Games PC F-22-TOTAL AIR WAR User Manual

©
1998 Infogrames United Kingdom Limited. Ocean is a registered trademark of Infogrames
United Kingdom Limited.
©
1998 Digital Image Design Limited. All rights reserved.
Contents
Please Read First ..........................................................
Getting Started
Starting Total Air War .............................................
Quick Start & Using the Interface ........................
The Main Interface .................................................
Total Air War – Overview
Simulation Overview ...............................................
Login ..........................................................................
Campaign Scenarios ..............................................
War Room .................................................................
AWACS (Airborne Warning And Control
Systems) ....................................................................
Navigating around Total Air War ..........................
F-22 Missions ...........................................................
Mission Planner ......................................................
Enhanced Multiplayer ............................................
Custom Combat Generator ....................................
ACMI (Air Combat Maneuvers
Instrumentation) ......................................................
Player Views ............................................................
Smart Views .............................................................
Training .....................................................................
Online Help ...............................................................
Campaign
Introduction ..............................................................
Five Rings Process .................................................
Total Air War Campaign .........................................
Communications Network/
Allies and Adversaries ...........................................
Initiating a Campaign
Login ..........................................................................
Campaign Selection ................................................
War Room .................................................................
War Room Overlays ................................................
Scramble!
Introduction ..............................................................
Player Missions
Introduction .............................................................
Mission Information ...............................................
Ranking .....................................................................
AWACS– Campaign
Introduction .............................................................
Tactical Advantage ................................................
C4 Network ..............................................................
Dropping into an F-22 ............................................
Mission Planner
Introduction .............................................................
Target Area .............................................................
Assign Flights ..........................................................
Assign Targets ........................................................
Weapons ..................................................................
Waypoint .................................................................
Attack Pattern ........................................................
Custom Combat
Introduction .............................................................
Scenarios
Introduction .............................................................
Operation Highland ................................................
Operation Port of Call ............................................
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“There’s no fighting in the War Room”
President Merkin Muffley, Doctor Strangelove, 1964.
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Contents
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Contents
Operation Strike Force ..........................................
Operation Outcast ..................................................
Operation Flame Out ..............................................
Operation Choke Point ..........................................
Operation Thin Line ................................................
Operation Sea Control ...........................................
Operation Sea Breeze ...........................................
Operation Urgent Shield .......................................
The F-22
Introduction ............................................................
Avionics
Head Up Displays ......................................
Indicated Targets .......................................
Multi-Function Displays............................
Avionics Audio Cues .................................
The Autopilot ..............................................
Basic Flight
Engine Start ................................................
Taxiing The F-22 .........................................
Take Off ........................................................
Navigation ...................................................
Preparing to Land ......................................
Landing .......................................................
Final Approach ..........................................
Air Refueling ..............................................
Re-Arming & Refueling ............................
Thrust Vectored Maneuvers ...................
Air-to-Air Combat ..................................................
Detection ....................................................
BVR (Beyond Visual Range) Combat .....
Closing ........................................................
Maneuvering .............................................
Disengagement .........................................
Air-to-Ground Combat ........................................
Smart Guided Air-to-Ground Weapons .
Smart Gliding Bombs ...............................
Unguided Rockets ....................................
Freefall Retarded and Cluster Bombs ...
Maneuvers .............................................................
Wingmen Commands ...........................................
In Game Speech ...................................................
Radio Frequencies ................................................
ACMI (Air Combat Maneuvers Instrumentation)
Introduction ...........................................................
ACMI Modes .........................................................
ACMI Interface......................................................
ACMI Display Controls .........................................
The Main Viewing Window .................................
ACMI Video Controls ............................................
Using ACMI ............................................................
Player Views
Introduction ...........................................................
Using the Views ....................................................
Padlock Views .......................................................
Views Keys .............................................................
Extended Keyboard Cockpit Views ....................
Smart Views
Introduction ...........................................................
The Smart Views Interface .................................
Using Smart Views ...............................................
Smart Views Keys ................................................
Training
Introduction ............................................................
The Training Interface ..........................................
Features ..................................................................
Multiplayer
Introduction ...........................................................
The Multiplayer Screen .......................................
Error Messages ....................................................
The Create Game Screen ....................................
The Custom Combat Screen ...............................
The Join Game Screen ........................................
The Multiplayer Options Screen ........................
Directplay Multiplay Options ..............................
Multiplayer Internet Gaming ...............................
AWACS (Airborne Warning And Control Systems)
Introduction ...........................................................
The AWACSCommand Interface .......................
The Left Panel .......................................................
The 3D Window ....................................................
The AWACS View Information Window ...........
The Right Panel .....................................................
Viewing Flights and Objects Using the Map ...
Command Generation With the Mouse ............
Commands from Allied to Allied Flights............
Commands from Allied to Neutral Flights ........
Commands from Allied to Enemy Flights ..........
Commands from Allied to Unknown
Flights .....................................................................
The Message Window ........................................
Online Help
Introduction ...........................................................
The Online Help Interface ...................................
Airfields .........................................................................
Recognition ..................................................................
Lockheed F-22 ..................................................................
Sukhoi Su-35 ...................................................................
Eurofighter EF 2000 .........................................................
Mikoyan MiG-29M .........................................................
Dassault Rafale ...............................................................
Mikoyan MiG-21 Upgrades ........................................
Boeing E-3 Sentry ..........................................................
Weapon Systems
A General Introduction to Modern Air
Combat ....................................................................
Fighter Aircraft
Northrop Grumman F-14D ...........................................
McDonnell Douglas F-15C ...........................................
Lockheed Martin F-16 .................................................
McDonnell Douglas F/A-18E .......................................
Sukhoi Su-27 .............................................................
Strike Attack Aircraft
Lockheed Martin F-117 ...............................................
Northrop Grumman B-2 ...............................................
McDonnell Douglas F-15E ...........................................
Fairchild A-10A Thunderbolt II ...............................
Panavia Tornado ......................................................
BAe/McDonnell Douglas Harrier .................................
Dassualt Mirage-2000N ...........................................
Mikoyan MiG-27 .......................................................
Sukhoi Su-25TM .......................................................
Sukhoi Su-30MK .......................................................
Sukhoi Su-34 .............................................................
Reconnaissance Aircraft
Lockheed Martin U-2S ................................................
Lockheed Martin EC-130E ..........................................
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Contents
9
Copyright Notice
The computer program and its associated documentation and materials are protected by National and International Copyright Laws. Storage of the computer program and its associated documentation and materials in a retrieval system, reproduction, transla­tion, copying, hiring, lending, broadcasting and public performance are prohibited with­out the express written permission of Infogrames. Copyright 1998 Digital Image Design Limited. All rights reserved.
Infogrames
82-84, rue du 1er Mars 1943 - 69628
Villeurbanne Cedex, France http://www.infogrames.com
Developer: Digital Image Design Ltd.,
Tannery Court, Tanners Lane,
Warrington, Cheshire. WA2 7NR
Data Validity
All data for TAW have been secured from public sources. DID stress that all simulated elements are our interpretation of the facts, and are intended for entertainment purpos­es only. Because the F-22 Raptor is still in development, some of the systems repre­sented in the game may not be associated with the real plane. Any trade names or trade marks are the exclusive property of the respective manufacturers.
Caution
The CD-ROM that holds TAW can be dam­aged by mishandling. We recommend that even if you intend to run TAW directly from CD-ROM, you perform the full installation to hard disk once and make a back-up copy using back-up software.
EPILEPSY WARNING
A very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certain light patterns of back­grounds on a television screen or while playing computer games may induce an epileptic seizure in these individuals. Certain conditions may induce undetected epileptic symptoms in persons who have no history of prior seizures of epilepsy. If you, or anyone in your family, has an epileptic condition, consult your doctor prior to playing. If you experience any of the following symptoms while playing a computer game: dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involun­tary movement, or convulsions, IMMEDI­ATELY discontinue use and consult your doctor before resuming play.
Pack Contents
Accompanying the manual inside this box you will find one CD-ROM, a guarantee card and a keyboard layout diagram. Please remember to return your guarantee card, and answer the questions. This gives us clues for developing the products you want in the future.
Queries
If you should find either the program or the documentation unsatisfactory in any way, don’t hesitate to drop us a line detailing in full the reasons for your dissatisfaction. This will help us to avoid repeating any similar problems in the future. Opinions and com­plaints should be sent to:
The Project Director, TAW,
Digital Image Design Ltd.,
Tannery Court, Tanners Lane,
Warrington, Cheshire.
WA2 7NR
Please Read First
Reconnaissance Aircraft (continued)
Mikoyan
MiG-25R .....................................................
Myasishchev Mya-17 ................................................
Teledyne Ryan Globe Hawk (Tier II+) ......................
Lockheed Martin/Boeing Darkstar (Tier III -) ............
SEAD Aircraft
McDonnell Douglas EF-18 ...........................................
AWACS Aircraft
Northrop Grumman/Boeing E-8 ....................................
Beriev/Ilyushin A-50 ...................................................
Helicopters
Boeing/Sikorsky RAH-66 ............................................
McDonnell Douglas AH-64 .........................................
Sikorsky UH-60 .........................................................
Boeing Helicopters CH-47 ..........................................
Sikorsky CH-53 .........................................................
Mil Mi-28 .................................................................
Mil Mi-26 .................................................................
Mil Mi-24 .................................................................
Kamov Ka-50 ............................................................
Transport Aircraft
McDonnell Douglas C-17 ............................................
Lockheed Martin C-130J ............................................
Lockheed Martin C-5 ..................................................
Bell/Boeing V-22 ........................................................
Ilyushin Il-76MF ........................................................
Civil Aircraft
Boeing 747 ................................................................
Boeing 767 ................................................................
Learjet 55 ..................................................................
Tanker Aircraft
Boeing KC-135 ..........................................................
Ilyushin Il-78 ..............................................................
Glossary ..........................................................................
Index ................................................................................
Bibliography .................................................................
Credits .............................................................................
About Digital Image Design Ltd ............................
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11
TAW will start to install.. If you are unhappy with your selections and you want to change them then keep pressing the ‘Back’ button until you reach the option you wish to change.
8. The set-up program will now copy the TAW files on to the hard disk of your com­puter. The computer's progress can be seen on a blue bar in the center of the screen. When it reaches the right hand side, the file copying has finished.
9. The set-up program will now ask what controller type you want to use to play TAW. DID recommends that you play the game with a joystick to experience TAW at its best. If you do not have a joystick then you can control your aircraft using the keyboard.
10. The set-up program will then ask for sound options you want while playing the game. There are three options:
• Sound Effects
• Music
• Speech
11. You will be asked if you wish to look at the Readme file. The readme file contains necessary last minute alterations to the manual and other useful information. We recommend you browse through it before playing the game.
12. You have now installed Total Air War. Before you can play, you will have to reset windows to ensure it operates correctly, so click on the ‘Finish’ button. Your machine will then restart. To run TAW follow the steps in the next section.
Starting Total Air War
To start the game, press the Windows ‘Start’ button and from each subsequent menu, select; Programs, followed by DID, followed by Total Air War and finally Total Air War.
Getting Started
10
To install and run Total Air War (TAW), fol­low the steps below. If you have problems with the installation, or subsequent use of this product, please contact us on one of the following telephone/email numbers;
Telephone Support
Game Installation
The TAW set-up program will run automati­cally on inserting the game CD ROM disk into the CD ROM drive of your computer. If TAW is already installed on to your computer then you will be asked if you want to run the pro­gram, alter the game configuration or re­install the game.
In order to play TAW you must already have DirectX 5.2 installed on your computer. If required, the TAW set-up program will install DirectX 5.2 automatically .
Installation Steps
1. Place the ‘Total Air War’ CD-ROM in the
drive of your computer. The set-up program will run automatically.
2. After clicking ‘Next’ on the copyright win­dow you will be asked if you want to install DirectX 5.2. It is recommended that you install this as TAW will not run without DirectX 5.2 (or above).
3. You will be asked what kind of installation
you would like for TAW. There are three types:
• Typical (the default setting)
• Compact
• Custom
The ‘Typical’ option will copy all data files on to your hard disk. This option requires the most hard disk space but offers the fastest loading times for the installed simulation.
The ‘Compact’ option copies only the files required to run the game. If you use this option you must have the TAW CD-ROM disk in your computer's CD-ROM drive when you play the game. This installation type has slower loading times than the ‘Typical’ option, but takes a lot less hard disk space.
The ‘Custom’ option is for advanced users, and allows you to specify what files are copied on to the hard disk.
4. Next, you have the option of installing either the Direct3D or Glide (3Dfx Voodoo) executable. If you have any doubts about your graphic card hardware, select the default option, Direct3D.
5. The set-up program installs TAW to ‘\Program Files\DID\Total Air War’ by default. To change this, select a new loca­tion by clicking on the browse button.
6. The set-up program will then ask which folder in the start menu you wish to place the program shortcut. It is recommended that novice users select the default setting by clicking on the ‘Next’ button.
7. You will now be shown the options on screen that you have just selected. If you are happy with your choice then click ‘Next’ and
Getting Started
Getting Started
12
Getting Started
13
Configuration
If you wish to re-configure the game after installation place the game CD-ROM in to the CD-ROM drive and select ‘Change Setup of Installed Game’. Click the ‘Next’ button and follow the on screen prompts.
Changes to the Published Manual
Amendments to this manual and information about specific hardware support can be found in the readme.txt file.
To Uninstall Total Air War
To uninstall the game, press the Windows ‘Start’ button and from each subsequent menu, select; Programs, followed by DID, followed by Total Air War, and finally, Unintstall Total Air War.
Quick Start and Using the Interface
Once the game is installed, choose Total Air War from the start menu, or if you have cre­ated an icon, double click on the TAW icon on your computer desktop to start the game.
Getting Started
Login Screen
You will be presented with the Login Screen first, where you must enter your name and preferred call sign. Once you have complet­ed the login process, TAW will load and take to straight to the main interface.
The Main Interface
From the Main Interface, you can run the fol­lowing sections of the game:
Campaign
Choose one of ten dynamic scenarios for the new TAW campaign.
Training
Learn the tricks of the trade in realistic train­ing missions.
Custom Combat
Hand-edit intense head-to-head combat missions for instant action.
Multiplayer
Link your computer and fly with your friends in co-operative and head-to-head missions.
ACMI
The ultimate debrief. Replay every intimate detail of your mission in the ACMI (Air Combat Maneuvers Instrumentation).
Options
Options contains a selection of user config­urable options, including graphics and sound complexity.
Quit
Select Quit to leave the game and return to your desktop.
Please refer to subsequent sections of this manual and the Online Help for information about flying the F-22, the dynamic campaign, AWACS and the other game components that constitute Total Air War.
Strap on a Jet...
If this is your first mission, select one of the Free Flight Training missions and once with­in the cockpit, press SHIFT S until you are airborne. Welcome to the F-22 Air Dominance Fighter in Total Air War.
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Getting Started
15
Total Air War – Overview
Welcome to DID’s Total Air W ar (TAW). TAW is an extremely sophisticated aerial cam­paign and flight simulation program expert­ly integrated into one very compelling game. It is the next step in Digital Image Design Ltd’s proud tradition of award win­ning military flight simulation products.
TAW is as its name suggests – a total, inte­grated air campaign based on plausible (but fictional) international conflicts in the Red Sea theater. It is a fight for aerial supremacy that will test your understanding of the chief tenets of modern strategic air power plan­ning and execution. Don’t worry though, there is a lot of interesting theory and expert advice contained here to help get your cam­paign started off in the right direction.
In TAW, your real-time campaign will run continuously until the conflict has reached a final resolution. This conclusion will be based on several real-world variables being monitored by the campaign engine. Perhaps it might be that the allied losses have been too high, or that enemy forces have failed to realize their campaign objectives within their projected time frame, just to name a few. Any one of these or many other real­world factors will influence and ultimately force the winning or losing decision model.
All aircraft missions within the campaigns are created dynamicallyin response to high­level scenario decision-making processes made possible by the next generation of campaign artificial intelligence. These mis­sions will vary in complexity and reflect the current strategic objectives, each of which will adhere to current USAF strategic doc-
trine. Thus the campaign you embark on will be non-linear in nature which, as no mis- sions are scripted, ensures that no scenario will ever play the same way twice. Your con­trol of the campaign will be accomplished in one of two direct action roles, one as a U.S. Forces Battlespace Commander aboard the AWACS airborne command and control plat­form; and the other as a U.S. Air Force pilot, flying the advanced F-22 Air Dominance Fighter aircraft. Both roles will test your abil­ity to focus on achieving your strategic objectives through a balanced use of proper force and sound tactics.
This section will introduce you to TAW and provide you with a brief glimpse at some of the fun and challenges that await you!
Login
TAW opens with the Login screen from which you enter your name and callsign. The dialogue box also displays your Squadron patch and pilot photograph. You can cus­tomize the Login screen by adding your own patch insignia and pilot photograph. A scor­ing and award system enables you to track your progress in each campaign and watch as your “simulated” U.S. Air Force career progresses.
Overview
Welcome to Total Air War
17
Total Air War – Overview
16
Total Air War – Overview
AWACS
First introduced in F-22 Air Dominance Fighter the AWACS plays a pivotal role in directing your airborne campaign strategy in TAW. Networked with the ground-based EWR network, control from the AWACS makes it possible to detect and identify enemy airborne forces as soon as their intent can be classified as hostile. The role of the AWACS commander is to bear full responsibility for maintaining the integrity of all allied airspace. With the simple
drag-and-drop control interface, vector friendly aircraft assets to intercept in-bound bandit aircraft, identify unknown airborne targets and clear attack routes deep into enemy territory for allied strike flights. The real-time, constant generation of allied and enemy flights by the TAW campaign engine
ensures that your role as the AWACS com­mander can at times be a complex and demanding task.
Campaign Scenarios
The Campaign scenarios are the heart of TAW. They are comprised of ten separate and distinct situations involving the nations in the Red Sea theater. These scenarios vary in complexity and duration starting with bor­der disputes and progressing in scope and complexity to multi-national regional con­flicts. Accurate modeling of air, ground and sea forces, based upon predictions of the balance of power in the early decades of the next millennium, means that you can fly alongside many different aircraft in many different national markings. These can
include such diverse groups as Yemenis Su-35s, Egyptian Rafales, or maybe even British EF-2000s!
War Room
The War Room is your active command headquarters screen for playing out the selected campaign scenario. From the War Room, you can monitor your campaign as it unfolds in real-time. Allied aircraft missions will appear and move as they carry out their orders, such as; patrolling friendly borders or flying offensive missions to strike deep behind enemy lines. Enemy and neutral forces are also visible from the War Room. However, without the assistance of the AWACS in conjunction with ground-based EWR sites, the enemy’s intent may be diffi­cult to determine. In the War Room you can watch as targets within the theatre get engaged by opposing forces.
The War Room uses information display fil­ters to assist you in understanding the cur­rent status of your campaign by displaying target damage information on the map. This will help you determine any targets relative strategic importance as the campaign pro­gresses. The status of your Allied offensive can be determined by looking at the graphic display of gains and losses from within the War Room. The information on these graphs is updated every hour, as intelligence feed­back is tabulated. From your position in the War Room, understanding and use of cur­rent US Air Force doctrine will play a key role in determining a winning strategy. Take command as key elements of enemy infra­structure are rendered in-operative and enemy aircraft and C4 nodes are targeted. Successful players will see the end result of air supremacy being achieved.
Ten dynamic campaigns
Operational center - the War Room
The heart of the C4 network
The E-3 Sentry, airborne command and control
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Total Air War – Overview
18
Total Air War – Overview
Custom Combat
F-22 TAW Demo
Help
Quit
Debrief
Debrief
F-22
F-22
Debrief
Debrief
F-22
F-22
F-22
Debrief
Login
Main Menu
Training
Campaign
War Room
Mission Planner
Fly Mission
Campaign Selection
ACMI
Options
Credits
Multiplayer
Logon
Create Game
AWACS
Debrief
F-22
AWACS
Navigating around Total Air War
21
variable within the campaign engine gener­ated ATO mission. You have the ability to choose a different target if you don’t wish to attack the one assigned to you by the AI. Realize that not taking out your campaign assigned target could have serious and far­reaching implications on the outcome of the real-time war which is going on around you. The pre-planned waypoint route can be changed to avoid SAM and EWR sites as you see necessary for mission accomplishment. The altitude at each waypoint can also be changed to better integrate other supporting missions, such as your strike flight which will need to go in low to take full advantage of the support of high altitude wild weasel and escort flights.
It is also possible to add and delete flights of aircraft from your mission while using the mission editor. You can choose to fly with extra fighter escort flights or if your prefer more of a challenge, you can opt to fly with­out any other support aircraft. The Mission Planner lets you arm your aircraft with a range of suitable weapons packages based on the flights mission role. These weapon loadouts reflect the best-choice option for that respective weapons platform. For the F-22 you have the option to select individual weapons for each pylon of your available wing and fuselage pylons.
All of these mission planning tools use an intuitive point-and-click interface. Additionally you also have the option to use the automatic Mission Planner feature to automatically generate mission compo­nents, reducing your planning workload if you so desire. All of these advanced fea­tures are now available to you as part of the TAW Mission Planner, which is one of the most comprehensive planning tools current­ly available.
Enhanced Multiplayer
TAW Multiplayer introduces a number of new game-play features including a new range of co-operative multi-player missions. Multiplayer also supports the Custom­Combat Generator, allowing the game server to design specific head-to-head or co-oper­ative missions.
Total Air War – Overview
20
Total Air War – Overview
F-22 Missions
The player wanting to take part in the cam­paign as an F-22 pilot now has three meth­ods of getting into cockpit. The campaign engine will launch scramble missions as necessary to intercept enemy aircraft as they penetrate allied airspace. If you opt to fly a scramble mission, you will be launched directly into the cockpit of a ground alert F-22, waiting on the runway of an allied air­base ready to intercept inbound enemy air­craft. While commanding the AWACS, you can double-click the mouse on any allied F-22 and immediately assume control as the pilot in command of that aircraft. You can also choose to fly an F-22 mission from a current list of Air Tasking Orders (ATO) dis­played in the Mission Selection Screen
F-22 Mission Selection
At any time during the campaign, you can fly an allied F-22 mission off of the latest ATO from within the War Room. The “Fly” request will search the ATO and then display all
Allied F-22 and AWACS missions currently ready for departure and will present them in the Mission Selection interface. You will note that all airbases will not have the same type of mission available for you to fly. The forward area bases, which often come under attack from enemy forces, will be lim­ited to CAP and defensive type missions. The airbases further away from the front, deeper into allied territory should usually be safer from hostile attack. These bases will be pro­viding more of the offensive type of mis­sions. Airbases furthest from the front line will house the E-3 and E-8 aircraft along with any other High-Value Asset (HVA) and experimental aircraft which are best hidden from the opposing forces eyes. By selecting a cross-section of missions from the ATO, each of these airbases will have missions to fly. If your rank allows, you can choose to fly any one of a diverse range of missions, act­ing in a number of different tactical roles. Unlike F-22 Air Dominance Fighter, none of these air missions are scripted which again ensures that no two missions will ever be the same.
Mission Planner
TAW brings you one of the most thorough, yet intuitive mission planning suites ever released for a flight simulation. Once you have selected an F-22 ATO mission from the Mission Selection interface you can choose to edit the mission with the Mission Planner. The Mission Planner enables you to edit almost every aspect of the selected mis­sion’s parameters including your target choice, supporting aircraft types and weapon selection.
The Mission Planner is powerful enough to allow you to edit and fine-tune almost every
Route planning in the Mission Planner
A full arsenal of weapons is at your disposal
‘On the fly’ mission generation
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Total Air War – Overview
22
Custom Combat Generator
The Custom Combat Generator allows play­ers to easily create a quick Air-to-Air or Air­to-Ground combat sortie. Getting into the cockpit of your F-22 is only one click away after you have decided the parameters for
your fight. Take on a flight of deadly Su-35s, or MiG-29Ms with GUNS only! Custom Combat lets you experiment and find out for yourself how it feels to fight other airborne hardware 1-on-1 or 2-on-2, etc… the choice is yours to make.
(ACMI) Air Combat Maneuvering Instrumentation
The USAF operates several training estab­lishments where data on aircraft and weapons positions are transmitted from fighters practicing combat, and relayed to ground stations where they are recorded. When the pilots land and gather for debrief­ing, the data are replayed in a simple 3D graphical form, enabling student pilots to learn from their mistakes. The dogfighting action can be slowed down, speeded up or frozen, to reveal every move down to the smallest detail. After much demand from our customers, we have included an ACMI facil­ity for the player to record combat maneu­vers and compare them as an aid to learning about modern air combat. Like the real thing, our ACMI collects data from the player’s air­craft and allows a graphical portrayal of that data to be replayed afterwards.
Player Views
A variety of player views can be selected both within the virtual F-22 cockpit, outside the aircraft and views of the F-22 instru­ments. Padlock views provide a more realis­tic view of the world and can be locked to a desired view, or object.
Total Air War – Overview
Smart Views
In a simulation, internal, external and God’s­eye views allow the user to see several dif­ferent aspects of an object or the world; in TAW there is plenty to look at, with hundreds of vehicles moving simultaneously, plus sites of antiquity and other tourist attractions. In real military simulation, this function is called a ‘Stealth View’. In our simulation we call the feature ‘Smart Views’. This technol­ogy places virtual cameras on any aircraft or
ground object and links them together in a way that is both informative about the sub­ject and entertaining. It is like watching a movie, except that you direct the action.
For additional details, see the Smart Views chapter of this manual and the Online Help. In addition, see the supplied Key Card for keyboard combinations necessary to oper­ate all the views.
Fine tune your own instant action missions
Record your combat and analyze your skill in ACMI - a simulation of a real-world training aid used by the military
There is plenty of action in Total Air War. Smart Views let you see it all.
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Training
The Training section of TAW adheres close­ly to real military practice and tactics and is intended foremost as a training area in which the new user can build up his knowl­edge and skill before going to war in Campaign. For variety, the Training missions are written so that each contains more than the aircraft and targets necessary to learn the specific lesson.
Online Help
The Online Help is a specially prepared interactive manual, accessible from within the Main Interface under the Help button. The Online Help enhances the contents of the manual by making it interactive. For additional details, see the Main Interface
of Total Air War (Help button) and the Online Help chapter of this manual.
Total Air War – Overview
Easy access to help, when you need it
Your route to greater flying skills
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Campaign
Introduction
Total Air War (TAW) uses a new campaign engine to faithfully replicate the look and feel of 21st century warfare. Extensive research into military planning and doctrine as well as consultation with experts in joint and coalition warfare from the United States, Britain, France, Sweden, Saudi Arabia, Russia, and several Pacific Rim nations, have resulted in a highly interac­tive, non-linear campaign engine that promises non-stop, exciting, and very real­istic game play, every time you strap on a jet, walk into the War Room, or fly a sortie as an Airborne Warning & Control System (AWACS) commander. You, as a player, are taking part in a fully interactive, ongoing, dynamic air campaign that lasts anywhere from several hours to several days. Your inputs will effect the outcome of the cam­paign. Depending on how well you fly the F-22 and battle manage from the War Room and AWACS, your actions, in large measure, determine whether your side wins or loses the campaign.
The artificial intelligence (AI) portion of the campaign engine uses a strategic assess­ment process and methodology first adopted by U.S. and coalition forces in the Gulf War. Known as the “Five Rings” strategic assess­ment and campaign building process, each adversary is examined, targeted, and struck using a campaign template that identifies “centers of gravity,” and the most cost effective way to force an enemy to yield to
your will. Your adversary will be doing the same thing to you. He will react to your moves and send forces to destroy you and your ability to fight. From the war room you can use your intelligence assets to try and get an idea of what it is the enemy is going after and what kind of operations tempo he is trying to sustain in order to defeat you. Pay close attention to this. If the enemy is able to maintain high sortie rates against you in offensive operations, you may have to shift your effort to more defensive sorties in order to dull the effect of his campaign. Generally, it is always better to maintain a high rate of offensive sorties. Although defeat can be avoided through good defense, no war is ever won by it.
Five Rings Process
The Five Rings process is derived from the 1990-1991 work of USAF Colonel John A. Warden III and his followers during the build up and execution of the Gulf War. Col. Warden convinced Gulf War commander, Gen. Norman A. Schwarzkopf, of the need to adopt a radically different strategy and warfighting template for his battle with Iraq. Warden’s basic premise was that all nation states consist of five concentric rings –or centers of gravity—the innermost ring being leadership, then key production, infrastruc­ture, population, and—finally—fielded mili­tary forces. Prior to the ascendancy of air power, the only way to subdue a nation state was first to engage and then destroy the opponent’s fielded military forces. Until that
“One cannot doubt that flying…must in the future exercise a potent influence, not
only in the habits of men, but upon the military destinies of states.” Winston Churchill
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Campaign
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was accomplished, the other centers of gravity (i.e. all other areas vital to the sur­vival, continued functioning, and will of the nation state) would be impossible to reach. With air power, this is no longer the case. All aspects of a nation state are vulnerable to attack and destruction by air power from the onset of hostilities. Having said that, Warden and others believe that leadership is the real key to success or failure in war. When an enemy’s leaders decide they had enough, they sue for peace—or someone takes power away from them. For that reason, every action in war should be geared to affecting the enemy’s leadership directly or indirectly.
“A useful analogy that helps make the five rings process readily understandable is that of the human body compared to the modern nation state. As the president (or dictator) is to the nation state, so is the brain to the body. These are leadership centers of grav­ity. Key production centers of gravity, that is oil, gas, water, and electrical plants corre­late to the human body’s lungs, stomach, and circulatory system. All are energy con­version devices. Infrastructure in the nation state refers to the road, bridges, rail, and airways that link the country together. The human body analogy to this is muscle and bone. The nation state’s people – the men, women and children that populate a nation state - correlate to the myriad of cells that make up the human body (population). The outermost ring of the nation state - fielded forces, the armies, navies, air forces, and police that protect and defend the state ­relate directly to the human body’s leuko­cytes that seek, attack, and destroy any threat to the body. An accompanying chart shows the five rings and relates then direct­ly to nation state centers of gravity (CoG’s) in an artists rendition. Note how the CoG’s
have multiple targets in each category, if you stop and think about it, this war-fighting prin­ciple embodied in TAW and the current doc­trine of many modern air forces is nothing more that a logical extension of what most of us do when faced with a physical confronta­tion. Our first instinct is to avoid harm to our­selves and those around us we care about. The second instinct, if confrontation is unavoidable, is to convince our opponent to do what we want him to do at the lowest possible cost in physical injury and embar­rassment to ourselves. If this can’t be done, we use whatever force is necessary to con­vince our opponent to do what we want him to. The point is, regardless of whether we are punching our opponent in the nose, arms, or legs, our entire focus is on getting his leadership functions to do what we want. This then, is the essence of what you are try­ing to do in TAW.”
Total Air War Campaign
Total Air War has adapted the Five Rings Process to allow for superb game play. Political targets (PIT) include multi-storied structures that house the government elite as well as temples and traditional govern­ment buildings. Key production (also known in some circles as “organic essentials” or “POL”) targets include oil, gas, water, and electrical complexes, as well as power gen­erating dams. Infrastructure targets (INF) are the roads, bridges, pipelines, railroads, and airports that crisscross the opposing countries. Industrial targets (IND) are the factories that turn out the war materials needed by the fielded forces to re-supply and fight. Command, control, communica­tions and computing (C4) targets are the net­works and nodes that send orders to the fielded forces and information back to the
Campaign
leadership. An integral part of the C4 nets are the radar and sensors that provide forces and leadership with “eyes and ears.” Naval (NAV), Army (ARMY), and Air Force (AF) targets are also included in the TAW database.
Depending on the campaign you have cho­sen and the number of adversaries and allies in the conflict, chipping away at one or two of the five “rings” may be sufficient to achieve battlefield success. For example, attacking only infrastructure (roads, bridges, railroads, and airports) and key production (oil, gas, electricity, and water) targets may
shut an opponent down and cause him to sue for peace. However, in large scale con­flicts with competent adversaries, it is often necessary to create a parallel attack on the entire system to cause its collapse and sur­render. An analogy might be useful here to understand what is meant by “parallel attack.” Assume you and several of your friends are forced to fight a large bear with only spears for weapons. If each of you makes an independent attack on the bear it is likely you may wound him but only at great risk to yourself and with little chance of killing the bear. However, if all of you rush the bear at the same time, even if some of
Colonel J. A. Warden III’s Five Ring Process
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Campaign
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you miss, it is likely that the bear will collapse from his simultaneously inflicted wounds (none of which done independently would kill him) and lead to his immediate demise. This is parallel attack.
Prior to the creation of precision weapons, it was almost impossible to do parallel attacks. In World War II, it took almost 1000 B-17s to have a 90% probability of kill on a target that was as big as a soccer field. That meant exposing 10,000 airmen to danger and possible death for a single target kill. Consequently, raids were flown against target complexes in large areas or cities, one target at a time. The enemy learned from each attack and was able to divert resources from locations that weren’t hit to repair the ones that were. Each successive raid became more difficult and costly. The war dragged on for many months and years at
great cost in blood and treasure to both sides. Things changed dramatically with the advent of precision weapons. Less than fifty years after WWII, one F-117 carrying two, 2000 lb. bombs could accurately hit twice as many targets as those 1000 B-17s. As a result, in the first 24 hours of the Gulf War, more than 2000 targets across Iraq were put under attack at the same time. Iraq, like the bear in our analogy, simply went into shock and could not recover from this parallel attack. This is the effect of a modern air campaign on a nation state. Your challenge, as a player, is to inflict the same level of loss and confusion on your enemies.
It won’t be easy. TAW’s strategic game engine expects a certain percentage of enemy losses before it decides individual campaign objectives have been met. For example, the game engine may
Campaign
call for a 40% level of destruction on enemy infrastruc­ture before it gives you the nod in that portion of the fight. To make matters even more challenging, the game engine demands you reach these objectives within a certain time frame. This reflects any modern comman­der’s concern about world opinion and the political sup­port he may or may not receive from his civilian leaders. Time is not your friend in this game. Like Schwarzkopf in the Gulf War, you need to worry about your government deciding the effort is not worth the cost, and sending you and your forces home before the job is done. It is politi­cal reality, and you have to deal with it!
Communications Network/Allies and Adversaries
TAW heralds the development of the second phase of the
C4 network developed for F-22 ADF. In TAW, early warn­ing radar (EWR) sites detect inbound enemy aircraft and uplink data to the airborne AWACS aircraft. Airbases augment this data flow further. Targeting a nation’s C4 network will significantly affect their ability to wage war. A player must use his own system sensors to pay close attention to his borders.
The dynamic campaign engine may very well cause nations both in and out of the theater to be drawn into the conflict. Neutral nations whose territories have been overflown by careless combat patrols or bomber raids may decide to ally with a nation hostile to your own. Border skirmishes can quickly escalate and UN forces may be called in to defuse the situation. You can win the battle and lose the war by not managing where and how your forces engage the enemy!
Applying Col. Warden’s Five Ring model in the target rich, Total Air War environment
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1. Leadership 2. Key Production 3. Infrastructure 4. Population 5. Fielded Forces
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ing, as TAW will do this automatically for you when you leave War Room and return to the main interface. The program will also auto­matically save your scenario for you once every hour of game time.
The Campaign Information window displays the specific information associated with each campaign. This information is dis­played when the desired campaign is highlighted in the Campaign Selection window. Option buttons within the Campaign Information window include:
Map – displays campaign scenario “big pic­ture” with color coded alliance markings. Green is allied, Red is enemy, and Blue is neutral. Note that these alliances are only accurate at the start of a campaign and may not represent the current conditions from a saved campaign.
Briefing – text information that outlines the current campaign scenario.
Pilot Log – displays your current pilot information, current ratings and score. This log is only updated on completion of a cam­paign, it will not update when a campaign is still active.
Campaign Log – shows information about all of your campaign successes, failures and ratings.
For detailed information about each sce­nario, please refer to the Scenarios section, found later in this manual.
Initiating a Campaign
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Login
When you first start TAW, you are prompted to enter your Pilot Name and Callsign. You can also choose a pilot photograph and squadron patch. These will appear in your pilot records throughout your pilot’s TAW career. You have the option of adding your own patch and photograph to the Login screen in place of those included with TAW.
To add a user generated patch or pilot photo to TAW, both types of picture file must be in the .pcx file format, and be 96 X 96 pixels and 256 colors. If the file is a pilot picture, then place the .pcx file into the directory folder marked /Pilots (within the TAW directory, wherever you installed it). If it is a squadron patch picture, then place the file into the directory folder marked /insignia.
Campaign Selection
To begin a campaign in TAW, select the CAMPAIGN button on the main interface screen after you have confirmed your Login identity. This will take you to the Campaign Selection screen. From here you can choose to start or continue any of the ten available campaigns.
There are ten campaign scenarios in DID’s T otal Air W ar. They are listed on the left hand side of the Campaign Selection interface screen. You can scroll through the list and select on one campaign at a time. When a campaign is highlighted, the appropriate briefing will be displayed in Campaign Information window. If you are just starting you will not have enough experience to play every campaign scenario available. The advanced campaigns are reserved for play­ers with more experience points because they are extremely challenging. Take your time and be patient, your effort spent in win­ning the less complicated campaigns will be rewarded with access to those more chal­lenging campaign scenarios!
If you have already started a campaign and just wish to continue from where you left off, click on the appropriate scenario (it should have the word “ACTIVE” stamped across it) and then select the Continue button below the Scenario Selection window to resume play. When you select a campaign that you have begun but not yet completed, TAW will display two statistical summaries of your performance to date in that campaign sce­nario. One graph is your score graph and the other graph is your damage graph. However, should you wish to play the campaign again from the start, select New to launch the sce­nario afresh. You do not have to save your campaigns whenever you are finished play-
Initiating a Campaign
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Campaign
Scenario Selection
Personalize your campaign in the Login window
Select from ten truly dynamic campaigns
Initiating a Campaign
Introduction
The War Room is the high-level strategic hub of Total Air War’s campaign. From the War Room you can access The AWACS command station, the F-22 cockpit, or just watch the air battle unfold before you. The War Room also provides access to the infor­mation you need to build yourself the “big picture” as you implement your strategy.
The War Room is composed of five sections; the War Room display, the Mission Roster, the War Room Mode buttons, the Target Class selection buttons, and the War Room control buttons. Each of these sections will be discussed here to introduce you with their location and operation.
War Room Display
The War Room display is the large window located in the center of the screen. It is capable of depicting the current situation or
user selectable campaign information. The bar across the top of the display is your cam­paign timer. It tracks current day (numerical­ly from the start of hostilities), current game time (twenty four hour clock) and provides you with a count down timer until the cam­paign must be completed. By default, it dis­plays the theater map.
Mission Roster
The mission roster is the small display win­dow located in the upper right-hand side of the War Room screen. The roster displays the current campaign missions that you can choose to fly from the War Room if you press the “Fly” button at the bottom of the screen. The roster includes both AWACS and F-22 missions. Please note that these missions do not include the scramble missions, which are activated by pressing the “Scramble” button.
War Room Mode Buttons
The War Room display is capable of per­forming many different functions to aid you in assessing the current status of your cam­paign. What information appears in the main window is determined by selecting the desired Mode button. The Mode buttons are located from top to bottom on the left hand side of the War Room interface screen. The available Mode buttons are:
Theater: The default mode, this mode dis­plays a map and available target data for all allied, enemy and neutral air and land forces which the player has selected.
Briefing: Will scroll through the current sce­nario briefing information. To stop scrolling
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the page simply place the mouse pointer over the display and click on the left mouse button, to continue the scroll, click again.
Strategy: Displays an up to date indicator of the current allied strategy and how it is pro­gressing alongside, if the data is available, an indication of which strategy intelligence suggests the enemy is pursuing.
Target List: Displays the current strategic target list built by your war planners. The targets are displayed in order of strategic value, from highest to lowest. There is also a column for current percent damage and a column that shows the number of inbound strike aircraft assigned to destroy the target. To view a target location on the map, highlight the required target and hold down the left mouse button, to cancel release the button.
Event Log: The event log is an asset status list describing what is currently going on within the campaign.
Damage: The damage map mode display depicts the current status of the selected target classes (selected from the right hand side of the map display) within the theater. Selecting the Allied or Enemy losses button below the target classes will highlight the areas where the aircraft losses are occur­ring. A brighter color (red for enemy, green for friendly) indicates a region where higher losses have occurred. You can also view the damage status of any target class in theater by selecting the desired target class button on the right side of the War Room screen. With a class button highlighted, all targets of that class will display on the campaign map. A green dot indicates that no damage has been sustained, orange some damage and red that the target has been destroyed.
War Room
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War Room
Campaign
Login
Scenario Selection
War Room
Watch the battle unfold in the War Room
War Room
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Target Class Selection Buttons
The information displayed in the War Room is filtered by the array of filter buttons on the right-hand side of the War Room screen. Each of these buttons represents one of the following ten target classifications:
AC (aircraft) ARMY (army targets) NAV (naval targets) POL (petrol, oil and lubricants type targets) PIT (political targets) GB (ground based vehicles and SAMs) AF (air force targets) C4 (command, control, communications and
computing)
IND (industrial targets) INF (infrastructure targets)
Selecting any of these filters allows you to view information about that class of target on the War Room Map display. For example, when viewing targets in Map mode, select­ing only NAV will limit the display to solely Naval type targets. If you select GB, AF or C4, not only are the appropriate targets dis­played but also the effective range of any radar at that target. If the filter button high­lighted corresponds with the current cam­paign strategy, the top twenty targets of that class will be numbered in the map display.
Hint
The War Room remembers your filter prefer­ences for each of the different War Room modes. For example, you may prefer to dis­play only aircraft and ground based vehicles while using the map mode. But while in the damage mode you prefer to display just the infrastructure targets. As you jump between each of these two modes, the filter buttons will automatically reset themselves to their last position.
War Room Control Buttons
At the bottom of the War Room screen are the War Room Control buttons. There are three buttons labeled; Fly, Skip and Exit.
Fly: Pressing this button will take you to the mission selection screen where you can choose to fly any of the available F-22 mis­sions or take control of the AWACS.
Skip: This button advances game time at a much faster rate.
Exit: The Exit button will exit the current campaign, save it and return you to the cam­paign selection screen.
War Room Overlays
In a number of War Room modes (in particu­lar the Map and Damage modes) you can overlay additional information on top of the War Room map. For example, you can label allied and enemy flights and draw national borders on top of the map. You can also depict current international Allegiances, color coded by present orientation, Blue for neutral, Red for enemy and Green for forces that are friendly.
Hint
The amount of information you can overlay on flights depends on your knowledge of enemy movements. If your C4 network has detected and identifies an enemy flight, this will be reflected in the War Room. Allied missions and aircraft types are labeled.
War Room
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Sortie Graph: This graph indicates the num-
ber of sorties (one sortie equals a single air­craft taking off completing its mission and landing again) flown versus time during your campaign. In general you want to see friend­ly sorties above enemy sorties, this usually has a direct translation into higher opera­tional tempo.
Damage Graph: This graph allows you see the damage sustained during the campaign for both allies (shown in green) and enemies (red). Use the target class buttons to the right of the display to view each category. Overall success for currently assigned tar­get strategy for the campaign can be deter-
mined by looking to see if either of your per­formance lines intersect the required dam­age line on or before that same performance line reaches the time limit line. Highlight the Label button to the right of the display and a key will display at the foot of the damage graph, red indicates your performance whilst in an AWACS and blue whilst flying an F-22. A block will then display across the top of the graph to indicate which point of pres­ence you have been using most during the campaign.
Score Graph: This graph shows your game score and thus indicates how well you per­formed your roles (F-22 pilot and AWACS commander) while playing the selected campaign scenario.
Scramble: Pressing the button turns it off and on, when set to on, “Scramble” will pre­sent the player with front line based F-22 intercept missions. You also have the option to turn the scramble missions down as they are presented to you.
War Room
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Introduction
On the left hand side of the War Room screen is the Scramble button. If this button is selected TAW will prompt you if a scram­ble mission comes up. A scramble mission is generated whenever an in-bound enemy flight is detected by an allied airbase. If you accept the scramble mission you will be given the opportunity to fly from the airbase and intercept the incoming bandits!
Scramble!
Airbases are constantly monitoring their air­space for enemy aircraft. Occasionally enemy flights will evade the CAP and SAM defenses and make their way into allied ter­ritory. When this occurs and when they are detected by an allied airbase’s EWR, that airbase scrambles a pair of fighter aircraft to intercept. If you have chosen to accept the Scramble mission by pressing the Scramble button in the War Room, then when a scramble situation occurs the pop-up Scramble! window will appear in the War Room Interface.
In map mode, the War Room map will zoom to the airbase requesting the Scramble mis­sion and highlight the inbound enemy flight. The complexity of the Scramble mission will depend on your pilot’s ranking; new pilots will only be asked to intercept a single air­craft, but more experienced pilots may face up to three or four flights of aircraft!
If you Decline the Scramble mission then you will continue with your duties in the War Room. However, if you chose to accept the call to Scramble then you will be dropped into the cockpit of a fuelled and armed F-22 waiting at the end of the runway ready for take-off. Good luck!
Hint
Successful Scramble missions are one of the quickest ways to accelerate your way through the ranks. So if you want to improve the range of Player Missions you can fly, spend some time honing your fighter pilot skills by flying more Scramble missions.
Scramble!
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War Room Graphs
The War Room graphs show both allied and enemy damage levels. Use the filter buttons to control which graphs are drawn into the main window. The graphs can be used to gauge player performance during the cam­paign. A steeply inclined line indicates the player is doing a good job of executing the campaign strategy and causing enemy sys­tems to collapse and cease functioning. On the other hand, if the line shows only a mod­erate incline, this indicates that the player is not achieving the campaign objectives quickly enough, and could result in a stale­mate or failure. A flat line is cause for seri­ous alarm! You are losing the war!
War Room Damage
By default, the War Room shows you a real­time display of all armed forces in theater. If you switch the War Room into Damage Mode, you can get an indication of the dis­tribution and level of damage throughout theater. Using the filter buttons, select which target class you would like to examine and each of the appropriate targets will appear in the main map window. A small indicator of the current damage level of each target appears adjacent to that target’s icon. Allied and enemy aircraft losses are displayed by coloring areas of the theater where losses have occurred. The more dense the color, the greater then number of kills that have occurred in that area. You should anticipate to see these high-loss areas clustered around the borders between allied and enemy nations.
Hint
Knowledge of which areas are the most dangerous and are suffering the greatest losses is particularly useful to the AWACS
commander. Re-direct strike flights to avoid the “hot-spots” where enemy defenses are proving most successful.
Advancing Time
The TAW scenarios vary in duration and some, if you play them in real-time, will have you living in front of your computer for almost two weeks! We appreciate that you might not want to wait that long to determine the outcome of all your hard work so we’ve included a Skip option which accelerates the rate at which the campaign progresses. If Skip is selected and you decide to enter either the AWACS or the F-22, then acceler­ated time will stop and progress will revert to real-time.
Points of Presence
The high-level strategic War Room is some­what removed from the front-line where the air battle is being fought. Since there is noth­ing proactive to be done while in the War Room you will need to fly either an AWACS or an F-22 mission if you wish to affect the campaign. If you wish to leave the War Room and take the fight to the enemy, there are three routes for you to follow. (Please
refer to illustration on page 41)
1. You can choose to fly a scramble mission and drop into the cockpit of an allied F-22 ready to engage in-bound bogies!
2. You can opt instead to fly one of the F-22 missions listed on an allied airbase roster and edit your mission with the TAW Mission Planner.
3. Or instead you can take on the role of the AWACS commander and direct the air war as it unfolds on your radar scopes!
War Room
Scramble! Scramble! Scramble!
Scramble!
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Map option, you can view the waypoint route overlaid on top of enemy SAM and EWR radar threat distances. Where appro­priate, pressing the Target View will show you a real-time image of your objective.
Ranking
Each mission is scored according to its com­plexity: Single F-22 missions such as escort missions will be flown far from the frontline; three F-22 missions such as interdiction mis­sions will have you hopping over the border into enemy territory; and five F-22 missions such as an AWACS-kill, will see you operat­ing deep into enemy territory without any friendly assistance.
While your rank is low, you will be denied access to many of the missions listed in the Mission Selection window. However, the more time you spend in the F-22 and the AWACS, and the more Scramble missions you complete, will improve your rank and grant you greater access to more missions.
Hint
Mission scoring in Total Air War is a com­plex process that rewards you if you keep both your plane and pilot (i.e. you) in one piece! It is better to limp your damaged F-22 back into allied territory than to eject behind enemy lines. Think carefully before you are tempted to destroy “just one more bandit” after completing your mission objective – if the gamble fails, your progress through the
ranks will suffer accordingly.
Player Missions
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Player Missions
Introduction
Selecting Fly from the War Room window will launch you into the Player Mission Selection window. On the left hand side of the interface are listed all available F-22 and AWACS missions currently listed on rosters in allied airbases within theater. As each mission is selected, the waypoint and target information is displayed in the win­dow adjacent the mission list.
Once you have selected an appropriate mis­sion, if it is an F-22 mission you can either accept the mission as is and Take Off imme­diately, or Edit the campaign generated mis­sion with the Mission Planner. If it is an AWACS mission you can accept and jump directly to the AWACS.
Mission Information
As you select each mission from the list, a briefing describing the mission, its objec­tives and the aircraft that are currently assigned to your flight, is displayed in the Mission Information window. Selecting the
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Campaign
Scenario Selection
War Room
Player Mission
Check the roster for deep strike missions
Player Missions
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from their remote sensors. This means that you should be able to identify aircraft and get a much clearer picture of the air war at much longer ranges. This will permit you the valuable time needed to re-direct intercept flights to get the job done.
Hint
Seize the tactical advantage: the AWACS is a very valuable asset and you can be sure that your enemies will throw everything at it in order to drop it from the sky. If your EWR and C4 network are in place, keep the AWACS from straying too close to the front­line where it risks being shot down. However, if your communications channels have been degraded or possibly even destroyed, you’ll have to let the AWACS fly forward in order to see the developing air battle. You must realize that moving your AWACS forward is quite a gamble!
Dropping into an F-22
At any time during your AWACS session, you can leave the AWACS and drop into an allied F-22 by double-clicking the mouse on the F-22 icon. Immediately you will assume con­trol of the F-22 and hand the AWACS to the computer controlled AI. If your F-22 aircraft gets destroyed or you eject, you will be thrown back into the AWACS again. Conversely, if the last Allied AWACS lands, or is destroyed, whilst you are piloting an F-22, you must remain inside that aircraft.
Hint
Avoid the temptation to risk your F-22 air­craft by flying gung-ho into every dogfight! The F-22 is the most advanced fighting machine in theater so its loss will be to the detriment of the allied forces.
AWACS – Campaign
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Introduction
If there is an allied AWACS airborne, you can take on the role of AWACS commander. The AWACS provides the command and control platform vital for controlling all air­borne allied aircraft in theater. In TAW, it’s role is vital as it receives updates from the allied EWR network and J-STARS aircraft. Using information available through War Room intelligence, you can use the AWACS to coordinate all your allied aircraft and hasten the arrival of allied victory.
Tactical Advantage
Using the drag-and-drop command inter­face, vector allied flights to intercept in­bound enemy aircraft. With your knowledge of where the most kills and losses are occur­ring you can move your CAP flights into more strategically important positions. Re-posi­tion your refuelers to top-off strike flights before they leave the safety of friendly air­space.
C4 Network
As long as your EWR network is in place, the AWACS will receive additional information
AWACS – Campaign
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Campaign
Scenario Selection
War Room
Player Mission
AWACS
AWACS - A Bird’s eye view of the Allied offensive
Total Air War, multiple point of presence warfare
AWACS – Campaign
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Mission Planner
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Introduction
The Mission Planner is launched by select­ing Edit from the Mission selection screen when an F-22 Mission is highlighted. Once invoked, the main Mission Planner inter­face lists six planning aspects of the mis­sions that the player can edit: the target area; the mission make-up; the targets each strike aircraft will attack; the weapons each flight will carry; the route flown by each flight; and the attack pattern over the target.
Whether each of these components is avail­able to the player is determined by the type of mission being edited. For example, there is no need to assign individual strike targets
to a flight tasked to CAP and as such, this option will be grayed out when editing a CAP mission in the Mission Planner.
When each component of the mission plan­ner is completed, a green check mark will appear alongside the appropriate button in the main Mission Planner interface. When there is a red cross, that component is incomplete and needs to be either custom edited or you must press the auto button to have the mission planner complete the planning for you. If there are any incomplete elements of the mission when the player attempts to accept the mission, a pop-up warning message will appear. All aspects of mission planning must be addressed in order to exit the mission planner and fly the mission.
Mission Planner
Hand edit your mission with the comprehensive mission planner
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Campaign
Scenario Selection
War Room
Player Mission
Mission Planner
A summary of the mission make-up appears in the top-left of the screen in the Mission Summary while the accompanying map illustrates the position of SAM and EWR threats, the mission waypoint route and, when appropriate, targets. To zoom in on the map, press the SHIFT key while clicking and holding the left mouse button, dragging open a box over the area of interest. To zoom out, press the SHIFT key while pressing the right mouse button. To re-center the map, hold down the SHIFT key and left click the mouse cursor where you desire the map to be re­centered.
Hint
If you do not wish to edit any element of the mission, pressing Auto will make the Mission Planner AI complete that compo­nent for you. Also, at any time during the mission planning, exit the process and
select Discard to return to the Player Mission selection screen.
Target Area
The T arget Area selection screen allows you to view Intelligence pictures of your current target. It also allows you to select a different target for the current mission if you so desire. By default the mission planner is set to attack the Campaign generated target. However, should you want, you can refuse the Campaign target and select an alternate target. Each numbered target is a high value target, selected from the Allied “kill list”. Selecting and destroying a numbered taget will hasten the onset of victory. It is impor­tant to check the Strategic Value of the cur­rent target in the Tactical Data display to ensure that the target you selected is still
Choose and observe your targets in the target selection area
Mission Planner
45
valid under the current Campaign strategy. If allied intelligence is up to date, still imagery and live images from tactical recon sources of the target can be viewed in the Recon window.
Hint
The ability to select a different target than that assigned by the Campaign engine is a powerful feature of the Mission Planner. However, use it with caution because if you elect to strike a different target, you could be jeopardizing the outcome of the Campaign by not attacking a key component of the enemy force structure. Don’t forget, the mission score will be recalculated if you elect to strike a different target.
Assign Flights
When the Campaign generates a mission, it
checks to see which allied aircraft are avail­able, and in what numbers, at the current airbase. It then matches suitable aircraft to the roles required in order for the mission to be carried out. Three flights are required to execute an interdiction mission: a strike flight, an escort flight and a wild weasel flight. If resources allow, a second escort or strike flight might be desirable.
If the player wishes to edit the flights assigned to the mission, select a flight in the Mission Summary and click Delete before adding a new one. Select which role you wish the flight to take and then select from the array of appropriate allied aircraft. Up to four aircraft can constitute a flight, however select EWR or SAM AA to keep an eye on the radar umbrella in the map window as the RCS of the mission varies. It is important to remember that a hand-edited mission must
Mission Planner
44
Mission Planner
Assign Flights, select aircraft from available resources
contain at least one flight of F-22 air­craft, and that flight’s role must be the role determined for the player in that mission.
Hint
Each aircraft has a unique radar cross section (RCS). This determines how vis­ible it is to both allied and enemy radar. RCS increas­es as weapons are added externally to an aircraft. This should be kept in mind when editing the composition of a flight for a mis­sion. It is advantageous to select stealthy aircraft with internal weapons stores such as the JSF. However, if you choose to add external weapons and fuel tanks or add other flights which are not as stealthy, you risk increasing RCS to the point where the mission has a reduced chance of success.
Assign Targets
When flying strike missions, the Mission Planner allows you to assign different static targets to different wingmen in each strike flight. First select the appropriate strike flight from the Mission Summary window and then, using the mouse cursor to highlight each target, assign the highlighted target to the next aircraft in the current strike flight. Once again, the selected target is displayed
in the Target View window if allied recon is operational and up to date.
Hint
Target selection is an important task and care should be taken in assigning targets to strike flights. Some targets have a higher strategic value than others, for example, destroying an airfield’s control tower has a much greater affect on the operation of the enemy airbase than destroying an empty hanger. If you are not sure how to best assign targets, selecting Auto will make the Mission Planner AI automatically assign tar­gets. Also, bear in mind that collateral dam­age can destroy targets that are closely packed together, so don’t task your wing­men to strike targets near your own when a well placed cluster bomb will do the whole job alone.
Direct your wingmen to their targets
47
Weapons
The Weapons selection screen allows you to arm your own F-22 flight and those flights accompanying you on your mission. Select the appropriate flight from the Mission Summary and the aircraft will appear in the 3D View window. For anything other than the F-22, a selection of suitable weapon load­outs are displayed in the aircraft Package Selection window.
These contain a selection of weapons cho­sen for their suitability for the current mis­sion type. Each weapons package is
displayed below the aircraft in the Package Info window and also in position on the appropriate pylons in the 3D window.
Hint
When selecting an appropriate package, you must remember the effect that carrying external weapons and fuel tanks will have on the flight’s average RCS.
Selecting the weapons for the F-22 provides you with a lot more choice. Although you can choose from a number of pre-deter­mined packages appropriate to the aircraft’s current role, it is also possible to select indi-
Mission Planner
46
Mission Planner
Choose your weapons...
vidual weapons for each pylon. Weapons are selected by clicking the mouse cursor over the appropriate set of buttons in the weapons load-out interface below the F-22 in the 3D View window. Not all weapons are available in all pylon positions.
Hint
Customize your weapon selection to reflect those weapons you are most familiar with: if laser guided bombing is your forte, then opt for GBU-24; if you prefer to fly directly at the target with rockets blazing, then you should sling a LAU-68 rocket pod under each wing! Once again, don’t forget that all important
RCS when determining your loadout or you will lose the advantage of stealth as you head into combat and find it difficult to evade enemy forces with your increased drag and reduced maneuverability.
Taking the role of an Armaments Officer
49
Waypoint
When a mission is created, the Mission Planner AI attempts to find the most effec­tive waypoint route for each of the flights in the mission. It takes into consideration ter­rain features (such as valleys), the position of EWR and SAM sites, current international borders and international allegiances, and the range of the aircraft in each flight. Although you can choose to accept the AI generated route, you can also Customize the waypoint route for yourself with the Waypoint Editor component of the Mission Planner.
The current waypoint is plotted in the map window. You can move the position of each waypoint by clicking the mouse on a way­point number and dragging it to a new posi­tion. Clicking on the small yellow crosses mid-way along each leg of the waypoint route introduces a new waypoint between the numbered waypoint which comprise the leg. This too can then be moved into a new position. Waypoints can be removed by
right-clicking the mouse on the appropriate waypoint number.
Automatic waypoint route generation is pos­sible by clicking the Replot Route button in the Route Priority window. Dragging the slid­er bar between shorter and safer will vary the degree to which the Mission Planning AI priorities avoiding enemy forces and min­imising mission duration.
The Profile window at the bottom of the Mission Planner interface illustrates a side view of the current route. It is possible to set the altitude at which flights pass each way­point. Clicking with the left mouse button on a waypoint will allow you to adjust the alti­tude. The assigned altitude can be increased by dragging it higher or decreased by dragging it lower, as appropri­ate. If you click with the right mouse button, the whole waypoint route can be dragged to a different altitude.
Hint
If resources allow, a well structured Interdiction Mission should include an escort flight, wild-weasel flight and a strike flight. Each of these should arrive at the tar­get at a different altitude: the strike flight low to avoid detection, the escort flight should stay high to provide cover for the strike flight and the wild-weasel higher still so it can light-up and destroy any SAM defences it encounters well before they threaten the strike flight.
Mission Planner
48
Mission Planner
Use the Waypoint Editor to weave your way through EWR
Attack Pattern
With the waypoint route complete, the final component of the mission to be edited is the attack pattern flown by each aircraft over the target. The Attack Pattern editor allows you to manipulate the actual flight path of each attack pattern through the target area.
For example, wild-weasel flights might want to fly a criss-cross pattern searching for SAM and AAA. By clicking the mouse on one of the legs of the pattern, it can be reposi­tioned to provide better cover from hostile ground attack.
Attack patterns flown by strike flights vary according to the weapon they are using: guided-weapons are delivered by flying a dog-leg strike pattern while free-fall weapons must be dropped by over-flying the target.
Once again, select Auto to force the Mission Planner AI to complete the process for you.
Hint
Your approach angle to the target can be changed by altering the IP waypoint in the waypoint editor. Avoid overflying towns, cities, bases and other built-up areas. SAMs and AAA are more likely to be posi­tioned in these locations.
Summary
Now the mission planning is complete, select OK to jump into the cockpit of your F-22 and embark upon your hand-editted mission. Selecting Discard will return you to the Mission Selection screen and reset the mission to its original settings.
Dodge the AAA as you strike your target
51
Custom Combat
50
Custom Combat
Introduction
TAW has a new module called Custom Combat. This module allows you to set up a Basic Fighter Maneuvers (BFM) engage­ment with any of the aircraft and vehicles available in TAW. It can also be played mul­tiplayer to let you and your wingmen fly in a dogfight of your choosing. Select the Custom Combat tab from the main menu to launch the TAW custom combat editor.
Set the Scene
Using the Custom Combat editor, you can control what your BFM mission will be like. These options can be selected in any order
you desire. The environmental conditions available allow you to choose the time and location of your mission. From the Global Options section of the interface select your desired Location (Desert, Hills, or Sea) and Time of Day (Midday, Dusk, or Night).
Using the Advantage selection buttons you can opt to give your flight the benefit of starting the engagement in a good position ­behind the enemy. If you desire, you can choose that no side should have the advan­tage at the start and this will result in you confronting your foe head on. You can also give the advantage to the enemy, which will place them behind your flight. Keep in mind that these settings only apply to the start and after the mission begins it is up to and your wingmen to determine the final outcome of the fight!
Custom Combat
Hand edit instant combat action in Custom Combat
Choose your adversaries in Custom Combat
Login
Custom Combat
Custom Combat
Add Enemy Forces
A summary of your current mission can be viewed in the Formation Selection window. In this window you will see the results of any Insert or Delete actions you have performed. All aircraft and vehicles that are currently in your mission will be displayed here.
To add an aircraft, select the Air button from the Mission Information section of the inter­face. With Air selected, all available aircraft will be listed in the scrolling window labeled Mobile Type. Use the scroll bar to view your choices and make your selection by clicking on the aircraft’s name. With any of the avail­able vehicles selected (Air, Land or Sea), its 3D image will appear in the viewing window next to the scroll list. The 3D image can be re-oriented by using the left mouse button, the 3D image can be re-sized by using the right mouse button. After a suitable aircraft type has been selected, determine how many you want in the flight, and then the
type of weapons you desire the enemy air­craft to have.
You can add any amount of enemies up to a maximum of nine flights (aircraft) or groups of ground-based vehicles, SAM, AAA and ships to your mission. Note that if you acci­dentally add a land-based vehicle to a sea­based mission, (or visa-versa) a pop-up warning window will alert you to the fact that the mismatched enemy equipment will not appear.
Take-off
Once you are satisfied with your mission, accept it and you will be propelled into the cockpit ready to fight against your chosen adversaries. On completion of the mission, you will be debriefed on your performance before returning to the Custom Combat screen once again. You can Replay the mis­sion as is or make minor modifications and fly the mission over again.
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haven’t fostered ill will towards each other. Outright hostilities had not developed in the past because of the lack of either a credible military force or the capital required to sup­port it. As a nation in the Red Sea area, you were either a “have” or a “have not” in the national forces department. But all of that was soon to change.
Current Situation
New fortunes, created by the discovery of precious metals and oil reserves within the Red Sea operations area have lead to regional unrest. International power strug­gles for the control of these precious natur­al resources now bolster nationalism and strengthen each countries desire to fight. With the new regional income, formerly poor countries now can afford to train and equip national military forces. All armed forces within the region are ready and willing to test their newly purchased hardware. It is a very dangerous time.
Rapid Economic Growth
While on an international antiquities exca­vation in southern Sudan, a professor and his archaeological team discovered unex­pected oil reserves within that region. The oil deposits extended from within southern Sudan well into northern Ethiopia. Sudan and Ethiopia exploited the oil reserves and grew rich, becoming members of OPEC. The excitement over the discovery of new oil fields gave rise to new searches throughout the area for other oil reserves.
Another series of large oil deposits were found in the coastal region of Eritrea, Djibouti and Somalia. Although not quite as
expansive as the fields discovered in Sudan, it was sufficient to provide these three nations with a 11% control over the world’s petroleum market.
As the oil reserves along the Somali coast were being mapped out, researchers stum­bled upon new gold deposits. As the initial gold strikes were quickly exploited, more were found. There were some days when the coastal nations ceased to function because almost every citizen was out with a pickax and shovel, looking for their share of the fortune. The nations of Somalia, Djibouti and Eritrea became wealthy practi­cally overnight.
New Force Structures
Once the nations in the area possessed suf­ficient economic means, they quickly began to build their national forces. A massive new arms market developed in response to this demand. Foreign consultants were hired to advise the nations on hardware purchases. The result was a quite diverse range of equipment in use for each country, in some cases Russian built systems being used right along side western built systems.
Infrastructure
To support the new military, the old infra­structure which had supported the former way of life had to be updated. Airfields had to be modernized to allow strategic and tac­tical aircraft operations. A large anti-aircraft network had to be established to provide warning and protection from invading hos­tile aircraft. National landmarks and govern­mental assets had to be protected from attack and reinforced to help repel any air
Scenarios
52
Introduction
The Campaign scenarios available in TAW are very diverse in nature. They range from border conflicts to multi-national regional war. The TAW campaign engine has the ability to introduce and dissolve new inter­national alliances – during gameplay. Thus the allied and enemy balance of power has the ability to change, literally overnight. Once you think that you have successfully attained air superiority – the picture may change, sometimes for the worse!
Regional Background
The Red Sea theater is composed of the countries within the geographic region sur­rounding the Red Sea and the Gulf of Aden. The countries located in the region are Egypt, Sudan, Eritrea, Ethiopia, Djibouti, Somalia, Yemen, and Saudi Arabia. The other nations with interests in the area include the U.S.A., Great Britain, China, France, and Russia.
Pre-1999 History
In the mid-1990s, most of the military might in the Red Sea region was found in only three countries; Yemen, Saudi Arabia and Egypt. All of the other nations, dealing with con­stant internal pressures and sporadic social unrest could ill afford any concentrated efforts at modern militarization. So the rest of the area’s nations would bide their time and wait for their opportunity to field a national army that could stand against the might of any one of the “big three.” Although
there weren’t any formal declarations of war within the region, there were also no real alliances. Each nation was kept busy dealing with internal problems of various sorts, so much so that any external issues were usu­ally left unresolved. Border disputes erupted from time to time and were usually settled as a result of some form of military stalemate with each side claiming to be the victor.
Cultural Differences
Another factor within the region stemmed from the major cultural and religious differ­ences between the peoples of the Red Sea area nations. The population in the south­western part of the region was largely agrarian. Trading mostly foodstuffs and other essentials for survival, farming groups clustered into tribes and lay claim to several hundred acres of land. When arguments arose between neighboring tribes, the result was often bloodshed, as tribal land holdings sometimes crossed international borders.
Cities and towns within the region were often defined by the religious beliefs of the residents. Rarely, were there populations of mixed beliefs. Only the largest trading and commerce centers could tolerate such reli­gious diversity. Religious beliefs also played a major role in state and national rule, often affecting the decision making and negotiat­ing thought processes of the country.
Tensions
With all of the diverse people and religious beliefs within the area, tension was an everyday side effect. Although no formal declarations of war had occured in the recent past, that did not mean that nations
Scenarios
Scenarios
Scenario 1:
OPERATION HIGHLAND
Background
Sudan is a country divided by religion.In the north,controlling the government and the air force are the followers of Islam.In
the
southern Sudanese highlands there is a loose conglomeration of Christians and Animists.Following Sudan’s rise in power this stratification further increased national tensions.The Sudanese government then decided to end all the strife and began trying
to
irradicate the “Christian scourge.” A mass exodus of people ensued, with several thousand people fleeing into Ethiopia and Eritre
a.
The United Nations was quick to condemn Sudan’s actions,but the Arab state continued its religious “cleansing.” Eritrea and Ethiopia finally issued Sudan an ultimatum,stop the violence or face the consequences.
The United States, in the name of humanitarian causes,aligned with Ethiopia and Eritrea to help compel Sudan to end it’s
Christian persecution. Forces on both sides of the battle line began preparing for the upcoming conflict.In a rapid move,surpris
-
ing the United States state department,Sudan declared war on its southern and eastern neighbors and their allies; Ethiopia, Eritrea and the U.S.
Force List
Enemy Nations:
Sudan.
Friendly Nations:
USA,Ethiopia, Eritrea.
Objectives
OPERATION HIGHLAND is a response to a war declaration by Sudan. Your objectives are to reduce Sudan’s capability to conduct an extended war campaign against Ethiopia and Eritrea.You must begin by degrading the Sudanese Command and Control (C4)
system.After destroying the early warning and GCI networks,you must then reduce their air-to-air and air-to-ground capability b
y
targeting Sudanese Air Force units.
Possible Alternatives
If you are successful in reducing their Air Force’s strength,then you might be called upon to attack their land forces and try
to
prevent Sudanese land forces from crossing the southeastern border and attacking friendly ground forces.
Enem
y Interests
Intelligence reports that Sudan has boasted about the strength of their Air Force in the international community.They will most likely attempt to prove this as they enter into a conflict.Other reports
indicate that Sudan will probably try to attack Ethiopian and Eritrean resource producing infrastructure nodes.Be wary of this and be committed to protecting against any air attacks on friendly centers of industry. If provoked by a sense that they might be losing the war, Sudan may resort to attacking targets tha
t
may have more of an impact on Ethiopian and Eritrean public opinion,such as churches,schools and universities,and government meeting places.
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Scenarios
54
strikes that might get through. Across all of the Red Sea theater area, nations prepared themselves for any outbreak of hostilities.
General Hints for Scenario Gameplay
TAW utilizes a dynamic campaign engine to create the situation that the player must react to. As such, hints to help you improve your score will be more generic in nature than with simulations which rely on scripted missions. Since conditions can vary dramat­ically, even when playing the same scenario a second time, it is wise to look for clues as to “how” the enemy fights, rather than memorizing what you see the enemy do the first time through. The next time it will be very different.
Intelligence Reports
As in the real world, intelligence reporting is part science and part art. Some of the reports you receive will be accurate and
some will not. Use intelligence reports as a first estimate as to the enemies actual inten­tions and then try to confirm the enemies actions by paying attention to what the enemy is destroying. Also be aware that the enemy, like you, can change their classes of targets in response to the current status of the conflict. Just like in actual war, “stuff changes!”
Alliance Changes
You will discover that during gameplay inter­national alliances can and will change. Be cautious of this and be prepared to “flex” and begin your fight all over again. When alliances change, air assets and C4 nodes will change to reflect the new situation. Front line bases will now be home to fighter and strike aircraft, whereas the more remote bases will now have the high value assets and other important strategic aircraft locat­ed there.
Scenarios
57
Scenario 3:
OPERATION STRIKE FORCE
Background
Somalia’s current ruling party has spent considerable effort in trying to develop nuclear weapons
technology with the aid of China.To date, none of the work has paid off but a plant that was theorized to be capable of manufact
ur-
ing weapon’s grade plutonium was discovered by Ethiopian spies.In a quick, precision air strike,Djibouti and French aircraft lev
-
eled the research buildings to the ground.Incensed by this act of “outright aggression”against them, Somalia moved their weapon
research to multiple,remote,clandestine locations.The Somali leadership vowed to continue research and to repay the aggressors for their unwarranted intervention.
The world watched as the nuclear research standoff continued.Djibouti and France both decided that the only course of action
left was to strike all suspected research facilities in an attempt to put an end to Somalia’s quest to become a nuclear power.
Force List
Enemy Nations: Somalia,China.
Friendly Nations: Djibouti,France,USA.
Objectives
You will be tasked with destroying the suspected industry sites that might be part of the Somali nuclear weapons research effor
t.
Do your best to get your strike aircraft through to their targets.If the intelligence community still believes that a threat of nuclear research capability exists after disabling the industrial sites
you may
be called upon to hit other classes of targets.
Possible Alternatives
To enhance the chances of your strike aircraft getting their missions completed you may consider using dedicated SEAD missions along with your air-to-ground sorties. Some of your targets will be heavily defended.
Enemy Interests
The enemy will do everything they can to resist your efforts to invade their airspace and bomb their factories.SAM crews and C4 nodes will be watching closely for any suspect activity. Strike aircraft should expect to meet with a well coordinated resistanc
e.
Scenarios
56
Scenario 2
:
OPERATION PORT OF CALL
Background
Yemen has always exercised control over the southern portion of the Red Sea.But as Eritrea has grown into a regional power,they have begun to compete directly with Yemen’s authority. In order to secure a higher throughput of oil to the world,Eritrea began
to
make their own rules with respect to the south Red Sea straits.Yemen protested and some heated exchanges occurred between the
two countries at the UN negotiating table. Finally it was Eritrea which broke from the truce talks, labeling Yemen as being total
ly
unreasonable.After a two-week cooling period the talks began again. Once more the negotiations stopped,this time with Yemen leaving the table vowing to never return.They also added that any problems they might
have in the future with Eritrea would be settled by force.
Russia,eager to gain regional support and much needed petroleum supplies aligned with Yemen and the two countries signed a joint force agreement.Yemen,now thinking that Eritrea would be foolish to engage a superpower,began actively enforcing their naval regulations in the southern Red Sea.The U.S. was caught off guard by the force treaty and began to align itself with Eritr
ea.
In a bold move,Eritrea openly defied Yemen’s authority and sailed a large oil convoy through Yemen territorial waters.Yemen was
outraged,and the next time the Eritreans tried such a stunt,they would be punished.As the next large convey left port in Eritre
a,
the Yemen Air Force struck.They destroyed three Eritrean warships and five super tankers. Eritrea declared war on Yemen in response to their senseless
disregard of Eritrean sovereignty.
Force List
Enemy Nations: Yemen, Russia.
Friendly Nations: Eritrea, USA.
Objectives
The key to the Yemen armed forces is their Command and Control structure,so your first task will be to attack C4 targets.After
degrading the ability of the Yemen Air Force to see and react to you, go directly after their air-to-air and air-to-ground asset
s. By
destroying Yemenis and Russian aircraft you will reduce their potential for any further devastating attacks on Eritrea.
Possible Alternatives
If Yemen refuses to capitulate you may have to reduce their potential for sustaining a prolonged
conflict by destroying key nodes within Yemen’s infrastructure.
Enemy Interests
Initially,Yemen’s most likely course of action will be to continue in their effort to remove Eritrea’s naval presence from the
south-
ern Red Sea area. Protection around key port facilities have been reinforced in anticipation of this,but in the short time since hostilities began not enough has been done.Friendly forces are r
ely-
ing on defensive air-to-air missions to keep the enemies strike aircraft
at bay.
Scenarios
59
Scenario 5:
OPERATION FLAME OUT
Background
Djibouti and Eritrea share a large oil deposit that spans the border between the two countries.Rather than sharing the resource
,
each country laid claim to total ownership of the oil. A heated debate ensued as each country fought viciously to gain the selli
ng
rights to the oil.The UN intervened and was finally able to get both nations to agree to a “settling period” of twelve months.Th
is
settling period was a set amount of time that neither country could take advantage of the oil resources,while the field was researched and documented.It was also hoped that during this settling period,both nations would
be able to develop a mutually satisfactory accord on the joint exploitation of the disputed oil resources.
Two weeks into the “settling period”Eritrean commandos conducted a raid on southern Djibouti.They succeeded in destroying a
major petroleum production plant and storage facility in eastern Djibouti.This act of terrorism re-focused the world’s attentio
n on
the region.As a result the USA
discovered,through the use of satellite imagery,Eritrea’s ulterior motive.
Eritrea is currently massing infantry, armor and artillery units in what is theorized to be a pending invasion of Djibouti.
Intelligence also reports the presence of Russian units in the buildup.Although there is no movement visible as of yet, rumors a
re
that Ethiopia has issued a nationwide force
mobilization order.
Force List
Enem
y Nations:
Eritrea,Russia.
Friendly Nations: Djibouti,USA.
Objectives
If Eritrea has enough time to assemble and mass it’s ground forces,Djibouti will be quickly overrun.The allied planners are tas
k-
ing you to destroy Eritrea’s petroleum manufacturing and storage facilities in an effort to immobilize the enemy ground force’s vehicles before they can attack.
Possible Alternatives
You may also be required to directly target ground units themselves in an effort to ebb Eritrea’s impending invasion south.
Enemy Interests
The enemy will protect their ground units and fuel reserves from your attack.They will probably also try to launch an anti-air
offensive in an attempt to gain local air superiority.With control of the air, the enemy will be free to move their ground force
s at
will.
Scenarios
58
Scenario 4:
OPERATION OUTCAST
Background
Saudi Arabia had long been one of the wealthiest nations in the Red Sea operations area.Almost all of Saudi’s riches are the re
sult
of the country’s control over the world’s oil market.When Sudan entered OPEC and began to sell their oil to other countries, expectedly, Saudi lost a small portion of their consumer base.Initially the impact was negligible but in an attempt to fund a rapidly growing arms race,Sudan began “dumping”
their oil into the world market at ridiculously low prices.Saudi Arabia tried to bargain with Sudan through OPEC mediation
groups,but Sudan was still secretly using their oil to procure military hardware.
In desperation Saudi Arabia expelled Sudan from OPEC and attempted to impose economic sanctions on their former Northeast
African ally. In agreement with Saudi Arabia, the United States and the United Kingdom also entered into economic sanctions against Sudan. But Egypt and France were quick to come to Sudan’s aid,agreeing that Saudi Arabia had acted without the full con­currence of OPEC.Sudan demanded to be let back into OPEC and to be permitted to sell their oil on the international
market.Saudi Arabia refused to re-admit Sudan to OPEC and denied their request for access to the world’s oil market.Sudan, angry over the loss of revenue and the impact of the recent economic
sanctions decided to settle their dispute with Saudi Arabia through the use of force. Sudan’s foreign minister proclaimed,“If th
ey
won’t listen to the pleas of an Arab brother,then let them hear the
deafening thunder of our military might!”
Force List
Enem
y Nations:
Sudan,France.
Friendly Nations: USA,United Kingdom,Saudi Arabia.
Objectives
Initial intelligence estimates of Sudan’s offensive capabilities indicate that they are well trained and quite able to inflict
extensive
damage on Saudi Arabia.Sudan is also receiving support from France in the way of aircraft,weapons military advisors and air-
crews.Your first priority will be to attack their combined air force assets and attempt to reduce their offensive air power.Fro
m
there you can expect to target C4 as you try to “roll back”Sudan’s air defenses.
Possible Alternatives
After degrading Sudan’s air defenses the Saudi War Council has determined that the allied aircraft will then go after Sudan’s p
etro-
leum industry, in an attempt to reduce their oil output,thus trying to curtail the influx of additional arms and military hardware.You should also be careful of Sudan’s strong ties with other Arab nations in the region.Secret alliances may end up having an effect on your war plans.
Enemy Interests
Sudan will mount a solid defense to your attacks,and they will probably try to target your airborne resources as best they can. Their only option at winning is to destroy your air force and make any victory you might attain a costly one.
Scenarios
61
Scenario 7:
OPERATION THIN LINE
Background
During the past seven months an anti-Christian terrorist group has been active in the urban coastal cities in Eritrea, Djibouti
and
Somalia.The latest bombing claimed the lives of 178 Christian
parishioners.Elusive and highly intelligent,the terrorist group has evaded all attempts at capture.A break in the case occurred when a trivial lead turned up some disturbing information.The group was apparently being sponsored by right wing,Islamic fun­damentalists in Yemen.When the information was divulged to the world’s media, Yemen quickly disavowed any knowledge of such a group.Activities associated with the terrorist group subsided for a while in the wake of the news.
Just before the terrorist group’s next attack,information about the operation was leaked to authorities.The mission was foiled and the Djibouti authorities arrested 11 Yemenis army commandos.Yemen immediately demanded they be set free.Djibouti officials ignored the demands and proceeded to try them as criminals.As the prisoners were being transferred from the holding facility to the
infirmary for medical checks,another Yemenis commando team rescued the captives,killing all the guards and police officers in the process.Yemen issued a statement defending their actions and vowed to continue such anti-Christian operations as long as necessary to rid the region of any influence of such “infidels.” Eritrea, Djibouti and Somalia formed an alliance and demanded th
e
Yemenis criminals be brought to justice,if not first by internal means, then possibly by external military pressure.Yemen’s lack
of
response prompted the Christian alliance to declare war and enact their own brand of justice.
Force List
Enem
y Nations:
Yemen.
Friendly Nations:Djibouti,Eritrea,Somalia,USA.
Objectives
You must first attack and destroy enemy air force assets.After reducing the effectiveness of their air power,attack key politic
al
targets in a statement of power.
Possible Alternatives
Be prepared to attack targets that will reduce the enemy’s ability to engage in an extended conflict.
Enemy Interests
At this point,nothing is known about the enemy’s intentions.
Scenarios
60
Scenario 6:
OPERATION CHOKE POINT
Background
As a result of the large oil field discoveries,Sudan’s petroleum output increased to rival that of Arab coalition partner,Saudi
Arabia.Both countries relied heavily on Red Sea shipping lanes to move their oil products to their consumer nations.When Eritre
a
began to produce oil,they also used the southern Red Sea for shipping throughput.With all this traffic in the water, the number
of
shipping accidents began to rise.It was obvious that someone had to get control of the situation and regulate the shipping traf
fic.
Eritrea and Yemen signed a trade waters agreement in which those two countries would provide regulation and control of ship passage through the southern Red Sea into the Gulf of Aden.Once Yemen and Eritrea seized control, the price of safe passage dra-
matically increased. Sudan and Saudi Arabia protested the toll fees. The argument hit fever pitch when Eritrea and Yemen decided to limit the number of Sudanese and Saudi tankers passing through the straits.This action had a severe impact on Sudanese and Saudi oil deliveries. As the situation now stood, Eritrea and Yemen had almost
complete control over south Red Sea oil distribution.
Ethiopia,in an attempt to further its own causes,aligned with Eritrea and Yemen and was able to use south Red Sea shipping lanes at will. China, one of the largest consumers of the Red Sea oil products aligned itself with Eritrea and Yemen to avoid loosing its precious oil supply. Ethiopia,Eritrea and Yemen surpassed
Saudi and Sudan in oil distribution revenues.
Sudan was in a difficult position.They were hurt the most by the developments in the south Red Sea. Saudi Arabia,because of their close ties with Egypt,was able to use the Suez Canal (although at considerable cost) to get it’s oil shipments out.Sudan did not have the luxury of using the Suez Canal because of a long standi
ng
border dispute with Egypt.Their only option was to use the Red Sea.
While Eritrea,Ethiopia and Yemen asserted control over the shipping lanes, they also began building the strength of their armies
.
Nationwide military conscription was instituted to start filling the ranks. Foreign advisors and personnel were brought in from China to assist in reorganization and training of army units.The extra capital brought in by the increased oil sales was direct
ly
used to amass military hardware.It certainly seemed as if Yemen, Eritrea and Ethiopia were preparing to declare themselves the “newest” regional powers.
As a final step to gain control over the oil distribution,Yemen and Eritrea closed the south Red Sea to all Sudanese and Saudi
Arabian oil tankers.Sudan’s rebuttal came in the form of a war declaration on Yemen,Eritrea and Ethiopia.Saudi Arabia,entered a non-binding use of force agreement along with Sudan against the antagonistic nations that had closed the southern shipping lanes.The final line had been crossed.
Force List
Enem
y Nations:
Yemen,Eritrea,Ethiopia, China.
Friendly Nations:USA, France, United Kingdom,Saudi Arabia,Sudan.
Objectives
Your first targets will consist of ground based military units in an attempt to minimize the chances of an enemy ground offensi
ve.
Any subsequent target lists will be linked to the main objective of precluding any coherent ground based attacks by destroying key industrial,infrastructure, or fuel producing targets.
Possible Alternatives
As the enemies military buildup continues you may have to destroy other classes of targets in an attempt to reduce any military advantage the enemy might have.
Enemy Interests
The enemy will probably attempt to reduce the effectiveness of our C4 system and degrade the ability of our AWACS aircraft to
perform its mission.
Scenarios
63
Scenario 9:
OPERATION SEA BREEZE
Background
A small coastal town in Somalia reported that several hundred residents became violently ill just after 10 O’clock in the morni
ng.
As medical help arrived,the condition of the affected townspeople worsened. By nightfall over half of the town’s population had
died,and what was left was in critical condition. Doctors speculated that the symptoms were that of a nerve agent, although no reagent was found at the site of the carnage.Two weeks later a similar incident occurred in southern Djibouti,again there was n
o
evidence left of what had actually caused the sicknesses and the deaths.
Over the next week, there were several incidents of adrift fishing vessels being found,on which the crew was dead and or miss­ing.Autopsy reports confirmed that the fishing crews had perished in the same manner as the residents of the two small towns. A young surgeon in Djibouti determined to find the cause of the catastrophes plotted the last known position of the boats on a ma
p.
He made a
startling observation.In both cases, the fishing crews had been well offshore the affected towns and in both cases the fishing crews had perished before the towns were even affected. He drew a line from the towns through the area of the fishing vessels until the line hit land.Both of the lines met in a coastal area of Yemen known for it’s secret military research facilities.As
a final
check,the young doctor found the weather records for the wind speed and direction on the days of the attacks and it all matched
up perfectly.Yemen had to have been conducting chemical or biological weapons testing and have also been using the surrounding nations as test subjects.
Yemen vehemently denied all accusations while they quickly dismantled the research facility. Intelligence reports seemed to indi
-
cate that the research was still being conducted,although no one except the Yemenis knew where.
Force List
Enem
y Nations:
Yemen.
Friendly Nations:USA, Djibouti, Somalia.
Objectives
Take out all industrial research sites in Yemen in an attempt to curtail their chemical and biological weapon research.Intellig
ence
has indicated that these facilities may now be located within government buildings.
Possible Alternatives
None at this time.
Enemy Interests
The enemy will most likely continue to strike at you while you are trying to locate and stop the weapons research.
Scenarios
62
Scenario 8:
OPERATION SEA CONTROL
Background
Djibouti is holding their first three-party presidential election.The front runner is a staunch right-wing conservative named Igman Bushir. The next closest candidate still represents a conservative platform,but not as radi­cal as Bushir’s.Because of his Christian beliefs,the popular candidate is not well liked in the Arab world.Although not Anti-Ar
ab,
Bushir has made it clear that Yemen has too much control in the Red Sea and that power over commercial shipping should be
shared with Djibouti.
After the presidential election votes are tallied,Bushir wins. At his inauguration,Bushir is shot. His wound proves fatal and con
-
trol of the nation passes to the vice president.The gunman is arrested and turns out to be a radical Yemenis student,studying i
n
Djibouti.The new president has the assassin publicly executed,and in his follow up address to the nation,declares a state of wa
r
with Y emen.
Force List
Enem
y Nations:
Yemen,Russia.
Friendly Nations: Djibouti,China, United Kingdom,USA.
Objectives
Your first attacks will be against political targets in Yemen as a response to the continued support Yemen has provided to anti
-
Arab sympathizers in the region.
Possible Alternatives
Other important centers of gravity in Yemen include their air force and C4 system.Be warned that, in this part of the world ther
e
is always the possibility of hidden force agreements between countries.Try not to offend neighboring nations and cultures or yo
u
run the risk that they might also become embroiled in the conflict.
Enemy Interests
The enemy will use their powerful air force to try to stop you.They may also try to attack your military hardware manufacturing facilities,which they have interpreted as one of your weaknesses.
Scenarios
64
Scenario 10:
OPERATION URGENT SHIELD
Background
Northern Ethiopia is home to several nomadic tribes which have maintained a “loose ownership” of their hunting and farming grounds on which they live.When oil reserves were discovered in the area,the government annexed the land,but let the tribes continue their way of life on the government owned property. As oil rigs and petroleum company workers arrived and setup living
areas the land area used by the tribes began to shrink. This action caused a lot of pressure between the two groups. The tribes desired to have their land holdings back and the oil company,on the other side,wanted to rapidly exploit the oil rich ground. Mi
nor
skirmishes occurred as the two sides struggled for control of the land.The oil company took their problem back to the govern­ment. Motivated by oil money, the
government dispatched the army to get control of the situation.The government troops moved in and began to systematically “exterminate”the tribe members.
Word of the massacre spread quickly throughout the tribes and a mass exodus to Eritrea ensued. Overwhelmed by the number of Ethiopian refugees,Eritrea with UN support,setup several humanitarian aid camps around major ports to help house the homeless tribes people until other accommodations could be pro­cured. Ethiopia was angered that Eritrea and the UN had intervened in what was thought to be strictly an issue of “national con-
cern.” In response to Ethiopia’s threats,Eritrea closed down all Ethiopian oil shipping.China, who was heavily reliant on Ethiopi
a’s
oil, condemned Eritrea’s shipping embargo against Ethiopia.The Chinese agreed that the refugee situation was a matter of internal
unrest that Ethiopia should be left to resolve by itself.A UN delegation, headed by the US and Russia sided with Eritrea. Angered by the loss of revenue over the suspension in shipping privileges,
Ethiopia conducted surprise air strikes against Eritrea. Once again the region was embroiled in war.
Force List
Enem
y Forces:
Ethiopia,China.
Friendly Forces: Eritrea,USA, Russia.
Objectives
Your objective is to defend Eritrea by attempting to reduce the Ethiopia’s air power.In concert with your primary objective you
must target C4 nodes in an attempt to “blind” the enemy.
Possible Alternatives
None at this time.
Enemy Interests
It is postulated that the Ethiopian decision makers will want to destroy friendly shipping capabilities in response Eritrea’s s
hip-
ping embargo.Not much is currently known about what the Ethiopians and their allies are doing.
Scenarios
65
Introduction
The Lockheed F-22 Raptor is a fighter uniquely optimized for the air superiority role. It represents a quantum leap in capa­bility over its predecessor, the McDonnell Douglas F-15 Eagle. Key to this role is the ability to see and shoot before an enemy is aware of any threat, so reducing combat losses - what Lockheed-Martin refers to as ‘first-look, first kill’ capability. The F-22 uses stealth technology to remain undetect­ed for longer, shares data between com­mand aircraft and fighters and merges onboard and off-board sensor information into one coherent display. The pilot is able to alter his stealthiness by altering emis­sions from active sensors and jammers, simply by adjusting the EMCON (emission control) level.
In a secondary strike role, stealth and smart weapons combine to aid undetected pene­tration of enemy airspace, with accurate delivery of tactically efficient weapons.
The F-22 receives target information from active and passive sensor suites on-board and via data link from off-board sensors on other aircraft such as AWACS and friendly fighters. For the first time in a fighter aircraft, this information is fused together to build one overall picture of any given situation, instead of each detection system feeding its own dedicated display. Separate displays increase the pilots workload, while ‘sensor­fusion’ techniques reduce it dramatically.
Stealth technology has helped determine the shape of the F-22 (hence its angular
fuselage and wings), so that the aircraft’s
position is not easily given away to hostile radar. Equal consideration has been given to the detection systems and avionics so that they will do little to give away the plane’s position. A normal radar sends out a con­centrated signal and detects return echoes
making it an inherently non-stealthy device. An opponent’s radar warning receiver may detect its signal. The F-22’s radar has been specially designed so that its energy is dis­tributed over a broad spectrum, making it very hard to detect. It is known as a Low Probability of Intercept (LPI) radar and is controlled by the aircraft’s EMCON (Emissions Control) setting.
To a large extent the F-22’s systems think for themselves, sharing the workload in the event of threat or damage. The EMCON sys­tem automatically adjusts the F-22 sensors and defensive aids to deal with potential threats, although manual EMCON override is available should the need for different tac­tics arise.
Total Air War has been modeled on these features, using information available about the F-22 and the design concepts used in its construction.
The F-22
The F-22
EMCON Steps
The EMCON steps have been based on the real F-22, but due to military sensitivity and game play reasons the device’s abilities have been defined as follows:
EMCON 1
• The radar is off.
• The AMRAAM is disabled.
• The IRST is the primary on board detection system with a range of 50 miles. It can be used to target target and launch the Sidewinder air-to-air missile and the Maverick Air-to-Ground missile.
• The Radar Homing And Warning is on to a range of 50 miles. (RHAW warns of enemy radar activity, tracks and then classifies the source type).
• The Missile Approach and Warning is on. (The MAW system warns of enemy missile launches).
• The Communications radio is prevented from transmitting.
• The secure data link is set to receive.
EMCON 2
• The radar is on and is able to ID and track air-to-air contacts only.
• The AMRAAM is disabled, but the missile steering circle information is now displayed on the Air-to-Air HUD.
• The IRST is on with a range of 50 miles. It can be used to target and launch the Sidewinder air-to-air missile and the Maverick Air-to-Ground missile.
• The RHAW is active to a range of 100 miles. (The RHAW warns of enemy radar activity, tracks and classifies the source).
• The MAW is off. (The MAW warns of enemy missile launches).
• The Communications radio is fully on.
• The IFDL secure data link is set to both send and receive.
EMCON 3
• The radar is on and is able to ID, track and target air-to-air contacts.
• The AMRAAM is now enabled.
• The IRST is on with a range of 50 miles. It can be used to target and launch the Sidewinder air-to-air missile and the Maverick Air-to-Ground missile.
• The RHAW is on to a range of 150 miles. (The RHAW warns of enemy radar activity, tracks and classifies the source).
• The MAW is off. (The MAW warns of enemy missile launches).
• The Communications radio is fully active.
• The IFDL secure data link is set to both send and receive.
EMCON 4
• The radar is on and is able to ID, track and target air-to-air contacts.
• The AMRAAM is enabled.
• The radar is also able to ID track and target large ground mobile and ship targets.
• The IRST is on with a range of 50 miles. It can be used to target and launch the Sidewinder air-to-air missile and the Maverick Air-to-Ground missile.
• The RHAW is active to a range of 200 miles. (The RHAW warns of enemy radar activity, tracks and classifies the source).
• The MAW is on. (The MAW warns of enemy missile launches).
• The ability to manually launch drones and chaff is enabled.
• The Communications radio is fully active.
• The IFDL secure data link is set to both send and receive.
EMCON 5
• The radar is on and is able to ID, track and target air-to-air contacts.
• The AMRAAM is enabled.
• The radar is able to ID track and target all ground mobile and ship targets. Air-to-
67
The F-22 – Avionics
66
Avionics
Onboard systems comprise radar, IRST (Infra Red Search and Track), RHAW (Radar Homing And Warning), IFF (Identification Friend or Foe), active jammers and the MAW (Missile Approach and Warning) systems. Of these, the radar and jammers are active devices that could give away the aircraft's position from the energy being sent out. The others are passive, or listening, systems. All aircraft systems that emit energy and could therefore alert the enemy, such as active sensors or radios, are controlled by the EMCON system.
EMCON Settings
The EMCON system is there to decide how to balance stealth against detection and jamming capability. There are five EMCON levels, controlled either automatically by the aircraft computers, or manually by the pilot. EMCON 1 is the stealthiest and EMCON 5 is the least stealthy, allowing the most use of radar and radio.
In its auto mode the F-22 would normally travel in the stealthiest mode, EMCON 1. After a potential enemy is spotted, the air­craft systems will gradually increase the EMCON condition as the opponent gets closer, in order to provide more data for tar­geting, or in the worst case, jamming. It increases EMCON in non regular steps based on the evaluated range of the ene­mies’ detection systems and weapons.
By exploiting stealth, the pilot is able to stalk his target like a cat stalking a mouse, with­out the target ever being aware of danger. With each increase in EMCON, the pilot has more information with which to decide on a course of action (engage or not) and with which to target his weapons. At EMCON 3 he
will be within AMRAAM firing parameters and have enough information for BVR (Beyond Visual Range) missile targeting. By the time the systems have reached EMCON 5, detection by the enemy is irrelevant because the aircraft will be most likely be in visual range. It should be noted that Russian fighters like the Sukhoi Su-37 employ the two pronged approach of using a very pow­erful radar to burn through any stealth advantage, then turning its radar off and handing over to passive IRST. The pilot is able to manually override the avionics and choose the EMCON condition best suited for chosen tactics, For example, on a strike mis­sion where surprise is everything, the pilot may wish to remain stealthy, despite the proximity of enemy fighters.
When using radar guided Air-to-Air missiles (such as the AIM120 AMRAAM) you must have an EMCON level at least 3 to launch. These weapons can not be launched at EMCON levels 1 and 2.
The avionics allow the classification and display of enemy aircraft and SAM control radar. By knowing what you are up against and by displaying the enemy's detection and weapons ranges, it is possible to sneak around the danger and keep the F-22 stealthy. In other words the F-22 pilot enjoys the rare ability to see his enemy yet not be seen and therefore knows just how far his enemy is able to see and strike.
EMCON level is selected in one of two ways. Firstly, by an MFD button in the cockpit for both manual and automatic EMCON level. Secondly by pressing E on the keyboard and choosing a level option; e.g. 1 for manual EMCON 1 etc., or option 6 for auto EMCON.
NOTE: EMCON is normally set to automatic.
The F-22 – Avionics
69
This is done by pressing the relevant button on the Systems MFD. The number of weapons to be launched as a salvo or ripple is set in the Systems MFD, before you engage. One press of the trigger will start the sequence.
Sharing targets with your wingman
Information on targets is shared through the IFDL (Intra Flight Data Link), enabling you to target and prioritize the weapons of your wingman by either pressing F2 or F3 on the keyboard. Then you simply ask your wing­man to engage by pressing TAB to talk to Wingmen, option 3 Combat, next option 1 “ENGAGE MY TARGET”. A quicker method is to press F2 (or F3) on the keyboard and then press M .
Infra Red Search and Track (IRST)
The IRST is a highly sensitive infrared cam­era that has the ability to magnify a target for display on the Up front MFD. This allows the pilot to visually identify targets at well beyond visual (eyeball) range. The IRST scans around a frontal arc and several degrees up and down. It operates in tandem with the radar in EMCON 2 and higher, being cued (pointed to) the currently selected target in the SHOOT list. The IRST will be slaved to the pilot’s view if a padlock view is used (F2).
In EMCON 1 the IRST becomes the primary on-board search and track device, cued to a potential target by its heat emissions. As such it is a very stealthy means of acquiring targets. Target information gained by the IRST is pooled with all other sensor informa­tion allowing all air-to-air and Air-to-Ground guided weapons to be cued to their targets.
For additional information please refer to ‘Shoot Lists’ and ‘Cycling Targets’ above, together with entries on AMRAAM, Sidewinder and Maverick missiles.
Removing HUD Clutter with the ‘J’ key
The ‘J’ key can now be used for removing clutter from the HUD to allow you to concen­trate on the target at the head of your shoot list. The ‘de-clutter’ is a toggle on/off func­tion and when toggled on turns off the fol­lowing symbology in the air-to-ground and air-to-air HUD modes:
• Velocity vector
• The HUD Terrain following box
• T argets that are not currently at the head of the shoot list
• The radio frequency indicator
• The EMCON indicator
The F-22 – Avionics
68
Ground missiles requiring radar for targeting (Harpoon) are enabled for launch.
• The IRST is active, with a range of 50 miles. It can be used to target and launch the Sidewinder air to air missile and the Maverick Air-to-Ground missile.
• The RHAW is active to a range of 250 miles. (The RHAW warns of enemy radar activity, tracks and classifies the source.
• The MAW is fully active. (The MAW warns of enemy missile launches). The defensive suite of drones, ECM, chaff and flares is fully enabled.
• The Communications radio is fully active.
• The IFDL secure data link is set to both send and receive.
Shoot lists
Detected targets are put into a ‘Shoot List’ in the sorted order of engagement, either auto­matically via a key press or manually via the MFDs. Priority of threat is assessed from enemy bearing, type and speed. A shoot list for the currently selected weapon type is built by pressing T on the keyboard.
Note: the shoot list is normally built automatical­ly. Targets can be put into the shoot list manually by padlocking the target using F2 or F3 on the keyboard and then pressing S. This is particular­ly relevant for targeting the AIM-9X Sidewinder and AGM-65 Maverick.
T argets can also be added manually by look­ing at the Situation or Attack MFDs and plac­ing the cursor over a target and clicking. Each new click over a marked target will add it to the shoot list . Your weapons, when fired will engage the targets in the same order that you picked them.
The number of shoot list entries is directly related to the number of weapons carried, a separate shoot list being built for each
weapon on board. The shoot list generation system prioritizes targets in center of HUD higher than the other potential threats. To prioritize something higher, place it in the center of the HUD, and press ‘T’.
NOTE: an automatic shoot list can be added to manually until all weapons carried have a target and hence a position in the list. Information about targets is displayed in the bottom left corner of each MFD if you place the cursor over a target on that MFD.
The shoot list can be cleared with the ‘U’ key. This is useful in situations where you build an automatic shoot list and then need to clear to build a manual shoot list.
Cycling targets
There are 2 methods for cycling targets: automatic and manual. The Shoot lists are normally set to cycle a target manually, i.e. you will have to cycle your aim to the next target after firing at it by pressing the C key to cycle through the list forwards, or the X key to cycle through the list backwards.
Automatic cycling is available as on the real F-22, by going to the Attack MFD and pressing the ‘Auto Cycle Targets’ button. Each time you fire a selected weapon, the target for your next weapon will be shifted to the next target in the SHOOT list. This means that you can quickly engage a number of tar­gets in rapid succession, just by firing each time the SHOOT cue appears. Auto target cycling can be toggled on / off using ‘Shift C’. When you only have one pass at the enemy, you might want to set the selected weapon to launch as a salvo fire, or ripple fire. In salvo fire, all selected weapons will launch. In ripple fire, each weapon will launch when it has all the information it needs and is in range.
The F-22 – Avionics
71
The F-22 – Avionics
Head Up Display
The Up Front MFD
Combined Communications & Warnings MFD
Defense MFD
Artificial Horizon MFD
Attack MFD
Situation MFD
Systems MFD
70
Cockpit Layout
The F-22 – Avionics
The F-22 has a full ‘glass’ cockpit
The Head Up Display
The HUD is positioned in the pilot’s line of sight and inside the front of his canopy. It is possible to cycle the HUD col­ors between bright red, dark green, bright green, or dark red and can be cycled through those colors by pressing the keyboard SHIFT H keys. Information useful to the pilot is shown on the HUD in 5 selectable modes, all of which can be selected by cycling through H on the keyboard.
Common information in all F-22 HUD modes
Indicated Air
Speed in Knots
Current EMCON
Status
Pitch Ladder Current HUD
Mode
Compass Ribbon Waypoint Carets Current Radio
Frequency
Velocity Vector Altitude in Feet Next Waypoint Engine Power Airbrake Status G Force Readout
73
The F-22 – Avionics
72
The Helmet Mounted Display
The F-22 – Avionics
The AA HUD - essential information for Air-to-Air combat
First A/C in
Shoot List Type
Target Altitude Target Range
(Nm)
Air-to-Air
HUD Mode
Air Speed
(Mach)
Enemy A/C
Tracked & First
on Shoot List
Enemy A/C
Tracked & in
Shoot List
Closing
Velocity
Target Speed Currently
Selected
Weapon Range
Bar
Target Range
& Priority
Defense MFD
(Pilot Aid)
Sensor Range
(Nautical Miles)
Situation MFD
(Pilot Aid)
Sensor Range
(Nautical Miles)
Air-to-Air Weapons HUD
The Air-to-Air weapons HUD is selected by pressing RETURN on the keyboard, or by pressing H to cycle through the HUD modes. The Air-to-Air HUD shows all useful information for air combat.
Current HUD Mode
Pilot Aids
Pilot aids overlays the Situation and Defense displays in the bottom corners of the screen. The pilot aids default to on in the ‘Full HUD’ view and their settings can be adjusted by pushing ‘Shift G’. The three settings are:
• Full HUD pilot aids (Default)
• Full HUD and virtual cockpit pilot aids
• Pilot aids off
Helmet mounted information
For additional information please refer to the Online help (main menu, help button).
75
The F-22 – Avionics
74
Instrument Landing System HUD
The Instrument Landing HUD is selected by pressing H to cycle through the HUD modes and displays information to aid landing.
The F-22 – Avionics
Air-to-Ground weapons HUD
The Air-to-Ground weapons HUD is selected by pressing BACKSPACE on the keyboard, or by pressing H to cycle through the HUD modes. The Air-to-Ground HUD shows all of the useful information for targeting mobile or static ground targets.
The AG HUD - essential information for Air-to-Ground combat
The ILS HUD - landing made easier
Bomb Fall
Angle
Bomb Fall Line Currently
Selected
Weapon
Number of
Weapons Available
Selected Firing
Method
Selected
Target Cycling
Current
LANTIRN
Mode
Landing Approach
Speed Warning
Instrument Landing
System HUD mode
Landing Approach
Altitude Warning
Instrument Landing
System Markers
Vertical Speed
Indicator
(Feet Per Second))
Air-to-Ground
HUD Mode
The HUD Terrain Following Box
T o allow your F-22 to fly at low level your HUD shows a rectangle at the bottom of the display. As your plane flies lower the rectangle rises up the display. If you keep the velocity vector in or above the box then your plane is in no risk of hitting the ground.
77
The F-22 – Avionics
76
Air Refueling HUD
The air refueling HUD is selected by pressing H to cycle through the HUD modes and displays all useful information for in-flight refueling.
The F-22 – Avionics
Navigation HUD
The air navigation HUD is selected by pressing H to cycle through the HUD modes and displays useful information for navigation around the world.
The Navigation HUD - find your way from A to Z
Weapons Deactivated Navigation
HUD mode
Status to Planned
Altitude
External Fuel Status Internal Fuel Status
Weapons Deactivated Refueling
HUD mode
Altitude Warning
External Fuel Status Internal Fuel Status Refueling Status
The Refueling HUD - essential for this difficult maneuver
79
The Multi Function Displays
In the F-22 cockpit their are seven MFDs. See the cockpit diagram in the Avionics description above. For additional information please refer to the Online help (main menu, help button).
The Combined Communications and Warnings MFD
This MFD has one mode: Display text transcriptions of messages sent to you audibly, plus the currently selected com­munications radio frequency. Interspersed with the messages will be system malfunctions and warnings text.
The F-22 – Avionics
78
The F-22 – Avionics
Text corresponding to audio and warning messages are displayed on this MFD
Cycle Radio
Frequency
Data Text Damage Report
1. The Target is being Tracked 2. The Target is Locked and in the Shoot List
3. The Next Target in the Shoot List
4. Weapon Launched at Individual Target
1. The Target is being Tracked 2. The Target is Locked and in the Shoot List
3. The Next Target in the Shoot List
4. Weapon Launched at Individual Target
Indicated Targets
Targets are marked on the HUD and MFDs as shown in the accompanying diagrams:
HUD Symbology MFD Symbology MFD Color
Enemy Aircraft (Subsonic) Red
Enemy Aircraft (Supersonic) Red
Enemy Aircraft Radar Coverage Red
Friendly Aircraft Green
Unknown Aircraft Yellow
Enemy Ship Red
Friendly Ship Green
Unknown Ship Yellow
Enemy Ground Mobile Red
Friendly Ground Mobile Green
Unknown Ground Mobile Yellow
Enemy Missile Red
Friendly Missile Green
Enemy Static Target Red
Enemy SAM or Radar Site Red (Circle shows Radar Coverage)
Wingmen Light Blue
Strike/High Value Asset (in your mission) White
Wild Weasel (in your mission) Dark Yellow
Escort (in your mission) Light Yellow
HUD Targeting Sequence
MFD Targeting Sequence
RDTSR
81
The Artificial Horizon MFD
This MFD displays the Artificial Horizon.
The F-22 – Avionics
80
The Up Front MFD
This MFD has two modes:
1. Display aircraft target images detected by the IRST when the HUD is in Air-to-Air mode.
2. Display ground target images detected by the IRST when the HUD is in Air-to-Ground mode.
You can display the artificial horizon in other MFDs such as the System MFD or LANTIRN MFD.
The F-22 – Avionics
IRST display and Warning lights
Manual ACMI
Recording
EMCON 1 EMCON 2 EMCON 3 EMCON 4 EMCON 5 Auto EMCON Cycle HUD
Mode
R1 - Radio Frequency 1 R2 - Radio Frequency 2 R3 - Radio Frequency 3 R4 - Radio Frequency 4
LI - LANTIRN Image WI - Weapon Image II - IRST Image LI - Lock Image to Selected Weapon
ZI - Zoom Image Gear Up/Down Main Bay Doors
Open/Close
Artificial horizon - useful for instrument approaches
Artificial Horizon Pitch Ladder Display Autopilot
R1 L ZI
R2 WI
R3 II
R4 LI
Avionics Audio Cues
The F-22 avionics have a female voice that issues warnings, known affectionately to pilots as “Bitchin’ Betty”. Betty is intended to provide an audible cue or warning of importance to the pilot when his mind is on something else! However, Betty can be turned on/off by pressing the relevant button on the Systems MFD. Further cues and warnings are given by assorted synthesized sounds.
Engine Status, Left / Right
Radar Lock Warning
Incoming Radar Guided Missile
Incoming Infra-red Missile
E1 E2 E3 E4 E5 EA CH
HPLA
TA
G
B
83
The Situation MFD
This MFD has two display modes:
1. Display sensor information of the overall situation.
2. Display the interactive Auto-pilot
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The Defense MFD
This MFD has two display modes:
1. Display sensor information with the addition of enemy radar and weapons ranges.
2. Display the interactive Auto-pilot
The F-22 – Avionics
Display Attack MFD
Display Enemy Radar Range
Display Auto-pilot
Increase Sensor Range
Decrease Sensor Range
Display Artificial Horizon
Defense - critical information about your enemies offensive stance
Situational awareness - the moving map underlies all detected targets
Auto EMCON Cycle EMCON
Backwards
Cycle EMCON
Forwards
Launch Decoy
Drone
Launch Chaff Launch a
String of
Six Flares
Display Attack MFD
Display Map
Display Place Names
Display Waypoints
Display Auto-pilot
Increase Sensor Range
Decrease Sensor Range
Display Artificial Horizon
Auto EMCON Cycle EMCON
Backwards
Cycle EMCON
Forwards
Waypoint
Editor
Filter Own
Sensors Only
Filter Ground
Targets Only
Filter Air
Targets Only
AE E- E+
AE E- E+
CH FL
WE OS GT AT
D
ER
A
D
M
PN
WP
A
S+
S-
H
S+
S-
H
Kill Boxes in Training Missions
Kill Boxes are shown as red boxes on the ‘Situation’ and ‘Attack’ MFDs. Any ground based unit (tanks and SAMs etc.) contained by the box are to be regarded as the enemy.
Mission Targets
Mission targets are indicated in the Defense, Situation & Attack MFDs by the letter ‘T’. (This is only available at Easy & Medium difficulty settings).
Display Attack MFD
Display Weapons Image
IRST Image
Display Altitude Data
Display Auto-pilot
Increase Sensor Range
Decrease Sensor Range
Generate Shoot List for Selected Weapon
Display Range Data
Display Artificial Horizon
Auto EMCON Cycle EMCON
Backwards
Cycle EMCON
Forwards
Auto Cycle
Targets
Manual Cycle
Targets
85
LANTIRN - for precision ground attacks with guided weapons
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The Attack MFD
This MFD has four modes:
1. Display sensor information with the emphasis on ranges and heights.
2. Display the LANTIRN TV image from the under fuselage ‘eyes’ for targeting laser guided weapons.
3. Display the interactive Auto-pilot
4. Display an image sent back by a camera equipped weapon, (such as a Maverick air-to-ground missile).
The F-22 – Avionics
Attack - everything you need to know to engage the target
Display
LANTIRN
Image
LANTIRN
Reset
Zoom
LANTIRN
LANTIRN
Track
LANTIRN
Mode
Display
LANTIRN
Image
LANTIRN
Reset
Zoom
LANTIRN
LANTIRN
Track
LANTIRN
Mode
AE E- E+ AC MC
AE E- E+ AC MC
L LR ZL LT LM
LLRZLLTLM
D
WI
II
AD
A
D
WI
II
AD
A
S+
S-
SL
RD
H
S+
S-
SL
RD
H
87
The Systems MFD
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The Systems MFD
This MFD has five modes:
1. Display the general systems of immediate importance to the pilot.
2. Display the fuel systems.
3. Display wingman information
4. Display systems status.
5. Display the interactive Auto-pilot
NOTE: on the systems MFD are buttons which will alter the firing of weapons, the options are: single, rip­ple and salvo fire.
The F-22 – Avionics
General systems (Wingman Mode) - engine fuel and weapons status at a glance
Display Attack MFD
Display Fuel Systems
Display Wingman’s System
Display Systems Check
Display Auto-pilot
Vocal Warnings On
Display ILS Markers
Display Artificial Horizon
Auto EMCON Cycle EMCON
Backwards
Cycle EMCON
Forwards
Cycle Firing
Mode
Decrease
Firing Number
Increase
Firing Number
Decrease Fire
Delay
Increase Fire
Delay
Fuel systems - fuel usage at a glance
Fuel Usage Rate Total Fuel Remaining
Internal Fuel
Tank Level
Engines Auxiliary Fuel
Tank Level
AE E- E+
FM F- F+ D- D+
D
FS
WS
SC
A
VW
IL
H
89
The Systems MFD
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The Systems MFD
The F-22 – Avionics
Aircraft systems status - Check your Aircraft systems at a glance Auto-pilot - alter the Auto-pilot instructions
Generator
Weapons Bay
Fuel (Leak)
LANTIRN
Air Brake
Communications
Cannon
Nose Wheel
Steering
Air Frame
Control Surfaces
Head Up Displays
Cockpit Pressure
Auxiliary Power
Engine 1
Hydraulics
Radar
Avionics
Engine 2
Infra Red Search
& Track
Under Carriage
A breakdown of the abbreviations used in the Systems Status MFD
Green Means that the system is fully functional. Yellow The system is damaged but still operable. Red That the system is badly damaged. Flashing Yellow The system is on fire.
Waypoint Follow Mode Heading Follow Mode Track Target Mode Speed Mode
Take Off Mode
Landing Mode
Air Refuel Mode
Enable Auto-pilot
91
The F-22 – Avionics
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The F-22 – Avionics
The Auto-pilot
The Auto-pilot is capable of controlling the F-22 throughout all the phases of a mission. It will taxi the aircraft to the runway and automatically takeoff, follow a waypoint route and a predetermined heading, track targets, maintain a constant speed, aid air­to-air refueling and assist in landing and taxiing back to a parking apron. Engage or disengage at any time in flight, or on the ground.
When used for take off, you must have been given permission to taxi and replied by pressing Y on the keyboard. The auto-pilot must be in take-off mode.
For landing you must have sought and been granted permission to land and replied by pressing Y on the keyboard. The auto-pilot must be in landing mode.
To refuel with the auto-pilot you must have sought permission to refuel and replied Y on the keyboard to the ‘AFFIRM WEAPONS AND NOSE COLD’ message.
Select refuel on the auto-pilot, noting that the HUD should now be in refuel mode and form behind and to the left of the tanker. When the refueler gives you CLEARED PRE- CONTACT permission, engage the auto-pilot by pressing A on the keyboard.
The Auto-pilot is available on any one of the main MFDs and has the following modes:
• Follow waypoint route
• Follow heading
• Follow first target in shoot list
• Follow a set speed
• Take off mode
• Landing mode
• Refueling mode
Follow waypoint - one of the auto-pilots many useful functions
Follow heading - when you need to wander off-route
Follow target - attack maneuvering under computer control
Waypoint Type
Select Next/Previous Waypoint
Distance to Waypoint
Time on Target
Time on Waypoint
Waypoint Type
Change Waypoint
Set Auto-pilot Heading to Current Aircraft Heading
Change Auto-pilot Heading Change Auto-pilot Altitude Set Auto-pilot Altitude to Current Aircraft Altitude
Change Auto-pilot Speed Set Auto-pilot Speed to Current Aircraft Speed
Set Auto-pilot Speed to the Current Aircraft Speed
Change Auto-pilot Speed Distance to the Next Waypoint
Time on Target
Time on Waypoint
Waypoint Number
Auto-pilot Heading
Auto-pilot Altitude
Auto-pilot Speed
Waypoint Altitude
Waypoint Heading
Auto-pilot Speed
Waypoint Altitude
Waypoint Heading
Time Due on Waypoint
Waypoint Number
Waypoint Altitude
Time Due on Waypoint
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Follow speed - adjust to arrive at targets on time
Take-off mode - when you have better things to do
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The F-22 – Avionics
Landing mode - automated, like modern civil aircraft
Refueling mode - reduce risk in this tricky maneuver
Waypoint Altitude
Waypoint Heading
Time Due on Waypoint
Waypoint Distance
Time on Target
Time Due on Waypoint
Distance to Waypoint
Time on Target
Time on Waypoint
Waypoint Altitude
Waypoint Heading
Waypoint Time
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Flight Training
Training is essential if you are to understand the avionics and their application to real missions. In the Training section of Total Air War are missions which should be viewed initially as training.
Engine start
For those in a hurry, start the engines direct-
ly by pressing the [ (left engine) and ] (right engine) symbols on the keyboard. All aircraft systems will power up automatically.
When you start a new mission on the ground you will find the F-22 Auxiliary Power Unit running and all systems ready for start. The tower will call you for a communications check, “COMMS CHECK, GO TO NOISECON 5”. Set your F-22 to (manual) EMCON 5, by pressing E on the keyboard and then option 5, or by pressing the relevant button on the Up Front MFD panel.
NOTE: the engines will be off and the brakes will be on. The radio frequency will already be set to PUSH 1 for communication with the tower. To select the radio frequency PUSH 1 by pressing 1 on the normal keyboard numbers. To change radio frequencies at any time press the number of the frequency required: 1, 2, 3, 4, from the nor­mal keyboard numbers.
Go to the Systems MFD by pressing 0 on your extended keypad. The MFD will already be displaying the start up screen, press the indicated red start button, when it is green all systems are live and the engines have been started.
For take off select either the ILS, or NAV HUD mode by pressing the H key repeatedly until those HUD modes are displayed.
The canopy will close automatically when you exceed 5 knots and can be closed / opened below that speed by pressing I on the keyboard.
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The F-22 – Basic Flight
Ready for take-off
Taxiing the F-22
The easy way, go to the Systems MFD by
pressing 0 on the extended keyboard, press the relevant MFD button to select the Auto­pilot mode on that MFD and then select T ake off on the Auto-pilot list of buttons, then engage the Auto-pilot by pressing A on the keyboard. The auto-pilot will now complete all taxiing and take off.
Once your take off time has passed the tower will determine a safe time slot for you to begin taxiing. If there is no safe slot, then permission will be delayed. When the tower clears you to taxi, you can move from your parked position. If permission to taxi has not been granted after the communication’s check, request your take-off time by picking option 2 Airfield and then choosing option 1, “SAY MY take-off” from the menu on the top left of your Helmet Mounted Display. The
tower will respond with your take-off time.
T ake the brakes off by pressing B on the key­pad and increase engine power by repeat­edly pressing the extended keyboard + symbol, (or pushing forwards on your throt­tle). Power will have to be increased to 55% to get the F-22 moving and shortly after throttled back to 53% to maintain a taxi speed of 20 knots. When cornering slow down to around 10 knots.
NOTE: exceeding this taxi speed may result in you crashing before you are even off the ground!
The aircraft can be steered on the ground by use of the <, (to the left) and >, (to the right) symbol keys, or by the appropriate use of your rudder pedals. The toe brakes can be actuated to slow one side of the aircraft by pressing SHIFT <, or SHIFT>.
From a standing start, push throttles to 100%
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Unsure where to taxi? then use the way
point direction caret (an inverted arrow on the HUD compass ribbon), please see Navigation. The way point direction caret is useful for getting around the airfield. When you arrive at the runway hold area, (the area of taxi way just before the runway), stop by applying the brakes, B on the keyboard and throttle the engines back to ground idle (50%). You will let the tower know you are at the hold automatically, place your F-22 nose just short of the runway edge. Permission to proceed onto the runway “LINE UP”, will be given when the runway is clear of other traf­fic. When you have got the F-22 lined up pointing straight down the runway, then stop.
Remember, do not assume it is always clear, keep a good look out around you. When you are lined up on the runway stop you will automatically declare your readiness to take-off.
Take Off
For those in a hurry, ignore any permissions
take the brakes off, increase the throttle to full and pull the F-22 nose off the deck at a speed of 180 knots by pressing the DOWN CURSOR key gently, (or by pulling back on your joystick).
For those in a big hurry, use the DID time skip by pressing SHIFT S to move from your parked position, until you find yourself on the runway. Or press SHIFT S one more time to put you in the air. Refer to take-off permis­sion below.
NOTE: at any time in flight, or on the ground you can stop the action by pressing P to pause the game, (press again to resume).
The easy way, go to the Systems MFD by
pressing 0 on the extended keyboard, press the relevant MFD button to select the Auto­pilot mode on that MFD and then select take­off on the Auto-pilot list of buttons, then switch on the Auto-pilot by pressing A on the keyboard.
NOTE: so long as your engines are running, when you select take-off, the Auto-pilot will taxi the aircraft to the runway and take-off.
The tower will give you final take-off per­mission “YOU ARE CLEARED TO TAKE-OFF”,
Note the altitude you are to climb to and the bearing for airfield departure.
Throttle your engines up to full military power, an indicated 100% on your HUD (the throttles can be snapped to military power by pressing SHIFT + on the keyboard), imme­diately on reaching that value take the brakes off. When you reach 180 knots pull the nose up by pressing the DOWN CURSOR
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The F-22 – Basic Flight
Take off speed
key gently, (or by pulling back on your joy­stick). Shortly after leaving the ground bring the gear up by pressing G on the keyboard, keep the aircraft straight, (no rolling) and in a steady 15 degree climb. Climb to the alti­tude indicated by the tower and steer the aircraft onto the pre-planned route by refer­ring to Navigation.
The tower will contact you once more “PUSH 2 FOR MAGIC, GOOD DAY”, contact the AWACS on radio frequency PUSH 2 (open channel) by pressing 2 on the key­board, or PUSH VICTOR 3 by pressing 3 on the keyboard and picking option 2 AWACS, then choosing option 7 “FLIGHT IS AVAIL- ABLE”, if you intend to fly away from the air­field.
NOTE: from the menu choices now placed in AWACS on your Helmet Mounted Display you will have a choice of requests and reports for the
AWACS who will handle all aspects of your flight until you need to contact the tower for landing. If you do not inform the AWACS of your flight you may be interrogated for identification. Please see The AWACS chapter for more information.
NOTE: once you get airborne, turn the aircraft slowly left or right by use of the rudder, press symbol <, >. Or bank for example left and turn by slowly pressing the LEFT CURSOR key, (or push­ing the joystick to the left gently.
A much sharper turn can then be executed by pulling the nose up with the DOWN CURSOR key, (or pulling back with the joystick).
A steep departure from the airfield
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Navigation
The way point direction carets, will enable you to follow a planned route by looking at the compass ribbon at the top of the HUD. The figure in the center of the box is the compass heading you are currently on. The inverted arrow below the compass ribbon shows where you must steer the box in order to line up with the first way point on your route.
The triple vertical line symbol above the compass ribbon shows where you must steer in order to intersect the line between the last way point and the next.
NOTE: these navigation symbols are displayed in all HUD modes. The symbols will also indicate a
direction to follow for the right taxi way to reach the correct end of the runway as indicated by the tower.
The navigation HUD can be selected by pressing the H key repeatedly until NAV HUD appears. The NAV HUD will tell you if you are high / low, or early / late on your intended route and so will help you to judge what you should do in order to follow your mission correctly.
Please see the Navigation HUD illustration in Head Up Display.
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The F-22 – Basic Flight
Navigation - half the battle is getting there in one piece
Preparing to Land
For landing you must have sought and been granted permission to land. The auto-pilot, if used must be in landing mode.
For those in a hurry, use the DID time skip by pressing SHIFT S until you find yourself in a parking position.
For those in a desperate hurry, press SHIFT Q and finish the game!
The easy way, you must be within 15 miles of the airfield and gain permission to land by selecting radio frequency PUSH 1, select it by pressing 1 on the keyboard. Request per­mission to approach from the tower by pick­ing option 2 Airfield and then choosing either
option 3, “DIRECT APPROACH” (or option 5 “CIRCUIT APPROACH” from the menu on the top left of your Helmet Mounted Display. Go to the Systems MFD by pressing 0 on the extended keyboard, press the relevant MFD button to select the Auto-pilot mode on that MFD and then select landing on the Auto­pilot list of buttons, then engage the Auto­pilot by pressing A on the keyboard.
NOTE: the Auto-pilot will land the F-22 and taxi it back to a parking slot, all necessary messages and steps will be handled automatically. You will only be responsible for engine shut down once parked.
Heading for home!
101
When you need to return to an airfield it will be for one of four reasons:
1. You are following your pre-planned route.
2. You have requested a vector for recovery
at your mission start base.
3. You have requested a divert airfield from the AWACS.
4. You intend to land at an airfield of your choice.
NOTE: at 15 miles from the base you will be able to see the landing light pattern and the ILS hoops on your ILS HUD only if you are within a few degrees of the glide slope at the end of the run­way. Only the runway to be used will display open ILS hoops.
Pre planned landing
As you get to 15 miles of your destination air­field on your way point route select the ILS HUD mode and radio frequency PUSH 1 by pressing 1 on the keyboard. Request permis­sion for recovery from the tower by picking option 2 Airfield, then choosing either of options 3 (“DIRECT APPROACH”), 4 (“TEARDROP APPROACH”) or 5 (“CIRCUIT APPROACH”) from the menu on the top left of your Helmet Mounted Display, then refer to Landing below.
Vector for Recovery
In order to assist with navigation to your destination airfield, select radio frequency PUSH 1 and the ILS HUD mode, then request a vector for recovery from the tower by pick­ing option 2 Airfield, then choosing option 2, “VECTOR FOR RECOVERY” from the menu on the top left of your Helmet Mounted Display. You will be given a direction to the airfield.
Requesting a divert airfield
To request a divert airfield from the AWACS
who is controlling your flight first ensure you are in radio frequency PUSH 2, or PUSH VIC­TOR 3 by pressing 2 or 3 on your keyboard.
From the menu on the top left of your Helmet Mounted Display, pick option 2 AWACS, then choose option 1 “REQUEST DIVERT AIRBASE”. The AWACS will name the near­est available airfield, give you a direction to it and its range from you. Then refer to ‘Land’ at an airfield of choice.
NOTE: requesting any information from the AWACS when an AWACS is not present, will obviously meet with silence!
Land at an airfield of choice
When you are within 15 miles of any airfield you can land there by selecting the ILS HUD mode and radio frequency PUSH 1, then request permission for approach from the tower by picking option 2 Airfield, followed by either of options 3 (“DIRECT APPROACH”), 4 (“TEARDROP APPROACH”) or 5 (“CIRCUIT APPROACH”) from the menu on the top left of your Helmet Mounted Display, then refer to Landing below.
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The F-22 – Basic Flight
Landing
The ILS HUD is necessary for landing infor­mation and can be selected by pressing the H key repeatedly until the ILS HUD appears. This HUD mode indicates a series of glide slope markers visible rising from the end of the runway, these indicate the correct path to follow for touchdown. The ILS markers can be turned on / off while in the ILS HUD mode by pressing the appropriate button on the Systems MFD.
For additional information please see the Instrument Landing System HUD illustration in Head Up Display and the Systems MFD illustration in Multi Function Displays.
NOTE: to talk to the tower and hear instructions
you will need to be on radio frequency PUSH 1, select it by pressing 1 on the normal keyboard numbers. The way point and way point path markers mentioned in Navigation are of great use in all kinds of approaches to indicate where you should fly to next.
Your airfield approach will be one of the fol­lowing:
• Circuit approach
• Teardrop approach
• Direct approach
The normal approach is Circuit which the tower will advise you of with the message:
“JOIN THE LEFT CIRCUIT, FOR RECOVERY ON RUNWAY”, plus the runways number,
Gear down for finals
103
when you are within 15 miles of the runway. If you specifically request a teardrop, or straight in approach you will receive clear­ance for that kind of approach, or you may be refused due to traffic considerations.
NOTE: you can acknowledge the towers orders by pressing Y on the keyboard.
Circuit approach
This is the normal fighter approach to a mili­tary airfield. It is performed by making an approach directly for the runway to be land­ed on and descending to an altitude of 3,000 feet by the time you are directly over the runway. You must fly down the length of the runway maintaining that altitude and follow the left hand circuit. The circuit will be indi­cated on your Situation MFD as an extension of your way point route and will further be
indicated by way point direction carets.
Please see Navigation for more details.
The circuit is approximately 2.5 miles across and 3 miles along the runway side. Turn left onto leg 2 and at the next indicated turn onto leg 3 which is the back leg, descending to 1,500 feet. Lower your undercarriage by pressing G on the keyboard. Continue to the next turn and onto leg 4, here you should be able to see the ILS hoops as you are about to intercept the glide path. Turn onto leg 5 for final approach, notify the tower by selecting radio frequency PUSH 1 and notify the tower that you are on finals by picking option 2 Airfield. Then choose option 6 ‘FINALS‘ from the airfield menu, then descend on the glide slope. The tower will respond by saying ‘CLEAR TO LAND’ if the runway is clear or ‘LANDING NEGATIVE, GO AROUND ’ if anoth- er flight is taking off or is ahead of you on the
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The F-22 – Basic Flight
Teardrop approaches for airfields under threat
Instrument Landing System.
For additional information please refer to Final approach below.
Teardrop approach
The Teardrop approach is used specifically at front line airfields that might come under attack at short notice and is essentially a much shorter and tighter version of the Circuit approach. Teardrop approach is a dynamic maneuver which rapidly reduces a high approach speed and altitude by pulling a high G spiraling turn to quickly land and reduces the risk of attack by enemy surface to air missiles, if the airbase is close to enemy forces.
To request a Teardrop approach you should already be in radio frequency PUSH 1, pick
option 2 Airfield, then choose option 4, “TEARDROP APPROACH” while you are within 15 miles of the runway. Approach the glide slope approximately half way along its length as indicated on the ILS HUD by the ILS hoops. As you intercept the glide slope you need to be at 1500 feet, notify the tower by selecting radio frequency PUSH 1, pick option 2 Airfield, then choose option 6 ‘FINALS’ from the airfield menu, spiral sharply round 360 degrees so that you lose height rapidly to approximately 500 feet and pointing towards the runway.
For additional information please refer to Final approach below.
Direct approach
The traditional straight in approach to the runway. To request a Direct approach you
Direct landing approach with no circuits
105
should already be in radio frequency PUSH 1, pick option 2 Airfield, then choose option 3 “DIRECT APPROACH” from the menu on the top left of your Helmet Mounted Display while you are within 15 miles of the runway. When permission is granted work your F-22 around to the correct runway so that you can make the most direct approach and see the runway lighting and ILS hoops as soon as possible. As you intercept the glide slope notify the tower by selecting radio frequen­cy PUSH 1, pick option 2 Airfield, then choose option 6 ‘FINALS’ from the airfield menu.
Final Approach
The Glide Slope
The glide slope is indicated by the ILS mark­ers projecting out of the end of the runway. You must intercept the glide slope allowing yourself enough room to line up with the run­way.
Steadily reduce your airfield approach speed to 230 knots by repeatedly pressing the extended keyboard - key, (or by pulling back on your throttle) by the time you have intercepted the glide path, your glide slope
speed should be 170 knots, power setting
57%. You must get the F-22 pointed straight
down the approach and runway and level the wings. It may help to deploy the air­brakes by pressing B on the keyboard. If your undercarriage is not already down, lower it by pressing G on your keyboard.
While on your final approach it is important to notify the tower by selecting radio fre­quency PUSH 1, pick option 2 Airfield, then choose option 6 “FINALS” from the airfield menu. This action will allow the tower to free up the runway once you have landed and will give them a final chance to grant per­mission or direct you to go around the circuit once more.
Keep the velocity vector in the HUD just beyond the touchdown 3, 2, 1 markers on the runway, when your altitude is 50 feet, pull the nose up slightly so that the velocity vec­tor is approximately half way down the run­way. Reducing the power to 55% (flight idle), at this point may help your touchdown.
NOTE: on touch down the wheel brakes will be applied already if you have deployed the air­brakes, to take the brakes off press the B key on the keyboard. You will get the shortest possible landing if you leave the brakes on.
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The F-22 – Basic Flight
NOTE: the F-22 is not equipped with a braking chute, or thrust reversing.
Once you have achieved taxiing speed of 20 knots or less, the tower will notify you where to park your F-22. You will be able to find your way back to your allotted parking space by use of direction carets at the top of all HUD displays.
For additional information please see Navigation above.
NOTE: once back on the runway, the F-22 will be rearmed / refueled automatically
Permission to land is refused!
When the airfield is busy , or out of action you may be given other instructions. If the airfield is out of action, you will be told that the “THE AIRBASE IS BLACK, DIVERT TO...”, plus the divert airfield name. Your way point route will be automatically extended to the new airfield, as portrayed on the Situation MFD. At a busy airfield you may be directed to turn to a new heading, or to “JOIN THE STACK” at an indicated altitude. The Stack is a cir­cuit for aircraft to orbit within, where the air-
craft start at the top and spiral slowly down until they are given permission to land, the position will be the same as the landing cir­cuit in this game, the rotation is left hand (anti-clockwise seen from above) like the landing circuit.
When the player is on final approach, (i.e. on the glide slope) final permission may be refused with the message: “LANDING NEG- ATIVE, GO AROUND”. In this case you must follow the landing circuit at 1,500 feet alti­tude one more time and attempt a landing when you are on leg 5, descending on the glide slope as in Direct Approach.
Landing at Friendly airfields to rearm and refuel
You can land at friendly airfields to rearm and refuel your plane. Land as normal on the runway, bring your plane to a halt and you will be rearmed and refueled.
Emergency Landings
If your aircraft has damaged under carriage you may have to perform an emergency ‘belly’ landing. For safety reasons we recom­mend jettisoning all stores before attempting a belly landing.
No brake-chute! Air-brake rudders and wheel brakes slow you down
Touchdown! Note the ILS markers and the position of the velocity vector
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Air Refueling
The United States Air Force is alone in using the flying boom method of aerial refueling, as opposed to the basket method favored by all other air forces. When an aerial refueling has been planned into your route, the refuel­ing point will be marked on your Situation MFD and the patrol route of the tanker you must refuel from will also be visible.
The Refueling HUD can be selected by pressing the H key repeatedly until the REF HUD appears. The Refuel HUD indicates information vital for refueling correctly.
Please see the Refueling HUD illustration in Head Up Display.
NOTE: your tanker will display white anti colli­sion strobe lights at the tip of its fin and under­neath the center fuselage, plus flashing red / white beacon lights above and below the fuse­lage. You should acknowledge the refuelers mes­sages by pressing Y on the keyboard.
The easy way, refer to ‘vector to the nearest
refueling aircraft’ below. You must approach the tanker at an altitude 10,000 feet above the tanker. When you are within 15 miles of the tanker change your radio frequency to PUSH VICTOR 4 by pressing 4 on the key­board, then you must request permission to refuel from the tanker by picking option 2 Refueler and then choosing option 2 “REFU- EL PERMISSION” from the menu on the top left of your Helmet Mounted Display.
The tanker will tell you to “SKIP IT” if refu­eling is not currently possible, or will give you permission by replying “AFFIRMATIVE,
WEAPONS AND NOSE COLD”. You must reply by pressing Yon the keyboard, in order
for the auto-pilot to work. Ensure that your
radar output is reduced by going to manual EMCON 2.
When the refueler says “CLEARED, PRE CONTACT”, you can engage the auto-pilot. Go to the Systems MFD by pressing 0 on the extended keyboard, press the relevant MFD button to select Auto-pilot mode on that MFD and then select refueling on the Auto­pilot list of buttons, then engage the Auto­pilot by pressing A on the keyboard.
The auto-pilot will handle the refueling from now on and will switch off automatically once the refuel boom is connected.
Please refer to ‘refueling is complete’.
Manual refueling, should you need to refuel when no refueling has been scheduled, you can request a vector to the nearest refueling aircraft by selecting radio frequency PUSH 2 or PUSH VICTOR 3, (2 or 3 on your keyboard), pick option 2 AWACS and then choose option 2 “VECTOR TO TANKER” from the menu on the top left of your Helmet Mounted Display. You will be given the necessary vec­tor and told to contact the indicated tanker on radio frequency PUSH VICTOR 4, (4 on your keyboard).
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The F-22 – Refueling
You must approach the tanker at an altitude 10,000 feet above the tanker. When you are within 15 miles of the tanker change your radio frequency to PUSH VICTOR 4 by press­ing 4 on the keyboard, then you must request permission to refuel from the tanker by pick­ing option 2 Refueler and then choosing option 2 “REFUEL PERMISSION” from the menu on the top left of your Helmet Mounted Display.
The tanker will tell you to “SKIP IT” if refuel­ing is not currently possible, or will give you permission by replying “AFFIRMATIVE, WEAPONS AND NOSE COLD”. Reply by pressing Y on the keyboard. You must ensure that your radar output is reduced by going to manual EMCON 2. (Or manual EMCON 1, if your mission requires stealth). Close the refueler to approximately one quarter of a mile and slightly below his altitude.
NOTE: if you are in manual EMCON 1 you will be able to do a stealthy refuel. The refueler will not speak to you if you are in EMCON 1 you must use your judgement and the Receiver Director Lights for position information. When the boom is con­nected a wired voice link will be made enabling you to hear the boom operator’s “CONTACT” and “DISCONNECT” messages.
The gas station in the sky
On the way to a top-up. All major credit cards accepted
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The F-22 – Refueling
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The F-22 – Refueling
Air-to-Air Refueling
1. The fighter has a vector to the tanker
aircraft
2. The fighter requests permission to refuel from the tanker. Once permission is granted the approach is made from above the tanker’s altitude
3. The fighter approaches the tanker, from a position one quarter mile astern to the pre-contact position
4. The fighter is in the pre-contact position, at the correct height and 50’ astern. The refueler will grant permission to move forward to the contact position.
5. The fighter is in the contact position. The refueling boom will be ‘flown’ into the fighter by the refual boom operator.
7. The boom is disconnected and the fighter backs away before peeling off below the tanker.
6. The boom has made contact and fuel flows.
The Refueling Boom
The refueling boom is telescopic and has colored bands marking how far it is extended.
Too compressed, marked by a wide yellow band.
The ‘green zone’.
Optimum position marked by a narrow yellow band.
Too extended, marked by a wide yellow band.
The Receiver Director Lights
D Too High
Correct Height
U Too Low
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F Move Forward
Correct Fore/Aft Position
A Move Aft
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110
When you are in the correct position the refueler will give the message “STABILIZE”. You must now hold station with the refueler, he will fly the refueling boom into the recep­tacle on the upper fuselage of your F-22. When the boom makes contact he will give the message “CONTACT”, you will automat­ically acknowledge the boom operator by saying “AFFIRM”.
The Receiver Director Lights will now be controlled by the boom position and will help
you to maintain your position within the bounds of permissible movement of the refu­eling boom. The extending part of the boom has a series of colored bands on it, when the narrow yellow stripe of the extending part of the boom is against the lowering part of the boom you are in the right forward / aft loca­tion of the contact position.
Refueling is complete
When your refueling is complete the refuel­er will give you the message “DISCONNECT AND PUSH 2”, he will then disconnect the boom from your aircraft, you must break the connection by throttling back your engines slightly, by pressing the - key on the key­board. If you are refueling on your own you are now clear to recommence your mission.
As the boom moves clear, slowly back your F-22 away. It is customary to leave the refu­eler after first backing well clear by reduc­ing altitude and pulling away towards the right before returning to your mission head­ing 5,000 feet below the refueler so as to reduce possible collisions with other aircraft waiting to refuel.
If you are refueling with your wingman, after backing slowly away you must wait for your wingman by swinging out to trail the star­board (right) wing tip of the refueler.
The F-22 – Refueling
Work your F-22 in behind the refueler, approximately twenty feet below his alti­tude. When you are within 100 feet behind, the refueler will give the message “CLEARED, PRE CONTACT”, which means you must go to the pre-contact position fifty feet behind the tanker refuel position.
When you are at the pre-contact position the refueler will give you the message “CLEARED CONTACT”. This means that you
are at the right level below the refueler and fifty feet behind the tanker refuel position. The tanker will turn off his lower strobe light and both upper and lower beacons will flash red only, to indicate he is now ‘engaged’. You must now go slowly forward to the contact position. To help you achieve this the refuel­er displays two patterns of lights called the Receiver Director lights under its forward fuselage.
From your position the lights on the left indi­cate if you are high or low of the contact position, Up and Down letter cues will also display at the apparent top or bottom of the left director lights. The right hand lights indi­cate the your current forward / aft location of the contact position. Forward and Aft let­ter cues also display at the apparent top or bottom of the right director lights.
Aim to arrive in the pre-contact position
Gentle use of the throttle and stick is required
The receiver director lights
About to receive the boom
When you refuel, so do your buddies
The boom connects behind you
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Thrust Vectored Maneuvers
The F-22 enjoys the extra maneuverability of thrust vectored engines which apart from giving quicker responses for dogfighting, will also allow very high angles of attack, (nose up angle, towards the direction of flight). This type of control is of particular relevance at speeds where aerodynamic lift and influence are low. The F-22, Sukhoi Su-37 and Mikoyan MiG-35 are all able to use thrust vectoring to aim the fighter towards an enemy briefly while flying in another direction.
Within the T otal Air W ar sim, the F-22 has not been modeled with thrust vectoring engaged all the time as in the real F-22. To help you get to grips with it DID has opted to allow the user the ability to pick when he
wants thrust vectoring by pressing and hold­ing the KEY ABOVE TAB, to disengage simply let go of the key. By not having thrust vec­toring engaged permanently the user will be able to make greater use of both the expand­ed and normal flight envelope.
The F-22 flight control systems prevents the pilot from overloading the aircraft. The effect of thrust vectoring is reduced with increasing speed and will be only really be noticeable below 400 knots airspeed.
For additional information please refer to the Training section of Total Air War and the Online help (main menu, help button), for more information on thrust vectored flight, how to use it, and of course try it out in one of your early missions.
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Once the refueling is complete you must fol­low the refueler’s request and change your radio frequency to PUSH 2, or PUSH VICTOR 3, by pressing 2, or 3 on the keyboard. con­tact the AWACS and let them know that you are now available again by choosing option 2 AWACS and then option 7 “FLIGHT IS AVAILABLE”.
Rearming and Refueling
When you land on the runway the F-22 will automatically be rearmed / refueled with the loadout that was originally present.
The F-22 – Refueling
It’s not only the Russians who pull high-alpha stunts like these!
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The F-22 – Air-to-Air Combat
Achieving an attacking position undetected and then launching a surprise attack while being vigilant of enemy surprises is of great importance.Please refer to the Introduction
of this F-22 aircraft chapter to see how the F-22 has been designed to be particularly suited to the BVR air combat role.
The United States Air Force uses a tactic called the ‘Grinder’, a technique that maxi­mizes the chances of success in attacking an opposing force, especially if that force is superior in numbers.
Please refer to Air to Air Combat Tactics below.
Please refer to the Training section of Total Air War, the Weapons Training BVR AMRAAM mission teaches you about detec­tion of targets, and engaging those targets in BVR combat.
The AIM-120 AMRAAM
The AIM-120R AMRAAM is a long range radar guided ram jet powered version of the standard AMRAAM missile. It has a best range of 44 miles and uses its ramjet power to close a target very rapidly, thereby reduc­ing the chances of a target maneuvering out of its way.
The AIM-120C AMRAAM has a best range of 31 miles and is powered by a slower flying rocket motor.
To launch an AMRAAM you must have the Air-to-Air HUD selected by pressing RETURN on the keyboard, this will also select air to air weapons. Keep pressing RETURN until the HUD weapon indicator shows you have selected the AMRAAM of your choice. Both versions of the AMRAAM missile are cued to their target by the F-22’s avionics. On the way to the target the missiles own radar takes over and acquire the target, making the AMRAAM a `fire and forget missile’.
AMRAAMs can be cued by radar, IRST, or off board information.
NOTE: if the user launches an AMRAAM at man­ual EMCON 1 no radar cuing will be possible.
If an AWACS, or another F-22 (data sharing), is not present then no cuing from off board sensors is possible.
A target is often able to cover a lot of sky between missile launch and half distance. It is therefore possible that the missile may arrive at half the distance, and not be able to find the target in the position that the F-22 predicted! especially if the target realizes it is under attack and maneuvers hard. The F-22 pilot can sometimes ensure a higher probability of a kill against a target that he
Weapons Training
In the Training section of Total Air War are a series of missions which should be viewed as training missions. The Missions are writ­ten so that each contains more than the air­craft, and targets necessary to learn the specific lesson.
Difficulty Levels
The difficulty of the game can be set in the game options screen. The three difficulty options determine the accuracy of weapons fired against your aircraft, the accuracy of your guided weapons and the amount of damage taken by your F-22 when hit. For additional details, please refer to the Training section of Total Air War, and the Online help (main menu, help button), for more information on weapons, and how to use them.
Air-to-Air Combat
Air-to-air combat is made up of five stages:
1. Detection
2. Beyond Visual Range Combat
3. Closing
4. Maneuvering or Dogfight
5. Disengagement
Detection
In detection it is often the case that he who sees first wins, by electronic or visual means. As you will have seen from the Avionics section the F-22 is able to get infor­mation about potential enemies from great ranges, and can operate completely stealth-
ily while receiving data from an AWACS or another F-22.
Missile range
Missiles in general will have a greater range when launched at a higher altitude, or a higher flight speed.For the purposes of this manual a benchmark ‘best range’ has been quoted, which represents an optimum launch range. In some circumstances this may not be achieved, or may be exceeded, depending on the individual circumstances.
NOTE: weapon performance has in some cases been altered to benefit game playability.
BVR combat
From combat experience many fighter pilots will be able to tell you that four out of five victories are achieved in BVR combat.
Beyond Visual Range combat - made easy
continued on page 118
Cued for the kill. Four enemy aircraft in AWACS
Cued for the kill. The same four enemy aircraft in the F-22 cockpit
The F-22 is designed to detect the enemy first, by use of its stealth and avionics design. AMRAAMs can be launched while the enemy aircraft is still unaware that it is under attack. These abilities make the
F-22 ideal for suprise attacks or use of the ‘Grinder’. Once in a dogfight, thrust vectoring and an advanced helmet display give the F-22 pilot the ‘edge’.
The Five Phases of Air-to-Air Combat
1. Detection
It is essential to locate the enemy first and maneuver to a firing position.
4. Manuevering
The glamorous dogfight is dangerous and responsible for one in five victories.
5. Disengagement
Short of fuel, weapons, or the odds have become too great, time for ‘bugging out’.
2. Beyond Visual Range
Four out of five Air-to-Air victories are achieved in BVR combat.
3. Closing
When the odds are favorable, closing with the enemy for a short range missile shot or cannon pass.
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Closing
As the range continues to reduce you may not have destroyed all the targets, or be out of AMRAAMs, your next task will be to rapidly close the distance between you while setting up your ideal Sidewinder firing solution.
Maneuvering
Maneuvering, or dog fighting has long been the most glamorous part of air combat but is in fact responsible for only one fifth of all air combat victories. This part of combat is highly dangerous with a high loss rate, like BVR combat he who can fire his short range missiles will usually gain the advantage, but if you fail to hit the target in the opening part of the dogfight, the victory will go to the most experienced pilot making best use of the most maneuverable fighter.
Please refer to the Training section of Total Air War, the Weapons Training DOGFIGHT SIDEWINDER mission continues on from the BVR mission, and teaches you to first close and then engage the enemy with firstly the Sidewinder missile, and then your gun in dogfighting combat.
The AIM-9x Sidewinder
The AIM-9x Sidewinder is a short range, thrust vectoring, Infra Red, (heat) guided missile with at best a range of 10 miles. As the missile is only cued in the direction of the target, and once launched relies on it IR. seeker, it is truly a fire and forget weapon.
To launch a Sidewinder you must have the Air to Air HUD selected by pressing RETURN on the keyboard. This will also select air to
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suspects may maneuver by keeping his nose pointed towards the target.
Potential targets must be entered into the Shoot list, (one Shoot list is made for each kind of weapon).
Please refer to Shoot lists, in the Avionics section.
The targets will be marked in the HUD, Attack, Situation, and Defense MFDs. The first to be fired at is marked in a special way, please see the Head Up Display, and Multi Function Display sections and refer to the Target Marking diagrams in each of those sections.
NOTE: both the HUD and Attack MFDs display data on missile range.
Please refer to the Head Up Display, and Multi Function Display sections.
On the Air to Air HUD, and on the Attack dis­play you will find the missile steering circle and steering dot.
The missile steering circle reflects the prob­ability of kill, (also expressed on the HUD as a 00% pk value), i.e. the bigger the circle is portrayed the greater the chances of killing the target if the missile is launched at that moment.
The missile steering dot indicates where you ought to be aiming your nose in order to close the target.
The word “SHOOT” will appear on the HUD, and Attack displays if the AMRAAM is with­in range (parameters) of the target. Pressing the SPACE bar will launch an exter­nal weapon, or open the main bay doors
briefly and launch an internally carried weapon.
The F-22 – Air-to-Air Combat
AMRAAM away. Note the HUD symbology
AIM-9X is an extremely effective, off-boresite missile
One versus many is now a fight loaded to the F-22’s advantage
continued from page 115
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selected the gun. Place the gun pipper over the target by maneuvering your F-22.
The word “SHOOT” will appear on the HUD, and Attack displays if you are within gun range of the target. Immediately that the tar­get is in the pipper and the shoot cue is lit, fire your gun by pressing the SPACEBAR, and holding it down so long as you wish to fire.
NOTE: that you only have a limited number of can­non rounds, so do not spray bullets all over the place!
Cannon Snake
When using the Air-to-Air cannon, the path of the shells is shown as a moving ‘snake’ on the HUD. At the end of the ‘snake’ is a circle. If the circle is over the targeting box of the enemy aircraft then your bullets have a high probability of hitting.
Disengagement
Modern fighters are often short of fuel when it comes to finally doing some fighting. This combined with an inevitable short supply of weapons makes for a quick fight. When the time comes to break off the engagement your main task is firstly to preserve your own life and secondly return a very valuable air­craft home.
For additional information, please refer to the Training section of Total Air War, the Weapons Training DOGFIGHT SIDEWINDER mission. When you have run out of weapons and before your fuel gets too low, you must break off the mission in a clear cut way that avoids the danger of further enemy action.
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air weapons. Keep pressing RETURN until the HUD weapon indicator shows you have selected the Sidewinder.
The Sidewinder is cued to its target by the F-22’s IRST primarily, or by cuing with the helmet mounted sight. It can also acquire a target by being put into the airstream and pointed in the general direction of the tar­get, by pointing the F-22 at it!
The Sidewinder can have targets designat­ed in the same way as the AMRAAM, i.e. automatic or MFD manual entry in a shoot list. Potential targets must be entered into the shoot list, (one Shoot list is made for each kind of weapon).
Please refer to Shoot lists, in the Avionics section.
The targets will be marked in the HUD, Attack, Situation, and Defense MFDs, the first to be fired at is marked in a special way.
Please see the Head Up Display, and Multi Function Display sections and refer to the Target Marking diagrams in each of those sections.
Manual SHOOT list entries can also be made for the Sidewinder by visual designation. This is done by padlocking a target with the F2 key on the keyboard, then adding that tar­get to the currently selected missile (Sidewinder) shoot list by pressing the S key on the keyboard.
NOTE: you can add a padlocked target to your wingman’s shoot list by pressing M on the keyboard.
When the weapon is in range (parameters) the shoot cue will appear in the HUD and Attack MFD. Pressing the SPACE bar once
will launch an externally carried weapon, (NOTE it must first acquire the target as below). If the missile is carried in a dedicat­ed bay one press will put a Sidewinder out of its bay, to ‘sniff the air’; when it has acquired its target the growling tone you can hear will have risen to a much higher pitch, and the word “SHOOT” will appear on the HUD. The Attack display will show if the Sidewinder is within range of the target. Pressing the SPACEBAR again will fire the missile.
The F-22 gun
The F-22 gun is the M61A2 20 mm rotating 6 barrel Gatling gun, which has an ammunition drum containing 1750 rounds.
To fire the gun you must have the Air-to-Air HUD selected by pressing RETURN on the keyboard, this will also select air-to-air weapons. Keep pressing RETURN until the HUD weapon indicator shows you have
The F-22 – Air-to-Air Combat
Short-range kill with the advanced Sidewinder
Guns, guns, guns! Get the enemy in your sight and fire
If you can‘t win, survive to fight another day
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Target Marking diagrams in each of those sections.
Manual Shoot list entries can also be made for the Maverick by visual designation. This is done by padlocking a target with the F2 key on the keyboard, then adding that target to the currently selected missile (Maverick) shoot list by pressing the S key on the key­board.
NOTE: you can add a padlocked target to your wingman’s Shoot list by pressing M on the key­board.
Typically a target to be attacked using Maverick will be attacked at maximum range from medium altitude, or more likely the aircraft will approach the area known to contain targets at low altitude and will pop up when in range for ‘a good look,’ launching weapons in a medium dive, before dropping to the deck and turning away sharply.
When the weapon is in range (parameters) the shoot cue will appear in the HUD and Attack MFD. Pressing the SPACE bar once will normally launch the weapon.
Salvo or ripple drops can be initiated on pressing the SPACE bar if the relevant Salvo, or Ripple buttons have been previously selected on the Systems MFD.
NOTE: that the number of bombs to be released as part of the salvo, or ripple can also be set on the Systems MFD surround.
The image that the Maverick is homing on to is displayed on the Attack MFD by pressing the appropriate button on the Up front MFD surround.
When a number of weapons are in flight you will be able to see the image sent by the old­est launched, (and still in flight), by pressing the appropriate button on the Up front MFD surround.
NOTE: the weapon can also be seen by pressing F8 on the keyboard.
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Air-to-Ground Combat
The F-22 has a secondary air-to-ground role, particularly in the delivery of smart weapons like the JDAM and the growing generation of cruise sub-munitions dispensers, like the European Apache and US JSOW.
Though it is unlikely that the F-22 would ever be employed to deliver ‘Iron bombs’, it has four wing hard points with a rating of 5,000lb and designed initially to carry one 600 gal. drop tank and two air-to-air missiles each. This means that the F-22 has the capacity to carry a huge amount of ordinance.
It should be remembered that the F-22’s pre­decessor, the F-15 was designed with the immortal words “not a pound for air to ground,” and yet the F-15E developed from that air superiority fighter is probably the most capable all weather strike aircraft pos­sessed by any air force in the world today. For the purposes of game play DID has given the player the option of using many weapons that the real F-22 is unlikely to carry.
Bombs and missiles have a realistic blast radius. Bombs damage ground vehicles and planes in close proximity, not just those hit (don’t drop a bomb too low now!).
The air to ground weapons fall into five main types:
• Smart self guided missiles
• Sub munitions dispensers
• Smart gliding bombs
• Unguided rockets
• Freefall and Retarded bombs
Smart, Guided, Air-to-Ground Missiles
The AGM-65G Maverick
The AGM65G Maverick, is an IIR guided medium range weapon with a best range of 15 miles. It is mainly used for destroying mobile ground targets, but can also be used against bridges, field HQs and even against small ships and helicopters!
The on board LANTIRN system provides the data for display on the HUD, the Helmet Mounted Display and MFDs. LANTIRN is used further to provide a TV image in the Attack MFD. Once a target has been marked the missile on launch will find its own way there.
To launch a Maverick you must have the Air to Ground HUD selected by pressing the BACKSPACE key on the keyboard. This will also select air to ground weapons. Keep pressing BACKSPACE until the HUD weapon indicator shows you have selected the Maverick. The Maverick is cued to its target by the F-22’s IRST primarily, or by data avail­able to the avionics.
The Maverick can have targets designated in the same way as an AMRAAM, i.e. auto­matic or MFD manual entry in a SHOOT list. Potential targets must be entered into the SHOOT list. One Shoot list is made for each kind of weapon.
Please refer to Shoot lists, in the Avionics section.
The targets will be marked in the HUD, Attack, Situation and Defense MFDs, the first to be fired at is marked in a special way. Please see the Head Up Display and Multi Function Display sections and refer to the
The F-22 – Air-to-Ground Combat
A Maverick on its way to a kill
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The AGM-88 HARM
One of the greatest threats to modern air­craft is the ever increasing number of SAMs. Even a poor nation can purchase significant numbers of lightweight but effective weapons. To counter this the F-22 uses stealth technology and can carry anti-radar missiles.
The AGM-88 HARM, homes onto the emis­sions from an air defense radar and is used principally to knock out SAMs. It has a best range of 15 miles. When a radar starts up and has been detected by the F-22, AWACS, or JSTAR aircraft, it becomes marked. Once launched the weapon homes onto the radar emissions.
To launch a HARM you must have the Air-to- Ground HUD selected by pressing the BACKSPACE key on the keyboard, this will also select air to ground weapons. Keep pressing BACKSPACE until the HUD weapon indicator shows you have selected the HARM. The HARM is cued to its target by the F-22’s sensors.
The HARM can have targets designated in the same way as an AMRAAM, i.e. automat­ically or by MFD manual entry in a Shoot list. Potential targets must be entered into the Shoot list. One Shoot list is made for each kind of weapon. Please refer to Shoot lists, in the Avionics section.
The targets will be marked in the HUD and Defense MFD by a pentagon. The first to be fired at is marked in a special way.
Please see the Head Up Display and Multi Function Display sections and refer to the Target Marking diagrams in each of those sections.
NOTE: any ground target that has a radar signa­ture, (ships, Early Warning radar and SAMs) can be fired at with the HARM.
Manual shoot list entries can also be made for the HARM by visual designation. This is done by padlocking a target with the F2 key on the keyboard, then adding that tar­get to the currently selected missile (HARM) shoot list by pressing the S key on the key­board.
NOTE: you can add a padlocked target to your wingman’s shoot list by pressing M on the key­board.
Aircraft flying the SEAD (Suppression of Enemy Air Defense) role normally fly at medium to high altitude and will fly above and behind any aircraft that they are provid­ing cover for. Any target will be attacked as soon as data is available and in range, being launched in level flight, or a shallow dive.
When the weapon is in range (parameters) the shoot cue will appear in the HUD and
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The AGM-84A Harpoon
The AGM-84A Harpoon, is an active radar guided long range weapon with a best range of 74 miles. It is a dedicated anti-ship weapon. Once a target has been marked the launched missile will find the ship and attack it at low altitude.
To launch a Harpoon you must have the Air to Ground HUD selected by pressing the BACKSPACE key on the keyboard. This will also select air-to-ground weapons. Keep pressing BACKSPACE until the HUD weapon indicator shows you have selected the Harpoon. The Harpoon is cued to its target by the sensors.
The Harpoon can have targets designated in the same way as an AMRAAM, i.e. automat­ic or MFD manual entry in a shoot list. Potential targets must be entered into the shoot list. One Shoot list is made for each kind of weapon.
Please refer to Shoot lists, in the Avionics section.
The targets will be marked in the HUD, Attack, Situation and Defense MFDs. The first to be fired at is marked in a special way.
Please see the Head Up Display and Multi Function Display sections and refer to the Target Marking diagrams in each of those sections above.
Typically, the target to be attacked using Harpoon will be attacked at maximum range from low to medium altitude in level flight. When the weapon is in range (parameters) the shoot cue will appear in the HUD and Attack MFD. Pressing the SPACE bar once will launch the externally carried weapon.
The F-22 – Air-to-Ground Combat
Harpoon attacks against heavily defended ships are always high-risk
Killing SAMs is an essential part of protecting conventional strike packages
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The GBU-24 Laser Guided Bomb
The GBU-24, is a Freefall bomb which has been modified with extending wings at the tail and a seeker on the nose which looks for laser light reflected off a target. The target is ‘marked’ by a laser carried by the launch air­craft, or another accompanying aircraft. Like the JDAM it must be launched from within a certain altitude / speed envelope. The LAN­TIRN TV system is used to find the target, aim and lock the laser.
To drop a GBU-24 you must have the Air-to -Ground HUD selected by pressing the BACKSPACE key on the keyboard. this will also select air-to-ground weapons. Keep pressing BACKSPACE until the HUD weapon indicator shows you have selected the GBU-24.
When you are at least 10 miles off the target, go to the Attack MFD (preferably while the Auto-pilot flies the F-22), by pressing 3 on the
extended keyboard. The view through the LANTIRN camera is now selected by press­ing the LANTIRN IMAGE button on the MFD surround. The camera will be pointing for­wards in the direction of flight, as it is in slave mode normally. To move the LANTIRN camera press CHANGE LANTIRN MODE on the MFD surround. The camera can be moved by pressing the right SHIFT and the CURSOR keys in the desired direction.
Once you have found the general target area, the camera can be zoomed by press­ing the TOGGLE ZOOM button on the MFD surround. Adjust the camera so that the cross hairs lie over the desired target, or point on the ground. Press LANTIRN TRACK on the MFD surround and this will track the target point on the ground, putting a lock box over that target point. The laser is now firing at that target and the camera will attempt to maintain lock while the aircraft maneuvers within certain limits.
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Attack MFD. Pressing the SPACE bar once will launch the weapon.
Smart Gliding Bombs
The JDAM
The JDAM, is a Freefall bomb modified by having a special tail cone containing GPS guidance. The bomb has its target pre-pro­grammed at the mission planning stage, so long as the launch aircraft releases the bomb within the parameters indicated on the HUD and Attack MFDs the bomb will hit regardless of weather, daylight, launch alti­tude, or attitude!
To drop a JDAM you must have the Air-to-Ground HUD selected by pressing the BACKSPACE key on the keyboard, this will also select air to ground weapons. Keep pressing BACKSPACE until the HUD weapon
indicator shows you have selected the JDAM.
The JDAM guides itself to the target but must be dropped within a cone that will allow sufficient speed and height for it to reach its target. This is worked out automat­ically by the avionics. The area that the JDAM can possibly reach at the aircraft’s current speed, altitude and attitude is marked by an ellipse on the Attack MFD. So long as the target is within the ellipse, the bomb, when released, will hit the target.
The target is marked on the HUD. When the target is within the bombs parameters, the shoot cue will be displayed on both the HUD and the Attack MFD. Generally when you are using the HUD, you will need to be higher than 500 feet, 1 mile from the target for a low altitude release. Or higher than 10,000 feet 10 miles from the target for a high altitude release before the shoot cue should come on. Because of the great flexibility of the JDAM delivery there is no typical release suggestion. The greater the height and speed, then the greater the stand off range.
When the weapon is in range the shoot cue will appear in the HUD and Attack MFD. Pressing the SPACE bar once will open the main bay doors briefly and release one weapon, if the weapon is carried internally, or will release an externally carried weapon.
However salvo, or ripple drops can be initi­ated on pressing the SPACE bar if the rele­vant Salvo, or Ripple buttons have been previously selected on the Systems MFD.
Note: that the number of bombs to be released as part of the salvo, or ripple can also be set on the Systems MFD.
The F-22 – Air-to-Ground Combat
JDAM away. Note the marked target within the HUD
Here, ground targets are designated ready for weapons firing
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Unguided Rockets
The LAU-68 rocket
Unguided rockets have been used against ground targets since World War Two. Each rocket packs a big punch and can be fired singly, or as rippled groups, making them much more destructive in a strafe type attack than using the gun.
To fire the LAU-68 rocketyou must have the Air-to-Ground HUD selected by pressing the BACKSPACE key on the keyboard. This will also select air to ground weapons. Keep pressing BACKSPACE until the HUD weapon indicator shows you have selected the LAU-68. Place the rocket pipper over the tar­get by maneuvering your F-22.
When you are aiming at a fast moving ground target, provide a little lead to your target by aiming slightly ahead of it. The unguided rocket attack is best made in a shallow to steep dive from 10,000 feet or lower.
The word “SHOOT” will appear on the HUD and Attack displays if you are within rocket range of the target. Immediately that the tar­get is in the pipper and the shoot cue is lit, fire your rockets by pressing the SPACEBAR or trigger, once for single rounds, or more if the relevant Salvo, or Ripple buttons have been previously selected on the Systems MFD surround.
Freefall, Retarded and Cluster bombs
There are three main techniques to be used to deliver a Freefall bomb:
• From a shallow dive, usually below 20,000 feet and above 2,000 feet.
• Toss bomb (where the aircraft pulls up and releases the bomb, imparting a ballistic trajectory and greater range to the bomb), the maneuver is usually carried out up to altitudes of 20,000 feet.
• Level flight and release, from any alti­tude down to 1,000 feet.
The Freefall (iron) bomb is similar in design to the millions that were dropped during the Second World War.
Retarded bombs are designed to be dropped in very low level attacks where the extra drag created by their retarding mechanism literally pulls them clear of the bombing air­craft, saving it from blast effects.
The Cluster bomb is delivered in a shallow dive, or from level flight at altitudes below 10,000 and above 1,000 feet. Shortly after release the bomb breaks into multiple bomblets which scatter over a wide area.
All three types of bombs, regardless of deliv­ery method, are targeted in the same way. To
drop a Freefall, Retarded, or Cluster bomb
you must have the Air-to-Ground HUD selected by pressing the BACKSPACE key on the keyboard, this will also select air to ground weapons. Keep pressing BACK­SPACE until the HUD weapon indicator shows you have selected the MK82F / MK82R, MK83F, or the MK20 respectively. A bomb fall line will be displayed on the HUD and a mission planned target will be marked
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Once the target has been locked in this way, the shoot cue will be displayed on both the HUD and the Attack MFD, when the bomb, (or bombs) are in firing parameters and can be dropped, at the same time an indicator caret will have progressed up the right edge of the Attack MFD to the uppermost line, this is a good indication of progress and range to release.
NOTE: the LANTIRN RESET button will return the camera to slaved straight ahead mode, as will the CHANGE LANTIRN MODE button.
The GBU series of bombs can be dropped day or night, but bad visibility will hamper
both the camera and the laser designator. The bomb is best dropped from medium to high altitudes (10,000 to 40,000 feet) in level flight, or in a shallow dive. When the shoot cue appears in the HUD and Attack MFD, pressing the SPACE bar once will normally drop one externally carried weapon. However salvo, or ripple drops can be initi­ated on pressing the SPACE bar if the rele­vant Salvo, or Ripple buttons have been previously selected on the Systems MFD surround.
NOTE: The number of bombs to be released as part of the salvo, or ripple can also be set on the Systems MFD surround.
The F-22 – Air-to-Ground Combat
Unguided rockets - dramatic and effective (see following page)
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Air-to-Air Combat Tactics
In the Training section of Total Air War are a series of missions which should be viewed initially as training missions. The Missions are written so that each contains more than the aircraft and targets necessary to learn the specific lesson.
Using EMCON
Either the pilot (in manual EMCON), or the F-22 avionics (in auto EMCON) can decide which of 5 EMCON states to be in.
EMCON1 is the stealthiest and EMCON5 is the least stealthy, allowing the most use of radar and radio. The EMCON system is there to decide how stealthy the F-22 should be, In its auto mode the F-22 would normally travel in EMCON1. When a potential enemy is spot­ted by the aircraft systems it will gradually increase the EMCON condition as the oppo­nent gets closer in non regular steps, based on the range of the F-22 and the potential enemy’s detection systems and weapons.
Please refer to EMCON in the preceding Avionics section.
Using the IRST
The IRST is a highly sensitive Infrared cam­era that has the ability to zoom onto a distant target magnifying the image for display on the Up front MFD. This allows the pilot to visually identify targets at well beyond visu­al (eyeball) range.
In EMCON 1 the IRST becomes the primary on board search and track device and can also be cued to a potential target by avionics received emissions. As such it is a very stealthy means of acquiring targets.
Target information gained by the IRST is pooled with all other sensor information allowing all air to air and air to ground guid­ed weapons to be cued to their targets.
Please refer to IRST in Avionics.
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by a cross. The CCIP (Continuously Computed Impact Point) marked by a small caret will progress up the bomb fall line as you near the target. Immediately that the caret lies over the target the bombs must be immediately released by pressing the SPACE bar. Once will normally release a single externally carried weapon at a time. However salvo or ripple drops can be initiat­ed on pressing the SPACE bar if the relevant Salvo, or Ripple buttons have been previous­ly selected on the Systems MFD surround.
The F-22 – Air-to-Ground Combat
When the CCIP crosses the target, release the bomb
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Drag Left
Dragging left or right is a tactic where one fighter of a pair becomes the bait for enemy aircraft and flies to the left or right. Once the opposing aircraft have followed the bait, the other fighter of the pair swings in behind them and launch­es an attack.
In some BVR situations the lure can first go one way and then be switched to the other direction. The tactic has been described best as: “Hold them by the nose and then kick them in the pants!”
“Hold them by the nose and then kick them in the pants!”
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Eyeball and Shooter
The eyeball shooter method of attack is used when a visual confirmation of a hostile aircraft is needed, which may occur when the nations involved are not at war but may be involved in a military stand off, or show of force. Typically your fighters would be involved in a head on approach to intruding aircraft. They will have been alerted to the pres­ence of these aircraft by one sensor source or another and will attempt to offset their flight paths by several miles allowing them to close the unknown contacts from a front quarter. Your two fighters will be separated by over a mile, the lead will be able to visually ID the bogeys as bandits, while the number two is ready to fire immediately on com­mand at the trailing contacts. Only the lead fighter will come within the unidentified contacts visual range and will turn to engage the enemy lead immediately if he has given the command for his wingman to launch. This tactic will hope­fully quickly turn a 2 on 4 attack into a 2 on 1.
The number two gets ready to fire while the lead ‘eyeballs’ the targets
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Sandwich Left (Bracket Left)
Still the oldest trick in the book for a pair of fighters. When one aircraft is attacked from his rear quarter he turns to the opposite side to which his wingman is on, thereby drawing the attacker further while his wingman swings neatly in behind ready to dispatch the attacker with a heat seeking Sidewinder once the first fighter breaks out of the dan­ger area.
Sandwich of death
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Offensive Split
A pair of fighters can carry out this tactic while in a combat spread. One fighter draws the attention of the enemy while the other (hopefully unobserved) sneaks around the back.
It could be a follow on to the Eyeball and Shooter method: when the lead gains visual contact and gives the order for his wingman to fire, the lead is observed by the enemy who will certainly turn towards him. The wingman who is the shooter goes low and undetected turns hard in a climbing turn behind the enemy.
Before he knows it, the enemy is in a tight spot
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The Grinder
The United States Air Force uses a tactic called the `Grinder’, a technique that involves a flight of fighters maneuver­ing to launch a salvo of long range missiles against an opposing force and then rapidly spiraling to a lower altitude and either escaping, or regrouping. This technique maximizes their chance of success and reduces the risk of loss­es. The maneuver can be repeated over until all the opposing force is destroyed. Please refer to BVR combat in the Air to Air Combat section.
A barrage of missiles will make any enemy think twice
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Defensive Split
This a maneuver to either foil or deal effectively with an attack from behind by an equal number of fighters. One of the attacked pair will go high and attempt to loop behind the attackers, drawing their attention as a potential victim as he will lose energy faster than his wingman who has gone low by rolling over and pulling a rapid dive. The wingman loops up to deal with the attackers rejoining the fight that the first fighter is now drawing down to meet his wingman.
One goes high, the other goes low. Luck and skill leads to survival
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In Game Speech
The F-22 has 4 preset radio frequencies for communication with other aircraft and the ground. You can communicate with your Wingmen on all 4 frequencies, each fre­quency also enables you to talk to one other group as outlined below:
NOTE: whenever you can talk to a group on a spe­cific radio frequency you will be able to hear what that group is saying to you. Quick access to wingmen commands can be gained by pressing TAB on the keyboard.
Please see Wingmen Commands above. For additional information, please refer to the Training section of Total Air War. Look at the Key Card, In Flight Communications. In addi­tion please go to the Avionics section for reference to ‘Bitchin Betty’.
A full list of all player selectable phrases appears below.
Radio Frequencies
Frequency PUSH 1
Frequency PUSH 1 is for talking to the air­field tower and local airfield air traffic con­trol. T o select press 1 on the keyboard, or the relevant button on the up front MFD panel.
Frequency PUSH 2
Frequency PUSH 2 is an open channel for aircraft allowing you to broadcast mes­sages, warnings and orders and also enables you to talk specifically to the AWACS. as this channel is open you will be able to hear radio traffic between other air­craft. To select press 2 on the keyboard, or the relevant button on the up front MFD panel.
Frequency PUSH 3
Frequency PUSH VICTOR 3 is also for talking to the AWACS but is a closed channel for talk between you and the AWACS handling your flight. To select press 3 on the key­board, or the relevant button on the up front MFD panel.
Frequency PUSH 4
Frequency PUSH VICTOR 4 allows you to talk to an air refueling aircraft. To select press 4 on the keyboard, or the relevant button on the up front MFD panel.
NOTE: When starting a new mission the radio fre­quency will be set to PUSH 1.
Talking to other groups
Care has been taken to present the ‘enthusi­astic user’ with speech relevant to each sit­uation, this will be particularly apparent when seeking instructions to take-off, or refuel. For the less experienced user, do not let the depth of speech get to you! Try paus­ing the game while you make a selection.
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Stealth Attack
Stealth is a huge asset to have if your mis­sion involves a sneak attack. It can be espe­cially useful if your government wishes to take out certain undesirables while main­taining a plausible denial!
ECM, Chaff and Flares
ECM, Chaff and Flares all have the job of preventing or confusing an attack on you by missiles, but achieve this objective in differ­ent ways.
Electronic Counter Measures take many forms but basically prevent enemy radar from seeing a clear picture of the jamming aircraft.
Chaff is a last ditch attempt to thwart a mis­sile attack by dumping large amounts of alu­minum strips which temporarily blinds the radar of a missile, fighter, or ground station.
Flares are also a last ditch attempt to foil a missile attack, but being a high intensity heat source are aimed at heat seeking mis­siles and blinding IRST sensors.
Wingmen Commands
Press TAB on the keyboard, this will present a menu on the top left of your Helmet Mounted Display. Selecting one of these (with the exceptions of options 1 and 9, which are context sensitive), will lead into a further set of options.
Formations
Under option 2, FORMATION, is a list of for­mations to apply to your flight. Some of these formations can be close (wingtip to wingtip), while others are combat spread formations with a large horizontal separation between individual aircraft.
Card
Card is the most useful formation for a four aircraft flight, providing mutual cross cover. The four aircraft are horizontally spaced at the four corners of a playing card shape.
Deuce
Deuce is specifically a formation for two air­craft on a SEAD mission. The first aircraft is usually the bait, while the second flying above and behind watches for any radar that tries to track the first and launches a HARM at the radar source.
Sweep
Sweep is a line abreast formation used for fighter sweeps and by all aircraft to cross an obstacle such as a coastline. All aircraft in the formation will cross at the same time dividing potential ground fire between them and thereby reducing the risk to individual aircraft.
Strike
Strike is a line astern formation used to launch, or drop weapons on a ground target. Separation must be adequate to prevent air­craft flying into the explosions created by the aircraft ahead.
Fingertips
Fingertips can apply to two or four aircraft. The aircraft form one half of an arrow, form­ing up on the leader.
Vic
Vic is the V formation loved by airshow spectators the world over and included here for fun!
For additional information, please refer to the Training section of Total Air War. Look at the Key Card and In Game Speech below.
The F-22 – Maneuvers
continued on page 142
FRQ 3
1 Wingmen 2 AWACS
141
The F-22 – Communications
140
The F-22 – Communications
As real as it gets. Accurate speech simulation, easily accessed via a menu
F-22 Speech
FRQ 2
1 Wingmen 2 AWACS 3 Broadcast 4 Help
FRQ 1
1 Wingmen 2 Airfield
Wingmen
1 Engage
2 Formation
3 Combat
4 Maneuver
5 Abort
Mission
6 Radio
7 Disengage
FRQ 4
1 Wingmen 2 Refueler
1 Say My Take-off Time 2 Vector For Recovery 3 Direct Approach 4 Teardrop Approach 5 Circuit Approach 6 Finals
1 Engage My Target 2 Engage Bandit 3 Engage Hostile 4 Engage Threat 5 Drag Left 6 Drag Right 7 Bracket Left 8 Bracket Right 9 Complete
1 Change to Radio Frequency 1 2 Change to Radio Frequency 2 3 Change to Radio Frequency 3 4 Change to Radio Frequency 4 5 Say Again
1 Break Left 2 Break Right 3 Break High 4 Break Low
1 Card 2 Deuce 3 Sweep 4 Strike 5 Fingertips 6 Vic
1 Request Divert Airbase 2 Where is the Tanker 3 Clearence to Base
1 Leave the Area 2 Leave, or be Shot Down
1 Bandits Hot 2 Threat Hot
1 Where is the Tanker 2 Refuel Permission
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The F-22 – Communications
When you wish to talk to your Wingmen Remember that this can be done in any radio frequency by picking option 1 Wingmen and choosing the relevant option. Or press TAB on the keyboard, this will present a menu on the top left of your Helmet Mounted Display Selecting one of these (with the exceptions of options 1 and 7). Once key phrases are learned you will be able to short cut them as in this example, to give the order “ENGAGE MY TARGET”, press TAB, 3, 1.
When you wish to talk to the airfield both before, or during flight ,first select radio fre­quency PUSH 1, pick option 2 Airfield and choose what you wish to say from the options presented on the top left of your Helmet Mounted Display.
Remember that any replies from the airfield can only be heard on this frequency!
When you wish to talk to the AWACS, first select radio frequency PUSH VICTOR 3, (or PUSH 2), pick option 2 AWACS and choose what you wish to say from the options pre­sented on the top left of your Helmet Mounted Display.
Remember that any replies from the AWACS can only be heard on this frequency!
When you wish to talk to the refueler, first select radio frequency PUSH VICTOR 4, pick option 2 Refueler and choose what you wish to say from the options presented on the top left of your Helmet Mounted Display.
continued from page 139
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Introduction
ACMI is a highly cost effective tool for train­ing pilots. It features an under-wing data pod which relays the aircraft‘s position in 3D space to a ground station, and calcu­lates the path of virtual weapons once a lock has been obtained and the trigger pulled. Instructors on the ground assess which students have scored kills, and call the defeated pilots out of the fight. Later, in the debriefing room, a 3D reconstruction of combat is replayed from the collected data using simple, graphical representations of aircraft, weapons and the landscape. Mistakes are easily pointed out, and the lessons learned.
In TAW, ACMI is one of the best tools for learning the skills of modern air combat. For customers of DID products, ACMI has always been one of the most requested fea­tures, which is why TAW has probably the best system of its kind. Now the player is able to record, analyze and compare perfor­mance in combat.
Like the real ACMI, data is collected from the player‘s aircraft, allowing a graphical portrayal to be replayed afterwards.
In some cases the ACMI data from a previ­ous flight is the ideal way to brief new pilots.
ACMI Modes
The ACMI system can run in one of four modes, each mode has a different screen layout:
In-Cockpit Recorder Mode
SHIFT R starts a recording, and red on­screen text warns you that a recording is being made. Pressing SHIFT R again stops the recording. When the mission is over, go to the ACMI Debrief Screen to view the ACMI recording and save it for future use. The system has been designed so that each minute of ACMI data takes only a few kilo­bytes of space on your hard disk, making ACMI files ideal for sending over the Internet.
ACMI
ACMI (Air Combat Maneuvers Instrumentation)
Login
ACMI
ACMI Screen
ACMI in Action
145
Object ID
Identifies objects by overlaying a text description at the head of each object trail.
Next Plane
Moves the view focus to the next plane in the recording.
Last Plane
Moves the view focus to the previous plane in the recording.
ACMI View Controls
The viewer contains the main viewer screen, the viewer controls, and the video controls. The selectable views are:
Cockpit
Puts you in the cockpit of the currently focused aircraft, which means you have a pilot's eye view of the recording.
Spin
Continuously spins around the currently focused aircraft.
Satellite
A top down view of the currently focused aircraft.
Free
A user moveable camera. Hold down the left mouse button in the view area, and then drag the mouse around to move the camera around the currently focused aircraft.
Track
Places the camera so that it points towards the currently focused aircraft's target.
Side Track
Places the camera at 90 degrees to the cur­rent aircraft and its target.
The Main Viewing Window
The main viewing window contains two scroll bars, these are:
Zoom scroll bar
Located on the left of the main view, this zooms the view distance of the current view. This has no effect in the cockpit view.
Aircraft trail length scroll bar
Located on the right of the main view, this scroll bar changes the trail lengths of the objects in the view.
Changing the trail lengths can avoid clutter or help to increase the frame rate if there are a lot of objects in view.
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144
In-Cockpit ACMI Mode
The ACMI module is started from the cockpit while you are flying a mission by pressing SHIFT A. The full ACMI interface will be dis-
played, showing what is going on around you in real time. An indicator will show whether or not you are recording at that time. See ‘ACMI Interface’ for a complete description.
Debrief Player Mode
This screen is accessed at the end of a mis­sion to view the recording you have made during the mission, and to save that mission data if required.
Playback Mode
This is started from the TAW Main Menu, and is used to load and view previously recorded missions. These can be your recordings, or ones copied from other pilots.
ACMI Interface
The ACMI module screen contains the main view screen, the view controls, and the video controls. The ACMI consists of the fol­lowing panels:
Recording Data
This displays information and game data about the current recording. These are: Game Type, Mission Type, Flight Role, and T ake-off Base. This information is stored when the player starts the recording.
3D View/Recording Log
If the ACMI is started while flying a mission, this panel will display a scaled-down 3D game view.
All key presses, and joystick movements will work within this view, which means that you continue flying your mission while in the ACMI.
If the ACMI is in a playback mode, this area will contain a scrolling message log. The log shows colour coded text details about what happened in the recording, such as plane hits and deaths. User recorded messages are also displayed here.
ACMI Display Controls
This area contains the following buttons:
Targets
Shows who is targeting whom by drawing a moving dotted line between an aircraft and its target. The line colour is that of the tar­geting plane, and the line moves towards its target.
Height
Draws a gray line from each plane down to the ground, which gives a better indication of how high each plane is flying.
Weapon ID
Identifies weapons by overlaying a text description at the head of the weapon trails.
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Using ACMI
One of the biggest problems of air combat is getting an understanding of the complex spatial relationships that occur in a dogfight. ACMI offers a whole new way to view the action, and obtain a better understanding of how different maneuvers and weapons should be employed.
It is possible to initiate an ACMI recording during flight and view it afterwards. Or it is possible to enter the ACMI interface while you are flying, for real-time analysis of actu­al flight through an abstraction in simple graphics.
During a mission you can start and stop a recording by pressing SHIFT R. This will tog-
gle the recording on and off. If the ACMI is recording you will see a red ‘REC’ symbol on the bottom right corner of your screen.
Alternatively, during a mission, it is possible to start the ACMI screen by pressing SHIFT A on the keyboard. In this case you will be able to watch what is happening in real time.
Pressing SHIFT A again, or clicking on Exit within the ACMI window, will take you out of ACMI again.
When an aircraft is hit, you will see a small star shaped graphic that represents an explosion. Weapons tracks are shown as dotted lines, and aircraft or weapons identi­fication is made easy by labels on screen. A colored line will also reveal who is tracking
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146
ACMI Video Controls
Below the main view area are the video con­trols. From left to right these are:
Rewind to Start
Takes you back to the start of the currently loaded recording.
Stop
Stops, or pauses the recording or playback of ACMI.
Play / Record
In playback mode there is a playback button, e.g. for use during debrief. In record mode there is a record button, e.g. for use during a mission.
Fast Forward
Speeds the recording forward at four times normal speed.
Timer
Next to the video controls is a timer, which shows the current play or record time in seconds.
‘FULL‘ button
When the ACMI is in one of the playback modes, a 'FULL' button will appear that lets you expand the view area to full screen mode.
‘SMALL‘ button
Pressing the ‘SMALL’ button after using the ‘FULL’ button will take you back to a smaller window.
ACMI
ACMI Smaller WindowFull Screen Mode
during a multiplay mission, any messages sent by you will be recorded in the 3D View / Recording Log. A typed message can be sent to everyone by pressing 5 on the key­board, and then typing your message, end­ing it with one press of the RETURN key. Similarly a typed message can be sent to your team members by pressing 6 on the keyboard, type your message, and then press the RETURN key.
You can index an event of importance by sending a message to everyone as above, type an index message while making a recording in flight. For example “sensor con­tact made” will give you a suitable event index within a recording of BVR combat.
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ACMI
149
Introduction
In TAW there is a very wide choice of play­er views. Each view has its own merits, and choice depends very much on the player’s preference. For example, looped fly-by is an excellent way to enjoy aerobatic maneu­vers from an external view -especially when using thrust vectoring. Padlock view adds a realistic head movement to the cockpit view, enhancing the feeling of flight. Some players, on the other hand, pre­fer the straightforward HUD only view, with its uncluttered display.
See the supplied Key Card for keyboard combinations necessary to operate the dif­ferent views.
Using the Views
Finding your favorite combination of views takes practice and experimentation. Once you have found the best combination, pro­gramming the views onto a programmable joystick will make life easier.
Padlock Views
In TAW there are a number of padlock views. A padlock view is an internal tracking view that simulates the pilot looking around the cockpit towards a given object. For exam­ple, the F2 view is a current target padlock, which means that the pilot's head will turn to keep that object in view. The pad­lock views cannot be used to padlock planes outside visual range.
Padlock views are more realistic than exter­nal views, and more flexible than the normal forward-looking view. However they may be confusing to start with; practice helps a lot. Padlock views are on F2, F3, and F4, these work as follows:
F2 - Current weapon target padlock.
This view will padlock to the currently locked target. This is obviously useful for lin­ing up missile shots etc. When the HUD is in ILS mode the F2 key will padlock to the run­way you have been instructed to land on. Pushing F2 again will show an external view of your plane with the runway behind. You will be unable to use this view if you are out of range of the landing strip or if no runway has been allocated to you.
F3 - Current threat padlock.
This view will padlock to any missile that has been fired at you. If there are no missiles, the view will padlock to the closest plane that is targeting you.
Player Views
Player Views
Realistic head movement while tracking targets in the wide-angle padlock view
151
SHIFT F1
Check your six.
F2
Current weapon target padlock. Toggles between internal view, and external view.
SHIFT F2
External target to player.
F3
Toggle threat padlock between internal view, and external view.
SHIFT F3
External view threat to player.
F4
Toggle View Padlock between internal view, and external view.
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150
F4 - View padlock
This gives you the flexibility to padlock to any object within the local area, e.g. planes, ground vehicles and buildings. It is indepen­dent of weapons, and is equivalent to scan­ning with your eyes. However, if you ‘View Padlock’ onto a potential target, press ‘S’ to put a weapons lock on that target.
There are a number of keys that control the View Padlock.
F11 - View Padlock filter
Cycles around Air, Ground and Static objects: Air being aircraft, Ground being ground vehicles, and Static meaning build­ings and structures.
To change the current View Padlock object you use the following keys:
Z
View next object in flight or group.
\
View previous object in flight or group.
Shift Z
Skip view to next flight or group.
Shift \
Skip view to previous flight or group.
The keys above will work for static objects, but you will need to be much closer to see them.
When you have a View Padlock you can use F4, Shift F4, F9, Shift F9, F10 and Shift F10 to view that object in different ways (See the Views Keys section below). If you have a View Padlock on an object there are two other useful functions you can perform. The first is to add that object to your shoot list by
pressing S on the keyboard. The second is to add the current padlock object to your wing­man’s shoot list by pressing M on the key­board, this is very useful if you are out of weapons and still want to designate targets.
NOTE: The View Padlock filter and object are automatically set to the ‘objects’ view using F2.
Views Keys
The ‘F’ keys from F1, to F11 provide a range of views around the F-22, and other mobiles in the world; many of these keys will padlock a mobile, cycle between related views and can be modified by pressing SHIFT on your keyboard.
F1
Toggle virtual cockpit on / off.
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153
F8
Cycle missile view / pylon view.
F9
View Padlock selected moveable external view.
SHIFT F9
View Padlock selected fixed external view.
F10
View Padlock selected flyby.
SHIFT F10
View Padlock selected looped flyby.
F11
View Padlock browse filters Air, Ground Mobile target, or Ground Static targets.
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SHIFT F4
External View Padlock object to player.
F5
Toggle, padlock to wingman, external view, player to wingman.
SHIFT F5
External view , Wingman to Player.
F6
Player fly-by.
SHIFT F6
Looped player fly-by.
F7
Player moveable external view, (you can use SHIFT and CURSOR keys to alter your view­ing position).
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Smart Views
154
The Wide Angle Camera
The internal views selected on the F1, F2, F3, and F4 keys can be individually modified from normal narrow angle cameras to wide angle cameras by pressing K on the key­board while in each view.
Extended Keyboard Cockpit Views
The extended keyboard numbers each pro­vide a particular view of your MFDs.
NUM 0 View Systems MFD.
NUM 1 View Defense MFD.
NUM 2 View Situation MFD.
NUM 3 View Attack MFD.
NUM 4 View combined Communications
and warnings MFD.
NUM 5 View Up Front MFD and Panel.
NUM 6 View Artificial Horizon MFD.
NUM 8 Return to normal F1 view of HUD.
Player Views
Introduction
Total Air W ar, like its predecessor EF2000, is packed with action. To let you appreciate the enormous attention to detail, we devel­oped Smart Views, a special set of camera views which open up the world for all to see. Special filters allow you to select the type of action or objects that you view. Smart Views behaves like a virtual movie director, selecting the most interesting action and camera views and displaying them automatically.
For additional details, see the supplied Key Card for keyboard combinations necessary to operate the Smart Views.
More amazing scenes from Total Air War, courtesy of Smart Views
Smart Views
Normal View Wide Angle View
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Smart Views
The Smart Views Interface
When you press the F12 key, Smart Views mode will start and the interface will be dis­played over the camera view briefly. The dis­play is split into upper and lower panels, each containing several filters that can be changed. The F10 key will cycle through the types of object filter in the upper panel, while the F11 key will cycle through the alle­giance filters in the lower panel.
In Smart Views mode the F9 key will lock your camera to whatever object you were viewing, through smart views at the time you press it.
Using Smart Views
The Smart Views cameras allow you to watch a mission separately from whatever role you were supposed to be playing. The cameras will move between views of inter­est according to the filters you have set and allow you to see the ‘movie’ of your mission in real time.
Smart Views Keys
The following keys control the Smart views system:
F12
Smart view menu system. A screen overlay will be shown for a few seconds.
F9
After pressing F12 toggle hold/unhold on current object.
F10
Choose object.
F11
Choose allegiance.
Z
View next object.
\
View previous object.
Shift Z
View next groups or flight.
Shift \
View previous group or flight.
NOTE: It is advisable to engage your autopilot when using smart views during a mission. If you are killed, the Smart Views cameras will engage and continue showing the mission until it is ‘timed out’.
The Smart Views Interface
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Introduction
TAW is based on the same simulation soft­ware that DID sell to military customers for real training applications. In the Training section, you will find a host of missions designed to familiarize you with the F-22 and AWACS aircraft, helping you to become proficient in the techniques of modern air combat.
The Training screen contains six training areas displayed on the top left of the inter­face, each containing pre-written missions. ‘Flight Training’ deals with the basics like take-off and landing, while ‘Weapons Training’ teaches how to target and launch your weapons. ‘Free Flight’ is a set of mis­sions that will take you on an anticlockwise peacetime tour of the world, starting in the Yemeni mountains in the South. The ‘Dogfighting Skills’ section deals with train­ing for combat, while ‘Wingmen’ teaches you how to make the most of your buddies. The ‘AWACS Missions’ is an area specifical­ly to teach use of the AWACS commander.
NOTE: from the AWACS you will be able to enter and fly any F-22 on the AWACS display.
The Training Interface
As you select each training area, the mis­sions within it are displayed underneath in a scrolling window, from where you will be able to select the individual missions by clicking on them.
NOTE: the selected mission is highlighted in color.
The OK button
Pressing this button on the bottom left of the interface will start the selected mission.
The CANCEL button
Pressing this button will return you to the Main Menu.
Game Feature Options
To access game feature options from within the mission, press SHIFT O on the keyboard.
Information buttons
Below the Interface window on the right are six buttons that will display information in the window.
The Pilot Log button
Displays your campaign history and awards.
The Map button
Displays the world with your route overlaid.
The Briefing button
Gives a brief text description of the selected mission.
Training
Practice makes perfect in the Training area
Training
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Training
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Introduction
Multiplayer gaming in TAW is a great deal of fun. There are preset head to head, team play and co-operative missions for you to enjoy. Plus, you can create your own co­operative missions using the Custom Combat generator making the experience as dynamic as your own imagination. You will also be able to play TAW over various Internet Multiplayer Gaming services such as DWANGO, MPATH and Wireplay. There is a huge online community of virtual pilots waiting to do battle on the internet. Check out our website for hot links to virtual squadrons (http://www.did.com).
Note: We do not recommend using the partial install option for TAW multiplay.
The Multiplayer Interface
The following sections describe the TAW Multiplayer screens and what you need do at each one in order to setup a multiplayer game.
The Multiplayer Screen
Select a Service Provider
There should be a list of options in the Multiplay Client box. If there is not then DirectX may not be installed correctly. This list may also include options for other ser­vice providers (e.g. online game companies) that support DirectX. All players must select the same service provider in order to con­nect their machines together. Please refer to ’DirectPlay Multiplay Options‘ in this section
for help in setting up each service provider.
Choose to Create or Join a Game
The TCP/IP, Serial and Modem service providers require the user to input parame­ters in order to locate the game host (i.e. the game creators machine). Please refer to ’DirectPlay Multiplay Options‘ in this section for help in setting up each service provider. When selecting IPX, a search for games will take place immediately.
Choose a Game
When there are one or more games in the ‘Games In Progress’ box you can select a game. This will either result in either ‘Open’ or ‘Closed’ being appended to the game name. If the game is closed then the game is not accepting any more players and you cannot join it. If the game is ‘Open’ then a list of current players will appear in the ‘Current Players’ box and the selected mission details will appear in the ‘Game Details’ box. You can then either join the game or select (and hence interrogate) another in the list.
Multiplayer
Multiplayer
The Multiplayer screen - chat to other pilots
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Multiplayer
Multiplayer Screen
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The Target View button
Displays information for the selected air-to­ground mission.
NOTE: this is only available for Weapons Trainng and Wingmen missions.
Features
The briefing displayed to you on mission selection will also be displayed in the map view, use the DEL key on the number key­pad. For variety and to increase the training value, each of the missions contains objects and activities of interest other than those related to the basic training mission.
The skills that you as the game user learn within the Training section are imparted to each of your F-22 squadrons on entering the Campaigns. Though it is not necessary to complete this section before entering a Campaign, it will certainly help.
Missions are measured against a pre-set requirement for mission success and will be displayed to you as a percentage.
Training
Practice difficult maneuvers such as air-to-air refueling
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The Create Game Screen
In this screen you can either select one of the preset missions or create your own mis­sion by selecting the Custom Combat option. There are three types of preset mission: head-to-head where it’s every man/woman for themselves; team play where a maximum of four teams can battle it out; and co-oper­ative where you work together to blow the AI enemy to pieces.
It is important to note that when the Custom Combat option is selected no more players can join the game and ‘lurking’ players (i.e. players interrogating the game) will be removed from the game.
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Error Messages
Please refer to ‘DirectPlay Multiplay Options’ in this section for help in setting up each service provider.
Game closed - unable to join!
This simply means that the selected game is not accepting any more players.
Failed to Open Service Provider.
The selected service provider is either not installed or has a problem. Check that it is installed correctly in the Network section of the Windows Control Panel.
This Service Provider is not Supported.
The selected service provider is not support­ed by TAW.
Could not create the game - Invalid Parameters.
A problem has occurred while creating the game. The selected service provider may be incorrectly installed or the parameters pro­vided for a ‘Serial’ connection may be incor­rect. There may also be a problem with the hardware being used (e.g. serial cable, net­work card or modem).
Connection timed out while joining game. Please try again.
Communication with the game host has dis­continued.
Directplay error while joining game. Please try again.
A connection could not be made with the game host at the Directplay level.
Timed Out! Please try again.
A connection could not be made in the time period allowed.
Connection Lost!
You have been disconnected from the game.
No more new players!
The game at the stated address is not accepting any new players.
Please check IP address OR serial parame­ters and serial cable
This message means that either the IP address is invalid if TCP/IP is selected or that there is a problem with the serial con­nection.
No Games Available
There are no games at the stated destination address. The game continuously searches for games until the ‘cancel’ button is pressed. If playing over the internet, wait a while, as the game may not yet have been setup by the game host.
Multiplayer
Choose your battleground in the Create Game screen
Login
Multiplayer
Multiplayer Screen
Create Game
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The Join Game Screen
Here players can chat to each other and are able to view the mission briefings for the missions that are selected by the game host.
Multiplayer
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The Custom Combat Screen
Here you can build your own mission. You can select the number and type of planes, ships and ground based vehicles you want to fight against. You are also able to select the weapons package to use for each object. Please refer to the ’Custom Combat‘ section of the manual for help on how to set up a custom mission.
Multiplayer
Design your theater of war in the Custom Combat screen
Spine tingling tension as you prepare for battle
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Multiplayer
Multiplayer Screen
Join Game
Login
Multiplayer
Multiplayer Screen
Create Game
Custom Combat
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parameters are wrong then an error mes­sage will be displayed.
Port
You need to know which communication port (COM1, COM2, COM3 or COM4) that the serial cable is plugged into. If it is not appar­ent by looking at the back of your computer then the best way to find out is simply by trial and error.
Baud Rate
It is recommended that you use the fastest speed possible (minimum 14400 bps).
Stop Bits and Parity
Leave as default.
Flow
It is better to use RTS/DTR hardware flow
control but it largely depends on which cable you are using.
Modem
You must first select a Modem from the given list of installed modems. If you are joining a game then you must also pro­vide the phone num­ber of the machine you want to dial into. Set the speed on both machines to the fastest speed of the slower modem. Make sure that both machines have the same maximum speed setting.
Most of the configuration settings can be left as default. If you have a modem that enables you to turn off error control then this may help overall performance.
When playing custom combat missions over low bandwidth media it is advisable to be prudent with the amount of movable objects in the world as this will have a direct impact on the performance of the game.
Multiplayer Internet Gaming
Playing TAW over Kali95.
Please find below a number of recommen­dations that will help improve gameplay over Kali95.
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The Multiplayer Options Screen
This screen only appears if you select a pre­set mission. All players are able to select which weapons package they want to use and which team they want to be on.
DirectPlay Multiplay Options
This section describes the available options in the Directplay dialog boxes that you need to complete in order to connect to another computer.
The following connection methods will only work if you have them installed correctly otherwise an error message will appear. You can install service providers by select­ing the Network (for IPX and TCP/IP) or Modem option from the Windows Control Panel.
IPX
Select this option for Local Area Network (LAN) multiplay. There is no dialog box for this service provider. If an error box appears please check that the IPX service provider it is installed correctly.
TCP/IP
This is the Internet standard but can also be used for multiplay on Local Area Networks (LANs). If you are joining a game then you must provide either the computer name or the IP address of the game creator. It is not recommended that you leave the field blank to search for games.
Serial
You must provide the following information in order to connect to another machine. It is important that both players choose the same settings in the Directplay dialog box. If the
Multiplayer
Choose your wingmen and load up your weapons
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Multiplayer
Multiplayer Screen
Create Game
Custom Combat
Low ping times are best! Ideally the ping time to each player should be at most 500ms. Turn chat mode off and ensure that all chat windows are closed before starting the game. Receipt of chat messages during the game will minimize the game.
It is advisable to install a full version with music turned off.
When selecting options within each screen, give the game time to respond. Over zealous mouse clicking will only make things worse!
When creating a Custom Combat mission don’t overload the world with objects (including missiles!).
Allow Kali to drop packets to speed up game.
MPATH www.mplayer.com
Wireplay www.wireplay.com
Dwango www.dwango.com
Another opponent bites the dust in TAW Multiplay
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Multi-Player
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Introduction
The E-3 Sentry AWACS aircraft is a funda­mental part of the Command, Communications and Control (C
3
) system allowing the AWACS commander to control the localized air war in a way favorable to him. The AWACS looks after the flight con­trol of all aircraft within his radar view, identifies and prioritizes air threats, orga­nizes and monitors Combat Air Patrols (CAP) and flight Interceptions. Within this game the AWACS can redirect Close Air Support (CAS) missions based on data received from ground commanders and the E-8 Joint Surveillance Targeting And Reconnaissance System (JSTARS) aircraft.
The AWACS radar is optimized against air threats and can detect the presence of flights at ranges of up to 250 miles depend­ing on the altitude and radar cross-section of the flight. Stealthy flights may remain undetected or unidentified until they are much closer. At the edge of the radar’s range, a flight will appear as an unknown contact, the type and number of planes can­not be detected at ranges greater than 200 miles. At ranges less than 200 miles the AWACS radar will be able to produce basic information about the type and number of planes in the flight and will be able to identi­fy the flight as hostile, friendly, or neutral. Using a combination of ELINT (electronic Intelligence), Link-16, radar and visual iden­tification methods the AWACS can produce detailed information such as weapons loads on flights within ranges of 150 miles.
The radar can also see ships and to a lesser extent ground vehicles, although to get full ground coverage a JSTARS aircraft will need to be available to data-link with the AWACS. The AWACS is available in relevant missions of the Training and Campaign sec­tions of TAW.
AWACS
Airborne Warning And Control System (AWACS) Command
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Scale (Training Missions only)
Display a scale in nautical miles at the bot­tom of the AWACS Map Window.
Targets (Campaign only) Display current strategic objectives.
FEBA
Display the Forward Edge of Battle Area.
Nations
Displays the colored map and nation names in the AWACS Map Window (on by default).
DTINS
Display the DID Target Interaction Symbology (DTINS) icons and text (on by default).
Stylized
Toggle between Point (default) Symbology and Stylized symbology. This button is dis­connected when NTIDS are selected.
NTIDS
Toggle NATO Target Identification Symbology (NTIDS). This button will override your choice of Point/Stylized symbology.
Air Defense
Display Surface to Air Missile launchers (SAMs), Early Warning Radar (EWR), Radar and Communications sites. When the 3D AWACS Map is selected, this displays SAM umbrellas.
Air Force
Display all airbases and airfields (on by default).
Routes
Display allied aircraft flight paths and way­point routes.
Army
Display all Military bases and any known or allied ground forces. An E-8 JSTARs aircraft must be airborne to display detailed ground force information.
Navy
Display all Naval bases and any known or allied Naval forces.
Information Box
Display the flight information boxes along­side the flight currently under the mouse cursor in the AWACS Map Window. This
AWACS
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The AWACS Command Interface
The AWACS interface is divided into a left and right panel containing five components: The Control Panel; The 3D World Window; The AWACS View Information Window; The AWACS map Window; and The AWACS Message Window.
The Left Panel
The Control Panel
The AWACS Command Interface consists of sixteen buttons. These control the style and content of information displayed in the AWACS Map Window and allow the player to accelerate or suspend the game.
3D
Toggle the 3D map display in the AWACS Map Window.
Pause
Suspend the game. When Pause is selected, the text ‘Paused’ will appear in the AWACS 3D World Window.
Center
Reset map to combat zone in AWACS train­ing mission.
Time Warp
Increase the speed at which the game runs. When Time Warp is selected the text “Time Warp” will appear in the AWACS 3D World Window.
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cursor above and to the left of the area which you want to zoom into, hold the SHIFT key and press the left mouse button and while continuing to hold it down pull out a zoom box encompassing the area that you want to zoom the map to. Then while keep­ing the SHIFT down, release the left mouse button to carry out the zoom.
The left mouse button can now be used to move the zoomed map by pressing and hold­ing SHIFT on the keyboard, move the mouse cursor to the center of the area which you desire to move towards and then press the left mouse button.
T o zoom back out of the map, press SHIFT on the keyboard and the right mouse button while the mouse cursor is anywhere on the map, to zoom out one stage. To zoom fully out to the full size map, continue to hold the right mouse button until the zoom has taken place.
3D Map Zoom and Control
When the AWACS map is in 3D mode the map can be controlled by use of the key­board SHIFT key, plus the left and right mouse buttons.
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information is also presented in the AWACS View Information Window.
The AWACS 3D Window
A 3D world view of the currently selected map object is displayed below the Control Panel Buttons.
The AWACS View Information Window
Below the 3D window is the AWACS View Information Window. This will list relevant information about the flight or object cur­rently being viewed in the AWACS 3D win­dow. For flights that are unknown or out-of-range of the AWACS no information will be available.
Cancel Button
Pressing the Exit button will return you to the Training or Campaign menu depending on where you started from.
The Right Panel The AWACS Map Window
The AWACS Map Window displays the area of the world currently within AWACS radar range. It displays the components of the bat­tle that the player has selected with the fil­ters available in the AWACS Control Panel. These can include all of the allied air, land and sea forces. Plus all the enemy and neu­tral forces within range of the AWACS. The airbases, Military and naval bases in theater can be displayed. Additional information for allied aircraft can be visualized, including CAP and CAS patrol areas, flight paths and waypoint routes. Friendly objects are dis­played green, Enemy objects are displayed
red, neutral objects are displayed blue and objects about which little is known will be displayed orange1.
Viewing Flights and Objects using the AWACS Map Window
Any item displayed on the map can be viewed by simply moving the mouse cursor over the icon in the AWACS Map Window and clicking with the left mouse button. These objects include aircraft flights, ground based vehicles, ships, airbases, army bases, ports, SAM installations and radar sites.
If the object is part of the allied force, it will appear clearly in the AWACS 3D World Window. However, if the object is unknown and the player is yet to perform reconnais­sance in that region, the image in the AWACS 3D World Window will appear dis­torted and noisy. If a flight is destroyed whilst being viewed in the AWACS 3D win­dow, the view remains focused around the last recorded position of that flight. In order to update this, the player must select anoth­er flight in the AWACSwindow.
Moving Around the AWACS Map Window
2D Map Zoom and Control
When the AWACS map is in 2D mode the map can be controlled by use of the SHIFT key, plus the left and right mouse buttons.
Selecting Items
The left mouse button is used to select items on the map.
Zooming the map
To zoom into the map the mouse cursor must be on the AWACS map. Place the mouse
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Command Generation
Commands are generated by the following procedure :
1.Select an allied flight by moving the mouse over the flights until a suitable flight has been highlighted.
In the example above an Allied CAP flight is being chosen for a task. Notice the green circle DTINS icon to indicate an allied flight.
2. Use the left mouse button to select that flight for a task.
You may notice that the CAP flight is armed with Air-to-Air weapons making it suitable for Intercept tasks. This information can be seen in the flight information box below the 3D window.
3. Move the mouse to either a new map location (in the case of relocating patrol mis­sions) or onto another flight. This action will produce an icon and text over the new flight describing the command that will be gener­ated if the left mouse button is released. (For details of commands and icons see table below).
Here the CAP flight is being dragged to an Enemy flight producing a red diamond. DTINS icon to indicate that an Intercept-to­Kill task will be sent to the Allied flight if the mouse is released.
4. To Send the command, release the left mouse button over the Flight.
To Cancel the command, return the mouse cursor to the original flight location and release the left mouse button. The command has been sent to the Allied CAP flight to intercept and kill the enemy flight. The Allied flight responds to the AWACS and sets up its intercept vector to the enemy flight. This is illustrated as a dashed line modifying the current flight way-point route. The intercept vector is the point in space where the two flights will meet if they maintain their current headings and speeds. The intercept vector is updated as these change.
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Selecting Items
The left mouse button is used to select items on the map.
Zooming the map
To zoom into the map place the mouse cur­sor on the AWACS map, hold the SHIFT key and press the left mouse button . Moving the Mouse forwards and backwards will alter the zoom.
Rotating the map
To rotate the map press and hold SHIFT on the keyboard, then hold the right mouse but­ton down and move the mouse cursor to the right to achieve a clockwise rotation, or move the cursor to the left side for a counter clockwise rotation.
Changing the map zoom focus
To change the focus of the zoom, press and hold SHIFT on the keyboard, hold down both of the mouse buttons and move the mouse cursor from one side to the other, or from top to bottom.
Commanding flights through the AWACS Map Window
The AWACS Commander has the power to perform a wide variety of tasks in the control of the tactical Air War:
• Identify and prioritize air threats.
• Organize and monitor Combat Air Patrols (CAP).
• Assign and update flight Interceptions including visual identification, shadow and engage-to-kill tasks.
• Vector flights to refuelers or to land.
• Assign allied flights to aid other allied flights in distress.
• With assistance from the E-8 JSTARs air­craft, vector Close Air Support (CAS) flights to kill mobile ground targets such as SAMs, SCUDs and enemy tanks.
The command generation system is context sensitive, only allowing the Commander to send valid commands to Allied flights. Commands that are valid but are not cur­rently available will either produce a nega­tive response from the command generation system or from the flight itself.
Note: In order to make it clear which flights are being controlled and targeted in the AWACS Map Window, the DTINS button must be selected.
AWACS
A successful command will produce a text confirmation displayed in the AWACS Message Window and if speech is activat­ed, an audible message. The response from the Allied Flight can be both seen and heard.
Commands from Allied Flights to Allied Flights
The ESCORT command
As AWACS Commander, you can tell any Allied flight armed with Air-to-Air weapons to escort any other Allied flight. When the escort command is available a green circle will appear over the flight to be escorted.
The REFUEL command
If an Allied flight requests fuel, the AWACS Commander can drag and drop that flight to any patrolling allied refueler within range. If the refuel command is available a semi-filled circle will appear over the refueler.
Note: Allied flights dragged to a refueler will be told to escort the flight unless they have previously requested refueling, or are low on fuel (those that are capable of mid­air refueling).
The LAND command
If a flight requests landing or you simply want to force a flight to land, then as AWACS
Commander you can drag and drop the flight to any Allied airbase. If the Land command is available, then an inverted triangle will appear over the airbase.
The MOVE PATROL command
The move-patrol command is only available to flights that are in patrol mode (check the flight information box to see what mode the flight is in). The flights that will go into patrol mode are CAP, CAS, AWACS, JST ARS, REFU­ELER and some ELINT . To move a patrol posi­tion simply drag and drop the mouse to the new patrol position. While the patrol flight is being dragged and dropped to its new loca­tion, a small circle with crosshairs will appear attached to the mouse.
Commands from Allied Flights to Neutral Flights
The SHADOW command
As AWACS Commander you can tell any Allied flight to shadow any Neutral flight. As Neutral flights should normally be of little danger to our alliance, the shadow com­mand will merely make the Allied flight fol­low the Neutral flight closely. If the Neutral flight becomes aggressive or if it violates Allied airspace, the Allied flight may then take action to destroy it. If the shadow com­mand is available, a blue DTINS diamond­with shadow symbol will appear over the Neutral flight.
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Commands from Allied Flights to Enemy Flights
The INTERCEPT command
Any enemy flight can be intercepted by dragging and dropping any Allied flight armed with Air-to-Air weapons onto it. The intercept command will force the Allied flight to engage in combat with the enemy flight. If the intercept command is available a red DTINS solid diamond will appear over the enemy flight to be intercepted.
Commands from Allied Flights to Enemy Ground Vehicles
The Strike Command
As an AWACS commander you can task an allied flight with suitable Air-to-Ground weapons to strike an enemy ground vehicle.
Commands from Allied Flights to Unknown Flights
The VIS-IDENT command
Flights that are on the extremes of the AWACS radar’s coverage will appear on the AWACS map display as unknown contacts. These flights are too far away to be positive­ly identified by the AWACS but an Allied flight can be dragged and dropped onto them and forced to visually identify the flight for the AWACS. If the vis-ident command is available an orange DTINS diamond will appear over the unknown flight which is to be identified.
Information Adjust Slider
Below the AWACS Map Window is the Information Adjust Slider. Moving the slider with your mouse cursor will alter the amount of information displayed in the AWACS Map Window.
The AWACS Message Window
Situated beneath the AWACS Map Window, the AWACS Message Window displays messages sent between the AWACS Commander and Allied flights in Theater. These messages can be both read and heard.
Looking at the diagram above, ‘IRON 2’ refers to the flight call sign, ‘MAGIC 1’ refers to the AWACS call sign, ‘VECTOR NORTH’ refers to the direction that the flight is required to take to acquire the target. The ‘VIS-IDENT’ command instructs the flight to visually identify the target. The remainder of the message gives details about the target. Clicking on the colored image will zoom the AWACS map to the sender’s location.
AWACS & Difficulty Settings
In easy and medium difficulty targets are highlighted with a red box and allied F-22s are colored light green.
Mission Completion
AWACS Training missions end when the last allied AWACS in theater is destroyed or lands at an airbase.
AWACS
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AWACS
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AWACS
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AWACS
AWACS NTID Symbology
Aircraft
Flight
Ship
Ship Group
Helicopter
SAM Site
Ground Vehicle
Ground Vehicle Group
Air Base
Army Base
Comms Site
Port
Allied
(Green)
Enemy
(Red)
Neutral
(Blue)
Unknown
(Orange)
AWACS Stylized Symbology
Aircraft
Flight
Ship
Ship Group
Helicopter
SAM Site
Ground Vehicle
Ground Vehicle Group
Air Base
Army Base
Comms Site
Port
Allied
(Green)
Enemy
(Red)
Neutral
(Blue)
Unknown
(Orange)
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AWACS
AWACS Point Symbology
Aircraft
Flight
Ship
Ship Group
Helicopter
SAM Site
Ground Vehicle
Ground Vehicle Group
Air Base
Army Base
Comms Site
Port
Allied
(Green)
Enemy
(Red)
Neutral
(Blue)
Unknown
(Orange)
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Introduction
One of the great benefits of Windows 95 is the refined system for providing online help. Based on the same information as the man­ual, online help adds the benefits of ‘hot­links’ to help you navigate your way through topics, and interactive graphics that aid understanding of the way systems work. In addition, TAW offers instant supplementary help in the form of ‘tool-tips’: simply leave the mouse pointer over a button and a small text explanation of the buttons func­tion will appear.
Online graphical help is a handy feature when you are learning how to use TAW for the first time. It saves reaching for the man­ual each time you want to learn about a fea­ture, but offers the benefits of interactivity. Topics are linked together by ‘key words’, which let you explore a subject that might be explained throughout several different sec­tions of the help file.
For additional details, see Online Help in the Main Interface of TAW (Help button).
The Online Help Interface
The Total Air War Online Help uses the win­dows help system which has now become a de facto standard for PC software.
Where possible, we have included graphical elements to help increase understanding of certain subjects, such as the avionics.
Using Online Help
When you first load TAW Online Help, you will be presented with the ‘Contents’ listing, represented by a series of ‘Books’.
By clicking the tabs at the top of the window you can access an index of all the docu­ments in the help file, and browse a fully customizable search database with Find.
Should you decide to use the interface full­screen and you want to access the help file easily, try opening the help file full-screen and then swapping between the help file and the simulation using ALT TAB.
Index facility
This will allow you to type in a word, after which you will be shown the document titles that contain that word.
Find
This works in much the same way as ‘Index’ but offers more power and flexibility by searching through entire documents.
Online Help
Online Help
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Help
Documents
To access a document, open an appropriate book and select a document from inside. At the top of the document window you will be presented with a new set of buttons labeled
Help Topics, Back,Print, << and >>.
Help Topics - shortcut T
This will return you to the main contents list as described above.
Back - shortcut B
Clicking ‘Back’ will return you to the previ­ous document that you were reading.
Print - shortcut P
To make a printed copy of the current docu­ment click this button.
NOTE: you must have a printer connected for this function to work, or alternatively Windows 95 will allow you to print to a file (see your Windows 95 documentation for more details).
<< >> - shortcut < and >
These two buttons will allow you to move backwards or forwards through the entire help file in sequential order.
Online Help
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181
Airfields
Aden Airport
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Airfields
At Taif Airport
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Airfields
Asyut Airport
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Airfields
Djibouti International Airport
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Airfields
Jeddah Old Airport
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Airfields
Khamis Mushayt Airbase
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Airfields
Khartoum Airport
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Airfields
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Airfields
King Abdul Int. Airport Jeddah / Mecca King Khalid International Airport - Riyadh
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Airfields
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Airfields
Luxor Airport Provincial Dispersal Airbase
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Airfields
Large Provincial Airbase (Um Durman)
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Airfields
Small Provincial Airbase (Sinprov)
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Airfields
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Airfields
Provincial Island Airbase (Barim) Riyadh Military Airbase
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Recognition
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Recognition
Ground Vehicles
M-1 Abrams Challenger II T-80
M-109 MLRS G-6
AMX-10RC
M-163 Vulcan Warrior BMP-3
Tanks
Self Propelled Guns
Armored Personnel Carriers
Ground Vehicles
Patriot (Missile System) Patriot (Radar System) Jernas
Chapparal Roland Crotale
SA-6 SA-11 SA-17
Anti Aircraft Systems
BMP-3BMZ BRDM-2
199
Recognition
198
Recognition
SS-23 ZSU-23-4
Ground Vehicles
Humvee Bedford Train
Fire Truck Fuel Tanker Truck
Tractor Limousine
Civilian/Supply Vehicles
Ships
Anglo Arleigh Burke Avenger
Charles De Gaul Gepard Invincible
La Fayette L CAC Nimitz
Oliver H Perry Type 23 Destroyer
Wasp
200
Recognition
Ships (Civilian)
Container Ship Dhow Oil Tanker (large)
Oil Tanker (small) Trawler Ferry
201
Air supremacy is the foundation of the US Air Forces doctrine and mission. The ser­vice believes that its first task is to ensure that it can control the skies in the theater of warfare, at any time and any place it choos­es. This prevents hostile aircraft from inter­fering with air and ground operations or performing reconnaissance. Performed ably since the late 1970s by the McDonnell Douglas F-15 Eagle, this mission will pass in the next decade over to the Lockheed Martin F-22.
By the time the F-22 enters service in 2004, it
will have been more than 20 years since the USAF formed an Advanced Tactical Fighter (ATF) program office to define the F-15s replacement. At the start of the 1980s, it was clear that Soviet planners had set out to meet the threat posed by new, agile US fighters in three ways. One was the develop­ment of new, fast, agile and heavily armed fighters: the MiG-29 and the larger, long­range Su-27. Almost more worrisome was the continued development of improved sur­face-to-air missiles. It also became appar­ent that the Soviet Union was working on airfield attack weapons.
The F-22
Development of the F-22
Above: Developed for air supremacy against all current and projected future threats, the F-22 will be one of the cornerstones of the USAF’s Air Combat Command well into the future. Enhanced maneuverability , advanced avionics and stealthiness give the aircraft an edge in air-to-air combat.
Bill Sweetman
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