Jet Fighter School Air Combat Simulator Tactics and Maneuvers Richard G. Sheffield
~~~!m~!!L~~blications,lnc.9 One of the ABC Publishing Companies
Greensboro, North Carolina
Cover photo and all inside photos courtesy McDonnell Douglas Corporation. Illustrations by Lee Noel, fr. Copyright 1987, COMPUTE! Publications, Inc. All rights reserved. Reproduction or translation of any part of this work beyond that permitted by Sections 107 and 108 of the United States Copyright Act without the permission of the copyright owner is unlawful. Printed in the United States of America 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 accuracy 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 International. Macintosh is a trademark licensed to Apple Computer, Inc.
Contents Foreword
.. .. .... . ......... . ............. . . .... v
Author's Note . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vii
Part 1. Ground School . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Chapter 1. Development of the F-15 . . . . . . . . . . . . . . . 5 Chapter 2. The Airplane Learn to Turn and Burn . . . . . . . . . . . . . . . . 13 Chapter 3. The Pilot . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Chapter 4. Weapons Systems ................... . 31 Chapter 5. The F-15 in Action . . . . . . . . . . . . . . . . . . . . 49 Chapter 6. Air Combat An Overview of Tactics . . . . . . . . . . . . . . . 55 Part 2. Flight School . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Chapter Chapter Chapter Chapter Chapter Chapter
7. Basic Flight Maneuvers . .......... . . . .. 71 8. Offensive Maneuvers .. . .............. 91 9. Defensive Maneuvers . . . . . . . . . . . . . . . . 115 10. Bombing Techniques .. .. ............. 135 11 . Two Versus One . . . . . . . . . . . . . . . . . . . . . 143 12. Playing the Game Tips and Information . . . . . . . . . . . . . . . . . 151 Chapter 13. The Missions . . . . . . . . . . . . . . . . . . . . . . . . 163
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 proficiently 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 number 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 simulators 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 operation 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 detailthat 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 highG 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 gathered from other F-15 Strike Eagle players, and from conversations 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 available. This does not mean, however, that owners of other air combat simulators cannot use the tactics and maneuvers described 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, familiar with the operation of these programs and feel confident that users of these simulations will benefit from the information 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 flighttraining 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 0 0 0
Development of the F-15 Strike Eagle Basic pilot considerations Basic aerodynamics 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 metamorphosed into a two-man dual-role fighter version. Here we trace the history of the F-15.
The process of developing a military aircraft is a long and complicated affair. Often the end product bears little resemblance to the original concept. Such was the case with the F-15. The F-15 program came out of the Air Force's experience during the early 1960s, when it felt it needed a new fighter plane to replace the aging F-4 Phantom. While the F-4 was one of the most versatile aircraft ever developed, the Air Force believed there was a need for a pure air-combat fighter in the tradition of the P-51 Mustang and the F-86 Sabre.
FX The FX program (Fighter eXperimental) was the result. The first FX proposals were very heavy (60,000 pounds) and employed 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 manufacturers. By December 1968 the field had been narrowed to Mc-
5
CHAPTER 1
Donnell Douglas Aircraft Company, Fairchild Hiller, and North American. The project aircraft was then officially designated as the F-15.
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. Congress 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 maneuverable enough and required a two-man crew, something unacceptable 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-toground. In other words, they were to build a pure dogfighter. The design-concept paper for the F-15 stated that the general mission of the aircraft was that of air superiority, broken down into subheadings of escorting strike forces over unfriendly 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 antiaircraft artillery and surface-to-air missiles, as well as enemy fighters directed by ground control. 6
Development of the F- l 5
Out the Door On June 16, 1972, the first F-15 rolled out of the McDonnell Douglas manufacturing plant in St. Louis. On July 27, 1969, the plane made its first flight from Edwards Air Force Base in California. The initial test program went fairly smoothly, mainly due to the extensive wind-tunnel testing which had been performed. The main changes made consisted of increasing the size of the airbrake and changing the pressure required to operate the control stick. Figure 1- 1. The F- 15 Eagle
Two F-15 Eagles flying in close formation. Note the AIM-9L Sidewinder missiles beneath each aircraft's wings.
The initial weapons proposals also proved to be a problem. The F-15 was to have been fitted with the new GAU-7 25mm cannon which used caseless ammunition-there were no metal shell casings which would have to be stored or ejected. Also, the new AIM-82 infrared missile was to be utilized. Both of these systems had numerous problems. The designers decided that, since they were using a totally new airframe, new engines, and new avionics, they'd do best to stick to tried-and-true weapons systems. 7
CHAPTER l
The General Electric M61 20mm gun and the AIM-9L Sidewinder missile were selected because they had been used effectively for years.
F- 15 Versus F-4 The final design of the F-15 was a vast improvement over its predecessor, the F-4. Many systems are much easier to maintain and service. The F-15 has 67 quick-access doors, for instance-four times the number on the F-4. And the re-launch turnaround time is 12 minutes-45 percent faster than that of the F-4. Head-to-Head: The F-15 and F-4
System Cockpit instruments Black boxes Flight control devices Electrical connectors Fuel system connectors Lubrication points Types of fasteners Drag chute needed
F-15 30 106 9 808 97 202 1200 No
F-4 48 294
16 905 281 510 2800 Yes
The safety record of the F-15 is also extraordinary. It is the only fighter to complete its first 5000 hours of flight time without an accident.
The F-15 into Active Service The first probation F-15 was delivered for active service to Luke Air Force Base on November 14, 1974. Since then, the F15 has been deployed at United States Air Force (USAF) bases around the world. It also has been sold to Israel, Japan, and Saudi Arabia. Currently, the F-15 is being deployed to select units of the Air National Guard.
The F- 15 Strike Eagle After the development of the F-15 for air combat missions, the USAF still needed a replacement for the aging F-111. The Air Force sought a dual-role fighter (DRF). Ironically, the very characteristics which made the F-15 an excellent fighter would also make it a contender for the DRF program.
8
Development of the F-15
Multistage improvement programs began for both the F15 and F-16 aircraft. Modifying the F-16 to perform this dual role required a new wing design, while F-15 modifications were made more in the area of avionics and airframe strengthening. Based on the cost of the programs, the F-15 was chosen, and on February 24, 1984, the Air Force Chief of Staff approved $1.5 billion to be spent to upgrade 392 F-15s to perform the dual-role fighter mission. The F-15 ORF was designated the Strike Eagle. Figure 1-2. F-15E Strike Eagle
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.
The F-15 Strike Eagle is a two-man aircraft, with many changes to the cockpit. This redesign allo\Ved a new wide field of vision heads-up display, automated navigation, and a series of nondedicated screens which can be used for displaying moving area maps, weapons choices, radar mapping, and FLIR (Forward Looking InfraRed). These screens can be used for targeting weapons and navigation. Software enhancements to the existing radar system allow use of high-resolution radar ground maps and target detection up to 100 nautical miles away.
9
CHAPTER 1
Figure 1-3. F-15 Strike Eagle Screens
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.
This new F-15E Strike Eagle can deliver a payload similar to that of an F-111 and can defend itself in the processsomething the F-111 cannot do. 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 modified 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 delivering the ASAI antisatellite weapon. Streak Eagle Records
Times in seconds Altitude 3000m (9843') 6000m (19685') 9000m (29528') 12000m (39370') 15000m (49212') 20000m (65617') 25000m (82021') 30000m (98425')
Previous Type of Time Aircraft F-4 34.52 F-4 48 .79 F-4 61.68 F-4 77.14 F-4 114.50 MiG25 169.80 MiG25 192.60 243 .86 MiG25
F-15
Time 27.57 39.33 48 .81 59.38 77.02 122.94 161.02 207.80
Percent Improvement 20 19 21 23 33 28 16 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.
To effectively operate in the air combat arena, you must have a basic understanding of how the aircraft maneuvers and of the various forces which affect the aircraft in flight. A proper understanding of these concepts will give you a "gut feeling" for how your aircraft is operating and will let you make quick and accurate decisions concerning what your aircraft can do in a combat situation.
Maneuvering a Jet in Flight The joystick controls the direction of the aircraft. In normal flight, you pull back on the joystick to climb (gain altitude), push forward to dive, and push left or right to bank (tum) left or right, respectively. Holding the joystick to the right or left makes the aircraft roll. The aircraft performs these maneuvers by responding to your control inputs and adjusting the various control surfaces: the ailerons, the rudders, and the elevators. The ailerons are located on each wing and control the banking, turning, and rolling of the aircraft. The rudders are located on the vertical stabilizer (tail) and control the yaw (right and left) movement. The elevators are the smaller winglike surfaces on the tail section. These control the pitch of the aircraft, which produces up or down movement. Your F-15 simulator aircraft is controlled in basically the same manner as an actual jet fighter which employs a fly by wire system. In this system, the pilot's controls are not directly connected to the control surfaces. Instead, the control commands from the pilot's joystick are sent to a computer which 15
CHAPTER 2
Figure 2-1 . Control Surfaces
Elevators Rudders
~
Figure 2-2. Aerodynamic Forces
t
Lift
..-Drag
Bd
~ J:=:> Weight
~ 16
Thrust__,..
The Airplane
then adjusts the various control surfaces to change the aircraft's flight path. The jet combat simulators work the same way-you push the joystick in the desired direction and the computer adjusts the control surfaces to point you in that direction. Basic Aerodynamic Considerations An aircraft in flight is acted upon by a number of forces, the most important being weight, thrust, lift, and drag.
Weight is the force which pulls your aircraft toward the ground. This is affected not only by the weight of the aircraft itself, but also by the weight of unused fuel and any weapons which are carried. Thrust is the forward power of the aircraft, produced by the engines. This can be affected by altitude. Lift is the force produced by the wings moving through the air, which pulls the aircraft up. Lift is affected by the angle of the wing and the speed of the aircraft. Drag is the force which pulls on your aircraft and tries to slow you down. This can be affected by an external load you're carrying, such as bombs, missiles, or external fuel tanks. Many hours of classroom training in military flight schools are devoted to understanding these forces, but this knowledge really doesn't help you fly your simulator better. What does help is an understanding of how these forces affect the various performance capabilities of your aircraft.
Aircraft Performance Capabilities Energy Maneuverability The concept of energy awareness during air combat is fairly new. Wise use and conservation of energy during combat will increase your chances of victory. Your aircraft has two kinds of energy: kinetic and
potential. Kinetic energy is related to speed. High levels of kinetic energy, or speed, are needed to perform many combat maneuvers. Potential energy is related to altitude. If you have low speed (kinetic energy) but high altitude (potential energy), you can dive and pick up speed needed to perform a series of combat maneuvers. Conversely, if you have high speed but low 17
CHAPTER 2
altitude, you can convert this speed (kinetic energy) into altitude (potential energy) by climbing. To illustrate this concept, consider the following examples.
Example 1. You're at low altitude, approaching an enemy aircraft-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 aircraft around without paying attention to energy losses will soon be unable to maneuver. Once lost, energy is hard to regain-your only hope is to dive hard and regain some speed. (This assumes, of course, that you've left yourself enough altitude 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 altitude, you have all the options-climbing or diving at will. Climb Performance The ability of your aircraft to gain altitude, or climb, is hampered 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 ballistic 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
For each aircraft, there's an optimum climb rate where trading speed for altitude and altitude for speed is minimized. When performing a sustained climb, keep your airspeed in mind. If you climb too steeply, you'll use fuel faster and lose air speed which will take some time to recover once you reach your desired altitude. If your climb is too shallow, it will take longer to reach your desired altitude. Acceleration Performance Acceleration is primarily affected by weight and thrust. Kicking in the afterburner increases your speed somewhat, but the best way to pick up a lot of speed in a short amount of time is to dive. The trick here is not to push hard on the stick in an attempt to dive straight down, but to perform a maneuver called unloading. In unloading, you're removing the weight of the aircraft that slows acceleration. To do this, push forward on the stick slightly to obtain a 10° dive. That starts a gradual dive and produces a zero G condition. This is similar to going over a small hill with a car or bicycle-as you go over the crest, you're momentarily weightless and start to come out of the seat. The same thing happens when you unload an aircraft. However, an aircraft can continue to lose altitude and thus remain unloaded for quite some time. Without the weight of the airplane holding it back, the speed of the plane can be increased rapidly. This can happen so quickly, in fact, that you need to keep your eye on the airspeed indicator to make sure you don't exceed the structural design limits of the aircraft, or Vmax. The Vmax of an aircraft is the maximum airspeed it can attain without ripping its wings off. The F-15 Strike Eagle simulator gives a visual warning when you're approaching Vmax. When you see this warning, you should immediately cut power, extend your airbrakes, or pull up. (Make sure you already know which key operates the airbrakes, because you won't have time to look it up.) Another method of increasing acceleration is to use a very steep dive. During a steep or ballistic dive, gravity greatly increases your aircraft's acceleration. In this case, if two planes are equal in all aspects but weight, the heavier plane will accelerate faster and achieve a higher terminal velocity. 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 perform 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 maintain a tight turn for an extended period of time. In most contexts maneuverability and turn performance are synonymous. The better an aircraft's turn performance, the better it maneuvers. That, of course, translates into a better chance of winning a fighter/fighter contest. Turn performance is generally divided into two types-instantaneous turn performance and sustained turn performance. Instantaneous turn performance is the ability of an aircraft 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. Something 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 reduced amount of air passing over the wings reduces lift capability. 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 performance 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 complete 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 margin. High-G turns can be performed at low and high speeds, 21
CHAPTER 2
but keep in mind that any time you're performing a maximum G turn, all available lift is used just to maintain the current altitude. If you must climb, you'll have to reduce the angle and severity of the turn. However, the aircraft's maximum-G turning ability is not the most important factor to a fighter pilot. Turn rate and turn radius are more important because they determine the ability of the aircraft to turn inside another plane-either to escape or to obtain the necessary lead angle for a shot. Maximum turn rate and minimum turn radius can best be obtained in high G, low speed turns. Normally the speed in these turns is just slightly higher than the stall speed for that aircraft. When turning this slow at maximum G, it becomes imperative that you watch your airspeed-a stall will send you rapidly toward the ground and disrupt any maneuver you're attempting. Once your airspeed starts to bleed off in these turns you must decrease the G load in order to increase airspeed and prevent a stall. Care should also be taken when you're increasing thrust or decreasing G's during a turning fight. This can easily cause you to overshoot your opponent and quickly change your posture from an offensive one to a defensive one. Roll Performance
Roll performance is the ability of the aircraft to change its plane (geometrically speaking) of operation, its ability to go from level flight to inverted flight or into a steep bank maneuver. Roll acceleration determines how fast an aircraft can get into a steep banking maneuver or a continuous roll. This is a good measure of the aircraft's "agility." The aircraft that can roll the fastest has the advantage during a close turning fight. Roll performance and roll acceleration are basically determined by the design of the aircraft, though roll acceleration can be increased by unloading the aircraft before performing the roll. Be sure to level out the plane after the roll to prevent an excessive loss of altitude. Inverted Flight Performance The F-15 has excellent inverted (upside down) flight-performance characteristics. It's very steady and can even climb while inverted. Sustained inverted flight is rarely necessary in combat
22
The Airplane
Cl> O> 0
c 0
>
u
<(
Cl>
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iS u
Cl>
t
Cl>
>
f;
Cl>
.t::. .....
...r
N Cl> .... ::J
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23
CHAPTER 2
situations, but brief periods of inverted flight are necessary to perform many of the offensive and defensive maneuvers used in air combat. Developing good inverted flight skills takes time and practice. All controls are reversed when you're flying upside down. To fly toward the ground, for instance, you pull back on the stick; to go up, you push forward. To execute a bank to the right, you must push the stick to the left. These skills should be practiced and perfected so you don't make the mistake of flying into trouble rather than away from it. Jet aircraft wings are very efficient and provide a great amount of lift. When you need to dive in a hurry, this lift capability can be used to pull you down toward the ground by flying inverted and pulling back on the stick. This is an oftenused escape maneuver-you not only dive quickly, but when you pull out you're heading 180° from your original course.
Fly by the Seat of Your Pants It's not important that you memorize all the flight characteristics of your aircraft and all the possible combinations of speed versus weight. What is important is that you develop a "seat of the pants" feel for what effect these characteristics have on your jet fighter, and, more importantly, that you're able to anticipate the result of a maneuver.
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.
In 1915, a young Dutchman named Anthony Fokker was designing airplanes for the German army. Intrigued and inspired by a clumsy British design, he was the first to develop a system that could successfully fire a machine gun through turning propeller blades. In many ways, Fokker ushered in the age of air combat. During World War I and World War II, dominance of the air became a major tactical advantage, and sophisticated training courses in air combat maneuvering were developed. With the advent of the jet age, training became even more important-the speeds and distances involved increased dramatically. During the war in Vietnam, these speeds were thought to be so great that the first F-4 Phantoms weren't equipped with guns at all, but were only loaded with longand short-range missiles. The theorists quickly learned, however, that many air battles were still fought at close range, and that missiles weren't very effective in close quarters. Once again, heavy emphasis was placed on training pilots in air combat maneuvering, and guns were put back on jet fighters.
Your Own Jet Fighter For the first time, anyone with access to a personal computer can sit in the cockpit of a sophisticated jet fighter and experience a very real simulation of air combat. The designers of simulations like F-15 Strike Eagle, JET, Jet Combat Simulator, and others, have gone to great lengths to program accurate performance characteristics of some of today's most advanced aircraft and weapons systems.
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But accurate aircraft performance doesn't automatically turn the average computer user into a Top Gun jet fighter pilot. In the area of training, most of the available simulations are lacking. A first-time user of these programs is in the same position as World War I pilots, learning air combat maneuvering by the slow (and dangerous) process of trial and error. The purpose of Jet Fighter School is to let the simulator pilot more effectively use his or her aircraft and weapon systems. With today's advanced technology, airplanes can accelerate straight up and missiles can destroy an enemy aircraft 60 miles away-even before the pilot sees it. These capabilities are only important, however, when they're in the hands of a well-trained pilot. Now, as in 1915, the pilot is the most important part of the system. Fighter pilots come in all shapes and sizes, but they generally exhibit similar temperaments and personality traits when flying. Understanding and attempting to adopt the same attitudes when using air combat simulators will improve your performance and make the games more fun to play. To be a successful combat pilot, whether you're flying a computer simulator or a 30-million-dollar airplane, you must have confidence and aggressiveness. These two traits form the basis of a good fighter pilot attitude. All great combat pilots have the confidence and aggressiveness to identify a target, and to pursue and attack relentlessly until that target is destroyed. In aerial combat, there are no points for second place. Most dogfights last only a couple of minutes, so if you don't constantly push the attack or totally disengage, you can become a target very quickly. Your computer opponent makes no obvious mistakes and is constantly trying to gain the advantage for a shot. You must do the same. The fact that you're only simulating combat gives you the opportunity to disregard caution and feel the thrill of combat without the consequences. In other words, take a chance on a dangerous maneuver. What have you got to lose? Actually, the United States Air Force and Navy use jet simulators to teach pilots air combat maneuvering for the very same reason: The best way to learn is to learn by doing.
28
The Pilot
The Fighter Pilot's Mission The jet fighter pilot's mission is to intercept, engage, outmaneuver, out-gun, and eliminate enemy aircraft. That's it, pure and simple. Any true fighter pilot will tell you that there are two kinds of aircraft-fighters and targets. An aircraft that has anything to do with delivering air-toground weapons (bombs) is a target. Heavy bomb loads reduce maneuverability and speed, as well as causing your aircraft to gulp fuel more rapidly. Whenever you're simulating air-to-air combat, then, get rid of your bomb load at the first opportunity. With your load lightened, you become a very dangerous weapon, ready to go looking for trouble. Fighters sent up just to look for trouble generally fly what's known as the Combat Air Patrol (CAP). Fighters flying a CAP are configured strictly for air-to-air combat. F-15s on CAP usually carry Sidewinder short-range missiles, Sparrow mediumrange missiles, and a Gatling gun or cannon. This mission fits well with the F-15 Strike Eagle simulator capabilities.
Pilot Training Getting the most out of a combat aircraft and its weapon systems 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 situation. 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 advantages 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 difficulty is in knowing what maneuver to use in the ever-changing set of combat circumstances. The complexity of air combat 29
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precludes any set "correct" ways of responding to a given set of conditions. Experience is the only way to master air combat. It's here that simulators play an important role. The U.S. military currently uses two kinds of simulatorspilot against the computer, and pilot against pilot (twin tub) simulators. In the pilot-versus-computer simulators, the pilot tries to shoot down an enemy aircraft which is controlled by the computer. Military simulators are far more sophisticated versions of the simulation games you use on your personal computer. The twin tub systems allow two pilots to fly against one another with the aid of a computer. Currently, the only home simulation with this capability is MiG Alley Ace. Once the basics of one-on-one combat are learned, multipleaircraft fighting must be mastered. This is usually taught in the air in mock combat drills. These skills are then refined at the U.S. Air Force's "Aggressor Unit" or the Navy's "Top Gun" school. Attention to detail is the credo for military combat pilots. Likewise, close attention to the details described in Jet Fighter School will improve your scores and your enjoyment of your air combat simulation, whether it's F-15 Strike Eagle, JET, or any other.
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 requirements 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 mediumrange 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 realized, though, that many fights took place at very close quarters-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 cannon 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 opponent using your aircraft's guns.
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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 overshoot the enemy aircraft and find yourself in front of your opponent. The computer doesn't miss. To avoid this, close in slowly. Once you're in proper position behind the enemy aircraft, you can close in slowly by diving 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 (geometrically 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.
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Weapons Systems
Figure 4-1. Banking at the Same Angle Both aircraft's wings are in the same geometric plane . The pursuing aircraft (2) banks at the same angle to remain in a good gun position.
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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 practice. This type of quick passing attack is called a snapshot. Figure 4-2. Lead Angle The greater the angle of the two aircraft's paths, the more you must lead the enemy.
1
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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 alternative 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 behind 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 maneuver and follow a turning enemy. It's important to remember that once you've fired a missile, 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 heatseeking missiles. The effective range of the missiles is one-half mile to ten miles. It's important to note the half-mile minimum 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 position. The sun provides a more intense target than a jet engine. (Remember, the Sidewinder locks onto a heat source.) So 38
'°
w
1
A
Two methods of leading an enemy aircraft when firing an air-to-air missile: Firing directly at the opponent (#1) gives the missile more time to follow a twisting and turning enemy; leading the opponent slightly (#2) causes the missile to follow the shortest path to the target.
Figure 4-3. Mlsslle Aiming
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if your target is right in front of the sun, then turns quickly, the missile will lock onto the sun and not follow the target.
Radar-Guided Missiles Your F-15 is equipped with four AIM-7 Sparrow radar-guided missiles. The effective range of these missiles is 10-60 miles. Again, note and satisfy the minimum range requirement before firing-the Sparrow needs several seconds to home in on the target and will fly past a close target. Like the Sidewinders, these medium-range missiles can be fired at a target farther than their maximum range if the target is coming head-on. If an aircraft-indicator square appears on the HUD (Heads Up Display), but is not yet on the radar when you're in longrange mode, go ahead and fire. Assume that the enemy is flying towards you and will be within missile range when it appears on the radar screen. Sparrows can also be very effective against targets which are some distance behind you. You can fire at this kind of target without turning, even though the most efficient method is to turn a quick circle and fire directly at the enemy.
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 system-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
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Figure 4-4. Firing at a Target Behind You
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Though you can fire a Sparrow medium-range missile at a target behind you, you'll score a surer and quicker kill by rapidly turning to meet the enemy before releasing the Sparrow.
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Assume these methods haven't worked and there's an enemy plane on your tail within gun range. Time is critical. It doesn't matter so much what you do, as long as you do something and do it quickly. Your best bet is to turn toward the attack, as this forces the attacker to make a sharp turn to follow you. Figure 4-5. Turning Toward an Attacker Turn toward your attacker. This maneuver forces your opponent to make an even sharper turn to follow.
Attacker
If the enemy continues to track you, a series of quick turns, or jinks, may be used with maximum power to put some distance between you and the attacker. Once you're out of range, an unloaded straight-line acceleration away from the enemy should give you enough space to turn back toward him and attack, or escape and return to base. Other escape tactics involve various maneuvers combined with reducing speed to make the attacker overshoot. This is always a problem for the attacker due to the close ranges involved. If you manage to make your opponent overshoot, you can easily get into a firing position of your own.
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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 detected is to determine what type of homing device it has-radar 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 employ. 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 direction from which the missile is approaching. If the threat is immediate, a good rule is to make an immediate break toward the ground and release the appropriate countermeasure (provided 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 missile 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 angle, 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 occasionally 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
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and you're out of flares, an alternative is to break toward the sun, then break to one side once you're aimed at the sun. Heatseekers can sometimes be fooled into locking onto the sun. Take some care when you use your antimissile defensive measures. You have a limited number of flares and your electronic countermeasures are less effective each time they're used.
The McDonnell Douglas F- 15 Weapons Capability The McDonnell Douglas F-15 is arguably the most versatile fighter aircraft operating today. Although originally designed as an air superiority fighter, its excellent performance characteristics made it an obvious candidate when the armed forces were searching for a replacement for the aging multipurpose F-4 Phantom. With only slight modifications the F-15 can deliver an extraordinary range of weapons: 0 AIM-7M Sparrow medium-range, semiactive radar air-to-air
missiles 0 AIM-9L Sidewinder infrared-homing air-to-air missiles 0 AIM-120 Advanced medium-range air-to-air missiles
0 M61 20mm six-barrel gun 0 0 0 0 0 0 0 0 0
0 0 0
AGM-88A Harm antiradar missiles AGM-65A Maverick TV-guided air-to-ground missiles AGM-65 IIR infrared imagery missiles AGM-65C laser-guided air-to-ground missiles AGM-84A Harpoon antiship missiles MK20 Rockeye bombs on multiple ejection racks Matra Durandal runway denial weapons MK82 500-lb. bombs in Slick (low drag) and Snakeye (retarded flight) configurations MK84 2000-lb. bombs in Slick, laser-guided, infrared-homing, and electro-optical versions GE 30mm gun pods Tactical nuclear weapons ASAT antisatellite missiles
The F-15 configured for its usual air-to-air role of tactical intercept or Combat Air Patrol is equipped with four AIM-7 Sparrows, four AIM-9 Sidewinders, and the 20mm gun. When configured like this, the aircraft usually carries a drop tank 44
Weapons Systems
with 600 gallons of fuel to extend the operating range and time in the air. The AIM-9L Sidewinder and the AIM-7 Sparrow air-to-air missiles have been the weapons of choice for most of the air combat in the last decade. Weapons In Recent Combat 0 In 1981, two Libyan SU-22 Soviet-made fighters were downed by Sidewinders fired from U.S. Navy F-14 Tomcats. 0 In 1982, in a series of massive dogfights over Lebanon's Bekaa Valley, the Israeli Air Force-flying F-15s and F-16s-shot down 85 Syrian jets, plus a number of helicopters. Again, Sidewinders and Sparrows were used extensively. 0 Later in 1982, 16 Argentine fighters were shot down by British Harriers using Sidewinders. Clearly, these weapons work and are effective. Of the two, the Sidewinder was credited with many more kills than the Sparrow. The reasons for this are twofold. First is the problem of identification of targets beyond visible range (where the Sparrow is most effective). Visual identification of enemy aircraft is the current order of the day in air combat (to prevent shooting down an aircraft from your own air force). Consequently, most jets are too close for Sparrows by the time they're identified. The second problem lies in the fact that Sparrows rely on semiactive radar detection for homing in on the enemy. This means that once the missile is fired, the F-15 must continue to fly toward the target to bounce radar signals off it for the missile to follow. In combat with multiple opponents, it's not always possible to concentrate on just one target for any length of time. The Sidewinder, on the other hand, is a fire and forget kind of weapon. Once it's launched, the pilot is free to evade or attack. In F-15 The good news is that neither of these problems will plague you when flying in F-15 Strike Eagle. Identification is never a problem. You're by yourself over enemy territory most of the time-you can safely assume that any other aircraft is unfriendly. The Sparrow missiles used in the simulator don't require attention once they're launched. (Remember that you can't fire another missile until the previous one completes its flight.) 45
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When the F-15 is used for attack or ground support missions, all the components of the basic air-to-air configuration are carried, along with whatever additional weapon systems called for by the particular mission. Air-to-ground weapons could be television-guided, laserguided, infrared-guided, or unguided. Your F-15 Strike Eagle is equipped with reliable MK82 500-pound bombs in the slick (low drag) configuration. These normally would be dropped in groups of three, with two groups loaded under each wing and two more groups carried on the belly of the aircraft.
Countermeasures System The F-15 Strike Eagle is equipped with electronic countermeasures 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 aircraft-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 fiberglass which are cut to varying lengths to counter various radar frequencies. This chaff is ejected by the pilot into the slipstream 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 receiver. 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
use your ECM. Remember that ECM uses a lot of power, so chaff clouds become smaller and jamming becomes weaker each time it's used.
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.
The Enemy Threat When flying a mission in your F-15 Strike Eagle, you'll be operating over enemy lines. The enemy threat comes in three forms-jet fighters, air-to-air missiles, and surface-to-air missiles. Understanding the operation and specifications of the weapons systems will let you exploit their limitations.
Enemy Jets The enemy jets which you'll be flying against are based on the SU-22, the MiG-21, and the MiG-23. All are of Soviet design. Unfortunately, these three aircraft look the same on the screen. Some are more maneuverable than others, but the only real way to tell is to try them one time in a tight turn. If you can turn tighter than an enemy aircraft, pull behind it and use a gun attack. Save your missiles for the more maneuverable opponents. If you cannot out-turn your opponent, you can certainly outrun him in unloaded (zero G) acceleration. Your best bet here is to disengage by accelerating, diving, or climbing. Move away to a comfortable distance and maneuver for a missile shot. All of the enemy planes carry a 30mm or 23mm gun system which has similar operating characteristics to those of your own 20mm gun. In other words, don't let them use their guns.
Enemy Air-to-Air Missiles As you might guess, information regarding Soviet weapons is limited. This simulator uses three Soviet air-to-air missiles: 0 AA-2 Atoll. The Atoll is a heat-seeking missile with operat-
ing characteristics similar to those of the AIM-9 Sidewinder. 47
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The Atoll, however, is not a true all-aspect missile, and it functions best when fired at close range from behind an opponent. 0 AA-7 Apex. The medium-range Apex comes in heat-seeking and radar-homing versions. It is an all-aspect missile in the radar-homing version. 0 AA-8 Aphid. The Aphid is a smaller, more maneuverable heat-seeking missile when compared to the AA-2 Atoll. Due to its smaller size, it has a very short range. When you're attacked by an air-to-air missile, determine which type of homing system is being used. Radar homing missiles are always medium-range and very dangerous. Infaredhoming missiles could be one of several types-your best bet is to drop a flare, or flares, when the missile is closing on you, and not worry about the missile's range.
Enemy Surface-to-Air Missiles The capabilities of the Soviet-made surface-to-air missiles used in this simulator are described in detail in its manual. There are a few things to add, though. When you're in an area defended by radar-homing surface-to-air missiles (SAMs), flying below 1500 feet will put you below the guiding radar and in a safe zone. If they lock onto you, the green radar-signal indicator will activate. Flying low will not keep you safe from heat-seeking SAMs. High speeds at low altitudes make you a more difficult target and also make it easier to jink an incoming missile. Heat-seeking SAMs have a shorter range, lower speed, and lower operational ceiling. They can be outrun or climbed over.
48
The F- 15 in Action A brief history of the F-15's combat experience demonstrates its abilities.
When President Gerald Ford accepted the first F-15 on behalf of the Tactical Air Command in November of 1974, the aircraft was heralded as the best air-to-air fighter ever built. It's not surprising, then, that the leaders of the Israeli Air Force were interested in the F-15. A deal was struck, and in December 1976, the Israelis received their first shipment of F-15 figh!ers. With the tensions and hostilities in the Middle East during this time, it was probably inevitable that the Israelis would be the first to use the F-15 in combat.
The Middle East In the spring of 1979, the Palestinian Liberation Organization (PLO) drastically increased its terrorist attacks on Israel. In retaliation, Israel began a new wave of reconnaissance flights and bombing attacks on suspected terrorist camps and training facilities in Lebanon. Syria, in support of the PLO, began to fly air patrols over PLO camps in central Lebanon. The Syrian planes, mostly MiG-21s, had come close to Israeli reconnaissance planes on several occasions, but had never moved to within missile range or made any hostile moves. F-15 Versus MIG-21
On June 2, 1979, Israeli F-4 Phantoms and A-4 Skyhawks flew to attack suspected terrorist bases near Sidon in southern Lebanon. Flying cover for the attack aircraft was a force of six F15s and two Israeli-built Kafir fighters. All aircraft were guided by an E-2C AWACS (Airborne Warning And Control System) aircraft, a modified 747 which carried sophisticated radar and tracking equipment. At approximately 11:00 a.m., the attack force was bounced by 8-12 Syrian MiG-21 aircraft. The F-15s and Kafirs immediately identified and engaged the MiG-21s. Within a
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three-minute period, six Syrian MiG-21s were downed and several others were reportedly damaged. Of the six downed MiG-2ls, four were destroyed by infrared-homing missiles, one by a Sparrow radar-guided missile, and one by gunfire at close range. Five " kills" were given to F-15s and one to a Kafir. The Israelis continued their reconnaissance flights, and on September 19, 1979, the MiG-23 made its combat debut when a flight of these newer Soviet-made aircraft fired air-to-air missiles at an Israeli F-4 Phantom. The F-4 was able to avoid the missiles (probably AA-8 Aphid infrared-homing types) and return safely to base. The Israeli intelligence service determined that a similar attack was planned five days later. So, on September 24, 1979, F-15s were again flying high cover when the controlling AWACS aircraft detected a large group of MiG-21s approaching. In this second brief air battle, four more MiG-21s were shot down. Again there were no F-15s lost. F-15 Versus MiG 25 These skirmishes continued through 1980. In March of 1981, the F-15 and the newest Soviet-built machine, the MiG-25, which was capable of Mach 3, met for the first time. On March 13, 1981, a MiG-25 attacked an Israeli F-4 flying a reconnaissance mission. An F-15 Eagle was vectored to intercept, and shot down the MiG-25 with a Sparrow missile. This was the first time that a MiG-25 had been successfully intercepted and shot down. The Iraqi Nuclear Plant Raid Shortly afterward-on June 7, 1981-a group of F-15s flew cover for a flight of eight F-16s which successfully destroyed the Osirak nuclear reactor in Iraq. After the attack, the Israeli planes returned by flying over Jordan. Despite this overt violation of Jordanian airspace, no aircraft were sent to oppose them. Possibly the Jordanians were aware of the recent routing of the Syrian Air Force by F-15s and did not wish to replay the incident.
52
The F-l 5 in Action
Southern Lebanon In the spring of 1982, tensions along the Israeli-Lebanese border 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 attacks faced strong resistance in the form of surface-to-air missiles and Syrian MiGs. The Israelis launched an immediate attack on the SAM locations, 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 engaged 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 without 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.
The aerial chess game of move and countermove, one plane against another, has been a difficult thing for experts to pin down over the years. The rules are constantly changing; what worked yesterday may not work tomorrow, or the latest technology may be defeated by an obsolete system in actual combat conditions. Regardless of the level of sophistication of the equipment, however, the most important measure of a country's air power is how well the pilots can tactically maneuver to utilize and deliver the weapons available. It's been shown over and over that flying skills and aggressiveness can overcome more recently developed weapons and superior numbers. Despite all these changes, certain basic principles have remained constant over the years. The effectiveness of an attack is basically determined by four criteria, which are listed here in order of priority.
Surprise Although surprise is not often possible with the F- 15 Strike Eagle simulation, it can be accomplished by firing medium-range Sparrow missiles early, as soon as an enemy aircraft is detected coming toward you. Surprise can also occasionally be gained by detecting an enemy with long-range radar and making a wide, slow turn to position yourself behind your opponent. Once in the favorable position, accelerate and close fast. In actual air combat, surprise has always been the dominant factor in victory. Four out of five defeated pilots didn't know they were under attack until it was too late to maneuver to safety.
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 exception of ACE). However, two-person play-with one flying the plane and the other operating the keyboard-can greatly improve your chances for survival. Maneuverability Historically, only one out of five kills has been made by outmaneuvering an opponent, but when you're involved in a low-speed, turning dogfight, it suddenly becomes very important. Develop and practice those maneuvering skills. Weapons As the lethality of weapons used in air-to-air combat has increased, the targets have become harder to hit due to their increased 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 0 0 0 0
Detection Closing Attack Maneuvering 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 aircraft 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 remaining, your current mission, and weapons remaining in order 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 behind it as quickly as possible, before it has a chance to turn toward you. If the enemy plane is coming directly at you, you have little 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 minimumrange 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 beforehand 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 maneuver for a missile shot, then climb while the enemy aircraft is trying to avoid the missile. 59
CHAPTER 6
At high altitudes, a close-range, turning, gun attack is possible. Your first move for this type of fight is to cut your power to 75 or 80 percent, which gives you your best turning performance. You may need to increase power during a sustained turn to avoid stalling. Keeping your speed low also keeps the enemy in front of you; you're less likely to overshoot. At this point, you'll probably be approaching the enemy head-on. Your options follow. Head-on Gun Attack. It's possible to get one hit on your opponent shooting head-on. The trick is to center him in the sight and fire early, letting him get into gun range at the same time the shells arrive on target. (In all the following figures, assume you are the Attacker.) Figure 6-1. Head-on Gun Attack Lead your target during a head-on attack. Fire when you're at position #1 , even though the target is out of range. Your cannon shells hit the target when you're in position #2 .
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Defender
60
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1
Air Combat
Lead Turn. To perform this maneuver, put some lateral distance between yourself and your opponent; then turn early (before your opponent) toward the target. This will place you in an advantageous position behind the enemy. Figure 6-2. Lead Turn When an enemy aircraft is approaching, turn before he does-chances are you'll end up behind him .
Attacker
Defender
61
CHAPTER 6
Nose-to-Nose Turn. In a nose-to-nose turn you turn away from your opponent at the time you pass. Figure 6·3. Nose-to-Nose Turn Turn away from your opponent to conduct a nose-to-nose turning maneuver.
Attacker
62
Defender
Air Combat
If you've sufficiently reduced your speed, you may be able to reverse the turn once you spot the target so that you can fall in behind it. Figure 6-4. Reversing During a Nose-to-Nose Turn Reduce speed, reverse your turn, and you should be in a shooting position.
Attacker Defender
63
CHAPTER 6
Nose-to-Tail Turn. In a nose-to-tail turn you turn toward your opponent at the time you pass. Figure 6-5. Nose-to-Tall Turn The aircraft with the best turning performance will be in the shooting position.
Defender Attacker
This puts you in a turning contest. The plane with the best turning performance will eventually catch up with the other and be in perfect position for a gun or short-range missile shot. Maneuvering after the initial pass is discussed in detail in Chapter 8.
Disengagement In the F-15 simulation (and many of the other jet combat simulations), there's no real disengagement. The enemy fighters continue to follow you all the way back to the base or until they're shot down. There are times, though, when it's 64
Air Combat
necessary to put space between you and your opponent, to regroup or take a missile shot. These maneuvers are covered in detail in Chapter 9. In F-15 Strike Eagle, as it has been historically, the best way to disengage from an enemy fighter is to shoot it down.
Oswald Boeleke and the Eight Rules of Air Combat Air combat has changed dramatically since World War I. Basic tactics and rules established by Oswald Boeleke in 1916, however, have stood the test of time well. He gave new pilots eight rules of air combat to help them survive and win. 0 Try to secure an advantage before you begin your attack. This advantage could be altitude, position, or surprise. 0 Always carry through with an attack once you've started. 0 Fire only at close range and when your opponent is properly in your sights. When applied to missile attacks this means shoot when in good position with a good angle and within the minimum and maximum firing ranges. When applied to guns it means fill the screen with the enemy plane. 0 Always keep your eye on your opponent. Don't be deceived by ruses. In F-15 this means be prepared for your opponent to cut his speed to force you to overshoot. 0 Always attack from behind your opponent. This is not as important now as it was in 1916, though it still applies to a good gun attack. 0 When attacked, turn into the attack; don't try to evade. This still holds true. Always be on the offensive. 0 When over enemy lines, never forget your own line of retreat. When your fuel and/or weapons are low, start thinking about how you're going to get back to base. 0 Attack in groups of four or six. Unfortunately, you're by yourself in F-15 (at least the enemy planes don't cooperate when attacking you). This is the end of Ground School. Study this section and be prepared for anything the enemy can throw at you. Remember that air battles are lost, not won. The pilot who makes the fewest mistakes wins.
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 illustrated, while another chapter covers the tactics and maneuvers you'll use when you're outnumbered. Each maneuver described in the Flight School section includes step-by-step instructions on how to perform the technique, 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.
Air combat maneuvering is the combination of a number of simple maneuvers. These maneuvers must be learned and mastered before you try more complicated offensive and defensive tricks. These maneuvers can be practiced during slack times while you're on a mission, or you can set up the game just to give you practice time. To get as much practice time as possible, set up F-15 Strike Eagle as follows: Select the skill level Rookie Select the mission number 1 (Libya) Start the game Arm and fire a short-range missile at the MiG which pops up in front of you. If this doesn't destroy it, follow and fire a second missile. 0 Fly the plane back out to sea. Either place the NAV cursor over the base or use the Horizontal Situation Display (map) to guide you. 0 On your way out to sea, drop all bombs. This will improve the performance and handling of the aircraft. 0 You're ready to practice your maneuvers. Should an enemy aircraft appear on radar or a target-designator box appear on the screen, fire a medium-range missile immediately. If this missile misses, grit your teeth and go after the target. Keep in mind, the best way to learn to fight is by fighting. 0 0 0 0
In the procedures which follow, the numbers in parentheses refer to the steps of the maneuver shown in the accompanying figure .
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 applying pressure to the stick (4). 0 You shoud try to pull out of the roll with your wings level (5). Anticipate.
72
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CHAPTER 7
The Barrel Roll Minimum Speed 400 knots Minimum Altitude 1000 feet 0 Flying straight and level, pull back on the stick to achieve a 30° climb (third indicator line). As soon as a 30° climb is reached, apply full right (or left) stick, still holding the stick back (at the 4:30 position). Hold this position (1). 0 The plane should climb and roll inverted (2) . 0 You'll dive and roll out level (3). 0 Stop the roll with your nose and wings level. Some forward stick toward the end of the roll may be necessary to bring the nose down (4).
74
Basic Flight Maneuvers
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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 attempt to stop straight and level (3).
76
Basic Flight Maneuvers
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CHAPTER 7
The Break Turn Minimum Speed None Minimum Altitude None
(Watch your energy level-you may have to increase power to maintain this turn for more than a second or two.) 0 Flying straight and level, apply full left or right stick (1). 0 Hold the stick until the horizon appears vertical. You're now in a maximum performance turn at 90° (2).
78
Basic Flight Maneuvers
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79
CHAPTER 7
Split-5 or Descending Half-Loop Minimum Speed None Minimum Altitude 10,000 feet (fully loaded on afterburners) 3,000 feet (no bomb load and 55% power) 0 You're flying straight and level (1). 0 Apply full left or right stick (2). 0 Stop the aircraft's rotation once you reach an inverted position and are flying straight and level upside down (3) . 0 Pull back on the stick and hold until the horizon comes up. Stop when the horizon is level (4).
80
Basic Flight Maneuvers
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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).
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Basic Flight Maneuvers
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CHAPTER 7
The Stall Turn Minimum Speed
700 knots (fully loaded) 500 knots (no bombs) Minimum Altitude None 0 Pull back on the stick and climb until no ground shows on your screen (1). 0 As speed decreases continue to climb (2). 0 Cut power to 70 percent (3). 0 The plane should stall and put you pointing toward the ground (4). 0 Apply 100 percent power and pull back on the stick to fly straight and level, or continue to dive at your target. If you approach Mach 2, be prepared to extend your speedbrake (5).
84
Basic Flight Maneuvers
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85
CHAPTER 7
Inverted Flight Practice Minimum Speed None Minimum Altitude 1000 feet 0 You're flying straight and level upside down (1) . 0 Push forward on the stick to obtain a 10° rate of climb (2). 0 Pull back on the stick to obtain a 10° dive (3). 0 Push forward on the stick to obtain straight and level flight (4) . All stick commands are opposite during inverted flight. This maneuver-as well as turning while inverted-should be practiced until the opposite commands become second nature. In a dogfight, inverted flight is common, and you don't want to turn the wrong way or dive into the ground.
86
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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).
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Basic Flight Maneuvers
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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. Experiment 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
Head-on Gun Attack Situation:
You are approaching enemy aircraft head-on.
Maneuver: 0 Line up with the enemy straight ahead, at the same altitude (1). 0 Start firing when the enemy is approximately 11/2 radar screen divisions away. The target will fly to meet the gun shells. If you wait until the enemy aircraft is within normal gun range you'll fly past before you get a good shot (2).
Note:
94
A head-on attack presents a bad missile angle for your opponent. If you make the enemy pilot waste one of his four missiles during the head-on pass, so much the better. Be prepared to jink, though.
Offensive Maneuvers
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95
CHAPTER 8
Head-on Turning Attack Situation:
You are approaching an opponent head-on at slow speed (400-500 knots). This speed allows maximum turning performance.
Maneuver: 0 Head slightly to one side of your opponent to get some lateral separation (1). 0 Tum hard toward your opponent as you pass (2). 0 Maintain this maximum G turn. You may need
to increase power during the tum to keep your speed up to 400 knots (3). 0 If you can out-turn your opponent, you should get a missile shot (4).
Note:
96
This is not a long-term maneuver. If you don't gain an advantage fairly quickly, be ready to disengage or attempt another maneuver, such as a low Yo-Yo.
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:
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This maneuver should not be performed at low altitude.
Offensive Maneuvers
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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 behind the target for a heat-seeking missile shot directly 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 destroy the opponent, or miss, another High Yo-Yo or a Low Yo-Yo will return you to an attacking position.
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Offensive Maneuvers
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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, begin 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
Barrel Roll Attack Situation:
You're approaching an opponent from behind. The other aircraft turns hard and your speed advantage may cause an overshoot.
Maneuver: 0 The enemy aircraft breaks hard to the right. You should pull up hard (1). 0 Immediately begin a roll to the left, away from your opponent (2).
0 Finish the maneuver by sliding back in behind the enemy plane with a hard right turn (3).
106
Offensive Maneuvers
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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
Zoom Maneuver from a Turn Situation:
You're in a hard-turning fight. You can't obtain an advantage and you're too close for a missile shot. Both you and your opponent are at low speed. The object here is to use your high thrust-toweight ratio to perform a steep climb so that you can get enough distance between you and the enemy to use your missiles.
Maneuver: 0 Fire your afterburners (1). 0 Perform a very steep climb (2).
0 Continue until you've climbed 5000 feet or so. Throttle back your engines and perform a stall turn (3). 0 As soon as your opponent. comes into view, fire a short-range missile.
Note:
108
While climbing you may present your opponent with a good missile shot, so take an occasional look out the back.
Offensive Maneuvers
Your jet can perform a ballistic climbuse this advantage to put some distance between you and the enemy.
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109
CHAPTER 8
Dive for Separation for Missile Shot Situation:
You're in a very close, hard-turning fight. You're
too close for a missile shot, but you can't line up your hard-maneuvering opponent for a gun shot. This maneuver puts distance between the two of you for a better chance at a missile hit.
Maneuver: 0 Bank hard and try to pull inside the enemy's turn (1). 0 Roll inverted, pull back on the stick, and dive (2). 0 Keep the stick pulled back until you pull out of the dive. Locate the enemy aircraft and fire a short-range missile (3).
110
Offensive Maneuvers
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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 maneuver-you're maneuvering in the vertical plane while your opponent is in a flat turn.
112
Ott ensive Maneuvers
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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 review 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
High-G Barrel Roll Situation:
An enemy aircraft is close behind, closing for a gun attack.
Maneuver: 0 Break hard into the attack (1). 0 Perform a barrel roll in the opposite direction. This should bleed off some speed and make the attacker overshoot (2). 0 Roll in behind the target for a gun or shortrange missile shot (3).
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 direction (3).
120
Defensive Maneuvers
2
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 missile 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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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 prepared to turn hard to follow, or take a missile shot and disengage.
Note:
124
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.
Defensive Maneuvers
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CHAPTER 9
Defensive Spiral Dive Situation:
An enemy aircraft has closed to within firing distance behind you. You have at least 15,000 feet of altitude, and you want to (a) disrupt the enemy's aiming process; (b) escape, and if possible, reverse the situation.
Maneuver: 0 Roll to an inverted position (1). 0 Pull back on the stick to start the dive (2). 0 Determine the position of the attacker (3).
0 Begin rolling toward the attacker. In other words, if he's to your left, push the stick to the left (4).
0 As your speed builds, cut power to idle and extend your airbrake. 0 If the attacker followed you down, he may overshoot at this point and allow you to take a shot.
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Defensive Maneuvers
There's a chance the attacker may overshoot if you use this spiraling maneuver.
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Jinking a Missile Coming Head-on Situation:
Radar shows a missile heading toward you from in front.
Maneuver: 0 Determine if the missile is heat-seeking or radar-homing. Head straight toward it (1). 0 When the missile is 1-1 1/2 radar-grid divisions away (that's approximately 10-15 miles), release the proper countermeasure (flare for heat-seeker, ECM for radar-homing). Pull up hard (2). 0 Watch missile pass beneath you (3).
Note:
128
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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 excellent 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.
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Firing a Short-Range Missile at a Target Behind You Situation:
There's an enemy aircraft behind you, flying at roughly the same speed. You cannot outmaneuver it. Your opponent is not closer than one-half mile and not further away than two miles.
Maneuver: Fire a short-range missile; then break away hard from the attacker.
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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.
If air-to-air combat can be described as an art, then air-to-
ground bombing is more a science. Get the proper angle and proper altitude, put the pipper (sight) on the target, and hit the bomb release. Bombing in F-15 Strike Eagle is much simpler than bombing with the real thing. Actual bombing runs are very precise, with dive angle, airspeed, and altitude all predetermined by the type of ordnance you're dropping. A little too fast and your load lands long; too slow and you come up short. With F-15 Strike Eagle, however, you can bomb at any speed or dive angle and at altitudes up to approximately 3000 feet. You can drop bombs with your wings at any angle, even while flying inverted (this is a real test of your inverted flying skills). As long as you put the pipper on the target triangle, you'll score a hit. There are two basic techniques you can attempt when on a bombing run. Whichever you choose, start your run at 100 percent power. Rapid maneuvering to avoid surface-to-air missiles or enemy fighters can use precious energy. When you're delivering bombs at 2000 feet you can't afford to let your energy level get low. A stall at low altitude can mean the end of your mission. During any bomb run, keep an eye out for enemy fighters. Should one appear while you're on your approach, immediately arm and fire a medium-range missile. This will keep the enemy fighter busy and let you complete your run.
Note: You can drop more than one bomb load on a target during a single bomb run to increase your point total. All must be dropped before the target is destroyed, however, to count as hits.
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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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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 protection 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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Two Versus One Sometimes you'll face two opponents, not just one. Learn how to handle them both and survive.
Occasionally, two enemy aircraft will appear on your radar. Both may even fire missiles at you. What you do at this point depends on a number of factors: 0 0 0 0
Your altitude Your energy level Your mission-are you closing on a bombing target? Weapons available-don't attack two planes when you have only one missile left 0 Number of bombs carried-speed and maneuverability both suffer with heavy bomb loads 0 Fuel left and distance to base
Two against one is a serious situation and you must weigh all these factors before choosing your course of action. Depending upon your situation, you'll take a totally defensive, cautiously aggressive, or totally aggressive stance.
Totally Defensive When entering into an attack on two opponents, you're violating Oswald Boeleke's first rule of air combat-always attack with an advantage. Reconsider if you have several other factors 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 begin 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, staying 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
Figure 11-1. Cautiously Aggressive
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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 oneon-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 opponent 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
Figure 11-2. A Totally Aggressive Attack
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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 longlived jet fighter pilot.
Some of the following playing tips and bits of information were gathered from other F-15 Strike Eagle players, and from conversations with Bill Stealey, President of MicroProse Software, and Sid Meier, the author of F-15 Strike Eagle.
Accidental Ejection In the Commodore 64 version of F-15 Strike Eagle only, it's possible to accidentally activate the ejection seat. This can occur 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.
Air Combat Mode Only At the beginning of play your F-15 is always configured in the air-to-ground mode. The F-15, however, was designed as an air superiority fighter. From time to time you may want to simulate this mission. The air superiority role can be simulated using any of the seven missions except Mission 3-Haiphong-and Mission 6-Iraq-as enemy air activity over these areas is slight. The first thing to do on an air superiority mission is to drop all bombs. They severely affect your aircraft's performance. Next, climb to 40,000 feet. This will give you plenty of maneuver altitude and put you out of SA-7 SAM range (which is 32,000 feet). Go looking for trouble by flying close to an airbase. 153
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Missions 1 and 2 are particularly good for this due to the low SAM activity and multiple target possibilities. Many F-15 pilots think that they could become an ace on their first mission should a shooting war start. Becoming an ace should be your goal for an air superiority mission. Each time out you should collect at least five kills. Once you accomplish this on a regular basis, try to become a double ace each time-that's ten kills. Since you carry only eight missiles, at least two kills will have to be made with your guns to become a double ace in one mission. As your dogfighting skills improve, work your way through the various skill levels to increase your difficulties.
Accumulating Points If you're competing against another pilot, you'll want to accumulate as many points as possible. Points awarded for enemy kills increase with the difficulty level, with destroying a primary ground target resulting in the most points. Though primary 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
to both enemy missiles and aircraft while making a bomb run, so going in at maximum speed makes you harder to hit and harder to catch.
Clear the Map Once you've successfully completed all the scenarios, you can go back and start with Mission #l and not only hit the primary target, but clear the map of all targets. Remember that once all primary targets have been hit you cannot continue if you return to base. Save at least one primary target for the last strike. Clearing the map takes a different plan from just completing the mission. Decide in advance what you want to do first-attack the closest targets or eliminate the SAM threat or air opposition. The ultimate in map clearing is to start with Mission #l and clear each map in one sitting without losing your aircraft. Give yourself plenty of time, as this could take eight or nine hours.
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 targets. 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 primary target.
Copy the Maps One of the things that help keep F-15 Strike Eagle interesting is the variety of ways to complete each mission. Plan your mission on a photocopy of the mission map and keep track of successful routes-that's what real fighter pilots do, and it's a good idea for you, too. 155
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Navigation, fuel planning, and examination of enemy air defenses is just as much a part of an actual military operation as the time spent flying. It makes good sense for you to take these items into account before flying a mission.
Don't Fly over Targets You Don't Intend to Bomb F-15 Strike Eagle is designed to operate so that the enemy can detect your presence by radar and visual or audible contact. If you fly over an enemy airbase, you'll be seen and heard. Don't be surprised if you have company soon after.
Ease Off the Stick When Entering Keyboard Commands In the Commodore 64 version of F-15 Strike Eagle you can't use the joystick and the keyboard at the same time. When you want to activate a system controlled through the keyboardafterburners, weapons selection, or ejection seat-you must ease off of the stick so the computer can recognize the command. Especially keep this in mind when you're trying to eject.
Finding the Ground Sometimes when making a steep climb, you can lose track of up and down. If this occurs, the ground can always be located by activating the bomb sight. The line attached to the sight circle always points down.
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.
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Playing the Game
Gun Fighting in Ace Mode When attempting a gun kill in Ace mode, it can be very difficult to out-turn your opponent. In this case, instead of turning nose-to-tail, try turning nose-to-nose, slowing up, and then reversing your turn and allowing the enemy to pass in front of you. Be ready to shoot fast and be sure to lead your target. Another tactic which may prove successful in Ace mode is to turn in front of your opponent, and then perform a maneuver that makes him overshoot. This will put you on his tail in perfect firing position.
High-Altitude Dive Bombing If you're coming up on a target you want to bomb at high alti-
tude, you don't have to pass it by. Such a target can be hit by following these guidelines: 0 0 0 0
Cut power to 55 percent. Line up the target directly in front of you. Set the radar to the shortest range. When the target appears on the radar, activate the bomb sight and start a steep dive. 0 Keep track of your progress by watching the radar screen. Adjust your dive if necessary to prevent passing the target. 0 The target triangle should appear on the ground as you pass 10,000 feet. If it doesn't appear, you've probably passed over the target. 0 Drop bombs and/or pull up at 3500 feet. If at any time during your dive you lose control, extend the speedbrake to stabilize the aircraft.
Learn to Fly Low Flying low causes the flight of the aircraft to be a little inconsistent due to programmed "turbulence." Though this may be annoying, as constant joystick adjustment is required, it's a skill well worth learning. Low-level flying lets you come in beneath the radar which guides some of the SAM missiles.
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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 decide that you're going to make a dash back to the base for repairs, 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 defensive 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 locations; 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
bombs-drop the rest if they're not going to be used since they'll slow you down.
Out of Fuel and Out of Altitude When you're gliding toward base and it appears that you'll come up short, a minor program glitch can help you out. By repeatedly hitting the afterburner key you can get small bursts of power which will increase your airspeed slightly.
Punch Out! Surviving an ejection is dependent upon speed, altitude, distance from base, the proximity of enemy planes, control of the aircraft, and luck.
Save Those Flares When playing at the higher skill levels, it's a good idea to try to jink incoming air-to-air missiles without using flares. Your flares will better serve you when you're trying to avoid the much tougher heat-seeking SAMs.
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 triangle 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
to run after a long, turning fight, giving you a good missile shot or guns opportunity. At least three gun hits are required to score a kill. Bombing and returning to base must be more precise. SAMs are more accurate.
Ace. (Tough) SAMs are very accurate. Enemy pilots are very good and will not disengage. Keep an eye on your energy level and altitude as enemy pilots will turn you right into the ground if you're not careful. At least four gun hits are required to down an enemy-often more. Bombing must be precise and returning to base must be well under 3000 feet. Unless your dogfighting skills are very good, stay away from turning fights and use missile attacks only.
Spin Recovery In both reality and the simulation, the F-15 isn't an easy aircraft to spin. It is possible, however, to find yourself in a disorienting 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 mention 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 joystick-functioning as pilot-and the other operates the keyboard 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
Weapons officer's responsibilities 0 Watch the radar screen. Things happen very quickly in battle and the radar screen gives you the best clues as to what is coming at you. 0 Watch the radar and infrared-scanning indicator lights. The warning lights tell you what type of countermeasures to use. When two SAMs are in the air, the weapons officer must determine which is the infrared-homing SAM and which is radar-guided. This can only be done by noticing which warning light comes on first. 0 Deploy countermeasures and tell the pilot to break away and in what direction. 0 Place the NAV indicator in the correct position. 0 Drop the external fuel tanks when the fuel level reaches 13,500 pounds. Continuing to fly with the drop tanks attached reduces your fuel efficiency and performance. 0 Respond to pilot commands to operate the following systems: Speedbrake Throttle increase or decrease Afterburners Arming weapons Bail out Rear-view control Reminding the pilot of altitude during combat It's important to give the second player as much to do as possible to keep him or her from getting bored and becoming a spectator instead of a participant.
Use Your Afterburners Afterburners can be useful in several areas. When you're making a low-level bombing run, the extra-speed afterburners reduce the time you're in SAM range and make it harder for them to hit you. When involved in a tight turning fight you'll rapidly bleed energy and airspeed. If you start to get stall warnings in a tight turn, use your afterburners to increase your airspeed to 500 knots; then return to 100 percent power. This may be necessary several times during a dogfight to keep your airspeed up and to prevent stalls. 161
The Missions Learn how to complete each mission in F- 75 Strike Eagle with this collection of tactical and strategic tips.
You have a choice of seven combat missions-all based on actual incidents-in F-15 Strike Eagle. Completing those missions can be difficult at times, seemingly impossible at others. That's why I'm offering these tips and techniques. I hope they help you end each mission successfully. Keep in mind, though, that there are many other ways to accomplish the same thing. My advice is not the only, or necessarily the best, plan of attack.
Mission # 1-Libya, 1981 Scenario. On the morning of August 19, 1981, two F-14 Tomcats of U.S. Navy Squadron VF-41 (Black Aces) were patrolling 60 miles south of the carrier Nimitz in the Gulf of Sidra near Libya. Two Libyan SU-22 Fitters were detected and the F-14s were dispatched to intercept. As the F-14s closed on the Libyans, one of the SU-22s fired a missile (probably an AA-2 Atoll). The F-14s broke away rapidly to avoid the missile and engaged the Fitters. In the short battle that followed, Squadron Leader Commander Henry Kleeman and Lt. David Venlet, Kleeman's RIO (Radar Intercept Officer); Kleeman's wingman, pilot Lt. Lawrence Msczynski, and Msczynski's RIO, Lt. James Anderson, each shot down an SU-22 with an AIM-9L Sidewinder missile shot. Mission 1 is based on this incident, and more. You get to do what the F-14 pilots could not-carry the attack to bases in Libya. Since this is the first mission, it's also the easiest. You won't encounter SAMs during the flight. Tactics. To complete this mission, quickly do away with the enemy plane you find in front of you as the simulation begins. A Sidewinder or several quick gun bursts should do the trick.
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Next, place the NAV cursor over the primary target, descend to 3000 feet, and fly toward the target. Use mediumrange 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.
Mission #2-Yom Kippur War, 1973 Scenario. In October of 1973, hostilities between Egypt and Israel again reached the boiling point. On October 6, 1973, Egyptian tanks crossed the Suez Canal. At the same time 100 Syrian tanks moved into the Golan Heights area of Israel. During the Yorn Kippur War many large-scale air battles were fought between Israeli F-4 Phantoms and Syrian and Egyptian MiG-21s and MiG-17s. The Israeli Air Force (IAF) estimated a kill ratio of about 40 to 1. The Israeli F-4s downed 164 Egyptian aircraft in air combat while losing 4. On the Syrian front, meanwhile, 3 Israeli jets were lost while destroying 95 Syrian aircraft. Tactics. Take advantage of the limited capabilities of the Egyptian SA-7 SAMs. Flying above 32,000 feet puts you out of SAM range; using afterburners lets you outrun any air resistance on the way in. Go toward the primary target at high altitude and high speed, pass over the target, and begin your descent. Turn back toward the target, approach at 2000-3000 feet, drop as many bombs as possible in your single run, and continue on toward the base at high speed and altitude.
Mission #3-Haiphong, North Vietnam, 1972 Scenario. Following a North Vietnamese incursion across the Demilitarized Zone (DMZ) in late March, bombing of North Vietnamese targets was again authorized. This mission is based 9n the missions flown by F-4 and A-6 pilots during the bombing campaign codenamed Linebacker I. 166
The Missions
Tactics. Take advantage of the poor, low-level performance of enemy radar used to guide the SA-2 and SA-3 SAMs. Immediately after starting the simulation, descend to below 1500 feet and stay there. Enemy MIGs weren't active during the first stages of Linebacker I and shouldn't be a problem. Place the NAV cursor over the first target and make your bomb run. If you don't have another person helping as weapons officer, it's best to pass over the second target, then regroup. Place the NAV cursor and turn around, making your second bomb run so you will be heading out to sea once it's completed.
Mission #4-Syria, 1984 Scenario. When the Syrians started moving modern Sovietbuilt SA-9 SAMs near the border, the Israelis decided to act. The locations of the emplacements were determined using RPVs (Remotely Piloted Vehicles). These small unpiloted drones carried cameras and accurately located the targets. F-15s and F-16s then flew a number of successful bombing missions. The Syrians used heavy smoke in an attempt to hide the locations of the SAMs, but the Israeli preflight homework paid off. Tactics. This is the first mission with all the threats working against you. The Syrians have radar and infrared-homing SAMs, MiG-21s, and MiG-23s. Your primary target is a long way from home-the distance can be a very real threat in itself. This mission is best handled in two phases. First, take out the two closest SAM and airport locations. This will make it easier to get in and out during the second phase. After taking out the first four targets in phase 1, return to base to re-arm, refuel, and repair. You can fly more missions to soften up the path to the primary target, but the mission can be completed on the second flight by flying in fast toward the target with a light load of two or three bomb loads. If you're really confident take only one. (The fewer the better, because fuel conservation is important.) Afterburners can be used for a while, but not for the whole trip. Go straight in, make your bomb run, and head
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straight home. Heading home can be done at high altitude if you've cleared out most of the radar-guided SAMs. If you do run out of fuel, don't bail out immediately, since the plane will glide a considerable distance with no bomb load. Figure 13-1. Mission 4 The numbers indicate the first-phase targets in the order of attack. Target #2 is an infrared-homing SAM site; target #4 is a radar-homing SAM site.
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l_
The Missions
Mission #5-Hanoi, North Vietnam, 1972 Scenario. On May 10, 1972, United States aircraft first used laser-guided bombs in an attack on North Vietnam. These highly accurate devices could be guided to within several feet of a target, which was illuminated by a laser beam from an aircraft off the target. The F-15 Strike Eagle manual lists both primary targets as oil depots; one of the main targets for the May 10 strike, however, was the Paul Doumer Bridge, a major link in rail and road traffic in and out of Hanoi. A small strike force scored a decisive victory by landing 12 direct hits on the bridge with laser-guided bombs. Tactics. In this simulation, unlike the real event, SAMs will not be a factor. Since you don't have to worry about SAMs, the best approach is to take the targets one at a time. Go for the closest target first-climb to 10,000 feet, set the NAV cursor, and hit the afterburners. Drop all but two bomb loads to increase your speed and range. Fire Sparrow missiles at any enemy planes which come up against you and keep heading straight for the target. You should be able to outrun the enemy planes if necessary. Fly directly over the target and past it for about ten miles; then cut off the afterburners, perform a Split-S maneuver back toward the target, and make your bomb run heading back toward base. Note that if both your bombs land on target, the mission counts as completed and you won't be able to go back out after the second target. To attack the second target, similar tactics are used. Follow a path north along the coast at 85 percent power carrying two bombs. When you're almost even with the target, cut in and head toward it. Keep your power level at 85 percent as long as possible, but hit the afterburners once you're attacked. Go straight in for your bomb run, drop your bombs, light the burners, perform a vertical half-loop, and head straight for home. You should be able to outrun most of the enemy air traffic. Climb to 20,000 feet just in case you run out of fuel and need some altitude to coast back to the carrier.
169
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Figure 13-2. Mission Five The flight plan for mission 5 shows how you can successfully strike at both primary targets.
x
x
J_ J_
J_
J_
x Mission #6-lraq, 198 l Scenario. Etzion Air Base in the Sinai Desert is normally a very busy place. On June 7, 1981, it was even busier than usual. Early that morning, a group of Israeli F-15s and F-16s began a highly controversial mission. The Iraqi nuclear reactor south of Baghdad was about to become operational and the Israelis believed it was capable of producing weapon-grade fissionable material. In anticipation of its completion, the Israeli Air Force had been practicing an attack on the reactor for over a year. The time had come for the plan to go into action. 170
The Missions
The attack force flew around Jordan, through Saudi Arabia, and into Iraq low and fast. When questioned by Jordanian air controllers, they convinced them that they were Saudis on a training flight. The attack was carried out so quickly that neither SAMs or Iraqi aircraft had time to react. The one-ton bombs carried by the F-16s were extremely accurate. The reactor and surrounding buildings were destroyed. Tactics. When flying the simulation, you won't have the benefit of reality-you'll experience heavy SAM and occasional MiG opposition. This mission can be completed in one flight with a little luck and a lot of jinking to avoid SAMs. Again, fuel conservation is very important, so immediately drop all but two bomb loads and shoot off half your missiles. Descend to below 1500 feet and head straight toward the target. You'll receive a lot of attention from the SAM operators, so be prepared to respond with jinks and brief afterburner spurts to avoid the infrared-homing missiles. Make your bomb run; then perform a vertical half-loop and hit the afterburners. Set the NAV cursor for home base and climb to 35,000 feet to avoid the infrared-homing SAMs. Continue on afterburners until you're out of range of SAMs; then keep your speed up over 1500 knots by losing altitude as you approach base. Be sure to lose altitude fast enough because fuel will be critical at this point. Also be alert for enemy aircraft. There won't be many, but they can show up at the worst time.
Mission #7-The Persian Gulf Scenario. Several times a year the U.S. Navy conducts maneuvers in the Persian Gulf to show our determination to keep this vital shipping avenue open. This mission pits your F-15flying on Combat Air Patrol-against attacking Iranian jets and missiles. Tactics. Since this is the final mission, you probably expect it to be the toughest. You won't be disappointed. There's no easy or best way to complete this mission. All the possible threats are waiting for you with expert-level operation. Skill and patience will be necessary to destroy all three primary targets and return safely to base. You'll probably take a hit or two in the process. 171
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Once hit you should immediately determine the handling capabilities of the aircraft and return to base if necessary. This mission can be broken down into two, or possibly three, steps. 1. The first flight is the optional one, and consists of a "Wild Weasel" style raid on one or two SAM locations on the western bank of the Gulf. Destroying these targets will make the flight up to the northernmost target much safer, but will expose you to heavy missile fire during your bomb run and increase your exposure to Iranian aircraft also in the area. You'll have to make this decision: Do you want to complete the mission in two highly dangerous trips or three only slightly less dangerous steps? To fly this optional mission, first decide how many targets you intend to bomb: one or two. The southernmost SAM site on the western bank shouldn't pose a threat, so concentrate on the other two. If you decide to attack only the middle SAM site, this can be done fairly safely by approaching low on afterburners, bombing, then heading back to ship on afterburners. If you intend to destroy both targets, you'll need to conserve fuel and use the afterburners only sparingly to avoid SAMs. 2. I recommend attacking the northernmost target first since it's the most difficult. It's very frustrating to fight your way in and out, destroying the first two targets, only to fail in your attempt on the third. By attacking in this order you can rack up several bomb hits on each of the lower primary targets and increase your point total. If you got more than one hit on these targets on the first part of the mission and returned to base, the mission would be over. To attack the northernmost target, fly up the Gulf over water at medium altitude (at least 35,000 feet). Proceed with only two bomb loads and at 85 percent power once you reach altitude. Fuel will be critical on this leg of the mission. When you're slightly south of the target, cut in toward land, between the two SAM sites. Use a steep descent to keep your speed over 1000 knots. Make your bomb run (dropping both bombs) and return by the same path at high altitude on 85 percent
172
The Missions
Figure 13-3. Mission 7 Mission 7 requires at least two, and possibly three, strikes against the various targets.
Optional Flight Targets
~-------------
First Flight Target
Second Flight Target
x
x J_ x
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power. Remember to drop the external tanks as soon as you reach 13,500 pounds of fuel-the extra drag and added weight reduce your speed and fuel efficiency. 3. Once you've successfully completed the first part of your mission, the second part should be no problem. Set the NAV cursor on the first target and hit the afterburners. Fly at about 3000 feet straight toward the target, cut back to 100 percent power once the target appears on medium-range radar, and make your bomb run. If your first bomb misses and you can't accurately drop the second, don't go back-head toward the second target with the afterburners lit. Repeat the process at the second target. Make your bomb run going in so that if you miss, you can return to the carrier. If you missed the first target you can try again on your way back to base. A total of four bomb loads is recommended for this leg of the mission-two for each target.
174
Suggested Reading List If you want to learn more about air combat or the F-15, I suggest you take a look at the following books.
Books on Air Combat Franks, Norman. 1986. Aircraft Versus Aircraft. New York: Macmillan. Gunston, Bill, and Mike Spick. 1983. Modern Air Combat. New York: Crescent Books. Nordeen, Lon 0 ., Jr. 1985. Air Warfare in the Missile Age. Washington, D.C.: Smithsonian Institute Press. Shaw, Robert L. 1985. Fighter Combat: Tactics and Maneuvering. Annapolis, MD: Naval Institute Press. Sims, Edward H. 1972. Fighter Tactics and Strategy 1914-1970. Fallbrook, CA: Aero Publishers. Spick, Mike. 1983. Fighter Pilot Tactics : The Techniques of Daylight Air Combat. New York: Stein and Day Publishers.
Books on the F-15 Drendel, Lou. 1985. Eagle. Carrollton, TX: Squadron/Signal Publications. Ethel, Jeff. 1981. F-15 Eagle. London, England: Ian Allan Ltd. Gething, Michael. 1983. Vol. 1. Modern Fighting Aircraft: F-15 . New York: Arco Publishing.
175
Index acceleration 20 " ACE: Air Combat Emulator" viii ace level 160 ace mode 157 aerial combat 58-65 afterburners 154, 161 aileron roll 72 ailerons 15 air combat, eight rules of 65 air combat mode 153-55 all-aspect missiles 38 Apex, AA-7 48 Aphid, AA-8 48 arcade level 159 Atoll, AA-2 47 attack 59 authorization codes 155 AWACS (airborne warning and control system) 51 bail-out 154 ballistic climb 19 ballistic dive 20 barrel roll 74 barrel roll attack 106 Boeleke, Oswald 65 bomb sight 156 break tum 78 cautiously aggressive attack 146 chaff (foil) 43, 46 clearing the map 155 climb 18-20 closing 59 Combat Air Patrol (CAP) 29, 44 damaged aircraft 158 deception signals 46 defensive options 40-44 descending half-loop 80 detection 58 disengagement 64 high-speed 122 low-speed 120 dive bombing 138 high-altitude 157 dive for separation 110 drag 17 dual-role fighter (ORF) 8 Eagle 6 ejection 153, 159
176
electronic countermeasures systems (ECM) 46 elevators 15 energy awareness 17 Epyx viii Eurosoft International vii F-4 Phantom 5 F-14 Tomcat 6, 160 F-15 Streak Eagle compared to F-4 8 records 11 weapons capability 44 F-15E 160 F-16 9 F-86 Sabre 5 F-1115, 8 fighters 29 flares 159 flight performance 22-24 fly by wire system 15-17 Fokker, Anthony 27 forward-looking infrared (FUR) 9 FX program 5 gliding 156 gravity units (G's) 21 ground 156 gun attacks, defense 40-42 guns 33-37 guy in back (GIB) 160 head-on gun attack 60, 94 head-on turning attack 96 heads up display (HUD) 40 high-G barrel roll 118 " High Roller" vii infrared countermeasures 47 infrared missile 43 instantaneous tum performance 21 inverted 22 inverted flight practice 86 "JET" vii "Jet Combat Simulator" viii jinking a missile 128 jinks 42 joystick use 156 "Jump Jet Combat and Flight Simulator" vii keyboard use 156 kinetic energy 17-18
landing 159 lead tum 61 lift 17 Linebacker I 166 load factor 21 loop 76 low-level approach 140, 157 maneuverability 21 , 58 maneuvering 59 maximum instantaneous turn performance 21 MicroProse Software vii MiG-21 47 MiG-23 47 MiG-25 5 " MiG Alley Ace" vii, 30 Mindscape vii missile defense 43 missile, firing short-range 132 missiles 38-40 enemy, air-to-air 47 enemy, surface-to-air 48 heat-seeking 38 radar-guided 40 Mission #l , Libya 165-66 Mission #2, Yorn Kippur War 166 Mission #3, Haiphong, North Vietnam 166-67 Mission #4, Syria, 167-68 Mission #5, Hanoi, North Vietnam 169-70 Mission #6, Iraq 170-71 Mission #7, The Persian Gulf 171-74 nose-to-nose tum 62-63 nose-to-tail tum 64 out-of-plane maneuver 112 P-51 Mustang 5 pilot level.159 pilot's responsibilities 160 pipper 137 pitch back 112 points 154 pop-up bombing 140 potential energy 17-18 proximity fuses 158 radar countermeasures 46-47 radar intercept officer (RIO) 165
radar jamming 43, 46 range 34 remotely piloted vehicles (RPVs) 167 roll acceleration 22 rollaway 104 roll performance 22 rookie level 159 rudders 15 Sidewinder missiles 33, 38, 45 skill levels 159-60 snapshot 36 Sparrow missiles 33, 38, 45 speedbrake extension 88 speedbrake reversal 124 spin recovery 160 Spinnaker Software viii spiral dive, defensive 126 spiral, vertical 130 split-S 80 stall tum 84 Strike Eagle 9 SU-22 47 SubLOGIC vii surface-to-air missiles (SAMs) 48 surprise attack 57 sustained tum performance 21 targets 29 teamwork 58 thrust 17 totally aggressive attack 148 tracking shot 34 tum performance 21-22 tum radius 21 tum rate 21 unloaded acceleration 47 unloading 20 vertical half-loop 82 vertical stabilizer 15 Vmax 20 weapons 58 weapons officer's responsibilities 161 weight 17 yaw 15 yo-yo high 100 low 98 straight 102 zoom maneuver 18, 108
177
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