracking shot.
34
Weapons Systems
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35
CHAPTER 4
Lead Angle
When you're not directly behind your enemy and he's moving
across your screen, you'll need to fire early so that he is in the
gunsight when the shells arrive at his position. You can't wait
until he's in your gunsight to fire .
Proper lead-angle timing can only be acquired with prac-
tice. This type of quick passing attack is called a snapshot.
1
36
Weapons Systems
37
CHAPTER 4
Missiles
The advent of the air-to-air missile has greatly changed the
nature of air combat. No longer is it necessary to get close to
an enemy to score a kill. The medium-range Sparrow missile
carried by your F-15 can hit an enemy aircraft while it's still
well beyond visual range.
The short-range Sidewinder missile is an excellent alterna-
tive to guns when you're in a fairly close-range fight.
Both of the missiles carried on your F-15 are all aspect
missiles. This means that they can track and destroy an enemy
coming toward you, going away from you, or flying across
your path. They can also be fired when your opponent is at
any angle to you. They'll lock onto the target and attempt to
follow and hit it. You can even fire at an enemy directly be-
hind you.
The most efficient method, however, is to fire directly at
or slightly ahead of your target. This provides the shortest
path to the target and allows more time for the missile to ma-
neuver and follow a turning enemy.
It's important to remember that once you've fired a mis-
sile, you can't fire another until the first has completed its
flight. You can, though, use your guns. An enemy trying to
evade a missile shot will sometimes maneuver into gun range,
so keep pressing the attack while your missile is in the air.
Heat-Seeking Missiles
Your F-15 is equipped with four AIM-9L Sidewinder heat-
seeking missiles. The effective range of the missiles is one-half
mile to ten miles. It's important to note the half-mile mini-
mum range. These missiles accelerate very quickly, so unless
you're directly behind your opponent, a shot fired at a range
closer than one-half mile will shoot right past your opponent
before it has a chance to maneuver.
The exception to the maximum range of ten miles is when
your opponent is flying directly toward you. Since he's coming
to meet the missile, it can be fired at a range of 15 miles or so.
Head-on missile attacks, however, are the easiest to avoid, so
make an effort to get behind your opponent.
When firing your Sidewinders, take note of the sun's po-
sition. The sun provides a more intense target than a jet en-
gine. (Remember, the Sidewinder locks onto a heat source.) So
38
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Defensive Options
Once you understand how to best use the weapons you have,
you should realize that your enemy is equipped with similar
weapons. And the computer is a good shot.
These are also the types of maneuvers and tactics the
computer will use to defeat your attacks, so learn to use them
and be prepared to see them used against you.
Defense Against Gun Attacks
For a gun attack to be successful, all the parameters of the sys-
tem-such as range and tracking-must be met.
The best defense against a gun attack is to stay out of range.
Sometimes this isn't possible, however, as when you've
fired a missile at one target and wish to attack a second while
the missile is in flight. Here your only choice is to move in
close for a gun attack; this, of course, places you within gun
range of your opponent.
If you can't stay out of range, the next best defense is to
prevent your opponent from getting a good shot. The best
way to do this is to keep the enemy from getting behind you.
40
Figure 4-4. Firing at a Target Behind You
Though you can fire a Sparrow medium-range missile at a
target behind you, you'll score a surer and quicker kill by rap-
idly turning to meet the enemy before releasing the Sparrow.
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CHAPTER 4
Attacker
42
Weapons Systems
Missile Defense
Missiles, like guns, have certain parameters which must be
satisfied. If any of these parameters can be eliminated, then
the missile attack is defeated.
The first thing to do once a missile launch has been de-
tected is to determine what type of homing device it has-ra-
dar or heat-seeking. In F-15 Strike Eagle, simply check the
warning indicator lights located directly above the radar
screen. The first light on the left flashes if you're being tracked
by a radar-guided missile. The second light from the left
flashes if you're being tracked by an infrared (heat-seeking)
missile. The type of threat is important to know for several
reasons.
First, you'll know what kind of countermeasures to em-
ploy. Your F-15 is equipped with decoy flares that can be used
to fool a heat-seeking missile. These flares only burn for five
to ten seconds, so wait until the missile is relatively close
before you release them.
Electronic countermeasures-radar jamming and foil
chaff-can mislead a radar-guided missile.
When you spot a missile, check your radar screen to see
how far away it is, how long you have to react, and the direc-
tion from which the missile is approaching. If the threat is im-
mediate, a good rule is to make an immediate break toward
the ground and release the appropriate countermeasure (pro-
vided you have enough altitude).
If you have several seconds, you have the time to use the
best defensive maneuver. Timing is important when evading a
missile-if you make your defensive break too soon, the mis-
sile will have time to recover and will still hit you. If you wait
too long before maneuvering, the missile will outmaneuver
you. The best distance from which to begin your defensive
maneuver is when the missile is approximately one mile away.
From the front. If the missile is approaching directly from
your front, break toward the ground.
From an angle. If the missile is approaching from an an-
gle, the general rule is to break toward it if it's in front of you;
break away from it if it's behind you.
From behind. Missiles fired from behind you can occa-
sionally be outrun if they're fired from a distance. You'll
usually need to use afterburners for this.
Heat-seekers and the sun. If the missile is a heat-seeker
43
CHAPTER 4
44
Weapons Systems
Countermeasures System
The F-15 Strike Eagle is equipped with electronic counter-
measures systems (ECM) to confuse and avoid air-to-air and
surface-to-air missile attacks. These systems are designed to
fool the two main guidance systems used to track your air-
craft-radar and infrared.
Radar Countermeasures
Your radar-warning indicator tells you when you're being
scanned by radar. To defeat a radar-guided missile, you must
defeat the radar. Three methods are used to do this.
Chaff consists of aluminum-foil strips, wire, and fiber-
glass which are cut to varying lengths to counter various radar
frequencies. This chaff is ejected by the pilot into the slip-
stream of the aircraft, which disperses the material into a large
cloud. This cloud can also cause radar-guided missiles with
proximity fuses (fuses that explode when near an aircraft) to
attack the cloud instead of the aircraft.
Active jamming consists of transmitting a very strong
signal-on the same frequency-back to the enemy radar.
This powerful signal overwhelms the radar and prevents it
from determining the exact location of the source.
Deception signals receive the radar signal, store it in
memory for a few seconds, and then transmit it back to the re-
ceiver. This gives the receiver incorrect range and altitude data
and is extremely effective against surface-to-air missile
systems.
Once you know you have a radar-guided missile coming
at you, you can begin to take evasive action and prepare to
46
Weapons Systems
Infrared Countermeasures
In comparison to the radar countermeasures, the infrared
countermeasures system is very simple. High-temperature
flares are used to decoy the heat-seeking system away from
your aircraft. This system should be used as described earlier.
Currently, almost no published information is available on
Soviet ECM systems.
47
CHAPTER 4
48
The F- 15 in Action
A brief history of the F-15's combat experience
demonstrates its abilities.
51
CHAPTER 5
52
The F-l 5 in Action
Southern Lebanon
In the spring of 1982, tensions along the Israeli-Lebanese bor-
der again reached crisis level. Israel warned the PLO. Rocket
attacks fell on Israeli villages.
On June 6, 1982, operation "Peace for Galilee" began as a
large Israeli armored task force moved across the border into
southern Lebanon. The intent was to remove the PLO, other
terrorist groups, and the Syrians, from Lebanon. Israeli air at-
tacks faced strong resistance in the form of surface-to-air mis-
siles and Syrian MiGs.
The Israelis launched an immediate attack on the SAM lo-
cations, and quickly destroyed 17 sites. The attacking force
was met by more than 60 Syrian MiG-21 and MiG-23 fighters.
F-15s and F-16s were flying cover for the strike force and en-
gaged the MiGs in one of the largest air battles since World
War II.
Twenty-nine MiGs were destroyed without a single Israeli
loss. The Soviets were so shocked by the Syrian losses that the
Deputy Commander of the Soviet Air Force was sent to
investigate.
Many air battles were fought over the next several days,
until June 11, 1982, when a cease-fire went into effect. During
the period from June 6 to June 12, approximately 86 MiGs and
5 helicopters were destroyed by Israeli F-15s and F-16s with-
out a single plane lost in air-to-air combat.
From the time the Israeli Air Force began flying the F-15
until the cease-fire in June, 1982, their F-15s scored 58 kills
with no losses against Syrian MiGs.
53
Air Combat
An Overview of Tactics
Learn about the four criteria for air attack effectiveness,
the five steps of aerial combat, and Oswald Boeleke's
eight rules of air combat.
57
CHAPTER 6
Teamwork
Teamwork is the second most important factor. Unfortunately,
you're all by yourself when flying your F-15 Strike Eagle (or
when flying in any other present simulation with the excep-
tion of ACE). However, two-person play-with one flying the
plane and the other operating the keyboard-can greatly im-
prove your chances for survival.
Maneuverability
Historically, only one out of five kills has been made by out-
maneuvering an opponent, but when you're involved in a
low-speed, turning dogfight, it suddenly becomes very impor-
tant. Develop and practice those maneuvering skills.
Weapons
As the lethality of weapons used in air-to-air combat has in-
creased, the targets have become harder to hit due to their in-
creased speed and maneuverability. All things considered, the
current close-range missiles are not much deadlier than the
machine guns used during World Wars I and II.
Aerial Combat
Aerial combat can be broken down into five stages:
0 Detection
0 Closing
0 Attack
0 Maneuvering
0 Disengagement
Though in actual practice some of these phases may be
skipped, each needs to be examined and understood.
Detection
The earlier you detect the position and course of an enemy
aircraft, the more time you'll have to form a battle plan and
maneuver to a favorable position.
When you're not actively engaged in combat or on a
bombing run, always keep your radar in the long-range mode.
If nothing appears on the long-range radar, frequently check
your front and rear screens for target-designator boxes. It's
possible for your internal heat sensors to pick up a distant air-
craft before it appears on radar.
58
Air Combat
Closing
Once an enemy has been detected, a decision must be made
as to whether or not to close. You must evaluate the damage
condition of your airplane, the amount of fuel you have re-
maining, your current mission, and weapons remaining in or-
der to make this decision. In some cases it's best to continue a
bombing run or head for home.
If you do choose to attack, you should close as quickly as
possible. Your direction of approach will primarily depend on
the enemy's path in relation to yours. If the enemy aircraft is
flying across your path or away from you, try to get close be-
hind it as quickly as possible, before it has a chance to turn to-
ward you.
If the enemy plane is coming directly at you, you have lit-
tle alternative but to close head-on.
Attack
Getting off the first shot is important. With an F-15, this
usually means a Sparrow missile shot followed by an attempt
to get behind the enemy plane to follow up with a Sidewinder
missile or guns. Your best move is to attack from behind. If
this isn't possible, then the head-on approach is your next
choice.
You must also decide which weapon to use. Sparrows are
probably out of the question at this point due to the minimum-
range requirements. If Sidewinders are chosen, care should be
taken not to get too close during the attack.
If the first-shot attack is not successful, you'll move on to
the next phase of air combat.
Maneuvering
If your long-range or rear surprise attack is not successful, you
must then try to outmaneuver your opponent. Decide before-
hand what type of weapons you want to attack with and what
type of flight plan you'll follow.
If you're at low altitude (below 10,000 feet), a dose-range,
turning fight is not recommended. The energy you lose during
this kind of flight can put your aircraft in a stall. You can
quickly find yourself out of altitude, out of energy, and out of
ideas. At low altitudes it's best to keep your speed up and ma-
neuver for a missile shot, then climb while the enemy aircraft
is trying to avoid the missile.
59
CHAPTER 6
2 1
--' i ~ \_-.---------==----=-- ~ b 0 ,1.
Defender Attacker
60
Air Combat
Attacker
Defender
61
CHAPTER 6
Attacker
Defender
62
Air Combat
Attacker
Defender
63
CHAPTER 6
Defender
Attacker
65
Now the real fun begins. Before you can perform complicated
combat maneuvers, you must learn and perfect the basic flying
skills. Once you've done this, you can move on to offensive
and defensive combat maneuvers. Each has its own chapter in
this part of Jet Fighter School. Bombing techniques are also il-
lustrated, while another chapter covers the tactics and maneu-
vers you'll use when you're outnumbered.
Each maneuver described in the Flight School section in-
cludes step-by-step instructions on how to perform the tech-
nique, as well as any altitude or airspeed limitations.
69
Basic Flight
Maneuvers
Learn and perfect basic jet fighter flying maneuvers-like
the Barrel Roll, Split-S, and Break Turn-before you go
head-to-head with an enemy aircraft.
71
CHAPTER 7
Aileron Roll
Minimum Speed 300 knots
0 Flying straight and level, pull the nose up slightly with one
quick bump back on the stick (1).
0 Apply full left or right stick and hold it. Don't pull the stick
back or push it away from you at the same time (2).
0 The horizon should begin to turn (3).
0 After the horizon has turned completely around, stop apply-
ing pressure to the stick (4).
0 You shoud try to pull out of the roll with your wings level
(5). Anticipate.
72
If you've done an aileron roll correctly, you should be on the same
course when you finish that you were on when you started.
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Basic Flight Maneuvers
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75
CHAPTER 7
The Loop
Minimum Speed 415 knots (fully loaded)
320 knots (no bombs)
Minimum Altitude 2500 feet
(You'll lose approximately 1000 feet performing this maneuver.)
0 Flying straight and level, pull straight back on the stick and
hold it (1).
0 The nose will rise until a complete loop is made (2). At the
top of the loop, you're inverted, and the horizon is below
you.
0 As the horizon nears level again, let go of the stick in an at-
tempt to stop straight and level (3).
76
Basic Flight Maneuvers
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CHAPTER 7
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Basic Flight Maneuvers
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To maintain a break turn for more than a moment, you'll have to in-
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afterburners.
79
CHAPTER 7
80
Basic Flight Maneuvers
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81
CHAPTER 7
Vertical Half-Loop
Minimum Speed 415 knots (fully loaded)
320 knots (no bombs)
Minimum Altitude None
0 You're flying straight and level (1).
0 Pull back on the stick and hold (2).
0 Let off the stick when you're flying upside down (3).
0 Apply full left or right stick until the horizon comes around
level (4).
82
Basic Flight Maneuvers
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CHAPTER 7
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Basic Flight Maneuvers
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85
CHAPTER 7
86
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CHAPTER 7
Speedbrake Extension
Minimum Speed 500 knots
Minimum Altitude None
Extended use of speedbrake at low speed or high altitude can
cause your speed to drop to the stall point.
0 You're flying straight and level (1).
0 Extend your speedbrake. Notice how your speed drops to
approximately 75 percent of its original level (2).
0 Remove the speedbrake and notice how the plane quickly
accelerates to its previous speed (3).
88
Basic Flight Maneuvers
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89
Offensive Maneuvers
Learn and practice ten offensive maneuvers to put you
in the right place at the right time.
Now that you can do all sorts of incredible things with your
jet fighter, it's time to put them to use.
Once again, the best training mode in F-15 Strike Eagle is
with the Rookie difficulty level and the mission number 1 for
Libya.
This scenario will give you a constant stream of enemy
fighters to battle, without having to worry about surface-to-air
missiles.
Each maneuver described in this chapter outlines under
what conditions this maneuver should be used. This doesn't
mean that's the only time to use the particular maneuver. Ex-
periment and find out what works best for you. Most fighter
pilots have one or two favorite maneuvers that they feel most
comfortable with, so they try to force the battle to become the
kind of fight they fight best.
Be aware of your energy level at all times-especially
when you're at low altitudes, where it's best to use high-speed
maneuvers rather than hard-turning maneuvers which bleed
off energy and make you choose between disengagement or
crashing.
93
CHAPTER 8
94
Offensive Maneuvers
2 1
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Defender . Attacker
Fire while the enemy aircraft is still out of range in a head-on cannon
attack.
95
CHAPTER 8
96
Offensive Maneuvers
Your turning performance must be better than your opponents for this
manuever to work .
97
CHAPTER 8
Low Yo-Yo
Situation: You're in a hard-turning, low-speed fight. You're
too close for short-range missiles but you can't
out-tum the enemy to line up for a gun shot.
Maneuver: 0 Let your upper wing come over and begin an
inverted dive (1).
0 Roll out in the opposite direction and pull the
nose up (2).
0 Repeat the process until you pull in behind the
enemy and can line up a gun shot (3).
Note: This maneuver should not be performed at low
altitude.
98
Offensive Maneuvers
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99
CHAPTER 8
High Yo-Yo
Situation: You are closing rapidly on a turning target from
the side. You want to:
0 Avoid overshooting the target and losing your
offensive position due to your greater speed.
0 Obtain a better position behind the target for
improved heat-seeking missile tracking.
Maneuver: 0 Level your wings and pull up to gain altitude (1).
0 Begin turning toward the target, remaining
above and behind (2).
0 At this point, start an inverted roll and dive at
the target (3). You have two options here. You
can point your nose slightly ahead of the target
and make a diving guns pass, or come around be-
hind the target for a heat-seeking missile shot di-
rectly at the target's tailpipe (4).
0 If the target reverses its turn at position 5, you
should get a clean shot at its tail. If you fail to de-
stroy the opponent, or miss, another High Yo-Yo
or a Low Yo-Yo will return you to an attacking
position.
100
Offensive Maneuvers
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101
CHAPTER 8
Straight Yo-Yo
Situation: The enemy aircraft is making a break for it and
trying to outrun you. In this situation-if you
don't want to use your afterburners because your
fuel level is low-you can trade altitude for
speed.
Maneuver: 0 Obtain a position directly behind the enemy
aircraft (1).
0 Remaining directly behind your opponent, be-
gin a shallow (10-20) dive (2) .
0 Notice your airspeed rising. As you close on the
enemy, pull up to slow down and prevent an
overshoot (3).
102
Offensive Maneuvers
Trade altitude for speed by going into a shallow dive, then pulling up
when you're within range .
103
CHAPTER 8
The Rollaway
Situation: The situation is the same as for the High Yo-Yo
maneuver. This is a modified High Yo-Yo and
will often yield better results, especially if you
have a considerable speed advantage.
Maneuver: 0 Pull up the aircraft's nose to gain altitude (1).
0 Instead of turning in the same direction as your
opponent, perform a Split-S in the opposite
direction (2).
0 Dive back toward your opponent (3).
0 Level out and turn with the enemy. You should
be in good firing position (4).
104
Offensive Maneuvers
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CHAPTER 8
106
Offensive Maneuvers
Instead of overshooting, pull up and roll away from your opponent. Slide
back into firing position with another turn-this time toward the target.
107
CHAPTER 8
108
Offensive Maneuvers
109
CHAPTER 8
110
Offensive Maneuvers
Another way to separate from the enemy (and thus hove enough dis-
tance to use a missile) is to dive away before firing .
111
CHAPTER 8
Pitch Back
Situation:
You're attacking your opponent head-on with at least 500
knots of airspeed.
Maneuver:
0 You're in a head-on pass (1).
0 Pull up into a loop maneuver (2) .
0 At the top of the loop, keep the stick pulled back (3).
0 When you're heading straight toward the ground, start
to turn toward the enemy while pulling out of the dive (4).
0 Instead of finishing the loop heading in your original
direction, you've turned on the way down and should finish
in a hard turn behind your opponent (5).
Note:
This kind of maneuver is called an out-of-plane maneu-
ver-you're maneuvering in the vertical plane while your op-
ponent is in a flat turn.
112
Ott ensive Maneuvers
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This maneuver looks tricky-and it is. Pull back hard on the stick, loop,
and then turn behind the target if it's there.
113
Defensive Maneuvers
You'll need these maneuvers whenever an enemy fighter is
closing in for the kill. Eight defensive maneuvers provide
escape and a means to turn the tables.
This chapter offers you several defensive options you can use
in those tight spots. Don't be afraid to use the pause feature of
F-15 Strike Eagle (or whatever simulator you're flying) to re-
view your options if you find yourself in trouble.
Attempt various escape techniques and try to find one or
two that you feel most comfortable with. Practice and perfect
those maneuvers for best results.
117
CHAPTER 9
118
Defensive Maneuvers
Do a barrel roll away from the enemy; then roll back behind him for a
tailpipe shot.
119
CHAPTER 9
Low-Speed Disengagement
Situation: You're in a low-speed, hard-turning fight and
cannot gain an advantage after several turns. You
wish to disengage and reposition.
Maneuver: 0 Roll inverted (1).
0 Pull back on the stick to start a steep dive (2).
0 Keep the stick pulled back until you pull out
right-side-up but heading in the opposite direc-
tion (3).
120
Defensive Maneuvers
Roll upside down and put your fighter into a steep dive. You'll end up
with a heading 180 from your original.
121
CHAPTER 9
High-Speed Disengagement
Situation: You've made a high-speed attack, but your mis-
sile or gun shot missed and you want to
disengage.
Maneuver: 0 Missed shot (1).
0 Pull out and turn away from the enemy air
craft (2) .
0 Perform an unloaded acceleration away from
your opponent (3).
122
Defensive Maneuvers
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123
CHAPTER 9
Speedbrake Reversal
Situation: An attacker is closing fast from behind.
Maneuver: 0 Level out your wings (1).
0 Pull up hard and extend your speedbrake (2).
0 As soon as the attacker appears on your screen
(overshoots), retract the speedbrake and be pre-
pared to turn hard to follow, or take a missile
shot and disengage.
Note: Using this maneuver with less than 400 knots of
airspeed won't leave you with much speed for
maneuvering. Use this with caution when flying
at low speed.
124
Defensive Maneuvers
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CHAPTER 9
126
Defensive Maneuvers
127
CHAPTER 9
128
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CHAPTER 9
Vertical Spiral
Situation: You're being out-turned by an enemy aircraft.
Your opponent is pulling around behind you. The
vertical spiral lets you take advantage of the ex-
cellent design of your aircraft-the F-15 can climb
while it's in a hard turn.
Maneuver: 0 Pull the nose up to a 30 climb (1).
0 Roll into the attack and light your afterburners.
Hold this climbing turn until you've gained 5000
feet or so in altitude. Most air-to-air missiles fired
at you will be from behind during this maneuver
and can be defeated with a properly timed flare (2).
0 Cut your afterburners. Locate the enemy and
take a missile shot (3).
130
Defensive Maneuvers
3
(Shot)
Climb and turn at the same time; then locate the target and fire or
dive.
131
CHAPTER 9
132
It's possible to fire a missile at on enemy aircraft behind you.
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Bombing Techniques
You'll need to become a proficient bombardier if you
want to succeed in F- 75 Strike Eagle (or almost any other
jet fighter simulation). Learn how to evade and avoid the
deadly surface-to-air missiles and radar with two different
bombing techniques.
137
CHAPTER 10
Dive Bombing
The standard bomb delivery technique is dive bombing. A
dive bombing checklist should read like this:
0 Check that you're at 100 percent power.
0 Go to 4000 feet (1).
0 Line up on the NAV indicator on the screen (assuming
you've already positioned the NAV cursor over the target).
Place the NAV indicator as close as possible to the center of
your screen to reduce last-minute maneuvering.
0 When the blue target-designator triangle appears, arm your
bombs.
0 Make any last-minute course adjustments and begin a 30
dive. The horizon should be level and on the third indicator
line (2).
0 When the bomb sight is well within the target area, release
the bombs (3).
0 Pull out of your dive (4).
138
Bombing Techniques
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CHAPTER 10
Pop-up Bombing
The second method for delivering bombs is the low-level or
pop-up approach.
If there are no enemy fighters around, approaching the
target at approximately 1000 feet may give you some protec-
tion from radar-guided SAMs. The missiles should pass right
over you. Flying at this altitude takes constant attention,
though, since turbulence will constantly buffet your aircraft. A
pop-up bombing checklist should read like this:
0 Check that you're at 100 percent power.
0 Place the NAV cursor over your target. Line up on the NAV
indicator on the screen.
0 Set your radar to medium-range scale.
0 Descend to 1000 feet and arm bombs (1).
0 When target appears on radar, immediately climb to 2000
feet (2).
0 When you reach 2000 feet, or blue target indicator appears
on the heads-up display, start a 30 or 40 dive (whatever it
takes to place the pipper in the triangle) and release bombs (3).
0 At this point you can return to the 1000-feet level to attack
another target or light the afterburners and head for home
or the safety of high altitude (4).
140
Bombing Techniques
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141
Two Versus One
Sometimes you'll face two opponents, not just one. Learn
how to handle them both and survive.
Totally Defensive
When entering into an attack on two opponents, you're violat-
ing Oswald Boeleke's first rule of air combat-always attack
with an advantage. Reconsider if you have several other fac-
tors against you, such as low fuel or control problems due to
previous missile hits. If you decide to make a run for it, here's
what you should do:
0 Drop all bombs.
0 Fire a missile at one of the targets, even if you're out of
range. You may get lucky.
0 If you have the necessary altitude, perform a Split-S and be-
gin an unloaded acceleration toward base (use afterburners
if you have enough fuel).
0 If you're at low altitude and have plenty of fuel, use your
afterburners to escape either at low altitude or go straight
up and hope they can't follow you.
145
CHAPTER 11
Cautiously Aggressive
To attack two opponents, your aircraft must be undamaged,
and you should have adequate fuel and weapons. But maybe
you're still carrying bombs you'll need for a ground attack
later-now is a good time to consider a cautious attack.
0 Arm and fire a medium-range missile at one opponent (1).
0 Light the afterburners and fly head-on toward the second
aircraft, offering the worst possible missile target (2).
0 Pass beneath the enemy and try to obtain 10-20 miles of
separation.
0 Shut down the burners, but stay at 100 percent power.
0 Keeping up your speed, make a broad sweeping turn, stay-
ing out of short missile range but within range for your
medium-range missiles (3).
0 Keep firing Sparrows at your opponent until one strikes
home.
0 Close in for a one-on-one with the other target.
146
Two Versus One
Enemy Aircraft #2
<J Enemy Aircraft #1
.. .... -------""
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#/ Sparrow
.
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Attacker
147
CHAPTER 11
Totally Aggressive
To carry out a totally aggressive attack on two opponents may
be exciting, but it's also very dangerous (or as dangerous as a
simulation can get). History, however, is full of successful one-
on-two accounts, so if the right opportunity presents itself,
don't hesitate.
To aggressively attack two opponents, your bombs should
be gone, and you should have plenty of fuel and at least two
Sidewinders and two Sparrows.
0 Fire off a Sparrow at one opponent to keep him busy for a
minute or so (1).
0 Head straight for enemy aircraft #2. You'll certainly have to
dodge missiles here, so keep an eye out. An extra pair of
hands and eyes here is very helpful (2).
0 As you approach #2, cut power and try to out-turn your op-
ponent for a gun shot (3).
0 Keep an eye on the Sparrow chasing # 1. If the missile hits
or runs out of fuel, fire a Sidewinder at #2.
0 If the Sparrow you first shot missed, and a Sidewinder shot
at #2 also misses, break off the attack. Disengage and build
up some airspeed; then repeat this procedure until one of
the targets goes down.
0 Move in for a one-on-one attack.
148
Two Versus One
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149
Playing the Game
Tips and Information
These hints, tips, and techniques for playing a better
"game" can increase your score and make you a long-
lived jet fighter pilot.
Accidental Ejection
In the Commodore 64 version of F-15 Strike Eagle only, it's
possible to accidentally activate the ejection seat. This can oc-
cur when you're pulling on the stick and trying to change the
radar scale at the same time. To avoid this, always let off the
stick when entering keyboard commands on the Commodore
64 version.
153
CHAPTER 12
Accumulating Points
If you're competing against another pilot, you'll want to accu-
mulate as many points as possible. Points awarded for enemy
kills increase with the difficulty level, with destroying a pri-
mary ground target resulting in the most points. Though pri-
mary targets can be destroyed with one bomb, it's possible to
drop more than one on a target in a single bombing run, and
get point credit for all hits.
If you have a primary target lined up properly (and you
have the time, uninterrupted by SAMs or enemy aircraft), you
may be able to drop as many as four bomb loads before you
finish your pass. If all four hit you have quadrupled your
point total.
Bail-Out
Don't be afraid to use the bail-out function when things get
bleak. Don't ride your airplane into the ground. At least try
the bail-out key-after all, you have a 50/50 chance of being
rescued and continuing your mission.
Bombing on Afterburners
Once you become proficient at bombing at 100 percent power,
you should learn to bomb while on afterburners. Though this
reduces your time over the target and lets you drop only one
bomb load, it does have advantages. You're most vulnerable
154
Playing the Game
Code Chart
It's helpful, not to mention time-saving, to go through the
simulation's manual and make a chart of the Authorization
Codes. Keep this with your manual or beside your computer
location for quick reference.
Completing Missions
The computer can't tell the difference between two bomb hits
on one primary target and one bomb hit on two primary tar-
gets. If the mission you're flying has two primary targets and
you hit the first with two bomb loads and return to base, the
computer will give you credit for successfully completing that
mission-and you won't be able to go after the second pri-
mary target.
155
CHAPTER 12
Gliding
Running out of fuel is a problem with many of the missions.
When it becomes obvious that you're not going to make it back
to base before running out of fuel, start a gradual climb. The
extra altitude will increase the distance you'll be able to glide.
When out of fuel and gliding, try to keep the nose at a
level where you can maintain an airspeed of 240 knots. This
yields the greatest glide distance.
156
Playing the Game
157
CHAPTER 12
Limping Home
A damaged aircraft is often a fact of life in F-15. Nursing a
wounded bird back to the nest can take some doing. If you de-
cide that you're going to make a dash back to the base for re-
pairs, the first thing to do is drop any remaining bomb loads
and the external fuel tank. Set your navigational cursor. Either
hit the burners for a fast escape, or slow down, get low, and
try to sneak back.
The aircraft tends to handle best at low speeds (around
240 knots) when damaged, but if you're over enemy territory
you'll be an easy target at that speed.
Remember that the aircraft is much harder to handle at
high speed when damaged.
Missile Damage
The missiles in this simulation, like real missiles, are equipped
with proximity fuses . In other words, the missiles don't have to
actually hit your aircraft, but detonate when they're close. As
you begin to operate at the higher skill levels, enemy missiles
can detonate at increased distance from your aircraft and still
cause damage. Take this into account when planning your de-
fensive maneuvers.
Multiple Flights
In an actual strike against heavily protected targets, such as
those seen in the mission scenarios, an attack would usually
have several components.
You can simulate this using several flights from the base
with different objectives.
The first attack would be made by the "Wild Weasel"
squadron whose job it is to take out the enemy surface-to-air
missile launchers. Following that, strikes against air bases to
reduce air resistance would be conducted. Finally, the target
objective would be attacked.
To complete some of the missions in the simulation you
can do the same thing. On the first flight, attack SAM loca-
tions; then return to base. Fly again to take out the primary
target(s) or airfields.
When making a bombing run at SAM sites or the primary
target, you probably won't need more than one or two racks of
158
Playing the Game
Punch Out!
Surviving an ejection is dependent upon speed, altitude, dis-
tance from base, the proximity of enemy planes, control of the
aircraft, and luck.
Simulated Landings
Although landing isn't a part of F-15 Strike Eagle, as it is with
other flight simulators, you can duplicate landing by being at
less than 500 feet and falling when you fly over the blue trian-
gle representing your home base. The ultimate is to go into
the triangle with your low-altitude warning sounding.
Skill Levels
Arcade. This level should only be used to familiarize yourself
or a new user with the plane's basic operation. The aircraft
won't bank in a tum in this mode. One gun hit destroys the
opponent.
Rookie. (Easy) Beginners should start here. The plane operates
correctly and two gun hits are required to down an enemy
aircraft.
Pilot. (Moderate) Things begin to get more difficult here. The
opposing pilots are much better, but will occasionally attempt
159
CHAPTER 12
Spin Recovery
In both reality and the simulation, the F-15 isn't an easy air-
craft to spin. It is possible, however, to find yourself in a dis-
orienting spin due to damage to your aircraft, poor flying, or
both. If this happens, extend your speedbrake to slow or stop
the aircraft's rotation. Locate the horizon, level your wings,
and pull out of your dive.
Two-Player Team
Although the F-15 Strike Eagle manual makes only slight men-
tion of the two-player system, I feel this is very important.
The real F-lSE is a two-man aircraft, as is the Navy's F-14
Tomcat. The benefit is not only in the extra pair of hands for
operating complex weapon systems, but also in the extra pair
of eyes. These same benefits translate well to the simulation.
In a two-player simulation, one person operates the joy-
stick-functioning as pilot-and the other operates the key-
board controls-functioning as weapons officer, or GIB (Guy
In Back), as they're referred to.The pilot doesn't have to look
away from the screen to push buttons or check radar.
In this system the duties should be divided as outlined in
the following:
Pilot's responsibilities
0 Fly the airplane.
0 Choose and release weapons.
0 Give orders (someone must have the final say).
160
Playing the Game
161
The Missions
Learn how to complete each mission in F- 75 Strike Eagle
with this collection of tactical and strategic tips.
165
CHAPTER 13
Next, place the NAV cursor over the primary target, de-
scend to 3000 feet, and fly toward the target. Use medium-
range missiles to keep other enemy aircraft busy while you
make your bomb run.
Drop as many bombs as possible on the target and pull
up. With the main target destroyed, you can continue to attack
ground targets or drop the rest of your bomb load and head
back to the coast where you can engage enemy planes until
you run out of ammunition or fuel.
When your fuel falls to 5000 pounds, it's time to head
for home.
167
CHAPTER 13
J_ x
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168
The Missions
169
CHAPTER 13
x J_
x J_
J_
J_
x
171
CHAPTER 13
172
The Missions
x
x
J_
x
173
CHAPTER 13
174
Suggested
Reading List
If you want to learn more about air combat or the F-15, I sug-
gest you take a look at the following books.
175
Index
acceleration 20 electronic countermeasures systems
" ACE: Air Combat Emulator" viii (ECM) 46
ace level 160 elevators 15
ace mode 157 energy awareness 17
aerial combat 58-65 Epyx viii
afterburners 154, 161 Eurosoft International vii
aileron roll 72 F-4 Phantom 5
ailerons 15 F-14 Tomcat 6, 160
air combat, eight rules of 65 F-15 Streak Eagle
air combat mode 153-55 compared to F-4 8
all-aspect missiles 38 records 11
Apex, AA-7 48 weapons capability 44
Aphid, AA-8 48 F-15E 160
arcade level 159 F-16 9
Atoll, AA-2 47 F-86 Sabre 5
attack 59 F-1115, 8
authorization codes 155 fighters 29
AWACS (airborne warning and control flares 159
system) 51 flight performance 22-24
bail-out 154 fly by wire system 15-17
ballistic climb 19 Fokker, Anthony 27
ballistic dive 20 forward-looking infrared (FUR) 9
barrel roll 74 FX program 5
barrel roll attack 106 gliding 156
Boeleke, Oswald 65 gravity units (G's) 21
bomb sight 156 ground 156
break tum 78 gun attacks, defense 40-42
cautiously aggressive attack 146 guns 33-37
chaff (foil) 43, 46 guy in back (GIB) 160
clearing the map 155 head-on gun attack 60, 94
climb 18-20 head-on turning attack 96
closing 59 heads up display (HUD) 40
Combat Air Patrol (CAP) 29, 44 high-G barrel roll 118
damaged aircraft 158 " High Roller" vii
deception signals 46 infrared countermeasures 47
defensive options 40-44 infrared missile 43
descending half-loop 80 instantaneous tum performance 21
detection 58 inverted 22
disengagement 64 inverted flight practice 86
high-speed 122 "JET" vii
low-speed 120 "Jet Combat Simulator" viii
dive bombing 138 jinking a missile 128
high-altitude 157 jinks 42
dive for separation 110 joystick use 156
drag 17 "Jump Jet Combat and Flight
dual-role fighter (ORF) 8 Simulator" vii
Eagle 6 keyboard use 156
ejection 153, 159 kinetic energy 17-18
176
landing 159 radar jamming 43, 46
lead tum 61 range 34
lift 17 remotely piloted vehicles (RPVs) 167
Linebacker I 166 roll acceleration 22
load factor 21 rollaway 104
loop 76 roll performance 22
low-level approach 140, 157 rookie level 159
maneuverability 21 , 58 rudders 15
maneuvering 59 Sidewinder missiles 33, 38, 45
maximum instantaneous turn skill levels 159-60
performance 21 snapshot 36
MicroProse Software vii Sparrow missiles 33, 38, 45
MiG-21 47 speedbrake extension 88
MiG-23 47 speedbrake reversal 124
MiG-25 5 spin recovery 160
" MiG Alley Ace" vii, 30 Spinnaker Software viii
Mindscape vii spiral dive, defensive 126
missile defense 43 spiral, vertical 130
missile, firing short-range 132 split-S 80
missiles 38-40 stall tum 84
enemy, air-to-air 47 Strike Eagle 9
enemy, surface-to-air 48 SU-22 47
heat-seeking 38 SubLOGIC vii
radar-guided 40 surface-to-air missiles (SAMs) 48
Mission #l , Libya 165-66 surprise attack 57
Mission #2, Yorn Kippur War 166 sustained tum performance 21
Mission #3, Haiphong, North Vietnam targets 29
166-67 teamwork 58
Mission #4, Syria, 167-68 thrust 17
Mission #5, Hanoi, North Vietnam totally aggressive attack 148
169-70 tracking shot 34
Mission #6, Iraq 170-71 tum performance 21-22
Mission #7, The Persian Gulf 171-74 tum radius 21
nose-to-nose tum 62-63 tum rate 21
nose-to-tail tum 64 unloaded acceleration 47
out-of-plane maneuver 112 unloading 20
P-51 Mustang 5 vertical half-loop 82
pilot level.159 vertical stabilizer 15
pilot's responsibilities 160 Vmax 20
pipper 137 weapons 58
pitch back 112 weapons officer's responsibilities 161
points 154 weight 17
pop-up bombing 140 yaw 15
potential energy 17-18 yo-yo
proximity fuses 158 high 100
radar countermeasures 46-47 low 98
radar intercept officer (RIO) 165 straight 102
zoom maneuver 18, 108
177
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