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| N u t ______/. ___ __/\______ |
| _____| _ // | \ _ o _ / |
| __ | // | \/ \\__/ & |
| +--/\_| \ o___________ \-------+ |
| | \_/_____ / ________Sk¡n | |
| | \/P r e s e n t s | |
| | | |
| | _ ________ ______/\_____ |
| |/\_______________ \ _ ______\ _ o _ / |
| /_______ _ / / \ _ _ / \__// \__/| |
| +--___./ // / \/ /____/, \--+ |
| / |\ \__________/ / ________ |
| __________ ________ / |
| \/ B o l t |
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F117A STEALTH FIGHTER FULL MANUAL By SHaRD!/N&B
PART 1
A Note To Players Of F-19 Stealth Fighter
-----------------------------------------
Congratulations on purchasing F-117A Stealth Fighter 2.0 from Microprose.
We are proud to bring you this upgrade of our classic gome F-19 Stealth
Fighter. That game has been one of the most successful combat flight
simulators ever developed. It has won just about every award that is given
for entertainment software, and we think we know why: F-19 had excellent
game-play it was FUN!
Because of this, F-117A keeps that same great game-play and brings you the
very latest in flight simulation technology and graphics. We've upgraded
the entire package from head to toe, but we've kept the basic features of
F-19 intact
So if you're already familiar with F-19 Stealth Fighter, you should be able
to jump right into the cockpit and start flying stealthy sorties right away
But be careful, the enemy is smarter, your plane is a little more
responsive, you fly almost all your sorties at night, and there are more
new missions than you hope to complete in a lifetime of flying.
We hope you enjoy it!
F-117A DATA
-----------
Dimensions
Wingspan 43 ft 4 in (13.21m)
Length Overall 65 ft 11 in (20.09m)
Body Length 55 ft 1 in (16.78m)
Height 12 ft 5 in ( 3.78m)
Wing/Body Area 1070 sq ft (100 sq m)
Powerplant
Two General Electric F404-F1D2 non-afterburning engines
Thrust 10600 lb (47.1 kN)
Bypass Ratio 0.34:1
Weight 1,820 lb (825 kg)
Weights
Max Take Off 52,500 lb (23,810 kg)
Internal Fuel 13,000 lb ( 5,895 kg)
Weapon Load 4,000 lb ( 1,815 kg)
Operating Empty 35,000 lb (15,875 kg)
Estimated Performance
Max Mach Number 0.95
Max Speed at Sea Level 560 kt (1,040 km/h)
Max Speed at 35,000 ft 545 kt (1,010 km/h)
Cruising Speed 460 kt ( 850 km/h)
Combat Radius 500 nm ( 930 km)
(Unlimited with in flight refueling)
INTRODUCTION: F-117A NIGHTHAWK
------------------------------
Target Iraq
BAGHDAD, January 17, 1991. The still darkness of early morning suddenly
gave way to the flash and roar of exploding bombs, Iraqi anti-aircraft
artillery (AAA) batteries began firing wildly into the sky, not knowing
what or where their targets were.
Operation Desert Storm had begun.
Within a few short moments, key Iraqi early warning radar sites, control
centres and communication links were destroyed by unseen attackers. The
attackers - US F-117A "stealth" fighters had flown through hundreds of
miles of heavily defended Iraqi airspace undetected, and hit their targets
with precise timing and pinpoint accuracy Almost instantly, the Iraqi air
defense command found itself deaf dumb and blind
The performance of "stealth" fighters during the first day of the war alone
was enough to vindicate the "block" (secret) progroms that had led to their
development and construction. On the first day: the F-117As which
comprised only two and a half percent of the coalition's combat air forces
accounted for 31 percent of the Iraqi targets hit. The impact of these
raids assured the air supremacy of the allied air forces and allowed them
to strike with impunity anywhere within Iraq and Kuwait
That a single type of aircraft, unremarkable in its speed and
maneuverability and built almost in direct conflict with the long-held
conventions of aircraft design could have such a decisive effect on the
outcome of a war is almost unbelievable. Other technological breakthroughs
have proven decisive in war: the machine gun, the tank and the airplane
are all examples. But advantages gained by these advances were so quickly
cancelled by other breakthroughs that they had little time to make any
significant impact. The Norden bombsight, for example, was an impressive
technological achievement that was quickly made obsolete by other
technology - like the atom bomb
Radar Wars
In the 1920s and early 1930s, the bomber was believed by many to be the
ultimate weapon. Theorists like Italy's General Guilio Douhet believed
that massed bomber raids would be unstoppable - bombers would be overhead
and dropping their bombs before they were sighted, and well on their way
home before fighters could be scrambled to intercept them.
But in the late 1930s, the work of Sir Robert Watson-Watt and other
researchers resulted in a practical method of detecting aircraft well in
advance of their arrival radio detection and ranging, or "radar." Radar
allowed defenders to not only detect enemy aircraft, but to obtain
information on the strength of a raid, its speed and its course.
Radar detects objects by transmitting a high-energy radio pulse. The
signal bounces off the object, and the reflected signal is detected by the
radars antenna. The direction from which the reflected signal comes and
the time difference between when the pulse was transmitted and the return
of the reflected signal are used to determine the bearing and range of the
object.
Early ground radar installations proved to be a decisive factor in World
War II notably during the Battle of Britain (1940-1941). The Royal Air
Force was able to effectively scramble interceptor fighters to meet Nazi
bombing raids and turn the tide of the air war because of the information
provided by early warning radar sites. Soon, radar systems became accurate
enough to be used to control ground based anti- aircraft artillery (AAA),
and compact enough to be used aboard aircraft. Within a few years, night
fighters were able to engage and shoot down enemy aircraft that they never
saw.
Targeting radar systems used a constant wave rather than a pulse to track
the target, and used two antennas a transmitter and a receiver. The
targetting radar tracked its quarry by centering the signal reflected by
the target in its beam, and "locked on" to it, constantly correcting its
beam to follow the targets movement. Since the wave was constant, shifts
in the signal's frequency caused by the movement of the target the "Doppler
effect" could be detected by the receiver antenna. The wavelength of the
radio wave is compressed by an object moving toward the radar, and
stretched out by an object moving away - like the sound waves from the
whistle of a passing train A "Doppler shift" of the returning radar,
therefore, could be used for moving target indication (MTI). Modern search
radar systems also have this capability
Surface-to air missiles were quickly developed that could follow the
targetting radar beam to their intended target. These "beam riders" sense
the reflection of the targeting radar off the enemy aircraft, and homed in
like bloodhounds. The sky was quickly becoming an increasingly dangerous
place.
Stealthy Planes
Since the Second World War, evading or negating radar has been a top
priority of aircraft designers and air forces. Most efforts relied on
active countermeasures jamming of radar signals, use of "chaff" (strips of
aluminum or fibreglass to create false radar returns, and the use of anti
radar weapons to eliminate the threat of enemy air defense radar. In
addition to these active methods, many aircraft (like the FB-111,B-1, and
the British Tornado) were designed specifically to fly close to the ground,
using terrain features and the curvature of the earth to avoid detection by
radar.
Still, the increasing sophistication and sensitivity of radar systems,
radar guided missiles and air defense systems continued to complicate the
lives of pilots. The development of digitally controlled radar systems,
like the "phased- array" radar systems used in the Navy's Aegis system, the
Patriot missile system and many other modern air defense systems, has made
it difficult to jam or otherwise neutralize the effectiveness of such
systems. These radars can increase signal strength to "burn through"
jamming, change the frequency of their pulses randomly to counteract chaff
and other electronic countermeasures, and digitally enhance returned
signals
Evasion of radar by flying close to the terrain was made more difficult by
the development of airborne early warning systems (AEWS) like the US air
Forces AWACS system, and by the development of "look-down" radar for
fighter interceptions. These airborne radar platforms can detect aircraft
flying at very low altitudes, and have a much longer detection range than
ground-based systems simply because they are in the air.
In addition to the improvements in radar technology, the introduction of
computers into air defense systems made the latter more efficient and
effective. Computers and information technology have increased the flow of
information through command structures and have decreased the reaction time
of defensive system to incoming attacks.
Today, "electronic warfare" has become as important as the delivery of
weapons Electronic countermeasures are pitted against
counter-countermeasures as both defender and attacker attempt to render
each other's electronic systems impotent Attack aircraft must be escorted
by specialized electronic warfare aircraft and must carry their own
countermeasures as well.
"Stealth" technology takes another approach to reducing the threat posed by
enemy radar. Rather than depending on electronics, the physical design of
the "stealth" aircraft is its main radar countermeasure. Two factors in
the design of an aircraft play a part in how well it can be detected by a
radar the amount of surface area it presents to the radar, and the
reflectivity of that surface. The range at which an aircraft (or any
object) can be detected is in part determined by the amount of reflective
surface it presents to the radar, or its "radar cross section" (RCS). As
the radar cross section of an object is decreased, the range at which it
can be detected is decreased. By decreasing the RCS of an aircraft, it is
made less vulnerable to detection by enemy radar. The main design barrier
to reducing the RCS of aircraft has been the difficulty in modeling the
design to predict it.
In addition to decreasing the cross section of an aircraft design,
designers can decrease the aircraft's probability of detection by making it
less reflective of radar. By using special materials that absorb radio
waves, an aircraft can reduce its radar reflection. In this way, radar
absorbent materials (RAMs) effectively reduce the aircrafts RCS, making it
less detectable.
RAMs were developed during the Second World War on both sides - the Germans
used one type of RAM on the snorkel tubes of their U-Boats to prevent them
from being detected by airborne radars. Still, RAMs alone are only
partially effective in reducing reflected radar signals, and may not
appreciably change the RCS of an object by themselves.
"Stealth" technology relies on a combination of these two methods -
reducing RCS by design and reducing reflectivity by RAMs. The first
marriage of the two came in the form of an experimental aircraft produced
by Lockheed's top-secret "Skunk Works" in the early 1960s. That aircraft,
the A-12, became the prototype for the premier reconnais- sance aircraft of
the 20th Century - the SR-71 Blackbird.
The A-12 came in response to a call from the CIA for a replacement for the
U-2 spy plane. To reduce its radar cross-section, the A12 featured a
slender profile, the elimination of vertical flat surfaces, and flared
sides. Saw-toothed indentations in the leading edge of the A-12's wings
were designed to deflect radar waves away from the transmitter. In
addition, the entire aircraft was painted with a radar absorbant paint
called "iron ball."
The radar cross-section of the A-12 was only 0.015 square meters - about
one thirtieth the RCS of a conventional fighter. Still, the A-12 was far
from being invisible to radar. While the A-12 had a fairly small radar
cross-section head on it presented a huge radar and infrared target from
behind. It had large, open titanium and steel jet exhaust nozzles and
afterburning engines. This did not pose much of a problem though, since
the A-12 could outrun anything fired at it from behind - it flew at Mach
3.5 at an altitude of 95,000 feet. By the time it could be detected by
radar, there was little time left for any reaction, and by the time air
defenses could be brought to bear, the A-12 would be long gone.
F-117A Nighthawk
Lockheed built upon its experience with the A-12 and its offspring the
SR-71 in the development of the F-117. In the mid 1970s, the "stealth"
concept was revieved in reac- tion to the world political climate and the
need for a "special operations aircraft. Key to the success of the design
was the concept of a "faceted" surface with no curved surfaces anywhere on
the aircraft.
The reason for the faceted design of the F-117 lies in the equations of
James Clerk Maxwell, a Scottish physicist, Maxwell's equations can predict
how a body of a given shape will scatter or reflect electromagnetic
radiation (such as radio waves). With relatively simple shapes, the
results are relatively easy to calculate.
In an aircraft with an "aerodynamic," curved surface, the complex shape and
gradual curves of the aircraft make applying Maxwell's equation a feat
which even the most powerful supercomputer may balk. However, if all the
curves are removed from the design and replaced with geometric facets, the
reflection pattern becomes much easier to predict. Using computer
modeling, aircraft designers were able to create a design with practically
no radar cross-section. The combination of its shape and RAM give the
F-117 an RCS of between 0.01 square meters and 0.001 square meters
depending on the radar. (This is roughly the same RCS as a small bird or
insect).
With the flat surfaces of a faceted design, radar pulses are only reflected
back to the radar when they strike the surfaces dead on (at 90° angles).
All of the F-117s surfaces are tilted at least 30° away from vertical, so
almost all radar signals will be bounced upward or downward. While a
look-down radar may detect the aircraft if it is 30° above it, the radar
would have to be at extremely close range at that angle
While the faceted surface of the F-117 makes it nearly invisible to radar,
it also makes the aircraft extremely difficult to fly. In fact, without
the aircrafts computerized control system, it would be impossible to fly at
all. Rather than being directly connected to the control surfaces of the
aircraft, the pilot's controls are connected to four computer ers, which in
turn move the control surfaces. This type of control system is commonly
referred to as a "fly-by-wire" system.
The design of the F-117 not only minimizes the aircrafts detectability by
radar, but by all other means as well infrared, optical, and electronic.
Surveillance. The aircraft is painted flat black it is designed
specifically for night operations - and its engine exhausts are shielded to
minimize their heat signature. And the aircraft has no radar of its own,
so it cannot be detected by electromagnetic sensors.
Since it has no radar, the F-117 relies heavily upon its inertial
navigation system and its infrared sensing equipment to get it over the
target and deliver weapons on target. The F-117 uses a laser designator,
its forward-looking and downward looking infrared (FLIR ond DLIR) to guide
its "smart bombs" to their targets. With the assistance of AWACS aircraft,
the F-117 can use its FLIR to target hostile aircraft as well through its
anti-air capability is somewhat limited without radar-guided air to air
missiles
All of the F-117's weapons are carried internally, in twin bays along its
centre line This is necessary to maintain the constant RCS of the aircraft.
While this limits the weapons load of the F-117, it makes up for it in
accuracy and surprise.
The Air Force already is planning significant upgrades to the F-117. If
the budget allows, 40 new aircraft may be added to the existing 56 planes
in service. One of the possible additions to the new F-117 is a stealthy
radar system, which may give the F-117 similar radar capabilities to the
F-15. Another possible sensor for the upgraded F-117 is an Infrared Search
and Track (IRS7) system a wide scanning infrared sensor that can track
targets much like radar, but without any emissions to detect.
What Next?
There are no clear answers to the "stealth" problem for air defense system
designers. If there are any solutions already tested, they are highly
classified. While highly speculative, these are some of the possible "next
steps" for air defense systems in reaction to stealth technology within the
limits of present technology, the best way to detect aircraft like the
F-117 is from above. Look down radar systems have a much higher likelihood
of detecting stealth aircraft than ground-based radar, simply be- cause of
their angle of attack.
Still, stealth aircraft are high-altitude flyers by nature, and a counter
stealth look- down system would have to be at a fairly high altitude to
have much of a chance at long range detection of them.
One possibility is an airborne early warning system based on aerostats or
blimps. Aerostat radar systems are alreody used by the US as regional AEW
platforms for drug interdiction in the Gulf of Mexico and Caribbean; while
these systems operate at comparatively low altitudes, the technology might
be adapted to the high altitude AEW role.
Another possibility is a sort of radar "trip wire" system. While ground
based radar signals may be bounced away from their origin by the angled
surfaces of the F-117 a ring of secondary radar receivers at long range
from the main radar might be able to pick up such deflected signals. Such
a receiver would not be able to give altitude or course information about
an aircraft, but it might give air defense commanders a fair approximation
of bearing and range from the main radar and some warning of an impending
"stealth" attack. Other sensors could then be brought to bear on the
suspected aircraft and, in the worst case, backup systems could be prepared
to come on line.
While stealth aircraft are designed to deflect or absorb radio waves they
are not designed to do the same to laser beams. There has been much
discussion of possible LADAR (loser detection and raging) systems that
operate in a fashion similar to search radars, scanning the sky with loser
energy and looking for laser light bouncing off of objects to determine
their direction, range and speed. Such a system in an air early warning
role would require a huge amount of energy and would probably incinerate
anything that got too close to it (though that may be a positive effect
too).
Clearly, though, stealth technology will force air defense planners to
seriously rethink their strategies. It has already made nearly every air
early warning system in the world obsolete, and has permanently changed the
complexion of air strike doctrine Already, designers are struggling with
this new problem. Who knows what will come next? Perhaps the people at
Lockheed's "Skunk Works" do.
F-117A TUTORIAL
---------------
Flying To The Targets And Back
This tutorial guides you through your first stealth mission. You`ll fly
from an aircraft carrier in the Mediterranean Sea into Libyan airspace.
There you`ll destroy a surface to air missile (SAM) radar installation.
This mission is a practise run, and flying it is not required; it's purely
a convenient way to help you learn to use your F-117A. If you prefer to
study the aircraft before you fly, go directly to Chapter 2 page 27.
Before you start, install the game onto either floppy disks or a hard disk
(see "Installation" in the Technical Supplement for details). You can run
the game without installation, but no information is saved. Now load the
installed game into your computer (see "Loading" in the Technical
Supplement for details).
Terminology
Each key control has a name in italics, and is followed by a parenthesized
label, indicating which key is referred to by the name. The italicized
names used in this manual also appear on the keyboard overlay.
Controller refers to the pointing device you use. This may be a joystick,
mouse or cursor keys. We strongly recommend you use a joystick to fly the
aircraft, and a mouse to make selections on the string screens. Only a
joystick or the keyboard may be used to fly the airplane; however, any of
the above may be used to make selections from the starting screens.
Selector refers to the Left Mouse Button, Joystick Trigger, Return key or
Enter key, depending on your hardware setup. When the manual says to press
the Selector, this means to press the button (or Return key) of whatever
hardware you`re using.
Preflight Briefing Options
Answer the Aircraft Identification Quiz: Check pages 164-172 of this
manual to See which aircraft is illustrated.
Pilot Roster: After answering the quiz, you are shown the Pilot Roster,
where you must enter a name. Use the Controller to move the arrow cursor
over the name you want to erase (note that the names highlight as the
cursor moves over them). Press the Backspace key to erase the highlighted
name, type your own name, and press the Selector
A form now appears to the right of the screen, on which you can set some
difficulty level options. Since this is your first mission, accept the
default options, by selecting "Form Complete" at the bottom. Then select
"Exit" from the lower right of the screen.
Ready Room: You now find yourself in the pilot s' Ready Room, you are
automatically to be given orders. Notice that there are several doors
which you can enter. But for now simply move the arrow to the Briefing
Room door and tap the Selector.
Intelligence Briefing: When you enter the Briefing Room, you are
automatically assigned a mission. The briefing map shows the general
topography of the area your takeoff point (T), your primary (P) and
secondary (S) targets, and your landing point (L). To the right is a menu
of options. Select "Mission Brief" to read a detailed description of what
you are expected to accomplish. Then press the Selector again to see the
remainder of the summary, which describes your flight plan and the rules of
engagement under which you are operating. Now press the Selector again to
return to the briefing map.
You may wish to investigote the other options on this map. If so, see
"Briefing Room" on page 33 for details. When you are finished studying
your mission assignment, choose "Select Weapons" from the menu.
Arming Room: Next you are shown the weapons your crew chief suggests you
use for this mission. You could override his decisions and take different
weapons but For this training exercise, take his advice and choose "Go To
Hangar" from the menu at lower right.
Hangar: You're now in the Hangar, where your F-117A is being fueled and
loaded for the mission. Select "Yes" from the requestor that asks if
you're ready.
The Cockpit Console And HUD
Place the appropriate overlay on your computer keyboard. it shows all the
controls for your F-117A.
The Cockpit Console: The lower half of your screen represents the cockpit
console of the F-117A. The various elements are described on pages 40-54.
We suggest you toggle through the various displays on the Multi-Function
Displays (MFDs) to get familiar with them.
The left MFD has two map displays. Tap Maps (F3) to toggle between them.
The right MFD displays either a camera view of the outside world or a data
screen. The data displays include:
Weapons (F5): The weapons currently in your weapons bays
Select Way Pt (F7): A list of the current INS waypoints, including the one
you`re currently being steered toward.
Change Way Pt (F8): A list of the four INS waypoints, which you can change
on the satellite/radar map (on the Left MFD).
Reset Way Pt (Shift F8): resets waypoints to the initial defaults.
Mission (F10): A brief summary of your mission orders.
The Tracking Camera views also appear in the right MFD and show a zoom TV
image of a target, with its name, range, and bearing superimposed. The
camera is Limited to a range of 80-100 kilometers (km). You have these
viewing options:
Cam Ahead (/): Aims the camera at the nearest standard target ahead
Cam Rear (>): Aims the camera at the nearest standard target behind
Cam Left (<): Aims the camera at the nearest standard target to your left
Cam Right (M): Aims the camera at the nearest standard target to your right
Select Target (B): Cycles through all standard targets in the current
direction
Designate New Targ (N): Aims forward camera at nearest target (any type)
ahead
For more information on the target tracking-camera system, see page 45.
The HUD: The upper half of your screen represents the transparent HUD
(heads up display), through which you can see the world beyond. The
various symbols and numbers are described in Chapter 2, on pages 40-44.
The HUD has three operating modes: NAV for navigation, AIR for aerial
combat, and GND for ground attacks. Tap HUD Modes (F2) to cycle through
the three settings Note that in AIR and GND modes the symbols that appear
depend on the currently selected weapon. Tap Select Weapon (Space Bar) to
cycle through your weapons. If you're unsure of what weapons you have on
board, tap Weapons (F5) to see a display of your four weapons bays, and
what they contain.
Hints
To get the most out of this tutorial, remember three things:
There is no danger: Since this is a training mission, enemy weapons are
harmless You`ve chosen the "No Crash" option. So you can`t crash into the
ground. Furthur you have an automatic radar altimeter that keeps you above
200'. However, it only makes mild corrections, and is helpless against
truly wild maneuvers.
Use the "Pause" Key: To best use this tutorial, pause the game - tap
pause. (alt/P) and read the next few paragraphs, then "un-pause" (tap any
key) and resume the action. Whenever you're confused, pause and consult
the manual for help.
Resupply if you need it: In training missions, you can get an infinite
supply of fuel and ammunition. Each time you tap Resupply (Alt/R), your
fuel tank is filled and your ammunition is increased to the maximum
possible level.
Preflight Checklist
Check the Inertial Navigation System (INS). Tap Maps (F3) until the sat
ellite/radar map is displayed on your left MFD. Next tap Select Way Pt
(F7) to display the INS waypoints list on the right MFD. Look up on the
HUD and note on the horizontal heading scale (along the top of the HUD) the
location of the INS cursor (blue triangle) You must fly in this direction
to reach the first waypoint (see page 53 for details)
Check Armament: Tap Weapons (F5) to display the weapons in your bays on
the right MFD. As you use Select Weapons (Space Bar) to cycle through the
weapons, note the active weapon message in the lower left corner of the
HUD.
Extend the Flaps: Tap Flaps (9). Note the "FLAPS" indicator light in the
upper right section of the console. Flaps give you more lift during
takeoff.
Check the Catapult: When launching from an aircraft carrier, as you are
now the brakes must be set. This represents the aircraft's attachment to
the carriers catapult system. If the "BRAKE" light is not illuminated on
the console, tap Brake (0) to set the brakes and engage the catapult.
Start the Engines: Turn on your engines by tapping Max Pwr (Shift +).
Notice the digital throttle power readout increase to 100 in the lower
right of the console (this represents 100% power).
Activate Catapult: When the throttle readout shows 100% power, tap Brake
(0) to release the brakes and catapult your F-117A off the deck.
Accelerate Past Stall Speed: As you zoom down the deck, watch the speed
scale (left side of the HUD) carefully. A bar on that scale will gradually
drop down. This is the Stall Speed Indicator. When the Stall Speed
Indicator bar drops below the cetre tick on the scale your plane is past
stall speed and you're travelling fast enough to climb into the sky.
Climb: Once you're flying more than 10 knots (kts) faster than stall
speed, pull back on the stick to point your nose skyward, then release the
stick. watch the altitude scale on the right side of the HUD; you'll start
climbing. Don't climb so steeply you lose sight of the horizon because you
may stall. You must start climbing by the time you reach the end of the
carrier deck, or you may get wet.
Retract Landing Gear: Once airborne, immediately tap Gear (6) to retract
your landing gear. Don't leave the gear down high speeds can rip it off.
Retract Flaps: Tap Flaps (9) to retract your flaps. You no longer need
extra lift.
Flight To The Primary Target
A Light touch: Use a light touch on the Control Stick. The most common
pilot error is a "ham fist" on the stick, throwing the plane wildly around
the sky. Use small motions on the stick; the F-117A is very responsive.
Chasing the Gauges: When you roll an aircraft left or right, pitch it up
or down change the throttle, the flaps, or the brakes, it takes a moment
for the planes new situation to be reflected by the gauges. Good pilots
fly by making a change then wait a few seconds to see the results. If you
don't, you'll just "chase gauges" that are still changing
Level Flight: Once airborne. try to achieve level flight. Push the
control stick forward or back until the horizon is level across the middle
of the HUD and the Flight Path Indicator (see page 42) rests on the
horizon. Then make fine adjustments until you're neither gaining nor
losing altitude.
Since this is a stealth mission, you want to fly between 500` and 1,000`.
Look at the altimeter (vertical scale on the right side of the HUD). If
you`re above the "1k" mark 1,000') you`re too high. Push the nose down
into a gentle dive until you reach the desired altitude. Then level out
and again place the Flight Path Indicator on the horizon.
Flying on Course: Look at the heading scale across the top of your HUD,
find the INS cursor (the small bright triangle above the top), and turn
towards it. As you turn the triangle will move towards the centre of the
heading scale; when the triangle is in the centre of the scale you`re on
course to the first waypoint.
To turn, gently pull the stick left or right. The plane will bank.
Release (centre) the stick when the bank angle is about 45o. To increase
the rate of turn you can pull back on the stick a little. As you do this,
watch your speed (on the left of the HUD) and altitude (on the right). A
turn with back pressure can slow your plane and cause it to lose altitude,
so don't pull back too much. Minimum safe altitude is about 200`.
however, in this training mission stay at 500`.
Minimum safe speed varies with the current status of your aircraft. The
Stall Speed Indicator Bar rises from the bottom of the speed scale when you
travel too slowly. If this bar reaches the centre tick mark of the scale,
your plane is stalling (the "Stall" light will flash and you`ll hear an
alarm). A stall causes the plane to fall out of control, so try not to
stall the plane. If you do lower your nose again to regain airspeed, then
pull out into level flight.
Autopilot: If you're confused about which direction to fly, and how to do
it, tap Autopilot (7). It takes over immediately, turning you onto the
correct course. If you`re below 500` the autopilot will climb to that
altitude. If you touch the control stick the autopilot automatically turns
off.
Enjoy Yourself: Once on course, enjoy yourself by trying out all the
views.
You can see out the front, rear, and sides of the cockpit canopy using View
Ahead (Shift /) View Rear (Shift >), View Left (Shift <), and View Right
(Shift M). These views assume you are inside the cockpit looking out.
You can also "step outside" your aircraft and watch it using Slot view
(Shift F1), Chase Plane (shift F2), and Side View (shift F3). Bank the
plane left and right to observe the difference between the chase plane and
slot views. Missile View (Shift F4), Tacti View (Shift F5), and Invrs
Tacti View (Shift F6) are used in combat situations. See page 36 for more
detailed description of these options.
You can return to the cockpit at any time; just tap Cockpit (F1)
Passing the First Waypoint: When you reach the first waypoint a message
appears on the HUD: "Waypoint 1 Reached." Your INS system immediately
switches to the next waypoint (the INS cursor jumps to the new heading),
which is your primary target. If you have changed the waypoints, tap Reset
Way Pt (Shift F8) to reset the waypoints to the default settings.
Extra Fuel: You'll notice that one of the four items in your weapons bay
is an extra fuel tank. This is because the mission from CV America, to
Tripoli, and then to Sigonella in Sicily, is a very long trip.
To see your fuel status, tap Select Way Pt (F7). The bar gauge across the
bottom shows the fuel on hand. The black area at right represents fuel
already consumed. the four color-coded bands in the middle represent the
amount of fuel needed to reach each of the four waypoints (fuel calculation
is based on your current altitude and speed). The final band to the left
represents the amount of reserve fuel available.
Your engines cannot draw fuel directly from the extra tank in your bay, so
you must pump it from the extra tank into the main tank. To accomplish
this, tap Select Weapons (Space Bar) until extra fuel is the current
"weapon" ("EXTRA FUEL" appears in the lower left corner of the HUD). Now
tap Fire Weapons (Return key) to "fire" the fuel from the spare into the
main tank. If you tap Select Way Pt (F7) again, you`ll see the fuel status
has changed.
Accelerated time: You can speed the passing of time by tapping Accel Time
(Shift Z). This doubles the rate at which time passes. To return to
normal time, tap Norm Time (Shift X). If you forget to return to normal
time, don't worry; combat activity or lowering your gear returns you to
normal time automatically.
Attacking The Target
Once you're well past the first waypoint and the coast of Libya is on the
horizon, it`s time to start thinking about hitting your primary target.
Check the tactical Situation: Switch your left MFD to the gridded tactical
map by tapping Maps (F3). Your target is a radar site, so look for a radar
symbol on this map.
Acquire the target: Switch your HUD to GND (Air-Ground) mode by tapping
HUD Modes (F2) until the GND light below the HUD illuminates, then tap Cam
Ahead (/). If your target does not appear in the right MFD. tap Select
Target (B) until it does. If you cycle through all possible targets and
still don't see the primary target, you`re either too far away for your
targeting system to see it, or you're somehow flying in the wrong
direction.
Select your Weapon: Tap Select Weapons (Space Bar) until the message "2
Maverick" appears in the lower left of the HUD.
Wait for Missile Lock: When you've acquired the target, you`ll see a box
on the HUD. This is the "Tracking Box;" the radar site that appears on the
right MFD is in the center of this box.
Missile Lock: When you get within missile launch range, this box, changes
to an oval; in addition, the red "LOCK" light on your console begins
flashing, and a box (the "Lock Box") appears in the middle of the right
MFD.
Optimal Missile Lock: If you wait longer, the Tracking Oval turns red and
the "LOCK" light ceases flashing and becomes solid; the Lock Box in the
right MFD will begin to collapse repeatedly. These indicators signal that
"Optimal Launch Range" has been reached and that the missile should be
launched immediately.
Launch Altitude: If you launch a weapon while flying too low, you may be
caught in the blast area, or a missile may hit the ground before its motor
can power it up and away. A simple rule to get you started is that
missiles and retarded bombs require at least 500` altitude, free fall and
laser bombs 3,000`.
Launch: When you reach "Optimal Launch Range". open the weapons bay by
tapping BayDoors (8), then launch the missile by tapping Fire Weapon
(Return), After lauching turn away slightly, since flying through an
exploding target could damage your aircraft.
Shortly thereafter the missile should hit the target. A successful hit
causes a fire and sends a cloud of smoke up into the sky. You get a report
on your HUD (sent from an observing AWACS) about the success of the attack.
The Secondary target: You can now fly to the secondary target (use the INS
cursor as a guide) and attack it as well, using the same procedure. Or if
you wish, call it quits and head for home.
The return Trip
Setting the INS to the Landing Point: Tap Reset Way Pt (Shift F8) to
insure the default waypoints are loaded in your INS (inertial navigation
system) then tap Select Way Pt (F7). Now examine the list of waypoints on
the right MFD. There are four waypoints listed. If the fourth one is not
highlighted, tap Next Point (Keypad Shift 3) until it is highlighted. This
switches the INS to that point. The last point on the default list is
always your return base.
Flying Home: You can either use the autopilot or manually fly home. As
before guide yourself using the INS cursor. When the INS cursor is lined
up on the centre of the leading scale, you're on course.
If you look at the map (Tap Maps (F3)) until the Satellite map appears on
the left MFD), you'll notice there`s a small island (Malta) just south of
Sicily. You should steer just east (to the right) of Malta. As you near
Malta, tap HUD Mode (F2) to change your HUD to NAV mode, then tap Cam Ahead
(/). If the Sigonella airbase, comes up on the right MFD, fine; this is
your destination! However, it's likely that Halfar airfield on Malta will
appear instead (it's closer). Tap Select Target (B) until Sigonella
appears.
Landing At Sigonella Airbase
Level Flight: About 50 km from Sigonella, start lining up your landing
approach by achieving level flight at 500` to 1,000` altitude.
ILS: Turn on the Instrument Landing System (ILS) by tapping ILS (F9). a
horizontal and vertical bar appear on your HUD, representing your position
relative to the "glide slope. "The glide slope is an imaginary line
extending out and up from the runway. First you'll line up beneath this
glide slope then follow it down onto the airbase. For more details, see
page 54.
Line Up Your Approach: If the vertical bar is left or right of your Nose
indicator. turn in that direction until the bar starts moving toward the
center. You want to get back onto a heading of 000° just as the bar
centers on the Nose Indicator. Don`t worry if the bar is a little off
center; as long as Sigonella is dead ahead the vertical bar will gradually
creep toward the center. If the bar moves away from centre, however you`re
travelling away from the glide slope turn the other way to correct your
course.
Reduce Speed: Now cut your throttle back to about 50% by tapping Decr Pwr
(-) a few times. To maintain level flight while your speed decreases,
pitch your nose up slightly but watch the altimeter on the right side of
the HUD, you don't want to gain altitude).
Extend Flaps: When your speed reaches about 300 kts, extend your flaps by
tapping Flaps (9). This slows you further by giving you more lift. You`ll
have to readjust the nose a little to maintain level flight.
Lower Gear & Reduce Speed Again: Tap Gear (8) to lower your landing gear,
and cut the throttle to about 40% power. As your speed gradually decreases
you`ll have to raise the nose to maintain level flight. By this time you
should be close to the glide slope, and travelling about 200 to 250 kts
with your speed still decreasing.
If you're moving too fast, tap Brakes (0) to extend your airbrakes then a
few seconds later, tap it again to close them. Do not leave the airbrakes
open, as this may cause you to stall and crash.
Intercept the Glide Slope: As you get near the airfield, the horizontal
ILS bar on the HUD begins to move downward. When the bar approaches the
Nose Indicator, pitch your nose down a little. Your objective is to go
into a gradual descent that keeps the bar aligned with the Nose indicator.
Watch the Angle of Attack Approach Indicator to determine how much to raise
or lower your nose: if the up-arrow is illuminated, pitch up a little; if
the down-arrow is lit pitch down (the goal is to have the green circle in
the center lit). To avoid gaining speed in the descent, tap Decr Pwr (-)
again to reduce your power.
If your speed is too slow, look at the Stall Speed indicator (the coloured
bar rising from the bottom of the airspeed scale). If the stall bar is
close to the middle of the scale you're getting into trouble. Tap Incr Pwr
(+) key once or twice.
As the airstrip comes up, check your speed. You should be travelling
between 150 and 200 kts. or decreasing from 250 kts toward 200 kts. If
your speed is above 250 kts, you're coming in too fast. Tap Max Pwr (Shift
+), raise your landing gear, and retract flaps; you try again. Fly to
Malta, turn around, and start over.
Touchdown: If your speed is correct (150-200 kts), start watching the
altimeter. It should be at 100' to 300' and decreasing. Make small
adjustments with the control stick to keep the descent rate steady, but not
too fast. The runway is at 0` altitude. When you hear the squeal of your
wheels on the pavement, tap Brakes (0) instantly, then shut off the engines
by tapping No pwr (Shift -). You've made a safe landing.
YOUR SECOND MISSION
Dealing With The Enemy
On your second practice mission you'll learn about enemy radar, aircraft
and missiles. When you get back to the ready room, go straight back into
the briefing room.
You'll be assigned the identical strike against a Tripoli radar station,
but this time you're going to worry about the enemy too.
Mission Planning: Before takeoff, check out the intelligence briefing in
more detail. Highlight the Radar Sites option on the menu and select it.
Now use your controller to move the arrow around the map. As it passes
over radar site icons, information about missile defenses at the site
appears. If you select one of the icons, the effective range of the search
radar at that site appears as a circle. you can select any or all of the
sites at will and turn the range of each site on and off individually.
Each solid circle is a Doppler radar, each dotted circle a pulse radar.
This screen helps you plan a route to Tripoli and back. Remember the
waypoints set in your F-117A's INS outline the default route shown on the
map. You may wish to fly a better route, to evade enemy detection as much
as possible
Basically, you avoid detection by Doppler radars if you arc around them,
keeping a constant range to the radar. You avoid detection by pulse radars
if you fly directly toward or away from them. For more information about
radar, see page 74.
When you're finished, you should have a mental "map" of where enemy radars
are, how you'll fly through them to avoid detection, and what weapons
you`ll use to achieve your objectives.
Adjusting Waypoints: When you are on the carrier deck awaiting takeoff,
you may wish to adjust the waypoints to fit your own mission plan. The
first waypoint by default, is half-way between your takeoff point and the
primary target. Most pilots adjust this point.
To make adjustments, tap Maps (F2) until the satellite map appears on the
left MFD. Then tap Change Way Pt (F8) to display the waypoints list on the
right MFD and the plotted flight plan on the left MFD. Use the Adjust
Waypoints keys (Keypad Shift 2,4,6, and 8) to move Waypoint 1 around the
satellite map. Notice the course line automatically cally "snaps" to the
new waypoint as you move it. If you don't like your adjustments, tap Reset
Way Pt (Shift F8) to reset all the waypoints to the initial default.
Flying to the target: After takeoff, as you fly to the target, watch the
radar patterns on the left MFD satellite map.
Enemy radar signals are displayed as arcs on this map. Dotted arcs
represent pulse radar; solid arcs, Doppler. Ground search and AWACS radars
are expanding circles, while all aircraft radars and ground tracking radars
are short arcs.
Missiles and aircraft appear on the Left MFD satellite map as color coded
dots; red dots represent aircraft, black dots are ground radar sites,
yellow dots are enemy missiles.
You'll notice that enemy aircraft with their forward facing radars may
complicate your original plan for penetrating enemy air defenses. You'll
have to sneak behind or beneath them.
Flying Stealthy: Now that you understand the situation, watch the
electromag netic Visibility (EMV) scale (below the Left MFD). The
"visibility" of your plane to enemy radar appears as a thick, red bar
extending from the right of the scale. Your visibility increases with
altitude, higher speed, open bay doors. lower gear, or use of jammers To
keep your EMV small, you should fly low (about 200'), keep your gear up,
bays closed and jammers off; you should also fly toward or away from pulse
radars, and at a constant distance (arcing around) from Doppler radars.
The thinner bars extending from the left of the scale represent incoming
enemy radar signals. Enemy ground-based radar (EGR) signals appear on the
top, enemy aircraft radars (EAR) on the bottom. The color of a particular
bar signifies whether that radar signal has detected you or not.
Basically, yellow, pink, or white bars indicate you've been detected (see
page 48, for a complete explanation). Bar colours match radar arc colors
on the satellite map. In addition, whenever you're detected by a signal,
the EMV light illuminates briefly, and you hear a warning beep.
Warnings
Eventually, you'll make a mistake. or a previously silent enemy radar may
suddenly turn on, and you'll be detected. Even if you are never detected
by radar on your approach to a target, when you destroy the target. the
enemy will certainly be alerted
Search Warning: Enemy search radar detects your plane when the enemy radar
strength bar overlaps your EMV bar. Search detection means that enemy
fighters may be vectored toward your location, and that surface to-air
missile (SAM) batteries in the area may start tracking you.
Tracking Warning: Long and medium-range SAMs must track a target with
radar before firing. Tracking radar appears as a short, narrow arc on the
Left MFD Satellite map When the enemy tracks you, the "TRAK" warning light
on your console begins flashing.
Missile Warning Lights: if a radar-homing missile is launched toward you,
the "RAD" missile warning light flashes; if an IR (infrared) homing missile
is launched, the "IR" missile warning light flashes.
The warning light continues flashing as long as any missile of the
appropriate type homes on your plane. Missile warning lights are very
important because they`re the only indication of what kind of missile is
attacking, and therefore, of what defensive measures should be taken.
Missile Proximity Klaxon: When a missile approaches within a few seconds
of your plane, the Missile Proximity Klaxon sounds. This very loud,
repeating tone means you must do something immediately, or be hit.
Typically you`ll drop a chaff or flare cartridge, depending on the type of
threat (chaff for radar missiles, flares for IR missiles). However, you
can also attempt some last-second maneuvering.
Missile Defenses
When the "TRAK" or a missile light begins flashing, get ready to use your
defenses an attack is coming.
Understand the Attack:The first step is to check out the attack. Tap maps
(F3) to switch the left MFD to the tactical display. Use Zoom (Z) and
Unzoom (X) to find a useful scale. Missiles are small color coded lines -
IR missiles are red and radar missiles are yellow.
Disappearing: if you're attacked by a radar missile (the "TRAK" or "RAD"
light or both is flashing), you can evade the attack by reducing your EMV.
if the enemy radar loses sight of you, the missile loses guidance and flies
on blindly.
Jammers: You can use the ECM jammer against radar missiles (missiles that
light the "RAD" warning). Tap ECM (4) to toggle the ECM jammer on and off.
Use the IR jammer against IR-guided missiles (those which light the "IR"
warning). Tap IR Jammer (3) to toggle it on and off.
After you turn on the jammer, change course and get away from the missile.
If you don't, when you turn off the jammer (or when an advanced missile
gets close enough). the missile starts homing on you again! Advanced
missiles that "burn through" jamming include semi-active radar missiles,
command guidance radar missiles, and second generation iR missiles.
Don't leave your jammers running. The ECM jammer increases your EMV; the
IR jammer reduces your speed and can overheat (see page 80 for details).
Chaff and Flares: A chaff or flare cartridge lures a missiles for two or
more seconds, causing it to fly toward the chaff (radar missile) or the
flare (IR missile)
Fire a chaff cartridge, tap Chaff (2), when a radar missile ("RAD" light)
causes the klaxon to sound. Fire a chaff cartridge, tap Flare (1), when an
infrared missile ("IR light") sets off the klaxon.
Decoys: Your F-117A carries three decoys that will lure everything for
several seconds. To launch a decoy, tap Decoy (5). The Decoy light in the
cockpit turns on, and remains lit while the decoy is running (see page 80
for more).
Maneuvering: Missiles have only a 45o forward "view." If you`re outside of
this arc. the missile cannot track you. Therefore, if you "blind" the
missile with a decoy, jammer, chaff, or flare, then fly outside its arc,
the missile may lose you and fly away Missiles also have very wide turning
circles. You can out turn a missile (see page 83 for more details).
Ending The Second Mission
Use the instructions in the first mission to aid you in destroying your
targets and returning to base. But this time practice evading radar and
missiles. You may want to fly this same mission a few more times for more
practice before trying a "real" mission.
Good luck!
OPERATING INSTRUCTIONS
----------------------
Preflight Briefing
F-117A Stealth Fighter 2.0 has many options. To make a choice, move the
Controller joystick, mouse, or keyboard to position the arrow cursor over
the option you want, then press the Selector (Button 1, Left Mouse Button,
or Return/Enter). Note that pressing Button 2, the Right Mouse Button, or
the Escape key, always returns you to the ready Room (see page 30).
Hardware Options
You may be asked questions about your equipment. See the technical Supple-
ment for details, including advantageous trade-offs.
Aircraft Identification
To be allowed to choose your own mission assignment, you must correctly
identify an aircraft. Flip to the Warplanes section of this manual (pages
164-172) and find the drawing which matches the screen illustration.
Observe carefully the shape of the wings, fuselage, nose and cockpit for
accurate identification. Then select the correct name.
If your identification is wrong, you are automatically assigned to
training. if the identification is correct, you have your choice of
assignments.
Pilot Roster
Here you can start a new career or continue an existing one. Note that if
you erase a pilot's name here the results are permanent. Do not erase
pilot names unless you're sure! You will not be able to save pilot records
unless you are playing from a copy of the game.
Selecting An Existing Pilot
You can highlight any one of the various names on the roster by moving the
arrow cursor (with your Controller) over the name you want. Select the
name by tapping Selector.
Creating A New Pilot
To create a new pilot, you must highlight an existing one and tap the
Backspace or Delete key. You may then type in a new name for the pilot.
When you`ve completed the new name tap the return key to enter the new name
into the roster. You may then select that pilot as usual by highlighting
his name then pressing the selector.
When you've selected a pilot from the Roster a form appears that allows you
to indicate some levels of skill for that pilot.
Opponent Quality
The quality of your opponents controls the difficulty of the simulation.
the better your opponents, the more difficult your job, but the greater
your rewards. Your score is significantly affected by this option.
Selecting regnlar or green opponents reduces your score, making promotions
slower and putting the highest medals out of your reach. Selecting veteran
or elite opponents increases your score, speeding up promotions and making
medals easier to obtain.
Green Opponents: Here the enemy has older aircraft and SAMs. His radar
sets are poorly maintained and frequently out of order. Radar operators
only understand the rudiments, and therefore are very bad at reading the
sometimes-strange signals given off by your plane. Enemy pilots have
virtually no skill in aerobatics and dogfighting.
Regular Opponents: Here the enemy has aircraft and SAMs appropriate to the
region: older equipment for Third World and client states more modern
equipment when you face a superpower directly. Radar operators are trained
and drilled, but lack experience. Enemy pilots have practiced mock
dogfights and areobatics, but lack the quyick perception and aggressive
maneuvering of a combat veteran.
Veteran opponents: Here the enemy has aircraft and SAMs appropriate to the
region, like regulars, but tend to use only the better equippment in
combat. Radar operators are experience and have good sense of judgement.
enemy pilots have dogfighting experience and perhaps a few kills to their
credit.
Elite Opponents: Here you face the enemy`s best. Elite troops always get
the best available equipment. Radar operators know their equipment inside
and out and can interpret your faint, confusing returns only too well.
Enemy pilots are often aces who know every trick in the book and aren`t
above inventing new ones.
Landing Skills
This option determines how difficult and dangerous it is to fly your
F-117A. Your choice here also affects scoring; the more difficult the
flight, the higher your scores will be and the easier to obtain medals and
promotions.
No Crashes: This is the ideal choice when learning to fly. In a crash
situation your F-117A rights itself and keeps going. When landing you can
safely hit the ground as hard as you like. Unless you have your landing
gear down, an automatic barometric altimeter keeps your plane above 200',
simplifying low level flying. However, enemy weapons are not affected and
are still deadly. Your score is significantly reduced if you select this
option, making promotions and medals hard to get.
Easy Landings: This choice is preferred by casual, weekend flyers. safe
landing parameters are relaxed considerably, which makes one of the
toughest jobs much easier. To avoid a crash you must touch down on a
runway, aircraft carrier, or prepared landing strip. Hitting the ground or
water anywhere else destroys the plane. As in "no Crashes," an automatic
barometric altimeter keeps your plane above 200` unless your landing gear
is down. Your score is only slightly reduced if you select this option
Promotions are not materially affected, and you qualify for all but the
highest medals.
Realistic Landings: You must be skilled to be successful with realistic
land- ings. Coming down too fast can mean instant death. Your score is
full value if you select this option. If all other selections are of
similar difficulty, you can be promoted quickly and have a fair shot at
every medal.
F-117A Realism
This determines whether you'll be flying a "real" Lockheed F-117A or the
Micro- Prose enhanced version. The Lockheed F-117A is more restricted in
what it can do than the MicroProse F-117A.
Lockheed F-117A: if you choose the Lockheed F-117A you`ll have 2 weapons
bays instead of 4, not be able to carry air-to-air weapons (including the
cannon) nor fly air-to-air missions, you will fly only at night, never
launch from carriers, and you'll bo much less visible to enemy radar.
MicroProse F-117A: The MicroProse F-117A sacrifices a little of the
stealthi- ness of the Lockheed model for more weapons, more mission types
and day and night- time flying (though day missions are still very rare).
It's your choice!
Form Complete: When you're finished making selections on the form, select
form complete. If you're finished with the Roster. select Exit from the
lower right corner.
Ready Room
This is the pilot's Ready Room, where pilots await orders. From this room
you can go to any other room to choose various game options. You can also
see a summary of all options currently selected, or return to the Pilot
Roster.
To enter another room, move the arrow cursor to the door of the room you
want to enter and press the Selector.
To return to the Pilot Roster, select the bulletin board on the far wall of
the Ready Room.
Commanding Officers Office
You go into the CO's office to request transfer to a different theater or a
different duty assignment. Here you select the region of the world for
your new assignment, the level of political and military tension in that
region, and the types of missions you`ll be flying there.
Regions Of The World
There are nine different areas of the world in which to operate. Each one
takes you to a different time period of contemporary history, and each has
its own set of unique challenges and missions. Some areas are much more
dangerous than others and you are rewarded more lavishly for operating in
these areas.
Persian Gulf, 1984: This is a complex and moderately dangerous situation.
Iran is a radical, revolutionary state involved in a long war with Iraq, as
well as numerous shooting incidents with the US Navy.
North Cape, 1985: You face the full strength and power of the Soviet Union
during the height of the Cold War. This region contains many large USSR
military complexes and navel bases. This is dangerous area.
Libya, 1986: A client state of the Soviet Union Libya is one of the prime
supporters of international terrorism, and on the recieving end of American
air and naval air attacks. this a relatively easy situation.
Training missions in Libya are fixed. Strike training is always a mission
from the USS America to Tripoli; air to air training is always an
interception of fighters patrolling the skies over Benghazi.
Central Europe, 1986: As in the North Cape, you face first line forces of
the Soviet Union and the Warsaw Pact. Numerically inferior but
qualitatively superior NATO forces (including meet this huge military
power. Should super power skirmishing or a full-blown World War III occur,
victory and defeat would hinge on events in this region. This is one of
the most dangerous areas
Middle East, 1989: The Middle East is a complex web of confusing alliances
and rivalries. You'll face both Soviet and Western equipment as you fly
missions against Syria, Iraq, and other terrorist-support states. This a
dangerous area.
Desert Storm - Iraq, 1991: The vast military might of the US, Great
Britian France, and their Arab allies oppose the Baathist dictatorship of
Saddam Hussain and the Iraqi military, in the Kuwait and iraqi Theaters of
Operations. This is a moderately challenging situation.
Vietnam, 1994: The US military has sent air units back into southeast Asia
to oppose Vietnamese expansionism and to settle an old score. This is a
very dangerous arena.
Cuba, 1995: Cuba is determined to expand the communist revolution into
Central America and the eastern Caribbean. Washington has decided to stop
it before it spreads. This is a dangerous situation.
Korea, 1997: The Chinese and North koreans have finally had enough of US
dominated democracy in Asia. They are planning to carry out attacks
against US and South korean installations. Washington, of course, will
defend its foothold in the Far East. This is one of the most dangerous
situations.
Level Of Conflict
The level of conflict in the region has a dramatic effect on how you must
fly your missions. Each type of conflict has its own challenges. No
choice is easier than another in general, the hotter the war situation, the
more violent and dangerous the mission, while Cold War demands careful
planning and good judgement - different skills, but no less important ones!
Cold War means clandestine missions. Flying without being detected is key.
Fortunately, enemy radars and SAMs aren't expecting trouble. They often
confirm a contact many times before attacking. If you are detected, you
must destroy the plane or radar which saw you. However, the more you use
weapons, especially against any other targets, the greater the scandal, and
the less successful your mission. In fact, many missions in the Cold War
involve photo reconnaissance, flying secret materials in or out of enemy
territory, or surgically "removing" a single, specific target.
Limited War missions are also clandestine. It is still important to fly
without being seen, but since warfare is ongoing, military targets are fair
game now. However be careful to avoid hitting civilians. Attack and
strike missions are common, but so are photo reconnaissance and clandestine
spy missions. In limited war enemy radar operators expect some trouble.
Their reactions are slightly faster.
Conventional War is all-out conflict. Inflicting the maximum destruction
upon the enemy is the main objective here. Avoiding detection has no
political importance but is useful if you want to survive the mission! Any
target in enemy territory is fair game, military or civilian. However,
enemy air defense operators rarely confirm their targets in wartime
everybody shoots first and asks questions afterward!
Mission Type
You may select from two types of "real" missions and two types of
"training" missions. Training missions represent flying a flight simulator
instead of flying a real aircraft
Air-to-Air Missions have an enemy aircraft as your primary objective. If
you`re a hotshot with air to air missiles (AAMs) and dogfighting,this is
your cup of tea. However, the secondary objective is often a ground
target.
Strike Missions assign ground targets as both objectives
Training Missions generate normal air-to-air or strike missions as
appropriate ate. with three exceptions: you cannot be hurt by enemy fire;
you are not scored for the mission you receive no rating points, no
decorations, no promotions (after all, the mission wasn't real!); you
receive fixed mission orders. For example if you selected Libya (as in the
tutorial), strike missions are always against a ground target in Tripoli,
air to air missions are always against fighters over Benghazi. If you`re
just learning to fly and fight the F-117A, this feature allows you to try
the same mission over and over, until you understand fully what's
happening.
Briefing Room
This screen shows a detailed map of the regions of the world you chose in
the COs Office. On this map is the flight plan of your proposed mission.
Your takeoff point (T) primary target (P), secondary target (S), and
landing point (L) are always visible on the briefing map, as reference
points.
Also shown on this map are important sites such as airfields and radar and
SAM sites. You can learn important information about these sites by moving
the cursor over them and reading the text that appears. In addition, you
can see the range of various enemy radars and missiles. This screen, with
its great variety of information, is the perfect place to plan your
mission. You may wish to take notes about particularly dangerous enemies,
or the route you have in mind.
Mission Brief
This presents a detailed description of your operational orders, with
specific information about the primary and secondary objectives. After
you`ve read this, and you tap the Return key, you'll read about your flight
plan, describing your take-off and landing sites, estimated fuel required,
and a summary of the Rules of Engage- ment (ROE).
Radar And Missile Ranges
If you move the arrow around the briefing map, information boxes appear
that tell you important facts about the various sites on the map. If you
select one of the site icons, a circle appears that indicates either the
radar range of that site or the missile range. depending upon which of the
menu items is seleced. You can select any or all of the sites at will and
turn the range of each site on and off individually. if you choose "Select
All" from the menu, all ranges are shown, if you select "Clear All" all
ranges currently shown are erased.
Radar Ranges: if you select Radar Ranges from the menu at right, you are
shown radar ranges when you select a site. The initial range shown is the
site's effective radar range; if you then tap the Space Bar, the display
switches to maximum radar ranges.
Missile Ranges: If you select Missile Ranges from the menu at right, you
are shown missile ranges when you select a site. The range shown is always
the SAM's maximum range.
Enemy Troops
Selecting this option shows you the location of known enemy ground force
concentrations. These locations are boxed on the map and indicate areas
where there are likely to be large numbers of shoulder-launched SAMs.
Decline Mission
If you select this option, the current mission is cancelled and you are
given a new one immediately. This may be handy if you want to be selective
in the missions you fly.
Select Weapons
This option places you in the Maintenance Room where you can examine the
weapons your crew chief has deemed appropriate for your assigned mission
and change them if you desire.
Maintenance Room
Here you select the weaponary and equipment you desire for your mission.
To place a weapon into a bay, use the controller to move the arrow to the
bay you want to affect, then select the bay using the Selector. Now use
the Controller to highlight the weapon you wish to place into the selected
bay and then the selector to place it there.
Note that your estimated fuel required, and current fuel carried, appear;
make sure you have enough fuel to complete the mission!
Default Armaments: The initial weapons loaded in Bays 1 and 2 represent
your crew chiefs choice of weapons for the mission. The weapon in bay 1
(upper left) is for the primary target, the weapon in bay 2 (upper right)
is for the secondary. If extra fuel appears in one of the bays it`s
because the crew chief has determined you`ll need it.
Choosing Armaments: See pages 139-141 for details about each weapon. The
"weapon effectiveness" chart, page 139, rates all weapons against common
targets. Its wise to carry at least one 7 or 6 rated weapon for the
primary and secondary objectives.
The Hangar
Here you see your F-117A being topped off with fuel for the mission. you
are given the choice to go ahead and fly the mission or return to the ready
room. Of curse if you go ahead and fly theres no turning back; but if you
return to the ready room, you can go to any of the above rooms and change
your assignments at will.
Simulation Controls
Viewing Controls
The following views are from inside the cockpit of the F-117A. They allow
you to look in four different directions and change the cone of view out
the front of the cockpit
From-the-Cockpit Views
Cockpit: Tap Cockpit (F1) for the standard view, looking out of your
cockpit through the HUD.
Wide Angle View: The Wide Angle key (C) toggles between a standard viewing
arc (about 6O°) and a wide-angle viewing arc (about 12O°). This view
places your point of view farther back in the cockpit, showing more of the
cockpit structure and a wider angle view of the world outside. This is
excellent for spotting and tracking enemies in a fast-moving dogfight.
Forward: Tap View Ahead (Shift /) to turn off the HUD and look over the
cockpit control panel, giving you maximum visibility forward.
Rear: Tap View Rear (Shift >) to look through the back of your cockpit.
View Right: Tap View Right (Shift <) to look out the right side of your
aircraft
View Left: Tap View Left (Shift M) to look out the left side of your
aircraft
Out-of-Plane Views
As an aid to learning flight maneuvers and providing some very dramatic
cinema- tography, a variety of out-of-plane views are available. In these
views you`re outside of your aircraft, looking at it and/or the enemy.
In all but the Chase Plane view, Zoom and UnZoom (Z and X) are operable,
moving your viewpoint closer to or farther away from the F-117A.
Slot View: Press Slot View (Shift Fl). This view is named after the
famous "in the slot" position used by aerial acrobatic teams. You're
positioned directly behind the
F-117A. The viewpoint remains level with the ground, to clearly show the
degree of pitch and roll of the F-1 17A as you maneuver it. This view is
excellent for learning efficient flight.
Chase Plane View: Press Chase Plane (Shift F2). You're in a "chase
aircraft" following a short distance behind the F-117A. As the F-117A
accelerates, it will tend to "run away" from you, while when it slows down
it tends to "fall back" toward you. Zoom and UnZoom does not work with
this view
Side View: Press Side View (Shift F3). You`re to the right side of the
F-117A. This view can provide a useful reference point. It`s also an
excellent way to check the state of your landing gear. missile launches
are most dramatic when seen from this viewpoint.
Missile View: (Shift F4). Here you`re positioned directly behind the
F-117As active weapon. If ordnance is in flight, you`re positioned behind
the weapon launched most recently. If no ordnance is in flight, you're
positioned behind the plane,and will follow the first item launched, this
view lets you follow the weapon switching to this view after launch may be
educational.
Tactical View: Press Tacti View (Shift F5). You're directly behind the
F-117A, looking past it at whatever target you're currently tracking. This
view automatically rotates and pans to keep both the F-117A and its target
in view. This view is invaluable in combat situations; it helps you
outmaneuver and line up onan opponent or return for second or third attack
run on a ground target.
Inverse Tactical Vigw: Press Invis Tacti (Shift F6). You're directly
behind the F-117A's current target. looking past it toward the F-117A.
You see the target in the foreground, and the F-117A often is no more than
a dot in the sky) far away. The very dramatic view when making attack runs
on ground targets.
The Movie Director: An experienced pilot. flying in training mode, can
use these views to good effect. By switching between the cockpit and
various views, you can llustrate what's happening and impress casual
bystanders.
For example, you can use the Chase Plane view and autopilot to watch your
plane launching from the carrier and turning onto course. Then switch to
Slot View and show off loops. rolls. split-S turns and immelmans (see
pages 89-92). Fird an enemy aircraft and use the Tacti View to show your
plane maneuvering against his. Then switch to Invrs Tacti to watch his
responses. Before launching a missile go to the Side View, to watch the
weapon dropping away. Then jump to the Missile View to follow it into the
target. The possibilities are as endless as your imagination
Other Controls
Pause (Alt/P) immediately freezes the action. To resume, press any key
Some computers have a special key labeled "pause" or "hold". Depending on
the internal design of your machine. This key may also work. Pause may be
very useful when you are first learning to fly.
Accelarated Time
Accel Time (Shift Z) doubles the rate at which time passes, and is useful
when flying long distances without encountering significant threats. When
in accelerated time node, "ACCEL" appears on the HUD.
Norm Time (Shift X) returns the simulation to normal time. Since its
almost impossible to control and fight your craft in accelerated time, in
combat and landing situations you're automatically returned to normal time.
Accelerated time automatically cally stops if you're detected by enemy
radar, you open the weapons bay, or lower the landing gear.
Detail Adjust
Detail Adjust (Alt/D) allows you to change the amount and depth of ground
detail invisible through the cockpit, speeding computer execution; the
slower your computer the lower the level of detail you should use.
Volume Adjust
Volume Adjust (Alt/V) allows you to change the type and variety of sounds
used in the simulation. When you press the key, the new sound setting
appears briefly on the HUD
Training
Training (Alt/T) allows you switch into training mode at any time during
play. This may be useful if things get particularly confusing, or if you
decide to just go sightseeing Remember though you don't get rewards for
training missions.
Resupply
Resupply (Alt/R) is available only in training missions. It fills the
planes fuel tanks and gives it extra weapons. Resupply is designed for
sightseeing and target practise Needless to say, those who prefer realism
in simulations should never touch this option.
Hide Game
"Boss" Hide Game (Alt/B) immediately pauses the simulation and clears the
screen, effectively making the computer appear to be idle. To resume the
simulation you press "Boss" Hide Game again. This key is not only useful
at the office, but also to forestall irate parents, children, spouses, and
relatives who complain about the time you spend at the computer!
Quit
Quit (Alt/Q) immediately ends the simulation and returns the computer to
DOS. It does not save information to disk, so any accomplishments since
the last pilot roster will be lost.
Save
There is no "save" key in F-117A Stealth Fighter 2.0. Instead the
simulation auto- matically saves your pilot record whenever your leave the
pilot roster during the preflight briefing.
This "automatic save" feature requires you to be using a copy of the
program (a copy on either a floppy or hard disk), rather than the original
MicroProse disk from the box. If you're using the original disk, you
cannot save data, although you can otherwise run the simulation normally.
Displays And Aircraft Controls
------------------------------
Terminology
Each control has a name in italics, which is used on the keyboard overlay;
in addition, the actual key used in the IBM version of the game appear in
parentheses. A master list of all names and keys also appears im the
Appendix
Controller refers to the pointing device used by your computer. This may
be a mouse, joystick. or cursor keys, depending on your hardware. See the
Technical Supplement for details.
Heads Up Display (HUD)
The HUD is designed to provide all the crucial flying and Weapon
information in a graphic format. HUD data is projected onto a wide angle
clear pane in the front of the cockpit. You look "through" the HUD to the
situation outside. As a result, valuable information is right in front of
your eyes, where it is most useful.
Because the F-117A is a night fighter. the text displayed on your HUD can
be switched from white to green for ease of reading. At night it is green
automatically; if you are assigned a rare daytime mission, the text appears
white on your HUD. If for some reason you are forced to stay in the air
past daylight. you may wish to switch the text color back to daytime
colors. To do so tap day/Night HUD (F4)
In addition, you can customize your HUD to some extent using the De-clutter
key (V). These modes condense some of the information to single digital
readouts; experi- ment to find the setting you like best.
HUD Modes
Your HUD has three modes Navigation (NAV), Air to Air (AIR), and Air to
Ground (GND). You switch between modes using HUD Modes (F2). The HUD Mode
Indicator Lights. directly below the HUD, indicate the HUD's current mode.
Each mode has specific uses and affects not only the types of information
displayed on the HUD but also what types of information are available on
your right-side Multi-Function Display (MFD)
NAV mode helps you navigate between airbases by restricting your tracking
system to friendly and neutral airbases and aircraft carriers. AIR mode is
for attacking aircraft, so your tracking system is restricted to flying
targets. GND mode is for attacking ground targets. Your tracking system
is restricted to these targets.
Universal HUD Information and Symbology
Some HUD information is universal across all modes. This information is
displayed or available, regardless of your HUD's current mode.
Airspeed: Your airspeed (in knots) is indicated on the left side of your
HUD on a vertical scale; a digital readout of your current speed appears
beside the centre tick mark.
Stall Speed Indicator: The Stall Speed indicator is a colored bar which
rises from the bottom of the airspeed scale. If it extends beyond the
centre tick mark, your plane has stalled, and falls out of control briefly
until the automated recovery system takes over. A low-altitude stall can
be fatal.
Altitude: Your altitude (in feet) is indicated on the right-side vertical
scale; a digital readout of your current altitude appears next to the
scale`s centre tick mark. At 1,000` the scale changes to thousand-foot
increments (2K is 2,000`, etc).
Vertical Velocity Indicator (VVI): The small, colored bar extending upward
or downward from the altitude scale's center tick mark is the VVI. If the
bar extends upward, you're gaining altitude; If it extends down, you're
losing altitude. Each tick mark represents 100 feet per minute, so the
longer the bar, the faster you`re gaining or losing altitude.
Landing Speed Indicator: This colored arrow appears only when your landing
gear is down and marks the safe maximum VVI for landing. If the VVI
extends below this mark, landing is unsafe.
Angle of Attack (AOA) Approach Indexer: The AOA Approach Indexer becomes
operational when your landing gear is down. It assists you in obtaining
optimal pitch of the plane's nose as you approach a landing. If the green
circle in the center of the display is lit, your angle of attack is 0K; if
the yellow up arrow is lit, you need to pitch your nose up; if the red down
arrow is lit pitch your nose down slightly.
Heading: The horizontal scale across the top is your heading scale shows
is 000°, East is 090°, South is 180°, and West is 270°
INS (Waypoint) Cursor: The colored triangle above the heading scale shows
the direction to the currently selected INS "waypoint". To get "On course"
turn until the marker is above the middle tick-mark on the heading scale.
Nose Indicator: Fixed in the middle of the HUD. this cross hair indicates
the direction your plane`s nose is currently pointing.
Flight Path Indicator: This indicator shows the direction you are flying
(which may be different from the Nose Indicator). It is available only in
NAV and GND modes.
The plane is geometrically level when the nose and Flight Path Indicators
overlap (rare in an aircraft). Further, level flight (constant altitude)
often requires the nose to be pitched slightly above the flight path (see
Techniques and Tactics, 59)
G-Indicator: This readout in the upper left corner of the HUD indicates
the current G-forces on your plane`s airframe. The plane can withstand
more G stress than the pilot, whose limits are between 3 and +9. depending
on training and experience
Pitch Lines: These lines appear on the HUD if you`re in NAV mode or
pitched so far up or down that the horizon is invisible. Each line
represents 10o of pitch up or down If you`re perfectly level, pitch is 0°;
when climbing straight up or diving straight down, pitch is 90°.
Current Armament: In the lower left the HUD indicates which weapon is
currently selected, and the number currently available, such as "3
Sidewinders" or "2 Slicks," etc
On the lower right is the word "Gun" followed by the number of rounds
currently available. This refers to your 20mm cannon and its remaining
ammunition
Radio Messages: You are Sent coded burst transmissions periodically, which
are decoded by your onboard computers and displayed as text across the top
of the HUD.
Tracking Box: the tracking Box appears on your HUD whenever your F-117As
tracking system is locked onto a target and the target is visible through
the HUD; the Tracking Box frames the target. In addition. the target
appears in your right hand side MFD. The current HUD mode determines what
targets can be tracked.
The Cam Ahead (/), Cam Rear (>), Cam Left (<)and Cam Right (M) keys set the
tracking camera to "look" in the direction indicated. Once locked onto a
target, it follows that target, even if the target moves from one quadrant
to another.
Missile Tracking Boxes: A Missile tracking Box appears on your HUD when-
ever a missile is visible through your HUD. If the box is green, the
missile it frames is one that you launched. If it is yellow, the missile
is an enemy missile. There may be several Missile tracking Boxes visible
in your HUD simultaneously.
Air-To-Air Indicators
To set the HUD to AIR mode, tap HUD Modes (F2).
Gunsight: The Gunsight circle replaces the Flight Path Indicator and shows
where your shells would hit if you'd fired six seconds earlier (the time it
takes them to travel the 6 kilometer maximum range). If you're tracking a
target, it shows where the shells would land if you'd fired the proper time
in the past for them to travel that range See page 68, for details.
Missile Targeting Envelope: This large, faint circle represents the area
in which an air to air missile can be aimed and "locked onto" a target.
Tracking Box and Oval: the tracking Box appears on your HUD whenever our
F-117As optical tracking/targeting system is locked onto a target which is
in front of the plane and visible through the HUD; the Tracking Boxes
visible in your HUD simultaneously.
Air-To-Ground Mode Indicators
To set the HUD to GND mode,tap HUD.Modes (F2).
Tracking Box and Oval: the tracking Box appears on your HUD whenever your
F-117A's optical tracking system is locked onto a target which is in front
of the plane; the Tracking Box frames the target. In addition, the target
appears in your right side MFD. In GND mode, the tracking system locks
onto airbourne targets only.
The tracking Box is color coded to inform you if your curently armed weapon
is appropriate for use against the current target. If the tracking Box is
white, the weapon is appropriate for the current target. The size of the
Tracking Box indicates how effective the current weapon is against the
current target the larger the box the more effective the weapon. Tap
Select Weapon (space bar), to arm a different weapon.
When using self-guided weapons, the box turns into an Oval when the target
is within firing range and the missile is "locked on." When the tracking
oval turns red the shot is a "sure thing," with nearly no chance of
missing.
Bombsights: When free-fall and/or retarded bombs are armed, a special set
of bombsight aids appears on the HUD. If your current course, speed and
altitude will place you within a bomb blast, the HUD bombsight symbology
(descibed below) flashes. You can still drop a bomb in this situation, but
you should take appropriate action to escape the resulting blast.
Bombsight Flightpath Guide: This indicates the "path in the sky" you
should fly for a perfect bombing run. Keeping your Flight Path Indicator
centered within this symbol means you`re "on course."
Bombsight Ranging Bar: this indicates when to release a bomb based upon
range to the target. As you get closer to the drop point, the bar
compresses. When it becomes a single vertical line (or dot) drop the bomb.
Bombsight Fall-line and Bullseye: This appears only if free fall bombs are
armed. A line extends from your flight path towards the ground. At the
end of this line is a circle (bullseye). Your bomb will land in the middle
of this circle.
Camera Sight Lens: If your current armament is the 135mm/IR camera the
camera lens sight (a small +) appears on the HUD. It indicates the
direction your camera lens aims.
Multi-Function Displays (MFDS)
This MFD appears on the left side of the cockpit and displays two different
types of map; the Satellite/Radar Map tactical Display Map. The Maps Key
(F3) toggles between them. Either map may be expanded or contracted, using
the Zoom and UnZoom keys (Z and X).
Left Side Multi Function Display (MFD)
The Satellite/Radar Map: this map displays the geographical features of
the region, and is oriented so north is toward the top. When the Satellite
map is on the display, the "MAP" light is illuminated.
Enemy radar signals are displayed on this map; dotted lines represent pulse
radar; solid line are Doppler radar. Ground search and airborne early
warning and control (AEW&C) radars are displayed as expanding circles,
while ground fire control and aircraft radars appear as short arcs.
Missiles, aircraft, and important ground targets also appear on this map as
colour coded dots. Your aircraft is white, other aircraft are red, and
missiles are yellow. Your mission targets, flash and glow; ground radar
installations are black.
The Tactical Display Map: This map portrays the local tactical situation.
It is oriented so the top corresponds to your current heading. When the
Tactical Map is on the display, the "TAC" light is illuminated.
The map graphically depicts aircraft, missiles, ground radar sources,
airfields, and incidental ground targets. A 16 km square grid is
superimposed for range referencing
Color-coding: Aircraft and missiles are colorcoded; dark red planes are at
a lower altitude than you are, light red ones are at about the same, and
yellow planes are above you; red missiles are IR seekers, and yellow ones
are radar homers or visually guided.
Right Side Multi Function Display (MFD)
This MFD appears on the right side of the cockpit and has four basic
functions: to display images from your tracking system, provide an
interface with your inertial navigation system INS, or to display sum- mary
information during flight (there are two types of summary information
weapons and orders). Tap the appropriate key to activate the desired
function.
Tracking Camera: Your F-117A is equipped with a TV and forward-looking
infrared (FLIR) camera, capable of scanning 360o to a range of about 80 to
100 kilometers in daytime and slightly less at night To switch between your
TV camera and FLIR tap FLIR (F6). When you are flying in deep night,
you'll probably have to use the FLIR to identify what you are seeing in the
right MFD.
On-board computers are programmed with target data that allows the camera
to lock onto targets within its current field of view, providing a Zoomed
TV/FLIR view of the target along with its name, range, and bearing.
Primary and sceonary targets are indicated when the system locks onto one
of these. For a more detailed explanation of the uses of the Tracking
Camera and how it relates to the targeting system, see pages 68-73
Activating and Moving the Camera: You can activate the camera (FLIR or
optical) or change its current field of view by tapping Cam Ahead (/). Cam
Rear (>), Cam Left (<) or Cam Right(M). Switch your tracking camera from
optical to FLIR using the FLIR key (F6)
When your tracking Camera is active, the "TC" light is illuminated; if
you`re using the FLIR, the "FLIR" Iight is lit; the direction indicator
tells what direction the camera is currently pointing.
Selecting and Designating Targets: the onboard computer contains a list of
important targets in the area. Tap Select Target (B) to move the tracking
camera to the next nearest target within 80-100 kilometers. In addition,
you can reprogram the tracking camera to aim at any target on the ground.
Simply aim your nose at the target and tap Designate New Target (N): the
camera will find the nearest new target.
Waypoints: Displays waypoint data for each of the four INS waypoints (F7,
F8 and shift F8) (See page 53, for details). When waypoints are displayed,
the "WAY" light is illuminated.
Weapons: Displays weapons currently on board your F-117 (F5). When
weapons are displayed, the "WPN" light is illuminated.
Mission Orders: Displays a summary of your current mission orders. When
you have accomplished your primary or secondary mission, the summary is
updated appropriately. When your orders are displayed, the "ORD" light is
illuminated
Aircraft Controls - Control Stick
The F-117A has a standard aircraft control stick. Pushing the stick
forward pitches the nose down, pulling it back pitches it up. Pushing the
stick left rolls the plane to the left. While pushing it right rolls the
it right.
The more you push the stick, the more the aircraft pitches or or rolls in
that direction When you release the stick (center it) the aircraft
maintains its attitude
The control stick may be represented by a physical joystick, numeric cursor
keypad, or some other device. See "Controls Summary" in the Appendix for
details.
Throttle And Fuel
The throttle controls the power output of your engines. Maximum throttle
gives maxi- mum speed but uses up fuel faster and increases your
electromagnetic visibility (EMV)
Thrust Controls: The Max Pwr key (Shift +) immediately opens the throttle
giving you maximum thrust. The No Pwr key (Shift -) immeddiately closes
the throttle, shutting down the engines. The increase key (=) opens the
throttle a small amount. The decrease key (-) closes the throttle a small
amount.
Thrust Indicator: In the lower right side of the cockpit is the Thrust
Indicator a digital readout of throttle, expressed as a percent of total
potential. "100" is maximum power; "50" is half power, and so on.
Fuel Remaining: When your onboard fuel tank is full the digital readout
reads "999" as you fly, the number decreases, showing the amount of fuel
you have remaining in your tank.
Fuel Warning: The warning light to the right of the fuel gauge flashes
whenever your fuel tanks are dangerously low.
Extra Fuel: If you are carrying extra fuel in your weapons bay, you can
pump that fuel from the bay into the main tank by tapping Select Weapon
until "EXTRA FUEL" appears on the lower left of the HUD. Then tap Fire
Weapon (Return) to move the fuel rom the bay into your main tanks.
Equipment Controls
Artificial Horizon: This instrument indicates your current pitch and roll.
It is particularly useful when flying in deepest night when the horizon is
difficult to see.
Landing Gear: The Gear key (6) toggles your landing gear up and down. The
"GEAR" light illuminates when the gear is down; If the light flashes you
are going too fast for the gear to be down, and there is danger that the
gear will be ripped off.
Autopilot: the Autopilot key (7) toggles the automatic pilot on and off.
Autopilot sets at a minimum altitude of 500 and flies you toward the next
INS waypoint (it does not, however, avoid hills and mountains!). When the
autopilot is on, the "AUTO" light is illuminated. turn off autopilot
simply by touching the control stick. Note that if your avionics are
damaged (the "AV" damage light is on), the autopilot doesn`t function.
Weapons Bay Doors: Before using any weapon in your bays you must open the
weapons bay doors, using the Bay Doors key (8). The "BAY" light flashes
when the bay oors are open. After launching the weapon you should toggle
the doores closed again Note that damage to you bay doors (the "BD" light
is lit) jams the doors open.
Flaps: the Flaps key (9) toggles the wing flaps between extended and
retracted When the flaps are extended the "FLAPS" light illuminates and the
aircraft slows and gains lift. High speeds (in excess of 300 kts) can rip
off the flaps. causing serious damage
Brakes: the Brake key (0) toggles the airbrake in and out. When the brake
is extended the "BRAKE" light illuminates and the aircraft slows down.
When on the ground. The Brake key toggles the landing gear brakes on and
off
Ejection Seat: Tap Eject (ShiftF10) to "punchout" of your plane. Your
F-117A has an ACES II ejection seat, one of the safestm, most flexible
designs available. Your best chance of surviving a bailout exists if your
altitude is between 2.000` and 14,000` while flying level or climbing
slightly.
Evasion and Defense Systems
Electromagnetic Visibility (EMV) Scale
This gauge shows the current "stealthiness" of your aircraft.
Your EMV: The "visibility" of your plane to enemy radars appears as a bar
extending from the left of this gauge. Your EMV increases as you climb to
a higher altitude, increase speed, open your bay doors, lower your gear, or
use your jammers.
Enemy Radars: The bars that extend intermittently from the right of the
scale represent incoming enemny radar signals. Enemy ground based (EGRs)
appear on the top, enemy aircraft radars (EARs) on the bottom. The bars
are colour coded to give additional detection information.
Detection: If an incoming signal overlaps your EMV bar, it has detected
you (the Detection Warning Light flashes and you hear a warning beep). A
pink incoming signal means that a ground radar has faintly detected you; a
yellow bar means you have been fully detected. If an incoming air radar
signal appears white on the gauge an enemy aircraft has detected you.
The colors of search radar signals that appear on your Satellite map and
HUD are colored identically to those on the EMV gauge. So that you can
easily locate the radar that has detected you (see "Display Colors
Summary," in the Appendix).
Warning Devices
Search Warning: Frequently a single search detection does not give the
enemy sufficient data to recognize your plane, but when you have definitely
been seen, a message appears on your HUD to indicate the enemy has "seen"
your plane.
Radar Tracking Warning: Long-range and medium- range Surface to Air
Missiles (SAMs) must track you for a time before firing. Tracking radar
appears as a short, narrow arc on the Satellite/Radar map.
When enemy tracking radar tracks you, the "TRAK" warning light flashes.
Note, however, that some short-range enemy missiles (some IR-homers, see
page 82) do not use a radar tracking system. Therefore, "TRAK" is not a
foolproof warning of impending attack.
Missile Warning Lights: If a radar-guided missile is homing on your
aircraft the "RAD" light flashes. If an IR (infrared homing) missile is
homing on you, the "IR" light flashes.
The appropriate light continues to flash as long as any missile of that
type is pursuing you. If jammers or some other device confuse the
missille, the light goes off. If the missile later finds you, the light
flashes again.
Missile Proximity Klaxon: When a missile is within a few seconds of
hitting your plane, the Missile Proximity Klaxon sounds, signaling you to
react quickly or be hit! Typically you'll drop chaff or a flare, depending
on the type of threat (chaff for radar missiles, flares for IR missiles).
Defenses
Flare: this is a small, finely tuned heat decoy. Tap Flare (1) to release
a flare cartridge behind your plane. The flare light illuminates while the
flare is active and the digital readout indicates the number you have
remaining. For the next 2-5 seconds the intense heat of the flare will
cause all enemy infrared guided missiles to home on the flare instead of
your aircraft.
Chaff: Tap Chaff (2) to release a chaff cartridge behind your plane. The
chaff light illuminates while the chaff is active and the digital readout
indicates the number you have remaining. For the next two or more seconds
the aluminum sheets of the chaff cartridge will confuse all enemy radar
guided missiles, causing them to home on the chaff instead of your
aircraft.
Important Exception: Enemy Doppler radar-guided missiles will not home on
chaff unless your course is perpendicular to that of the missile. As long
as the missile chases you from the rear, or attacks from straight ahead,
chaff has no effect.
Decoys; Your F-117A carries three decoys. To launch a decoy, tap Decoy
(5). The "decoy" light illuminates while the decoy is running, and the
digital readout indicates the number you have remaining.
Each decoy is a computer-controlled radar emitter/reflector and an IR
source. To enemy radar and infrared it looks like your plane, but
stronger. The decoy gradually floats down via parachute and self destructs
betore landing. Enemy missiles, aircraft and ground radars are fooled by
decoys, although the amount of time depends on the experience and skill of
the opposition (typically trom 20 to 60 seconds) During this time the enemy
chases the decoy instead of you.
Infrared (IR) Jammer: the IR hammer key (3) toggles ths device on and off.
When the jammer is running the "IRJ" light illuminates. This device emits
heat pulses to confuse a missile's guidance system. The missile stops
homing on your plane and flies straight ahead. The jammer is highly
effective against first generation IR missiles, but good only at long range
against second generation missiles (see page 83). Using the IR jammer
reduces your speed, and it shuts down automatically to avoid overheating.
ECM Radar Jammer: The ECM key (4) toggles this device on and off. When
the jammer is running the "ECM" light illuminates. This jammer "blinds"
radar guided missiles. The jammer is particulary effective against older
"beam rider" missiles, but good only at long range against "semi-active"
radar homers (see page 79). The only drawback to using ECM is that your
EMV is increased
Damage
The upper left of the cockpit has a bank of "telltale" lights that indicate
which systems (if any) are damaged.
Missile Warnings (MW): When the "MW" damage light is illuminated, the
Missile Warning system is inoperative. The "RAD" and "IR" missile warning
lights no longer work.
Engine (ENG): When the "ENG" light is illuminated, engine damage has
reduced the maximum thrust possible. Any additional damage further reduces
thrust
Flight Control (FC): When the "FC" damage light is illuminated, flight
control computer damage makes the F-117A more difficult to control.
Avionics (AV): When the "AV" light is illuminated, avionics damage has
disabled your Inertial Navigation System (INS) and autopilot.
Bay Doors (BD): When the "BD" light is lit, the weapons bay doors are
damaged and jammed open, permanently increasing your EMV.
Jammers (JAM): When the "JAM" light is illuminated, your ECM and IR
jammers no Ionger function.
Fuel Tank (Fuel): When the "FUEL" light illuminates damage and stress
breakage is causing fuel to leak. Once a leak starts, any furthur damage
increases the rate of fuel loss.
Fire Control (FIRE): When the "FIRE" light illuminates your fire control
systems are damaged.
Random Malfunctions: Your F-117A is an extremely complicated piece of
equippment. Random malfunctions are possible in any of the systems at any
time. The malfunction may include the reporting systems onboard the craft.
If so you wont know that something has malfunctioned until you discover it
doesnt work!
Malfunctions are more likely in intense combat situations, due to the heavy
burden that places on your sophisticated electronic systems.
Weaponry
These instructions give the bare rudiments of weapons operation. Many
important considerations and tactical tricks are described in "Chapter 3,
Techniques and Tac- tics." See "Weapons Effectiveness," page 139, for a
chart showing weapon effective ness against various targets.
Selecting Weapons
The name of the weapon currently armed and ready for use always appears in
the lower left corner of the HUD.
Weapon: Tap Weapon (F5) to display the contents of your weapons bays on
the right MFD. The bay currently selected is highlighted, and the current
armament appears in the lower left corner of the HUD.
Tap Select Weapon (Space Bar) to change the currently-selected weapon in
your fire control system. Each key press switches to the next weapons bay,
and the change is indicated both on the HUD and in the Right MFD Weapon
display.
Cannon: Your 20mm cannon is always available for use (Unless it is out of
ammo or damaged).
Firing Weapons
Launching Weapons: Tap Fire Weapon (Return) to launch a weapon. This
fires one missile or drops one bomb. The currently selected weapon is the
one used. See pages 68-73, for more specific instructions on launching
weapons.
The Reconnaissance Camera (135mm/FlIR Camera) is "fired" like a weapon from
an open weapons bay. Each "shot" takes one picture
Special Equipment can be air-dropped by opening the bay doors and "firing"
it out. It floats to the ground on a parachute. It is also loaded or
unloaded on the ground at appropriate airstrips automatically (a message
appears on your HUD when loading or unloading is complete).
Cannon: Fire Cannon (Backspace or Button 2) tires one burst.
Navigational Systems
Concept: The INS has up to four programmable "waypoints" to map a flight
plan. The default waypoint setup puts the first point halfway between your
starting base and primary target the second is the "primary target" the
third is the secondary target, and the last is your landing point.
Waypoints Display: The Select Way Pt (F7) and Change Way Pt (F8) keys
display list of INS waypoints on the right side MFD, and your projected
flight path from waypoint to waypoint on the Satellite Map on the left.
The waypoints list display shows the current time at top. The ETA to each
waypoint and a fuel gauge across the bottom. The fuel gauge is a bar
graph, predicting fuel consumption based upon your current speed and
altitude. The far right side of the bar black region) indicates fuel
already consumed, the center parts (white for current waypoint and blue for
others) indicates fuel needed to reach each waypoint, and the far left side
(green region) indicates fuel reserves.
Selecting Waypoints: The waypoints list has one point highlighted (in
white). This is the waypoint currently indicated by the INS cursor above
the Heading Scale on your HUD.
To select a new waypoint, tap Select Way Pt (F7). Then use the Last Point
(keypad 9) and Next Point (keypad 3) keys to move the highlight up and down
the list. As you move the highlight the HUD's INS cursor moves
accordingly.
Changing Waypoints: To change a waypoint to a new location, tap Change Way
pt (F8). Then use the Last Point (keypad 9) and Next Point (keypad 3) keys
to select the waypoint you wish to change. Finally, use the keypad
waypoint keys to actually move the waypoint. You can watch the results in
the left MFD on Satellite Map.
Tap Reset Way Pt (Shift F8) to reset all waypoints to the original
waypoints.
Instrument Landing System (ILS)
The ILS key (F9) toggles the ILS display on and off. When the ILS is on a
vertical and horizontal bar appear on the HUD to guide you to the nearest
friendly airbase.
Principles of Operation: the ILS is designed to aid you on final approach,
steering you down a descending "glide slope" to the runway. If you are
flying a pattern to land, use the ILS to guide you to the airport, then
turn it off until you are "on final". The ILS guides you to the runway or
carrier deck, but ends there. Rather than produce inaccurate readings over
the runway, the ILS automatically turns off before it degrades to useless.
Vertical "Course" Bar: to use the ILS, fly the plane so that the vertical
bar lines up with with vertical ticks of your Nose Indicator. This means
you`re on course towards the airbase.
Horizontal "Glide Slope" Bar: The horizontal bar of the ILS represents the
"glide slope," an imaginary sloping line extending from the airbase into
the sky. If the bar is above the horizontal ticks of your Nose Indicator.
You are beneath the glide slope You can either fly straight ahead until you
"intercept" it, or climb to get to the glide slope faster. If the bar is
beneath your Nose Indicator, you are above the glide slope and should
descend until the bar aligns directly with the Nose Indicator.
Postflight Debriefing
After the mission you are debriefed. Your commander goes over the mission
step by step, evaluating each event as it occurs and assigning a numerical
score. Basically if you accomplish the mission and follow the Rules of
Engagement (see below), you`ll do very well. The more difficult the
opposition, the more credit you`ll get.
Ending A Mission
When you land, stop, and turn off your engines, the mission is over. You
cannot refuel or rearm to continue the mission. Stealth missions are
carefully planned "one shot" operations. If a mission fails, higher-ups
will decide later whether to try again, and if so, when, where and how.
Crashes
If you're using Easy or Realistic landings, crashing the airccraft ends the
mission and your career. To remain alive, you must eject before the plane
hits the ground. Of course, selecting "No Crash" eliminates this problem -
but greatly reduces your potential score.
Bailing out
If you survive a bailout, you now have to worry about where you did it.
Ejecting over the sea, far from an enemy coastline, is ideal because the
aircraft sinks out of sight and you can be rescued. The next best location
is over friendly territory. Again, you can be rescued, but fragments of
the wreckage may be found by the public or by enemy spies. Bailing out
over enemy territory is bad: even though your F-117A has a self destruct
mechanism. Fragments of the plane will certainly be found by the enemy
teaching them valuable secrets of US stealth technology. In addition,
you`ll probably be captured and suffer a public trial and humiliation
before the USAF manages to get you back
Scoring
Above all follow the Rules of Engagement and accomplish the primary
objective it's hard to do badly if you achieve this. Failing that, at
least accomplish the secondary objective. If you fail both of these, it is
difficult to gain any credit.
Cold War: It's important that nobody detect you. Visual sightings by
enemy aircraft do the most damage Enemy radars that positively track your
plane are also bad
Needless to say, random destruction is also unacceptable in Cold War, and
destroying friendly planes and ground installations is the worst possible
event. However, destruction of neutral or civilian targets is almost as
bad. The least embarr- rassing events are destruction of enemy military
targets, although even that should be avoided. In fact, the only time it
is "permissible" to destroy target is if your mission orders require it,
the enemy has sighted or tracked you, or if the enemy fired first.
Limited War: It's also important to avoid detection during a Limited War
although the penalties aren't as great. Your commander wholeheartedly
approves of attacks on enemy forces, including military aircraft and
obvious military installations put civilian targets (passenger airliners,
oil wells, refineries, bridges, etc.) cause political problems and lower
your Score.
Conventional War: In this situation your commander doesnt care if you are
detected. unless of course your plane is damaged by enemy fire (F-117As
are very expensive).
You gain credit for destroying anything in enemy territory, even civilian
targets although military ones are worth more). In fact, your commander
rather expects that you`ll do a bit more than just hit the objectives. The
only possible negatives come from the destruction of neutrals and
friendlies.
Reputation
If your rating on a mission is high, your commander will recommend you for
a Decoration. The five possible decorations, from easiest to most
difficult to achieve are;
AM: Airman`s Medal. recognizing good performance.
DFC: Distinguished Flying Cross. for superior performance in combat.
SS: Silver Star for Valor. for heroism in combat.
AFC: Air Force Cross, for extreme heroism.
CMOH: Congressional Medal of Honor. America`s highest military decoration
You must be outstandingly successful against the toughest opposition to be
nominated for the Congressional Medal of Honor
Other Decorations
The Purple Heart is awarded to pilots who come home wounded. Surviving a
mission with a badly damaged aircraft frequently yields this award.
The Combat Readiness Medal is awarded to almost everyone in a combat unit.
Beyond this, the number of missions you survive determines what other
ribbons you may receive: 5 missions for the Overseas Ribbon Short Tour, 15
missions for the Overseas Ribbon Lang Tour. 30 missions for the Longevity
Service Ribbon, and 60 missions for the Langevity Service Ribbon with Gold
Cluster
Promotions
Your starting rank is 2nd lieutenant. Promotions are based both on your
total score and on your average score per mission. Therefore, if you "goof
up" and do badly in a mission. You may need extra high-scoring missions
before you qualify for promotion.
In addition, you can`t get promoted without sufficient experience.
Ranks available, from lowest to highest, include:
2nd Lt: Second lieutenant
1st Lt: First lieutenant
Capt: Captain
Maj: Major
Lt.Col: Lieutenant Colonel
Col: Colonel
B.Gen: Brigadier General
Brigadier General is not a flying rank. You don't have a chance of earning
that rank until you're retired from active duty. No pilot is expected to
fly more than 99 missions After that the Air Force decides: are you
promoted to Brigadier General, are you simply given a Washington desk job,
or do they suggest you leave the service and seek your fortune in civilian
life? Very few pilots survive 99 missions with a record good enough to
earn their "star."
Incidentally, don't feel bad about a middling rank. In active fighter
squadrons most pilots are First lieutenants and Captains. Majors serve as
flight leaders, Lieutenant Colonels as higher squadron officers or
commanders, and full Colonels as squadron or wing commanders. Promotion to
Major or above is increasingly difficult. A Lieutenant Colonel or Colonel
still flying active combat missions is rare in the USAF.
TECHNIQUES AND TACTICS
---------------------
How To Fly
This discussion of lift and flight is not rigorous or precise in a
scientific sense. It only provides a rudimentary portrayal of the physics
of flight and its practical effect on aircraft handling.
Lift: Aircraft fly because of a pressure difference created by the
difference in the speed of the air flowing over the top of the wing as
opposed to the bottom. Air moves faster over the top of the wing than it
does over the bottom, creating high pressure beneath the wing and low
pressure above it. The wing is pushed upward to compen- sate, providing
lift. When the pressure difference becomes great enough, the upward lift
is greater than the plane's weight and the aircraft flies
Speed and Lift: The amount of lift generated by the wing varies with
airspeed. The faster the plane flies, the faster the air flows over the
wings, and the greater the pressure difference. If your plane is in level
flight at a certain speed, reducing the speed reduces lift, causing a
descent (without nosing down).
Angle of Attack and Lift: the amount of lift generated also varies with
the angle between the wings and the airflow. If you pitch up a few
degrees, you increase the pressure difference and, therefore, the lift. If
you pitch the nose down, the reverse occurs. The difference between the
airflow direction and a horizontal line through the wing is the "angle of
attack" (AOA). Angle of attack is visible on your HUD in NAV and CND
modes. Whenever your Nose Indicator is above your Flight Path Indicator,
the difference between the two is the Angle of Attack.
Level Flight: To achieve "level" flight at a given power setting, a pilot
raises or lowers the nose until his vertical velocity is zero (no ascent or
descent appears on the "VVI"). Note that a pitch of 0o may show ascent or
descent. Nosing up or down to a new "angle of attack" adds or subtracts
lift as needed to achieve level flight.
To achieve "level" flight at a given speed, the pilot gets into level
flight, adjusts his throttle to achieve the desired speed, then adjusts his
pitch to find level flight for that airspeed.
The Effect Of Roll
The force of lift is always perpendicular to the wing. So if the wings are
banked, the lift force is no longer straight up relative to the ground.
Instead it has two components, one moving the aircraft sideways, the other
straight up. This causes the plane to turn, and, since upward lift (the
force opposing gravity) is diminished to lose altitude.
During a turn the pilot can adjust the angle of attack by control stick
"back pressure," that is, by pulling back slightly on the stick, the amount
of adjustment is very small. Over correcting is a common error among
beginner pilots.
Special Situations
Stalls: An aerodynamic stall occurs when the wing's angle of attack
becomes too large. The air stops flowing smoothly over the wing, and
instead part breaks away onto an independent path. This erases the
pressure difference, vastly reduces lift, and generally causes the nose to
drop. Stall speed varies considerably depending on many factors. Tight
turns increase the stall speed. Note that simultaneously the act of
turning tends to decrease your airspeed. As a result, stalls are quite
common in tight turns. The F-117A has an audible stall warning horn. A
Stall Warning light in the upper left of the console, and a colored bar
showing stall speed on the HUD`s Airspeed Indicator.
The F-117A includes a computerized stall recovery governor that instantly
reconfigures the wing edges for automatic recovery, making your job much
easier. To recover from a stall, first level the wings, then bring the
pitch back to normal. A stall invariably costs you altitude. So a stall
at low altitude can be fatal!
Flaps: Lowering flaps extends the wing surface and increases the pressure
Difference. Adding more lift they also increase drag, which lowers your
speed. However, flaps are only useful at low speeds (under 350 knots).
Flying The F-117A
The F-117A is unflyable. The design is one of the most surprising ever
seen - many experts said it wouldn't fly when they first saw it. In fact,
a pilot would find it very Difficult maybe impossible - to fly without the
aid of sophisticated onboard flight control computers. This aircraft, like
some others, is said to "fly by wire"
The pilot uses a normal control stick (much like your joystick) and uses it
just like pilot of a normal civilian aircraft. But the pilot is not
communicating with the control surfaces of the aircraft: instead he is
talking to the computer, and it is talking to the control surfaces. When
the pilots says "bank," the computer interprets his command and makes the
wings bank, all the while correcting this and that to keep the plane
airborne
Remember, when you are flying this aircraft, you are interfacing with a
computer that is flying the aircraft!
Taking Off
While sitting on the runway, the following pre flight check-out:
Check Your INS. Tap Maps (F3) until the satellite map is displayed on your
left MFD. Now tap Select Way Pt (F7) to show the INS waypoints list on the
right MFD. the INS cursor above the heading scale on the HUD indicates the
direction in which you must fly to reach the first waypoint listed on the
right MFD; by using the Next and Previous Waypoint keys (Shift/keypad 3 and
9) you can cycle through all the waypoints currently assigned. Advanced
pilots may way want to change the location of one or more waypoints at this
time.
Check armament: Tap Weapons (F5) to check your weapons on the right MFD.
Use Select Weapons (Space Bar) to cycle through the weapons. Note the
active weapon appears in the lower left corner of the HUD.
Extend the Flaps: Tap Flaps (9). Note the "FLAPS" light in the upper
right corner of the console. Flaps increase lift during takeoff.
Check the Catapult System (Carriers only): When launching from an aircraft
carrier, the brakes will be set. The "BRAKE" light will be illuminated
Start the Engines: Start your engines by tapping Max Pwr (Shift +)
Activate Catapult (Carriers only): Tap Brakes (0) to release the brakes
and catapult, hurling you off the deck.
Accelerate Past Stall Speed: As you move down the runway or carrier deck,
watch the speed scale (left side of the HUD) carefully. A colored bar
(stall speed Indicator) will gradually go down. When it drops below the
center tick-mark, your plane is past stall speed.
Climb into the Sky: Pull back gently on the stick. As you start climbing,
watch the altitude scale on the right side of the HUD.
Retract Landing Gear: Tap Gear (6) to raise your landing gear. Dont leave
the gear down both it and your plane can be damaged if left down at high
speeds.
Retract Flaps: Tap Flaps (9) to retract flaps. You no longer need extra
lift.
Turn onto Course: Pull the stick left or right until the INS cursor is
aligned with the center tick on the heading scale. Alternatively, you can
simply tap Autopilot and let your autopilot turn you onto the correct
course to the first waypoint. Since this is a stealth mission, you'll want
to stay low. About 200" to 500` is ideal.
Smooth Flying Techniques
A Light Touch: Use a light touch on the Control Stick. The most common
error "ham fist" on the stick, throwing the plane around the sky in wild
abandon. Unless an emergency never push the stick to the limit.
Chasing the Gauges: When you change an aircraft`s operating regime (move
stick, change the throttle, and so on), the effects of the change takes a
second or two settle out" and show on the gauges. For smooth flying. make
a change then observe effects before making another. Constant adjustment
and correction should be avoided, because all you'll do is "chase the
gauges" overcorrecting every move.
Straight and Level Flight: To be a good combat pilot. you must master
level flight. Do this in a training scenario, rather than real life.
Climb to an altitude of about 2,000' and level the aircraft so the nose of
the plane points at the horizon. Now reduce the throttle to about 75% to
achieve an economical cruising speed. Although the Nose Indicator appears
level with the horizon, the HUDs altimeter and VVI probably show the plane
is climbing or descending. If you`re climbing, push forward on the Control
Stick, then let go and observe the effects. If you`re descending pull back
a bit instead. Your objective is to keep the altimeter rock steady
You`ll notice that your Flight Path indicator aims at the horizon, but your
Nose Indicator may be pointed above Or below it, depending on your speed.
Generally the slower you're travelling. The higher you must pitch the nose
to achieve level flight.
Now experiment a little Tap Brakes (0). This slows down your plane. Watch
the HUD and notice how the Flight Path Indicator drops. Meanwhile, on the
sides of the HUD, your speed is dropping and so is your altitude. To
achieve level flight at this new lower speed pitch up until the Flight Path
Indicator is level with the horizon.
Turns: As you pull the stick right or left and your roll angle increases
beyond 45o, the stall speed rises from the normal 120 knots (kts) range to
over 200 kts (in a 90o roll) Tight turns "bleed off" airspeed, so a long,
tight turn may cause a stall. Keeping an eye on the airspeed and stall
speed is particularly important when making tight turns at low altitude,
because stalls cause you to lose altitude rather quickly.
In extremely tight turns (where you roll 80o, 85o, or even 90o), you can
tighten your turn rate by pulling back on the stick. However, this bleeds
airspeed even faster a close eye on the Stall Speed Indicator bar.
Loops are easy in the F-117A, but ballistic ("straightup") climbs can be
maintained only for short periods.
Remember that any prolonged vertical maneuver greatly reduces airspeed,
which risks a stall if you didn`t start the maneuver with a lot of speed.
However, going vertical is very handy for changing direction. Since you
can roll while vertical, quickly pointing your nose in the desired
direction, then push down into level flight again.
Low Altitude Flying: At altitudes under 500', expect increased buffets
downdrafts, and other irregularities that make flying difficult. Also
beware of low ridges and mountains. It`s easy to fly into a mountain if
you're not looking. Good pilots develop a "cross check" routine of
scanning the entire HUD periodically, to make sure everything is okay
In "No Crash" and "Easy" flight modes you have a barometric / laser
altimeter. If you drop below 200'. This device automatically but gently
pushes your plane back up. Be warned, the device automatically turns off
when the landing gear is down, or when the gun is firing. The device is
not proof against power dives, stalls, or other radical maneuvers, but
works fine in normal flight regimes. In fully realistic flight the
automatic altimeter is turned off, allowing skillful pilots to cruise at
even lower altitudes.
End Of Part 1