TECHNICAL                                                          15 JULY 1986
ORDER NO. 1-F-15E-1                                                    CHANGE 6


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                         |          F - 1 5          |
                         |        S T R I K E        |
                         |         E A G L E         |
                         |                           |
                         |                           |
                         |         MICROPROSE        |
                         |   SIMULATION * SOFTWARE   |
                         |                           |
                         -----------------------------

                               FLIGHT OPERATIONS
                                     MANUAL


                 ...Dedicated to the men  and women who build,
                 maintain, and fly one of the world's greatest
                 aircraft at McDonnell Douglas and in the U.S.
                 Air Force. Remember  the next time you hear a
                 fighter jet go by - You are hearing the
                 "Sound of Freedom."
                                              Major Bill

                                     FLIGHT
                                   OPERATIONS
                                     MANUAL

                                      F-15
                                     STRIKE
                                     EAGLE


Dear Friend,
    It is with great pleasure that I share with you some of the excitement and
challenge of being a fighter pilot of today's modern aircraft with F-15 STRIKE
EAGLE.
    This program was designed by Sid Meier and myself to introduce you to the
thrill of fighter aircraft flying based on my fourteen years experience. F-15
STRIKE EAGLE is a true simulation of what occurs in the pilot seat. It
challenges you with many of the same decision processes, dangers, and mission
requirements of real combat flying.
    If there is anyway you feel it could be made more realistic or more
entertaining, please drop me a note.
    Have fun while learning to fly with me, the F-15 STRIKE EAGLE!!

         "WILD BILL"

                                               Major BILL STEALEY,
                                                  Fighter Pilot
                                                    President,
                                               MicroProse Software


                               TABLE OF CONTENTS
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                         I.    PROGRAM MANUAL

                               1. Introduction
                               2. Loading Instructions
                               3. Computer Chart
                               4. Options
                               5. Authentication Codes

                         II.   F-15 FLIGHT MANUAL

                               1. Aircraft and Systems
                               2. Flying the F-15
                               3. Air Combat
                               4. Missions


                     Copyright 1985 by MicroProse Software.
                   120 Lakefront Drive, Hunt Valley, MD 21030
                        Original Software by Sid Meier,
                      Commodore 64 Version by Grant Irani.
                          Apple Version by Jim Synoski
                  Documentation Contributions by Paul Fudiccia

            Commodore 64, ATARI, and APPLE are registered trademarks
                of Commodore Business Machines Inc., Atari Inc.,
                     and Apple Computer Inc., respectively.

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                                        3


                                   SECTION I
                                 PROGRAM MANUAL
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1.0 INTRODUCTION

Air combat has advanced dramatically in speed, technological sophistication and
complexity in a few short decades to the age of today's supersonic jet fighter.
The modern fighter pilot must not only demonstrate the traditional combat
flying skills, he must also master offensive and defensive weapons systems,
energy management, navigation, and fuel conservation. Fortunately, the pilot is
assisted by an impressive array of computer-controlled information displays.
The "Heads-Up-Display" projects target and threat tracking information,
navigational cues, and status messages directly onto the plane's windscreen.
A graphic weapons status display provides instant, easy to read information as
to the availability of missiles and bombs. A variable resolution radar,
combined with radar and infra-red emission detectors displays the location of
all active threats. A ground map and navigation cursor tells the pilot where he
is and guides him to the selected target. But in spite of these sophisticated
aids, the pilot is still the most important system in the aircraft; his ability
in selecting the appropriate offensive weapons and defensive countermeasures,
his judgement in selecting the optimal flight path to and from the target, his
skill at piloting the plane in high speed aerial dogfights, and his courage in
pressing on through concentrated enemy defenses remain the keys to success.
  F-15 is a faithful simulation of the high-tech F-15 all weather air
superiority and ground attack fighter, including all major flight, weapons, and
information systems. F-15 also simulates the modern air combat environment with
numerous enemy aircraft, radar guided missiles, infra-red missiles, air-air
missiles, and ground targets. F-15 puts you in the cockpit of the world's most
advanced fighter airplane to plan your strategy and make the critical
split-second decisions which spell the difference between success or failure!
Good Luck.
  This Flight Manual provides a wealth of detail on the F-15, its flight and
weapons systems, aircraft performance, and modern air combat tactics. You may
wish to skip some of these sections and proceed as quickly as possible to
flying the simulation. In this case, you should review the following sections:

SECTION I
     2.0 LOADING THE SIMULATION
     3.0 COMPUTER CHART
     4.0 OPTIONS
     5.0 AUTHENTICATION CODES

SECTION II
     1.3 CONTROLS
     1.4 CONTROL STICK
     2.1.2 MISSION PROCEDURE
     4.0 MISSIONS

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                                        4


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2.0 LOADING THE SIMULATION

2.1 COMMODORE 64

Note only one Joystick is used in the Commodore 64 version.
The Joystick should be placed in joystick port #2 (nearest the back of the
computer).
DISK: Place the program diskette in your disk drive. Type: LOAD "*",8,1. The
program will boot automatically. Leave the disk in the drive.
CASSETTE: Place the program cassette in your program recorder (rewind if
necessary). Press RUN/STOP while holding down the "COMMODORE" key. Press PLAY
on the cassette recorder. Loading requires at least 10 minutes.

2.2 APPLE AND IBM VERSIONS

Note that only one joystick is used in these versions. (IBM versions may use
keyboard only. See UFC keyboard.)
DISK: Place the program diskette in your disk drive and turn on your computer.
The program will boot automatically. Leave the disk in the drive.
IBM Requires Color Card.
CASSETTE: Not available.

2.3 ATARI 400/800/1200/600XL/800XL

REQUIRES: 48K RAM, 1 or 2 joysticks.
REMOVE: All cartridges.
DISK: Place the program diskette in your disk drive and turn on your computer.
The program will boot automatically. Leave the disk in the drive.
CASSETTE: Place the program cassette in your cassette recorder. (Rewind if
necessary) Press START and power the computer on. Depress PLAY on the cassette
recorder and hit the RETURN key. The program will load automatically and start
after 6-8 minutes.


3.0 COMPUTER CHART

F-15 Strike Eagle is available for the Commodore 64, Apple, IBM and Atari
computers. To accommodate the differences in keyboards, the following
convention is used.

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                                        5


[Diagram of F-15 fighter]

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                                        6


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      +---------------+-------------+------------------+--------+-------+
      | Documentation |     C64     |       Apple      |  Atari |  IBM  |
      |---------------+-------------+------------------+--------+-------|
      | "OPTION"      |    "F1"     |        "1"       | OPTION |  "F2" |
      |---------------+-------------+------------------+--------+-------+
      | "SELECT"      |    "F3"     |        "2"       | SELECT |  "F1" |
      |---------------+-------------+------------------+--------+-------+
      | "START"       |    "F7"     |    CONTROL @*    |  START |  ESC  |
      |---------------+-------------+------------------+--------+-------+
      | Nav Cursor:   |             |                  |        |       |
      |---------------+-------------+------------------+--------+-------+
      |   Left        | Left arrow  | Left arrow or K  |    +   |   K   |
      |---------------+-------------+------------------+--------+-------+
      |   Right       | Right arrow | Right arrow or L |    *   |   L   |
      |---------------+-------------+------------------+--------+-------+
      |   Up          | Up arrow    | Up arrow or O    |    -   |   O   |
      |---------------+-------------+------------------+--------+-------+
      |   Down        | Down arrow  | Down arrow or ,  |    =   |   ,   |
      +---------------+-------------+------------------+--------+-------+
                                  *or button 0 on joystick

4.0 OPTIONS

4.1 SKILL LEVEL

This simulation has four skill levels: ARCADE, ROOKIE, PILOT, and ACE. The
ARCADE level does not faithfully simulate flight because the aircraft does not
roll. It provides an introduction to the aircraft's systems for those with no
prior flying experience.
  As you progress from ROOKIE to ACE, it is more difficult to destroy both
enemy aircraft and ground targets and there are more numerous and effective
enemy aircraft and ground launched missiles that seek to destroy your aircraft.
The skill level may be changed by use of the "OPTION" key.

4.2 MISSIONS

F-15 STRIKE EAGLE contains seven different missions. To select your initial
mission, type a number from 1 to 7 (Apple: A-G). Your objective is to complete
each mission by destroying the Primary Targets and returning successfully to
your base. Once you have successfully completed your mission, you will fly the
next mission, which is more challenging. You may return to your base before
destroying all Primary Targets in order to refuel, repair damage, and reload
weapons. In this case you will remain on the same mission until all Primary
Targets are destroyed.
(To Return to Base, (RTB), you must fly below 3000 feet over the base.)

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4.3 NUMBER OF PLAYERS

Up to four players may participate. Use the "SELECT" key to choose the number
of pilots. In multi-player games, each pilot's turn consists of one mission.
Note that if a pilot returns to base without completing the mission or bails
out and is rescued, the same pilot continues to play. The aircraft symbol after
each pilot's score indicates which pilots are still active.
  Two players may also play simultaneously, with one using the joystick to take
the role of pilot and the other the role of weapons systems officer at the
keyboard.   (ATARI ONLY)

4.4 START

After option selection is completed, press "START" or the joystick trigger to
begin the simulation.


5.0 AUTHENTICATION CODES

At the start of the simulation, you will be asked to enter your secret F-15
authentication code. It is important to enter the correct code in order to gain
access to all flight and weapons systems. Consult the Authentication Code
charts in this manual and type the countercode letter which matches the number
displayed. (Example: if you have an Atari computer and the programs ask you to
"Authenticate (1)", you type "A".) (On the Apple only, press RETURN after
entering your code.)

[In the original manual, the authentication codes are to be found in small
tables labelled "TOP SECRET" and are scattered throughout the manual. These
tables have been grouped together into one large table and placed in this
section of this file for convenience.]

       ------------------------------------------------------------------
       | AUTHENTICATE | 0  1  2  3  4  5  6  7  8  9  10 11 12 13 14 15 |
       |--------------+-------------------------------------------------|
       |     C-64     | B  C  H  P  B  J  H  H  I  K  F  D  M  P  E  L  |
       |     ATARI    | G  A  J  G  J  B  C  H  L  H  A  P  C  P  K  E  |
       |     APPLE    | G  E  A  M  C  D  F  E  M  P  J  C  E  C  P  M  |
       |     IBM      | C  H  I  P  L  A  M  R  E  D  N  G  Y  O  T  W  |
       ------------------------------------------------------------------


6.0 SCORING

           +-----------+----------+----------+----------+----------+
           |   LEVEL   |  ARCADE  |  ROOKIE  |   PILOT  |    ACE   |
           |-----------+----------+----------+----------+----------+
           |  PRIMARY  |          |          |          |          |
           |  TARGETS  |    500   |   1000   |   1500   |   2000   |
           |-----------+----------+----------+----------+----------+
           |    AIR    |          |          |          |          |
           |  TARGETS  |    150   |    300   |    450   |    600   |
           |-----------+----------+----------+----------+----------+
           |   GROUND  |          |          |          |          |
           |  TARGETS  |    200   |    400   |    600   |    800   |
           +-----------+----------+----------+----------+----------+

IMPORTANT: If you don't enter the proper code response, you will not be able to
launch missiles or drop bombs!!

                                        8


                                   SECTION II
                        F-15 STRIKE EAGLE FLIGHT MANUAL
-------------------------------------------------------------------------------

1.0 AIRCRAFT AND SYSTEMS

1.1. F-15 STRIKE EAGLE SPECIFICATIONS

1.1.1. GENERAL

TYPE: Single-seat, all-weather, air superiority and ground attack fighter.
DIMENSIONS: Wing span 42 feet; length 63 feet; height 18 feet.
ENGINES: Two Pratt & Whitney F100-PW-100 turbofans each rated at 14,375 pounds
thrust unaugmented, 23,930 pounds with afterburner.
FUEL CAPACITY: 13,455 pounds internal, 11,895 pounds in external drop tanks.

1.1.2. PERFORMANCE

MAXIMUM LEVEL SPEED: 1440 knots at 36,000 feet, Mach 2.5+; 800 knots at sea
level, Mach 1.2.
STALL SPEED, LEVEL FLIGHT: 100 knots.
INITIAL CLIMB RATE: Over 50,000 feet per minute.
SERVICE CEILING: 62,000 feet.
COMBAT RADIUS: 1000 miles.
DESIGN G LIMITS: +7.33/-3.0.
FUEL CONSUMPTION: 0.7 pounds of fuel per hour per pound of thrust.

1.1.3. TARGET/THREAT DETECTION

RADAR: Hughes APG-63 X-band pulse-doppler, providing long range detection and
tracking of targets at all altitudes.
WEAPONS CONTROL: Radar data and weapons status processed by computer and
displayed on a Heads-Up-Display (HUD) and other displays.
TACTICAL ELECTRONIC WARFARE SYSTEM (TEWS): Radar Warning Receiver (RWR),
Infra-red Warning Receiver (IRWR), Westinghouse ALQ-119 (V) active radar
jammer, chaff dispenser, flares.

1.1.4. ARMAMENT

GUN: M-61A1 six-barrel 20mm rotary cannon firing 6000 rounds per minute; 1000
rounds of ammunition.
MISSILES: AIM-9L Sidewinders (four). Short range (effective range 1000 feet to
10 miles), Mach 3.0, all-aspect (able to home on airframe heat from any angle)
passive infra-red (heatseeking). AIM-7F Sparrows

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(four). Medium range (maximum range 62 miles, optimum range 30 miles), Mach
4.0, all-weather, semi-active radar homing.
BOMBS: Six groups of three bombs each (18 bombs), 500 pound, MK-82 low-drag,
general purpose.

1.2 F-15 STRIKE EAGLE COCKPIT DISPLAYS

The F-15 STRIKE EAGLE cockpit is a complex and stressful working environment.
Aircraft designers make special efforts to help reduce the load on the pilot to
make him more effective in combat and improve his chances for survival. This
simulation provides you many of the same devices provided the real F-15 pilot.
(See center illustration)

1.2.1. FORWARD AND REAR VIEW

You may select the view rearward by pressing the space bar, and return to the
view forward by pressing the space bar again. The forward view includes the
HEADS-UP-DISPLAY and the instrument panel. The rear view is only of the sky,
the ground or sea surface, and any other aircraft or missiles. When over
ground, the surface is green; when over water it is blue.

1.2.2. HEADS-UP-DISPLAY (HUD)

The following essential flight and aircraft systems information is projected on
a glass plate in the pilot's forward line of sight directly above the
instrument panel.
  AIRSPEED: "SPD:600" indicates that you are flying at 600 knots. A knot is one
nautical mile per hour (100 knots equals approximately 115 miles per hour).
  ALTITUDE: "ALT:9000" indicates that you are flying 9000 feet above the
ground.
  AIRCRAFT LINE OF FLIGHT: A circle containing an AIRCRAFT SYMBOL is in the
center of the HUD. It displays the line of flight of your aircraft. Your guns
will shoot to the aircraft's line of flight and the cannon shells will converge
on the AIRCRAFT SYMBOL.
  AIR-TO-AIR RETICLE: The stationary reticle surrounding the AIRCRAFT SYMBOL is
used for aiming the guns and missiles. For the highest probability of hits with
the guns, get directly behind the enemy aircraft with his wing span filling the
aiming circle. If the enemy aircraft is flying at an angle to your line of
flight, you must lead the enemy aircraft by aiming in front of it to allow for
your weapons time of flight: for a 45 degree deflection shot, lead by one
aiming circle radius; for a 90 degree deflection shot, lead by two aiming
circle radii.

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                                       10


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  AIR-TO-GROUND RETICLE and LINE OF IMPACT: The smaller flashing/moving reticle
that appears when you are in the BOMB mode indicates the projected impact point
of the bombs. The line that connects the AIR-TO-GROUND RETICLE to the AIRCRAFT
SYMBOL is the LINE OF IMPACT. It displays the line along which the bombs could
impact by changing the pitch of the aircraft. By placing the target on the LINE
OF IMPACT by turning, you can roll level and then place the AIR-TO-GROUND
RETICLE on the target by pitching up or down.
  PITCH LINES: The horizontal lines indicate how many degrees your aircraft is
pitched up or down. When the horizon is on the longest pitch line, the one that
is level with the aircraft symbol, you are in level flight. Each pitch line
represents 10 degrees. When you are diving to line-up with a ground target, you
should be in a 30 degree dive, and the horizon should be on the third line
above the aircraft symbol.
  TARGET DESIGNATOR BOX: The TARGET DESIGNATOR BOX indicates the position of an
enemy aircraft that has been detected by the search and tracking radar or by
your radar or infra-red warning receiver. The TARGET DESIGNATOR BOX aids you in
planning and positioning yourself for an attack before the target is within
visual range. When the enemy aircraft is within visual range, it will appear
inside this box. When you have selected either the MEDIUM RANGE MISSILE or the
SHORT RANGE MISSILE mode, the letter "M" will appear in the TARGET DESIGNATOR
BOX to show that a missile is armed.
  MISSILE DESIGNATOR BOX: The MISSILE DESIGNATOR BOX indicates the position of
air or ground launched missiles. It aids you in evading missiles launched
against you which are small and therefore difficult to see.
  STEERING CUE: The flashing letters "NAV" indicates the direction of flight
corresponding to the location of the NAVIGATION CURSOR on the HORIZONTAL
SITUATION DISPLAY. By flying to this indicator, you will fly toward the area on
the map under the NAVIGATION CURSOR.

1.2.3. MESSAGES

In addition to the information that is always displayed in the HUD, the
following messages may be flashed in the lower left corner of the HUD:

  WEAPONS SYSTEM MODES:
  "GUN 900" indicates that you are in the GUN mode and that you have 900 rounds
remaining. In the GUN mode, when you press the trigger on the control stick,
you fire a burst of 25 shells.
  "MISSILE ARMED" indicates that you have armed either a SHORT RANGE MISSILE or
a MEDIUM RANGE MISSILE. In a missile mode, when you press the trigger on the
control stick, you fire the type of missile that you armed.

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                                       11


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  "BOMB ARMED" indicates that you have armed a "stick" of three 500 pound
bombs. In the BOMB mode, when you press the trigger on the control stick, you
release the "stick".

  WEAPONS RESULTS:
  "ENEMY PLANE HIT" indicates that you have achieved a lethal hit by cannon
shells or missiles on an enemy aircraft.
  "BOMBS RELEASED" indicates that the stick of bombs has been released and that
you may pull up or take evasive action.
  "BOMBS MISS" indicates that you have missed your ground target.
  "TARGET HIT" indicates that you have destroyed the ground target.

  WARNINGS:
  "ALERT: SAM LAUNCH" indicates that a surface-to-air missile (SAM) has been
launched against your aircraft.
  "DAMAGE WARNING" indicates that your aircraft has been damaged by a missile.
  "ALERT: AIR MISSILE" indicates that an air-to-air heatseeking missile has
been launched against your aircraft.

  DEFENSIVE SYSTEMS:
  "LONG, MEDIUM, SHORT RANGE RADAR" indicates what scale your RADAR-ELECTRONIC
WARNING DISPLAY is on. The short range scale displays an area of 400 square
miles (10 miles in each direction from the aircraft), the long range scale
displays an area of 1600 square miles (40 miles in each direction).
  "ECM JAMMING" indicates that your electronic countermeasure active radar
jamming device is operating and that you have released "chaff" to decoy ground
launched radar homing missiles.
  "FLARE RELEASED" indicates that you have released a flare to decoy
heatseeking missiles.

1.2.4. MAXIMUM SPEED

If the aircraft is approaching the maximum "red line" speed, the top of the HUD
(Atari) or the screen border (C-64) or the sides of the radar screen (Apple)
flash red to warn you to immediately reduce your airspeed by pulling back on
the throttle, extend your speedbrakes, pull up, or any combination to reduce
your speed and prevent pulling the wings off your aircraft at Vmax.

1.2.5. INSTRUMENT PANEL

Additional information is displayed on the aircraft's instrument panel.
  MACH NUMBER: "Mach: .9" indicates that you are flying at .9 (90%) of the
speed of sound (661 knots at sea level, decreasing with altitude). Note that
the decimal point is not displayed.

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  HEADING: "HDG:180" indicates that you are flying on a heading of 180 degrees
(south).
  ENGINE POWER: "RPM: 90" indicates that your engines are at 90 percent of
maximum RPM. "AFT" indicates that your afterburners are engaged, giving you
approximately 60 percent more thrust than at 100 percent RPM.
  FUEL REMAINING: "FUEL: 20000 LBS" indicates that you have 20,000 pounds of
fuel remaining (one gallon of jet fuel weighs approximately six pounds). Fuel
capacity is 13,500 pounds in on board tanks and 10,000 in external tanks. Fuel
consumption depends on engine power, with afterburners consuming fuel at about
a 60 percent higher rate than at the 100% RPM level.
  WARNING INDICATORS: There are four warning indicator lights: the first
indicates that you are being tracked by radar and the target of a radar homing
missile; the second indicates that your infra-red warning system has detected
an intense heat source such as that produced by a missile; the third indicates
that you are at a low altitude (below 6100 feet); and the fourth indicates that
your fuel remaining is low (less than 5000 pounds) and you should begin to
return to base.

1.2.6. WARNING HORNS

In addition to visual information, there are two warning horns which indicate
impending contact with the ground (based on altitude and rate of descent) PULL
UP IMMEDIATELY!; or approach to stall speed (based on airspeed and bank angle)
apply more power.

1.2.7. HORIZONTAL SITUATION DISPLAY (HSD)

The HSD displays a map of the area over which the mission is to be flown. It
depicts the primary target or targets, secondary targets, which are airfields
and surface-to-air missile sites, your base, and geographic features such as
rivers and coast lines.
  Your aircraft's position and direction of flight are indicated by the
position and orientation of the flashing aircraft symbol.
  The NAVIGATION CURSOR is tied into your aircraft's inertial navigation system
and can greatly reduce the workload on the pilot. Simply pick the location you
want to fly to; use the computer cursor control keys (see the computer chart)
to move the cursor square over your desired target; bank the aircraft to put
the nose of the aircraft pointed directly at the flashing "N", "A", "V" letters
projected on the HUD; the aircraft will now fly directly to your desired
target. Great for locating a target or returning to base.

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1.2.8. RADAR-ELECTRONIC WARFARE DISPLAY (REWD)

The REWD displays targets in the airspace and on the ground surrounding your
aircraft. You can change the scale by pressing the "R" key. Each grid line
represents 10 miles. Your aircraft is always in the center of the display
pointing up. The REWD displays the returns from your radar, from your Radar
Warning Receiver (RWR, which alerts you that a ground-based or airborne radar
is tracking your aircraft), and from your Infra-red Warning Receiver (IRWR,
which alerts you that a surface-to-air or an air-to-air missile has been
launched) is also displayed.
  The position and direction of enemy aircraft are shown. They are displayed if
they are detected by your search and tracking radar, by your Radar Warning
Receiver (RWR) which detects other aircraft's radar emissions, or by your
Infra-red Warning Receiver (IWR) which detects the heat of other aircraft's
engines. Primary ground targets are depicted as well as airports,
surface-to-air missile (SAM) sites, and your base.

1.2.9. WEAPONS STATUS DISPLAY (WSD)

The WSD provides the combat pilot with a quick visual reference of his
available weapons stores. It displays all remaining three bomb "sticks" of
bombs, medium range missiles, short range missiles, flares, and the status of
the fuel drop tanks.


1.3. CONTROLS

1.3.1. UP FRONT CONTROL (UFC)

The UFC is immediately below the HUD in the F-15. In this simulation it is your
keyboard. You select weapons modes, control the radar, activate defensive
systems, and operate all controls necessary for combat that are not operated by
the CONTROL STICK and THROTTLE. It is also a backup for the controls activated
by the THROTTLE if joystick 2 is not used. The UFC's functions are as follows:

  ACTIVATE GUN MODE: Press "G" to arm the guns. When within 1000 feet of your
target, press the trigger on the CONTROL STICK to fire a burst of 25 cannon
shells. Gun mode is automatically selected at the beginning of the simulation
and whenever no bombs/missiles are armed.
  ACTIVATE SHORT RANGE MISSILE MODE: Press "S" to arm a short range,
heatseeking Sidewinder missile and lock its seeker head into the AIR-TO-AIR
RETICLE on the HUD. Press the trigger on the CONTROL

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STICK to launch the missile when the target is between one half mile and ten
miles away and is within the reticle. You may not launch a missile until the
previous missile has completed its flight.
  ACTIVATE MEDIUM RANGE MISSILE MODE: Press "M" to arm a medium range, radar
homing Sparrow missile and lock its homing device into the AIR-TO-AIR RETICLE
on the HUD. Press the trigger on the CONTROL STICK to launch when target is
between 10 and 40 miles away.
  ACTIVATE BOMB MODE: Press "B" to arm a stick of three 500 pound bombs and
activate the AIR-TO-GROUND RETICLE on the HUD. Press the trigger to release the
"stick" when the BOMB AIMING RETICLE is inside the target triangle. You should
be in a 30 to 40 degree dive for best results. Release at 2000 feet and pull up
immediately.
  THROTTLE: Press numbers "0" (55%) through "9" (100% RPM) for aircraft power
and adjustment.
  AFTERBURNER: Press "A" to engage. Any throttle command will cancel. The
afterburner increases thrust (and fuel consumption) by 60 percent over the
unaugmented thrust at 100 percent throttle.
  SPEEDBRAKE: Press "X" to extend. Any throttle command will retract. The
speedbrake reduces your aircraft's speed to approximately 75 percent of
whatever speed it would have with the speed brake retracted.
  DEFENSE AGAINST RADAR HOMING MISSILES: Press "E" to activate the electronic
countermeasures radar jammer and to release chaff to decoy a radar homing
missile. Electronic countermeasures are effective for a short period of time.
They also become less effective each time they are used.
  DEFENSE AGAINST HEATSEEKING MISSILE: Press "F" to release a flare. The heat
of the flare will decoy a heatseeking missile away from your aircraft. If the
heatseeking missile is within range it may explode on the flare. Flares burn
for 5-10 seconds.
  DROP EXTERNAL FUEL TANKS: Press "D" to drop your external fuel tanks when
empty (when fuel remaining is less than 13,500 pounds) for extra speed and
range.
  NAVIGATION CURSOR: Press cursor control keys (see Computer Chart) to move the
cursor.
  FRONT OR REAR VIEW: Press the space bar to change from front to rear view and
back again.
  BAIL OUT: Press Esc (C64: " <- ", IBM: "TAB") to eject. You may be rescued
and go on to fly other missions or be captured and end the simulation.
  RADAR RANGE: Press "R" to change the range scale of the RADAR ELECTRONIC
WARFARE DISPLAY. (Note: Joystick must be centered prior to pressing "R" on C-64
or bailout may result.)
  PAUSE: Press "P" to pause the simulation. Press any other key to resume.
  START: Pressing "START" during the game will abandon the current game and
return you to the initial selection screen.

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1.4. CONTROL STICK

1.4.1. Joystick 1 is the CONTROL STICK

It is used to control the altitude of the aircraft and to activate the weapons
- to fire the gun, launch missiles, or drop bombs.
  Moving the control stick left or right causes the aircraft to bank and begin
a turn in that direction. Left and right movement is used to maintain wings
level flight and to establish the required bank angle for turning. Moving the
Control Stick forward or back changes the pitch (nose up or nose down) of the
aircraft. This generally results in a climb or descent with corresponding
airspeed changes. See section 2.1 on Basic Flying for a more detailed
discussion of Control Stick movements and effects. The trigger on the Control
Stick is the fire button. Pressing the trigger will fire the gun, launch an
air-to-air missile, or drop a stick of bombs.
  Pushing the stick forward pushes the nose of the aircraft down, (unless the
aircraft is inverted, in which case it pushes the nose up.) Pushing the nose
down will cause the aircraft to dive, the altitude to decrease and the airspeed
to increase (unless engine power is decreased or the speedbrake is extended).
CAUTION: If the airspeed is allowed to climb to the maximum speed for your
altitude, your aircraft may suffer structural failure (usually the separation
of a wing or stabilizer). The speed brake can be used to rapidly reduce speed
and should be used for steep dives.

1.4.2. THROTTLE

The keyboard keys 1-9, and 0 are used as the F-15 THROTTLE. "0" (zero) is idle
thrust. "A" activates the afterburners. Moving the THROTTLE forward increases
the engine RPM in 10 percent increments; moving it back decreases the engine
RPM in 10 percent increments. (Atari only - Joystick 2 can be used as the
throttle. It controls engine RPM, the afterburner, the speed brake, and the
weapons mode. Moving it to the left activates the afterburner; moving it
forward or backward deactivates the afterburner. Moving it to the right extends
the speedbrake; moving it forward or backward retracts the speedbrake. Pressing
the trigger on the THROTTLE changes the weapons mode, from GUN to SHORT RANGE
MISSILE to MEDIUM RANGE MISSILE to BOMB and then back to GUN. Note that all
Joystick 2 functions may be performed using the keyboard.)

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2.0 FLYING THE F-15

2.1 AIRCRAFT CONTROL

Moving the stick forward or rearward changes the pitch (up or down) attitude of
the aircraft. Pulling back on the stick pulls the nose of the aircraft up
(unless the aircraft is inverted, in which case it pulls the nose down).
Pulling the nose up will cause the aircraft to climb, the altitude to increase
and the airspeed to decrease (unless engine power is increased). If the
airspeed is allowed to fall to the stall speed (100 knots in level flight at
sea level), the aircraft will stall. Therefore, you must add engine power when
climbing to maintain airspeed and to avoid a stall if the climb is steep and
sustained.
  Moving the stick to the right or left controls the roll motion of the
aircraft and thus the aircraft's bank angle. For example: a right turn would be
accomplished as follows. 1) Move the stick to the right to roll right. 2)
Neutralize the stick when the bank angle is achieved for the desired rate of
turn (the steeper the bank angle the higher the rate of turn, a 45 degree bank
is a normal bank angle). 3) Add throttle to maintain airspeed (because of the
extra drag created by turning) and be careful not to stall (stall speed is
higher in a turn than in level flight because of the higher "G" loading on the
aircraft). (See section 2.3 for an explanation of the aerodynamics of a turn.)
4) When you are near the desired heading, roll to the left until you are level
and reduce throttle.
  In an aircraft it is necessary to coordinate your ailerons (the control
surfaces in the wings that control bank angle) with your rudders (the control
surfaces in the vertical stabilizers that control yaw - the right and left
movements) and your elevators (the control surfaces in the tail that control
pitch attitude). The F-15 simulator automatically interconnects these control
surface movements to apply the correct amount of up elevator to keep the nose
from dropping. This permits turns of any bank angle without the need to pull
the stick back to maintain altitude. Pulling the stick back will raise the nose
in a shallow bank and increase the turn rate in a steep bank.

2.1.2. MISSION PROCEDURE

Once you have the basics of turning, climbing, diving, and level flight, you
are now ready for your first real combat mission. As each mission begins, you
are flying at a medium altitude and a high cruise airspeed appropriate for
combat engagement. When cruising toward a target, use Cruise Power, 90 percent
RPM, to conserve fuel while retaining sufficient speed to respond to threats.
  You should first plan your mission flight path. Use the Horizontal Situation
Display to identify your current position and the location of your primary
target(s). Select a flight path to and from the target. You may wish to avoid
major SAM and Airport concentrations, or you may

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                                       17


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select an aggressive flight plan and knock out some of these installations. You
may also decide on a high-altitude penetration to minimize the effectiveness of
SAM missiles, a medium altitude penetration to save time, or a low altitude
penetration to neutralize radar-guided missiles. For the more difficult
missions you might select a multiple flight strategy and return to your base to
re-fuel and re-arm as necessary.
  When you have determined your flight plan, place your NAVIGATION CURSOR on
the first objective. The STEERING CUE will guide you to your target. You might
climb to 36,000 feet for best speed and range. Higher altitudes can be used to
evade surface-to-air missiles or less capable enemy aircraft. Or, to avoid
surface-to-air missile (SAM) radars, stay below 1500 feet. However, note that
at these low altitudes turbulence affects your altitude. Don't fly into the
ground!
  On your way to the target you will need to defend yourself against
heatseeking missiles, radar-guided missiles, and enemy aircraft. Each of these
threats has different flight characteristics and must be dealt with by
appropriate countermeasures. The first requirement is to identify threats as
soon as possible. All missile launches will be reported by a HUD message.
Locate the missile on the Long Range Radar scan. Use the radar and infra-red
warning indicators to identify the missile as radar-guided or heatseeking. (All
air-launched missiles are heatseeking; ground-launched missiles may be either
heatseeking or radar-guided.) Enemy aircraft may be identified via the Long
Range Radar or by the appearance of the Target Designator Box.
  There are a number of countermeasures available to decoy heatseeking
missiles. You may turn toward the missile (to present your cold side to the
heatseeker). If this is not effective you may release a flare to fool the
heatseeker into attacking the flare instead of you. Your IR warning light will
indicate the effectiveness of your countermeasure. As a last resort you may
punch up the Short Range Radar Display and try to out-fly the missile. Remember
that the missile is faster than your plane but you may be able to out-turn the
missile in a high-G turn.
  If a radar homing missile is approaching your aircraft, press "E" to activate
your radar jammer and to release chaff (radar reflective material) to fool the
radar homing missile into attacking the chaff instead of you. Activate your
countermeasures when the missile is about three to five miles away, then take
evasive action.
  The best defense against enemy aircraft is to destroy them before they come
close enough to be a threat. Use a medium range missile for targets more than
10 miles away. Since the guidance system on the MRM requires about 10 seconds
to acquire the target, you should fire your missile towards the Target
Designator Box. For targets at ranges of less than 10 miles, use a Short Range
Missile. An SRM locks on to the target immediately and does not require careful
aiming. (You may even fire an SRM at a target behind you with a reasonable hit
probability!)

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                                       18


[Diagram of up front control (UFC) keyboard - see
F-15StrikeEagle_UFCKeyboard.jpg]

                                       19


[Left half of diagram of cockpit layout - see
F-15StrikeEagle_CockpitLayout.jpg]


                                       20

[Right half of diagram of cockpit layout - see
F-15StrikeEagle_CockpitLayout.jpg]

                                       21


                      CONTROL STICK
                    (FLIGHT CONTROLS)
                       JOYSTICK #1
                                            ^
                            o                \
                        1   |                 \   TOWARD
                         ^  |                  \  SCREEN
                       5  \ |
                        O  \|
                     4 <----+----> 2
                             \                  THROTTLE
                              \                (OPTIONAL)
                               v              JOYSTICK #2
                                3
                                                   o
                                               6   |
                                                ^  |
                                             10  \ |
                                               O  \|
                                            9 <----+----> 7
                                                    \
                                                     \
                                                      v
                                                       8

         1. NOSE DOWN                           7. SPEED BRAKES EXTEND
         2. BANK RIGHT                          8. DECREASE THROTTLE
         3. NOSE UP                             9. AFTER BURNERS
         4. BANK LEFT                              ON SWITCH
         5. WEAPONS TRIGGER                    10. WEAPONS SELECTOR
         6. INCREASE THROTTLE                      SWITCH

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For close range visual targets, use your cannon. Note that you must lead the
enemy aircraft to obtain a hit. Although one missile hit will destroy an enemy
aircraft, a couple of gun hits are generally required.
  Keep your radar on long range scan unless you are already engaged and need an
uncluttered look at your immediate vicinity. The long range radar will give you
the most warning of threats and ground targets.
  Use a 45 degree bank angle for most turns. Establish your desired heading
before climbing steeply because you may lose sight of the horizon. Use pitch
angles of 30 degrees or less to avoid major airspeed changes.
  Use a 70-90 degree bank for high turn rate combat maneuvering, pull back on
the stick in a 90 degree bank for the maximum turn rate. Use the afterburner to
maintain airspeed for a sustained high rate turn.
  To maximize your probability of a bomb hit, line up for a straight-in run
using the Navigational Cursor and your Long Range Radar. Make your bombing pass
at moderate speed and less than 5000 feet. When the target triangle appears,
begin a shallow dive. As the triangle grows, maneuver to place your
air-to-ground reticle in the middle of the triangle. Press the trigger (be sure
your bombs are armed). Of course a slow, straight bombing pass leaves you a
sitting duck for SAM missiles and enemy aircraft.
  If you do get into trouble and your plane is damaged, your best bet is to try
to return to base for repairs. If this is not possible, bail out; you have a
50/50 chance of being rescued.
  Section 3.0 (Air Combat) provides more detail on combat tactics and
techniques. Good planning, skillful flying, and the proper use of all of the
F-15's sophisticated systems is the key to a successful mission. This
simulation accurately rewards the pilot who masters these skills.

2.2 BASIC AERODYNAMICS

There are four forces acting on an aircraft in flight: lift, weight, thrust,
and drag.
  Lift increases with: 1) increased angle of attack (the angle between the wing
and the aircraft's flight path) up to the maximum angle of which the wing is
capable without stalling; 2) increased air density (air is denser at lower
altitude); and 3) the square of an increase in airspeed (at twice the airspeed
a wing will produce four times as much lift). Weight decreases as fuel is
burned and as missiles and bombs are released.
  At constant throttle, thrust increases with increased airspeed (because of
the ram effect of high speed air entering the engine, raising its pressure even
before it enters the engine's compressor) and decreases with increased altitude
(because the air is less dense). Drag increases with the square of an increase
in airspeed (form drag, created by the aircraft's cross section forcing its way
through the air and by skin friction) and with increased angle of attack
(induced drag, created by

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                                       23


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the pressure differential between the low pressure air above the wing and the
high pressure air below the wing that generates lift); drag decreases with
increased altitude (because the less dense air offers less resistance).
  When lift equals weight and thrust equals drag, the aircraft's altitude and
airspeed will remain constant - the aircraft is in equalibrium. If lift is
increased or weight reduced, the aircraft will climb; if lift is reduced it
will descend. If thrust is increased, the airspeed will increase; if thrust is
decreased or drag increased, the airspeed will decrease.
  Lift acts perpendicular to the wing; weight acts vertically, straight down.
When an aircraft banks in order to turn, lift acts at an angle to the vertical.
  In a bank, part of the lift acts to the side, providing the turning force,
and the rest of the lift acts vertically, to oppose the aircraft's weight. To
maintain altitude in a turn, the vertical component of lift must equal the
aircraft's weight. Since part of the lift is acting to the side, the total lift
must exceed that required for level flight. At steep bank angles, total lift
must be several times larger than in level flight for the vertical component of
lift to oppose the aircraft's weight. (At 60 degrees of bank, 2G's or twice the
normal lift is required to hold level flight).
  In a turn, lift is increased by increasing the angle of attack. This is done
by pulling back on the stick. In a sustained turn, the pilot can remove the
stick force necessary to maintain the proper angle of attack by "trimming" the
controls to provide the necessary back pressure on the stick. In this
simulation, the appropriate trim is automatically applied,

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                                       24


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relieving you of the need to apply back pressure in a turn to maintain
altitude. In a shallow bank, pulling back on the stick will primarily cause the
nose to pitch up; in a steep bank, it will primarily increase the turn rate.
  Increasing the angle of attack increases drag, increases the G force on the
aircraft (as the total lift increases above the amount necessary to oppose and
thus support the aircraft's weight in level flight, 1 G), and increases stall
speed (the minimum speed at which the wing generates significant lift) by the
square root of the G force (stall speed is doubled in a 4G turn). To avoid
stalling and spinning out of control in a steep bank, you must maintain an
airspeed above the stall speed for your bank angle and altitude (stall speed
increases with increased altitude because the less dense air has less lifting
capacity). In steep turns, full throttle or even afterburner may be required to
maintain altitude without stalling.

2.3. TURNING PERFORMANCE

One of the most important performance attributes of a fighter aircraft is its
rate of turn. A rate of turn higher than that of your opponent enables you to
turn with and lead your opponent for a gun or missile attack and to prevent him
from leading you if he is behind you in a turn. You lead a target by aiming in
front of it so that your bullets or missile and the target arrive at the same
point in space at the same time.

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                                       25


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An aircraft's turn rate increases with bank angle (and therefore with G force)
and decreases with altitude (because the less dense air has less capacity to
produce the high lift needed to steep banking turns). At low altitude in a
steep turn, the turn rate increases as airspeed increases from stall speed to
approximately Mach 0.8, then it decreases sharply. At higher altitudes, the
maximum turn rate is less, is reached at a higher speed, and does not decrease
as sharply with increased speed. Best turning performance is always below Mach
1.0, and generally is in the Mach 0.8, 500 knot range.

2.4. PERFORMANCE ENVELOPE

An aircraft's performance envelope is the boundary that separates the
airspeed/altitude combinations where it can fly from those where it cannot fly.
The larger the envelope, the more capable the aircraft.
  The aircraft's minimum speed (Vmin) is governed by the ability of its wings
to generate lift at high angles of attack - this is the "lift limit" of the
envelope. At higher altitudes, Vmin decreases because the less dense air has
less capacity to support the weight of the aircraft and flight, and therefore
requires a greater angle of attack. At any given altitude, Vmin increases with
increased bank angle because of the extra lift that must be generated not only
to overcome the aircraft's weight but also to provide a large turning force.

  The top of the performance envelope indicates the aircraft's service ceiling.
It is limited by the ability of the engines and wings to produce sufficient
thrust and lift to keep the aircraft flying. The right side of the performance
envelope indicates the aircraft's maximum speed (Vmax). The maximum speed at
altitudes over 36,000 feet is limited by the ability of the engines to generate
thrust in the thin air of high altitudes in excess of drag; this is the "thrust
limit." An aircraft's maximum possible speed generally increases with increased
altitude up to 36,000 feet. This is because up to this altitude, as altitude
increases, air temperature and density fall in such a proportion that thrust
decreases less than drag.

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                                       26


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Above 36,000 feet, air density continues to fall but air temperature remains
constant, resulting in a greater decrease in thrust than in drag.
  At altitudes below 36,000 feet, maximum speed is limited by the structural
strength of the aircraft; this is the "strength limit." Exceeding the Vmax
speed for your altitude below 36,000 feet will result in the destruction of
your aircraft. CAUTION: You must reduce engine power and sometimes extend your
speedbrake to avoid exceeding Vmax in steep dives.

3.0 AIR COMBAT

3.1. THE PHASES OF AIR COMBAT

3.1.1 DETECTION AND IDENTIFICATION

Early detection and positive identification are the keys to surprise, and
surprise is the most important contributor to success in air combat. Aircraft
(and SAM sites) that emit radar signals may be detected by your Radar Warning
Receiver (RWR), which alerts you to their presence by lighting the first
warning indicator on the instrument panel. The hot exhausts of air or ground
launched missiles may be detected by your Infra-red Warning Receiver (IRWR),
which alerts you to their presence by lighting the second warning indicator on
the instrument panel. Your search and tracking radar detects all aircraft up to
60 degrees to the right or left of your flight path and out to 160 miles.
Aircraft and missiles detected by your RWR, IRWR, or radar are displayed on the
RADAR-ELECTRONIC WARFARE DISPLAY on the instrument panel.
  Radar targets may be identified as friendly or hostile electronically, and
visual targets may be identified based on the shape of the aircraft. In this
simulation, however, all aircraft are hostile and there is no need to identify
before engaging. You should, therefore, try to detect hostile aircraft and
missiles as far away from your aircraft as possible. You can do this by keeping
your radar on the long range scale (unless it is necessary to use the greater
resolution of the medium or short range scales to locate close in targets and
threats) and continuously scanning the RADAR-ELECTRONIC WARNING DISPLAY for
threats.

3.1.2. ATTACK

Once a target has been detected, the attack is planned based on the flight
characteristics and offensive and defensive weapons systems of your aircraft,
and on the hostile aircraft and the tactical situation. Your aircraft is at
least as maneuverable and fast as any adversary aircraft. Some adversary
aircraft have performance and weapons systems similar to your F-15, so you
generally will not enjoy a significant advantage based solely on your aircraft.
Therefore, your analysis of and response to the tactical situation is the key
to success

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                                       27


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  When you detect a hostile aircraft at long range (over 10 miles), make a
Medium Range Missile attack. If the target is heading toward you, launch the
missile at a range of 30 miles. If the target is flying across your flight
path, launch at 20 miles. If it is flying away from you, launch at 10 miles. If
you launch at a greater distance, your missile will run out of propellant
before it reaches the target. If you launch at a shorter distance the radar
homing system will not be fully effective when the missile reaches the target.
  When you detect a target at medium range (1000 feet to 10 miles), make a
Short Range Missile attack. A stern shot is most effective because the heat of
the target aircraft's engine exhaust will present the best target. Do not fire
when the sun is behind the target.
  When you engage a target at short range (less than 1000 feet), the gun is
most effective. Your closing speed from astern should be about 50 knots, and
not more than 150 knots to avoid overshooting your target. A head-on attack may
be made at longer range, up to two miles.

3.1.5 MANEUVER AND DISENGAGEMENT

The first principle of air combat maneuver is energy management. An aircraft at
a given altitude and airspeed has an amount of energy equal to the sum of its
potential energy (which is proportional to its altitude) and its kinetic energy
(which is proportional to the square of its speed). Total energy is increased
by increasing engine thrust and is reduced by increasing drag (from steep bank
or climb angles or from extending the speed brake). You may convert potential
energy (altitude) into kinetic energy (airspeed) by diving, and you may convert
kinetic energy into potential energy by climbing.
  Maintaining a high cruise speed (Mach .9) enables you to climb quickly by
pitching up; flying at high altitude enables you to accelerate quickly to high
speed by diving. Maintain your energy for greatest combat effectiveness.

3.2 AIR COMBAT MANEUVERS

In the maneuver phase of air combat, the attacker seeks to stay behind the
defender and to get into position for effective use of his weapons. The
defender seeks to disengage or to reverse roles and get behind the attacker.
Some common offensive and defensive maneuvers are described below.

3.2.1 OFFENSIVE AIR COMBAT MANEUVERS

HIGH SPEED YOYO: Use when the defender breaks (rolls into a steep bank and
turns rapidly) and your speed is too high for you to stay on the inside of his
turn to lead him properly (aim ahead of his position).
  Reduce your bank angle, pull up into a steep climb, roll inverted over the
top of a half loop. When you are in a dive, roll to a steep bank in

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                                       28


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the direction of the turn, then pull up to a level turn behind the defender and
inside his turn.

LOW SPEED YOYO: Use when you are unable to close within gun range in level
flight because the target is as fast as your aircraft.
  Push the nose over into a shallow dive, trading altitude for airspeed and
gaining on the target. When you are below the target, pull up and fire.

LAG PURSUIT: Use when the defender breaks and your closing speed is too high
for you to turn with him.
  Maintain your higher speed and your position behind the target, but slide
outside his turn, with the same turn rate as the target (in degrees per
second), but with a larger turn radius. Be prepared to shoot if he reverses in
front of you and be prepared to follow him into a spiral dive.

IMMELMAN: Use to position yourself above the defender or in the proper relation
to a ground target.
  Pull up into a vertical climb, roll when flying vertically to place yourself
in the desired plane of flight, pull back on the stick until you are in level
flight inverted, and then roll upright.

3.2.2 DEFENSIVE AIR COMBAT MANEUVERS

BREAK: Use when an attacker is close behind you with some closing speed.
  Roll 90 degrees into the attack (roll to the left if the attacker is on your
left) and pull back on the stick to achieve a maximum rate of turn. This will
force the attacker to make a maximum angle deflection shot and possible to
overshoot and fly in front of you. You may use the speedbrake briefly to
encourage an overshoot, but be careful not to lose too much energy.

REVERSE AND SCISSORS: Use when your break forces the attacker to overshoot and
fly in front of you.
  With full power, quickly reverse your turn by rolling into a 90 degree bank
in the opposite direction from your break. This may position you behind the
attacker. You and the attacker may continue to reverse until one of you is in
firing position behind the other or disengages.

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                                       29


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JINKING: Use when the attacker is within gun range but with little closing
speed.
  Go to full throttle and afterburner, pull back on the stick briefly, then
roll to a different angle and push forward on the stick briefly. Continue this
until the attacker has dropped back farenough for you to disengage.

SPIRAL DIVE: Use to disengage when all else has failed, or when you have no
remaining offensive weapons.
  Maintain the maximum rate of turn (with a 90+ degree bank) in a dive steep
enough to maintain a minimum airspeed of 450 knots.

SPLIT S: Use to disengage.
  Roll inverted and pull into a vertical dive, then pull out in the opposite
direction. Do not exceed maximum speed.

3.2.3. BOMBING TECHNIQUES

DIVE BOMB: Use when flying at medium altitude (4000 to 6000 feet).
  Press "B" to arm a stick of bombs and activate the AIR-TO-GROUND RETICLE on
the HUD. Maneuver the aircraft to place the target directly ahead of you. When
the target is on the AIR-TO-GROUND RETICLE, roll inverted and pull the nose
down (if at 6000 feet), or push the nose down (if at 4000 feet) to
approximately 30 degrees below the horizon, place the reticle on the target,
then roll upright if inverted, keeping the reticle on the target. Release bombs
at 2000 feet and pull up immediately.

POP UP: Use when at low altitude (below 1000 feet).
  Line up on the target and pull up to 45 degrees above the horizon. Roll
inverted at 3000 feet, pull the nose down to 30 degrees below the horizon,
place the reticle on the target, then roll upright, keeping the reticle on the
target. Release bombs at 2000 feet and pull up immediately.

3 3 THREATS

3.3.1 AIRCRAFT

MIKOYAN/GUREVICH MiG-21: (Fishbed)
TYPE: Single-seat day fighter.
MAXIMUM SPEED: 1200 knots at 36,000 feet, Mach 2.1; 700 knots at sea level,
Mach 1.06.
STALL SPEED: 140 knots.
SERVICE CEILING: 60,000 feet.
RADAR: 16 mile range.
THREAT DETECTION: RWR.
COUNTERMEASURES: None.
ARMAMENT: 23mm gun; four AA-2 Atoll heatseeking missiles.

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MIKOYAN/GUREVICH MIG-23: (Flogger)
TYPE: Single-seat, all-weather air superiority fighter with secondary ground
attack role.
MAXIMUM SPEED: 1260 knots at 36,000 feet; Mach 2.2; 730 knots at sea level,
Mach 1.1.
STALL SPEED: Estimated 100 knots.
SERVICE CEILING: 50,000 feet.
RADAR: 50 mile search range, 30 mile tracking range.
THREAT DETECTION: RWR, IRWR.
COUNTERMEASURES: Active radar jammer, chaff, flares.
ARMAMENT: 23mm gun; four AA-2 Atoll heatseeking missiles, or AA-7 Apex
heatseeking or radar homing missiles, or AA-8 Aphid heatseeking missiles.

SUKHOI Su-22: (Fitter-C)
TYPE: Single-seat, all-weather, fighter-bomber.
MAXIMUM SPEED: 1380 knots at 36,000 feet, Mach 2.4; 750 knots at sea level,
Mach 1.06.
STALL SPEED: 140 knots.
SERVICE CEILING: 60,000 feet.
RADAR: No search radar.
THREAT DETECTION: RWR.
COUNTERMEASURES: Chaff, flares.
ARMAMENT: 30mm gun; four AA-2 Atoll heatseeking missiles, or AA-7 Apex
heatseeking or radar homing missiles, or AA-8 Aphid heatseeking missiles.

3.3.2 SURFACE TO AIR MISSILES

SA-2: (Guideline)
TYPE: Ground radar guided.
SLANT RANGE: 20 miles.
SPEED: Mach 3.5.
ALTITUDE: 60,000 feet.

SA-4: (Ganef)
TYPE: Ground radar-guided and semi-active radar homing in terminal phase.
SLANT RANGE: 30 miles.
SPEED: Mach 2.5.
ALTITUDE: 80,000 feet.

SA-7: (Grail)
TYPE: Hand-held, infra-red.
SLANT RANGE: 5 miles.
SPEED: Estimated Mach 2.
ALTITUDE: 32,000 feet.

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4.0 MISSIONS

The F-15 STRIKE EAGLE simulation contains seven missions. Once you have
successfully completed one mission, you may fly the next mission, which is more
challenging. To complete a mission you must destroy all primary targets and
return to your base. You may return to base before destroying all primary
targets in order to refuel, repair damage, and reload weapons. To return to
base, fly over your base at low altitude. (The higher the skill level, the
lower you must fly.) The later missions are more challenging because they have
more targets and more capable enemy aircraft and SAMs.

4.1 MISSION: LIBYA August 19, 1981.

SITUATION: A U.S. Navy task force including the carrier Nimitz is conducting
exercises in the Gulf of Sidra off the coast of Libya. Libyan aircraft have
made numerous harrassment flights towards the task force in support of their
claim to the Gulf as territorial waters. The U.S. disputes this claim.
FLIGHT PLAN: 1) Daytime, climb to 10,000 feet and fly combat air patrol
station; 2) if attacked, engage Libyan aircraft and bomb the air command center
(primary target) and airfields; 3) return to base.
THREATS: MiG-21; MiG-23; Su-22.
SIMULATION: You have been attacked by a Su-22 firing a heatseeking missile.

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MISSION 2: EGYPT October 6, 1973.
SITUATION: The Egyptian Army launches the Yom Kippur attack across the Suez
Canal. Intelligence has located the Third Army command center. Numerous SAM
sites protect the Egyptian front lines and rear areas. The Egyptian Air Force
is still active. A risky attack mission has been ordered to disrupt the Third
Army HQ.
FLIGHT PLAN: 1) Penetrate air defenses; 2) bomb the command center primary
target; 3) bomb as many airfields and SAM sites as possible; 4) return to base.
THREATS: MiG-21; MiG-23; SA-7 (heatseeking SAMs only).
SIMULATION: You are approaching the Suez Canal, you are attacked by a MiG-21
fighter.

MISSION 3: HAIPHONG April 15, 1972.
SITUATION: After a four year pause, the U.S. resumes intensive bombing of North
Vietnamese targets, including military and industrial targets around the port
of Haiphong. During the pause, North Vietnamese defenses have been strengthened
with radar guided Surface-to-Air missiles and flak batteries. The North
Vietnamese air forces are still small. You have been ordered to undertake a
precision night bombing raid.
FLIGHT PLAN: 1) Night, penetrate air defenses at 1000 feet or at high altitude;
2) bomb two primary targets, rail yards, in harbor area; 3) bomb as many SAM
sites as possible and any airports if the opportunity arises; 4) return to
base.
THREATS: SA-2 and SA-3 radar homing SAMs.
SIMULATION: You are approaching the coast of North Vietnam.

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                                       33


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MISSION 4: SYRIA March 12, 1984.
SITUATION: Modern SAM-9 missiles are being deployed by the Syrian army. These
dangerous missiles must be identified and destroyed before they become
effective. Smaller SAM installations protect these sites as well as Syrian air
patrols.
FLIGHT PLAN: 1) Daytime, overfly the Lebanese-Syrian border and identify SAM-9
emplacements; 2) if attacked engage the enemy and bomb the air command center;
3) bomb any SAM sites that fire on you or any air bases that launch aircraft
against you; 4) return to base.
THREATS: MiG-21; MiG-23; SA-2 and SA-3 radar homing and SA-7 heatseeking SAMs.
SIMULATION: You have been attacked.

MISSION 5: HANOI May 10, 1972.
SITUATION: Reconnaisance photographs have identified two high priority ground
targets deep inside North Vietnam. Defenses include SAM sites and air patrols.
A high speed fighter-bomber penetration raid has been ordered.
FLIGHT PLAN: 1) Night, bomb both primary targets, oil storage depots; 2) bomb
SAM sites and airfields in the area; 3) return to base.
THREATS: MiG-21; MiG-23.
SIMULATION: You are approaching the coast of North Vietnam.

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                                       34


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MISSION 6: IRAQ June 7, 1981.
SITUATION: The Iraqi nuclear reactor complex, capable of producing weapons
grade nuclear material, is nearing completion. A secret strike is planned to
eliminate this facility.
FLIGHT PLAN: 1) Penetrate air defenses below 1500 feet to avoid radar
detection; 2) bomb reactor; 3) bomb any SAM sites or air bases that could
endanger this or a follow-up mission; 4) return to base.
THREATS: SA-2 and SA-3 radar homing and SA-7 heatseeking SAMs.
SIMULATION: You are approaching the border of Iraq.

MISSION 7: PERSIAN GULF June 5, 1984.
SITUATION: Iranian aircraft have been attacking vital Persian Gulf shipping and
Saudi Arabian shore installations. Your mission is to patrol the Gulf and
intercept hostile aircraft.
FLIGHT PLAN: 1) If attacked, engage enemy aircraft; 2) penetrate airspace at
medium altitude; 3) bomb primary targets; 4) bomb SAM sites and airbases
endangering this or follow-up missions; 4) return to base.
THREATS: MiG-23; Su-22; SA-4 and SA-6 high performance radar homing and SA-7
heatseeking SAMs.
SIMULATION: You are approaching an Iranian aircraft.

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                                       35


                         To The Shores of Tripoli, 1986

                          The Anti-Terrorist Airstrike


  At 1:30 a.m., April 15, 1986, eighteen US Air Force F-111 bombers streaked
around Cape Bon, Tunisia, and began the final leg of their 2,800 mile flight.
Dropping to just 200 feet above the waves, they lined up for their final
approach to the North African coast. Their mission: to attack the Libyan naval
station at Sidi Bilal, the military section of Tripoli International Airport,
and the military compound at Bab al Azizia, the personal headquarters of Libyan
leader Muammar Kaddafi himself.
  Meanwhile, five hundred miles to the east, the US Navy carriers America and
Coral Sea were launching their A-6, A-7, and F/A-18 attack aircraft. The A-7's
and F/A-18's carried HARM and Shrike anti-radar missiles. The A-6's, like the
F-111's were equipped with state-of-the-art electronic bombing sights that
would enable them to hit targets with pinpoint accuracy in the dead of night.
Their mission: to destroy the Libyan's advanced MiG-23 fighters based at
Bengasi airfield before they could scramble against the F-111's.
  At precisely 1:54 a.m. the A-7's and A/F-18's rose to 500 feet. As Libyan
radar locked on to them, they released their missiles, which rode down the
radar beams to blind the defenders' electronic eyes. Six minutes later, at
precisely 2 a.m., the F-111's and A-6's roared across the coast toward their
targets. America's first anti-terrorist airstrike had begun.
  These pilots were not the first Americans to fight the Libyans, however.
Relations between the US and that Arab nation began to sour as soon as Kaddafi
took over the government in 1969 and nationalized American oil interests. They
became bitter when the Libyan leader used the profits to finance both
expansionist schemes and terrorist activities. Further conflict resulted when
Kaddafi laid claim to the entire Gulf of Sidra, a claim rejected by the
American government.

                                       36


In 1981 Libyan fighters attacked American fighters over the Gulf, which led to
the clash that inspired F-15 STRIKE EAGLE's first scenario.
  The Americans shot down the two attackers and, for the moment, the Libyans
ceased to contest control of the Gulf. Kaddafi continued to meddle in the
affairs of his neighbors, though, and he continued to sponsor international
terrorism. By early 1986, his troops were fighting in Chad, and Libyan backed
terrorists had conducted a series of grisly attacks on innocent travellers.
They shot up airline ticket counters in Rome and Athens, and amongst their
victims were a number of Americans.
  The outraged American government resolved to make the sponsor of these
assassins pay, and stepped up naval maneuvers in the Gulf of Sidra. When Libyan
missile boats attacked, the Americans retaliated by sinking the ships and
striking support installations ashore.
  A week later, the Libyans responded in turn. A terrorist bomb exploded in a
disco full of American soldiers in West Berlin, killing two people and injuring
over one hundred others. When America's European allies refused to impose
sanctions despite direct evidence of Libyan involvement, the Americans
determined to act on their own.
  As American preparations for the airstrike began, the British government did
agree to allow the F-111's to fly from English bases, but the French and
Spanish refused to permit the American bombers to fly over their territory, the
direct route to Libya. Consequently, the American planes had to travel an extra
1,500 miles to reach their target.
  As the F-111's and A-6's began their bombing runs, the Libyans fired a
barrage of SAM-2, -3, -6, and -8 missiles and a hail of shells from ZSU-23-4
anti-aircraft guns. Fortunately, with their radar destroyed, the air defense
weapons lost most of their effectiveness. Using precision guided munitions, the
F-111's bombed terrorist training facilities, II-76 transport aircraft that had
been used to support terrorist activities, and Kaddafi's personal compound, the
nerve center of his government. While Kaddafi himself was not an official
target, the Americans hoped at least to unnerve him and perhaps to eliminate
him.
  As chance would have it, Kaddafi was in a tent somewhat removed from the main
compound when the bombs hit, and so escaped injury. Nevertheless, the damage to
his headquarters was extensive, and the other airstrikes achieved

                                       37


similar success. The A-6's destroyed four MiG fighters and two helicopters on
the ground, while the F-111's destroyed five transports and damaged the naval
facilities at Sidi Bilal. Civilian casualties were relatively light due both to
the sophisticated electronics and munitions the bombers used and to the
American's instructions not to release their ordinance unless they could
identify a target with absolute certainty. American losses were also light:
just one F-111 went down in flames, and a second was damaged badly enough that
it was forced to make an emergency landing in Spain.
  While the airstrike's long term effects are uncertain, it clearly constituted
a major technical accomplishment that demonstrated the global reach of American
air and seapower.


MISSION 8:
THE ANTI-TERRORIST AIRSTRIKE
Libya, April 14-15, 1986
  F-15 STRIKE EAGLE was designed long before the anti-terrorist airstrike, yet
playing it can give you an appreciation of the skill and bravery exhibited by
the American airmen. The mission had three primary features: it was a low level
attack, it met intense anti-aircraft defenses, and it was conducted at night.
By selecting the scenarios indicated below and following the special
instructions, you can recreate each of these essential features of the raid.
For maximum realism, try working your way up to a skill level of ACE!


8.1 THE BOMBING RUN
To recreate the bombing run conducted by the American F-111's against Kaddafi's
compound, select Mission 1, Libya. Refer to page 32 in the Flight Operations
Manual and follow the following flight plan:
  1) Defeat Libyan interceptor with either your cannon or a short-range
missile; 2) turn right to head north and descend to below 5,000 feet; 3)
proceed north until you are well out over the Mediterranean Sea; 4) make a
descending left hand turn to head south at 1,000 feet; 5) set the navigation
cursor on Kaddafi's Command Center, the primary target; 6) as you cross the
coast, drop to 200 feet and engage your afterburner; 7) as you approach the
target, reduce power to 100%, climb to 500 feet and arm your bomb targeting
system; 8) release your bombs, rearm your bomb

                                       38


sight, and release a second stick of bombs on the target; 9) immediately engage
afterburners, pull the nose up and climb to 1,200 feet to avoid the blast from
your own bombs; 10) to escape and return to the carrier, remain in afterburner
and climb to above 40,000 feet or descend again to 200 feet and race northeast
toward the carrier.
  You can use the same basic approach to recreate the airstrike against the
airfield at Bengasi. For the greatest realism, you should return to base after
each mission in order to repair and replenish your plane.

8.2 THE ANTI-AIRCRAFT ENVIRONMENT
To experience the intensity of the anti-aircraft defenses the American airmen
encountered, select MISSION 6 and attack the primary target as Baghdad using a
bombing run similar to that described above in section 8.1.

8.3 NIGHT BOMBING RUN
To conduct a night precision bombing raid like the one the raiders actually
carried out, select MISSION 3 and execute a bombing run similar to that
described above in section 8.1.

 Copyright 1986, MicroProse Software, Inc.

                                       39


MicroProse remains committed to bringing you high quality, real-life
simulations which provide excitement, challenge, and learning. We hope that you
will enjoy this product and will consider other MicroProse products in the
future.

                               Software Authors!!
MicroProse is always searching for new people, ideas, and products, so we can
bring the most challenging and fun products to our customers. If you are
working on or have a good idea for quality entertainment, educational, or
utility software, call or write to us!!! We would like to get you on our team
and make you a MicroProse partner!!

 Portions produced using copyrighted products of Monarch Data Systems and Drive
 Technology Ltd. APPLE: Operating system is copyrighted by Apple Computer, Inc.
        Portions also copyrighted by Diversified Software Research. Inc.

                                       40


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