Games PC JOINT STRIKE FIGHTER User Manual

EPILEPSY WARNING
PRECAUTIONS TO TAKE DURING USE
Please read before using this video game system or allowing your children to use it. Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday life. Such people may have a seizure while watching certain television images or playing certain video games. This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to flashing lights,consult your doctor prior to playing. We advise that parents should monitor the use of video games by their children. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any i n v o l u n t a ry movement or convulsion, while playing a video game, IMMEDIATELY discontinue use and consult your doctor.
• Do not stand too close to the screen. Sit a good distance away from the television screen, as far away as the length of the cable allows.
• Preferably play the game on a small
television screen.
• Avoid playing if you are tired or have not
had much sleep.
• Make sure that the room in which you
are playing is well lit.
• Rest for at least 10 to 15 minutes per
hour while playing a video game.
CONTENTS
PREFACE 3 HOW TO USE THIS MANUAL 3 HEY I WANNA SHOOT SOMETHING 3
SECTION ONE INSTALLING/UNINSTALLING JOINT STRIKE FIGHTER 4
SYSTEM REQUIREMENTS 5 INSTALLING JOINT STRIKE FIGHTER 5 UNINSTALLING JOINT STRIKE FIGHTER 6
SECTION TWO BACKGROUND OF THE JOINT STRIKE FIGHTER PROGRAMME 7
SECTION THREE NAVIGATING THE MENUS 12
MAIN MENU 13
Dogfight Menu 13 Campaign Menu 13 Multiplayer Menu 13 Quit 13 Select Pilot 13 Options 13
SELECT PILOT MENU 13
C reating a New Pilot 14 Selecting a Pilot 14 Deleting a Pilot 14 Viewing Pilot History 14 Resetting Pilot History 14
View Information Mov i e s 14 OPTIONS MENU 14 GAME CONFIGURATION SCREEN 15 GRAPHICS CONFIGURATION SCREEN 16 SOUND CONFIGURATION SCREEN 16
SECTION 4 DOGFIGHT: GETTING STARTED FAST 20
Time of Day 21
Weather 21
Guns Only 21
Scenario 21
Playing 21
Statistics 22
SECTION 5 FLYING A CAMPAIGN 23
Starting a Campaign 24 MISSION PLANNER 25 MISSION PLANNER MAP 25
Icons 25
Waypoints 26 MISSION PLANNER WINDOWS 26 PLANNER MANAGER WINDOW 27 EDIT MODE 27
S u g g e s t 27
Te r rain Follow i n g 27
C l e a r 27
Statistics W i n d ow 27
Ta rget Info Mode 27 MAP MODE 28
Object Category 28
Ta rget Class 28 MAP SETTINGS 28 SAM MEZ 28
NAMES 28 GRID 28 TIME SKIP WINDOW 28 WINGMEN WINDOW 29 ARM PLANE WINDOW 29 DRAG AND DROP WEAPON SELECTION 30 CHANGING THE DEFAULT WEAPONS 30
C o n f i g u ra t i o n 30 CAMPAIGN STATISTICS WINDOW 31 MISSION PLANNER USAGE 31
Planning a Mission 31
Selecting a Ta rg e t 31
Getting Information on Enemy Ta rg e t s 31 PLANNING A ROUTE TOTHE TARGET 32 GENERATING WAYPOINTS TOTHE TARGET 33
The Suggest Option 33 MANUALLY EDITING WAYPOINTS 33
U s a g e 33 ZOOMING 34
U s a g e 34 FLYING A MISSION 34 HOW TOTAXI AND TAKE OFF 35 GETTING TOTHE TARGET 36
Autopilot 36
Manual Approach 36
Attacking Ground Targets 37
Remember the Hatch 37 ENDING THE MISSION 37 THE MISSION DEBRIEFING 37 THE MISSION DEBRIEFING MAP 37 FLIGHT PATH 38 THE MISSION DEBRIEFING WINDOWS 38 MISSION DEBRIEFING 39 USING THE DEBRIEF MANAGER WINDOW 39 CONTINUING A CAMPAIGN 39
SECTION 6 MULTIPLAYER DOGFIGHT 40
Starting Your Own Game 41
Joining an Existing Game 42 RULES OF PLAY 42
Team Score 42
Duration of Game 42
Replenishing Fuel and Ammo 42 GAME LOBBY 43 STATISTICS 43
Simple Statistics 44
Full Statistics 44
SECTION 7 THE IN-FLIGHT MENUS 45
DOGFIGHT 47 DIFFICULTY 50 ENABLE MESSAGES 51 CONTROLS 51 MODE 53 GRAPHICS 53 FEATURES 54 SOUND 55 HELP 56 CREDITS 56
SECTION 8 FLYING THE PLANE 57
Flight Handling 58
Taxiing on the Ground 58
Takeoff 58
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In-Flight Operations Hatch 59 Airbrake 59 Flaps 59 Gear 59 Jettison 59 Eject 59 Landing 59
FLIGHT ASSISTANCE SYSTEMS 60
Autopilot 60 Terrain Avoidance System 61 Terrain Following Box 61 Level Function 61
AVIONICS 61
Active Radar 62
VIEW MODES 62
Forward Looking Infra-Red 63 Global Positioning Systems 63 Anti-Radiation Targeting Systems 63 In-Flight Data Link 63 Satellite Landing Systems 64 Altimeter 64
AUTOMATED DEFENCE SYSTEMS 64
Decoys 64 Radar Decoys 64 Infra-Red Decoys 64 Radar Warning Receiver 65 Infra-Red Warning Receiver 65 Identification Friend or Foe 65 Electronic Counter Measure 65 Defence Subsystem 65
COCKPIT ENVIRONMENT - MULTI FUNCTION DISPLAYS 65
Control MFD 66 Status MFD 66 Information MFD 66 Attack MFD 66 Strategic MFD 66
Offensive MFD 66 MFD FUNCTIONS 67 MFD COLOUR CODES 70 HEAD MOUNTED DISPLAY (HMD) 71 TAPES AND SYMBOLS 71 MODES OF OPERATION 72 WEAPON SIGHTS 73
Aspect Angle Indicator 73
Hatch Closed Indicator 73
Cannon Sight 74
Missile Sight 74
Bomb Sight 74 SYNTHETIC OVERLAYS 75 VOCOM 75 RADIO COMMUNICATIONS 76 AWACS 76 ORDERING WINGMEN TOATTACK TARGETS 77 ORDERING WINGMEN TO RETURN TO FORMATION 77
SECTION 9 PLANE PHYSICS 78
Gravity 79
Drag 79
Lift 79
Thrust 79
SECTION 10 AERIAL MANOUVRES 80
Dogfighting Introduction 81
Manouvres 81
Terrain Masking 83
Wing Co-Operation 84
Formation Layout 85 Formation Separation 88
APPENDIX 1 KEYBOARD QUICK REFERENCE 89
Basic Flight Controls 90 Engine 90 Emergency Controls 90 CameraViews 91 Radio Communication 93 Weapons Control 93 Defence Controls 93 MFD Controls 93 HMD 94 Dropdown Menu 94 Radar 94 Auto Pilot 94 Miscellaneous 94
APPENDIX 2 JOYSTICK AND GAMEPAD BUTTONS 95
INPUT DEVICE CONFIGURATION 96
Configuring the Keyboard 96 Configuring the Mouse 96 Default Button Mappings 96
APPENDIX 3 MULTIPLAYER DETAILS 101
CHOOSINGTHERIGHTPROTOCOL 102
Serial Connection 102 Modem Connection 102 IPX Connection 102 TCP/IP Connection 102
CONFIGURING THE CHOSEN PROTOCOL 102
Serial Connection 102 Modem Connection 102 IPX Connection 102 TCP/IP Connection 102
PLAYING JSF ON THEW MPLAYER™ INTERNET GAMING SERVICE 103
APPENDIX 4 RADIO COMMUNICATIONS 105
RADIO MENU 105 MESSAGES 111
APPENDIX 5 WEAPONS OVERVIEW 113
APPENDIX 6 UNITS/PLANE INFORMATION 120
ENEMY AIRCRAFT 121 FRIENDLY AIRCRAFT 124 GROUND TARGETS 126
Armoured Fighting Vehicles 126 Air Defence Vehicles 127 Transport Vehicles 128 Enemy Naval Vessels 129
PICTORIALOVERVIEW (AIRCRAFT/VEHICLES/VESSELS/STRATEGIC TARGETS) 132
APPENDIX 7 TROUBLE SHOOTING 141
CREDITS 144 CUSTOMER HELPLINE / TECHNICAL SUPPORT 147 GLOSSARY 148
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PREFACE
Thank you for purchasing Joint Strike Fighter (JSF). The software you now hold in your hands came about as a result of thousands of hours of design, program­ming, graphic artistry, and just plain hard work by a great many people. We believe that we’ve captured the essence of these truly remarkable aircraft.
The Joint Strike Fighter can fly NOE (Nap Of the Earth) at supersonic speeds by virtue of its sophisticated Te r rain Following Radar (TFR) and is nearly invisible to enemy ra d a r due to its stealth tech n o l o g y. As a fighter,i t carries a variety of air-to-air ord n a n c e including both heat-seeking and ra d a r guided missiles. As a strike airc ra f t ,the JSF carries a wide array of ground attack o rdnance including rocket pods and anti­tank cluster munitions.
HOW TO USE THIS MANUAL
The purpose of this manual is to familiarise you (the player) with key commands, user­interface and gameplay features of Joint Strike Fighter. Reading this manual will not make you an expert pilot,- only playing the game will do that. But after browsing through this manual, especially sections pertaining to Dogfight : Getting Started Fast, you’ll be able to jump right in with c o n f i d e n c e. You’ll be planning and executing combat missions in no time.
This manual is geared towa rd use of the ke y b o a rd commands, especially the in­flight portions of the directions. Players with j oy s t i cks and flight systems should refer to Appendix 2:J oy s t i ck and GamePad Buttons, for complete button mappings for GamePads, J oy s t i cks and Rudder systems.
Joint Strike Fighter gives you an opportunity to experience all the unique features of these high-tech, sophisticated a i rc raft in both single player and m u l t i p l a yer modes. It comes complete with a Dogfight : Getting Started Fast environment and four different campaign theatres representing potential hot-spots around the globe. Regardless of where you wind up, the action is fast and furious. You’ll be facing some of the most modern threat aircraft in existence, including the deadly Sukhoi Su-35 Flanker and Mikoyan­Gurevich MiG-29 Fulcrum. Enjoy.
HEY I WANNA SHOOT SOMETHING
We’ve also set up the structure of the manual to allow you to get flying fast and ch e ck out the flight simulator portion of the g a m e. Read Section 4 (Dogfight : G e t t i n g Started Fast) first to get right into the action.
Ti p : T h e re are many player view commands not covered in detail in this manual. We recommend you keep the Keyboard Layout Card handy or refer to Appendix 1: Keyboard Commands section the first time you fly a Dogfight mission and check them all out. If you get lost or confused about what viewpoint you’re in,
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SECTION ONE
Installing/Uninstalling Joint Strike Fighter
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pressing the F1 key in flight will always return you to the forward cockpit view.
SYSTEM REQUIREMENTS
Minimum Configuration:
Pentium 90 processor, W i n d ows 95 or Windows NT operating systems (Windows NT version requires DirectX 5.0 or newer), 16Mb of RAM, 16bit graphics card, 60Mb H a rd Drive space, Double-speed (2x) CD-ROM drive (4x in order to view movies smoothly), keyboard and mouse.
Recommended Configuration:
Pentium 133 or faster processor,Windows 95 or W i n d ows NT operating systems (Windows NT version requires DirectX 5.0 or newer), 32Mb of RAM, joystick, 16bit graphics card, 160 Mb Hard Drive space, Quadruple-speed (4x) or faster CD-ROM drive,any Windows supported sound card.
Satori State Configuration:
Recommended Configuration, plus: 3DFx G raphics A c c e l e ration Card , t h r o t t l e system, rudder pedals.
Installing Joint Strike Fighter
1. Insert the Joint Strike Fighter CD in
your CD-ROM drive. If you have
Windows Autoplay enabled, the Joint
S t r i ke Fighter Launch Program is
invoked automatically. If Autoplay is
not enabled, you can start the
installation by double-clicking Setup
on the CD’s root directory. Once the
program has started, press the Install
Joint Strike Fighter button.
2. Joint Strike Fighter will prepare the InstallShield® W i z a rd. Read the instructions on the Welcome screen; when you’re ready to proceed, click Next.
3. Using the mouse, select one of three install options:
Small: Copies approximately 50 meg. of files to your hard drive. Sacrifices some game performance in favour of saving hard drive space;
Medium: Copies about 70 meg. to your hard drive; balances disk space and performance;
Large: Copies about 150 meg. to the drive; optimum game performance at the expense of hard disk space.
4. The installer automatically defaults the installation folder location to C : \ P r o gram Files\Eidos Interactive\ Joint Strike Fighter. Click Next if this is OK or Browse if you wish to select a different drive or folder. Joint Strike Fighter will now install the program files to your hard disk drive.
5. JSF requires DirectX version 5.0 or newer. If this is not already installed on your computer, select Install DirectX
5.0 in the Joint Strike Fighter Launch Program. This automatically invokes the DirectX 5.0 setup which updates
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your hardware drivers.
6. If you have a 3DFx based card, JSF will automatically detect this and load the appropriate drivers. If you have a newer Voodoo Rush acceleration card installed in you computer, select Install 3DFx Drivers in the Joint Strike Fighter Launch Program. This will enable Joint Strike Fighter to take full advantage of your Voodoo Rush 3D hardware.
7. To run Joint Strike Fighter, press Run Joint Strike Fighter in the Joint Strike Fighter Launch Program. Alternatively, c l i ck the W i n d ows® 95 Start button and go to Programs>Eidos Interactive>Joint Strike Fighter>Play Joint Strike Fighter.
Uninstalling Joint Strike Fighter
In order to uninstall the game, p re s s Uninstall Joint Strike Fighter in the Joint Strike Fighter Launch Progra m . Alternatively, click the Windows® 95 Start button and go to Program Files>Eidos Interactive>Joint Strike Fighter>Uninstall Joint Strike Fighter. Note that this removes Joint Strike Fighter completely from your computer,including all saved games.
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SECTION TWO
BACKGROUND OF THE
JOINT STRIKE FIGHTER PROGRAM
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Background Story
The Pentagon’s Joint Strike Fighter (JSF) was launched in 1993 as the Joint A d vanced Strike Te chnology (JAST) program. This followed the cancellation of two projects in the Clinton Administration defence review of 1993:the A/F-X,a heavy attack aircraft for the USAF and Navy, and the Multi-Role Fighter (MRF), which was intended to replace the F-16 with the USAF.
JAST was originally planned as a technology program, intended to develop features which could be incorporated in future aircraft. However, this emphasis changed during 1994-95, for a number of reasons. One was that JAST took over a Defence A d vanced Research A g e n cy (DARPA) project,under way since 1991, to develop an advanced short-take - o f f, vertical landing (STOVL) fighter for the US Marine Corps and Royal Navy. Another reason was that planners realised that there would not be enough money in the foreseeable future for more than one new fighter program, and that the technology existed to meet a very wide range of post-Cold War needs in a single design.
JAST accordingly morphed into JSF (the name was changed officially in early
1996), an ambitious project to develop a
versions:
• STOVL version for the US Marine Corps (642 airc raft) and Royal Navy (60 aircraft).
• Long-range, stealthy attack aircraft for the US Navy (300 aircraft).
• L ow-cost F-16 replacement for the USAF (2036 aircraft).
It is also likely that the JSF will replace many of the 3,000-plus F-16s and F-18s which have been exported since 1978.
In November, the Pentagon kicked off the most competitive phase of the JSF competition by awarding Concept Demon­stration contracts to Lockheed Martin and Boeing; the latter scored an upset victory over McDonnell Douglas, the third contender for the two contracts. T h i s stage will take four years. A single winner will be chosen in 2001 to start engineering & manufacturing development, and the fighter is expected to enter service in 2008.
Lockheed Martin and Boeing will each fly two prototypes in the current phase, with tests starting in 1998. The prototypes will be designated X-32 and X-35 (probably in alphabetical order with Boeing’s design being X-32). Out of each pair of aircraft, one will be designed to land and take off from a conventional aircraft carrier and the other will be a STOVL variant: one of each pair will also be tested in the Air Force configuration. The two teams will
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also conduct extensive demonstrations of systems and avionics. The idea of JSF is to produce a largely common aircraft,in different versions that meet the services requirements where they differ. Common requirements include:
• Longer range than the aircraft they replace (an 800-1000 km radius of action for the Marines, more for the other services).
• Subsonic cruising speed and super­sonic dash (about Mach 1.5).
• Air combat manoeuvrability at least as good as the F/A-18 or F-16, and preferably better.
• Stealth characteristics similar to the F-117 or B-2.
• The ability to carry two pre c i s i o n ­guided bombs and two AIM-120 AMRAAM missiles intern a l l y, for first-day missions where stealth is p a ra m o u n t , and to carry more weapons on pylons later in the war, as the defences are beaten down.
• Comprehensive avionics (multi-mode ra d a r, F L I R , l a s e r, self-defence s y s t e m s ) , p e rmanently installed i n t e rn a l l y, in a stealthy manner.
• Te chnology to reduce the cost of d e s i g n i n g, b u i l d i n g, o p e rating and upgrading the fighter.
Service Requirements:
U S M C / R oyal Nav y : Ta ke off without a catapult from a short deck and to land vertically aboard ship, carrying unused
weapons and reserve fuel. RN version must fit Harrier-sized elevators on Invincible-class carriers. Podded gun. Internal weapons:AMRAAMs and two 450 kg class bombs.
US Navy: Stronger structure and landing gear for carrier landings. Lower approach speed and low-speed handling and visibility re q u i rements set by carrier­landing re q u i rements. Spot factor (the space the airc raft occupies on a d e ck) same as F-18. No gun. Intern a l w e a p o n s : AMRAAMs and two 900 kg class bombs.
U S A F : Minimum cost. Refuelling receptacle for Flying Boom. Permanent internal gun. Internal weapons: AMRAAMs and two 450 kg class bombs.
Boeing X-32
Boeing has been working on a tri-service fighter since 1992, convinced that this is the only way to achieve low costs.
The most important feature of the Boeing JSF design is that it has a single common engine with no extra powered-lift devices. The largest available engines are modified versions of the Pratt & Whitney F119, being built for the F-22, and the General Electric YF120,which was the F119’s rival. The thrust of these engines, fitted with a new fan, limits the landing weight of the Marine version, which in turn limits its empty weight to about 10t.
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To keep the empty weight down while providing enough fuel volume to meet the N av y ’s range re q u i re m e n t , Boeing has chosen a thick-section delta wing with no s e p a rate horizontal tail. Because it is difficult to design a fold joint in the thick wing,Boeing has eliminated the wing fold. I n s t e a d , the designers have kept the fighter short, so that the spot factor is still small. (The Marine/RN version has clipped wingtips to reduce its size still further.) The restriction on internal length has forced the designers to a radical chin engine inlet.
In the USMC/RN version, the engine exhaust is ducted forwards, for landing and take - o f f, to a pair of re t ra c t a b l e nozzles located on the centre of gravity. In the other versions, the ducts and nozzles are removed and some of the space is used for a larger internal weapons bay.
Lockheed Martin X-35
L o ckheed Martin’s JSF design is very reminiscent of the F-22, with a clipped­delta wing and aft tail surfaces. This was d e l i b e rately done to reduce risk: t h e a e r o dy n a m i c s , s t r u c t u ral and stealth t e chnology of the JSF is drawn from the F-22.
Externally, the three versions are identical out to the wing box. Compared with the Marine version, the Navy/AF aircraft have
larger wing flaps and bigger outer wing panels (providing more wing area) and l a rger horizontal tails. The USMC/RN version has a thrust-vectoring nozzle on the engine, which can tilt down through 100 deg for vertical landings. To provide more vertical thrust, however, it has a lift fan behind the cockpit. This resembles the fan section of a jet engine, but is actually driven by a gearbox and shaft of the main engine.
JSF Deployment
The JSF will be expected to take on a wide spectrum of missions for its va r i o u s operators. For the US Marine Corps and Royal Navy, it will be the sole combat aircraft available. It will be used for air defence of the fleet (replacing the Marines’ F-18s), strike against land and sea targets,and even close air support.
Typical weapons will include Joint Direct A t t a ck Munition (JDAM), a bomb with inertial & GPS guidance which will replace many of today’s laser-guided bombs, and the BLU-108 smart anti-armour weapon. In the air-to-air role, it will probably carry up to six AMRAAMs,or four AMRAAMs and twoAIM-9X close-range missiles.
The US Navy will use JSF for deep-strike missions, going ‘downtown’ against its most critical targets (such as head­q u a r t e r s , command centres and air b a s e s ) , using heavy pre c i s i o n - g u i d e d weapons such as the 2000lbs JDAM and
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short-range stand-off weapons such as the JSOW glide bomb. In this case, the AMRAAMs will be used primarily for self­defence against a look-down, shoot-down fighter that is close enough to represent a threat. (The F/A-18E Super Hornet will continue to be the Nav y ’s primary air-defence fighter, and will also be used for defence suppression and stand-off attack.)
USAF JSFs will be used as F-16s are used today. In the first days of the campaign,they will be used with AMRAAM and AIM-9X to destroy the adversary’s air force in the air by day, and (given their stealthy qualities) will also take part in the nocturnal attacks on air bases and air defence systems. Once air supremacy has been established, they will become the asset of choice against many mobile t a rgets (missile launchers and gr o u n d forces) with weapons such as BLU-108. The JSF is also the most likely candidate to take on the suppression of enemy air defence (SEAD) mission, using JDAM, JSOW and HARM. In operations other than war, JSF would be the most likely aircraft to protect airlifters from SAMs and ground forces from missile or artillery attack.
operating areas for carriers are distant (as was the case in Desert Storm). The USMC/RN version will be able to operate almost anywhere. For example, S TOVL fighters could operate from a land base with a restricted runwa y (supported by C-17s), something which might be useful if an adversary could attack land bases with missiles. Sea platforms could include converted merchant ships, and the Navy has looked at very large, austere off-shore platforms that could support C-130s and STOV L fighters, and would be pre-positioned in possible conflict zones.
The JSF will be unusually flexible in terms of basing.The US Navy version will be able to share bases with the USAF, because the two versions are almost identical in terms of support re q u i rements. This will be useful if land bases are available but
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SECTION THREE
NAVIGATING THE MENUS
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Main Menu
General
After the intro and the title screen, the first s c reen presented when you run Joint Strike Fighter is the Main Menu, shown in the screen below.
The Main Menu
The Dogfight Menu
The Dogfight menu allows you to set up and fly a combat mission in any of the wa r t h e a t res included in the Campaign version of Joint Strike Fighter. If this is your first time playing the game, we recommend you use Dogfight to learn how the planes handle in combat and to become familiar with the in-flight game commands. Refer to section 4 for details on how to jump into the c o ckpit and plunge directly into the action.
The Campaign Menu
Accessing the Campaign menu enables you to start playing on the war theatres. Here all your missions are planned using the s e c retly acquired intelligence data and the line between success and failure is dra w n . Experience in Dogfighting is pre f e r re d b e f o re starting on the campaigns. Refer to
Section 5 for more detailed information on the workings of the campaign mode of JSF.
The Multiplayer Menu
On the multiplayer menu you can team up with up to 8 other human players over
various network protocols. Use the
M u l t i p l a ye r > C reate Game menu to configure your own multiplayer game or choose an existing game from the
Multiplayer menu. Decide your team colour
and teammates in the Game Lobby and play the game in any of the 4 war theatres available in JSF. Please refer to Section 6 for the complete description on how to configure your multiplayer games.
Quit
This selection will quit the game and return to Windows. Choosing this will save all settings and player data.
Select Pilot
This option allows you to create new pilots
or select previously created ones for
play. It also displays the cumulative career score for each pilot, allowing you to judge your progress in the campaigns. This is discussed in detail overleaf.
Options
The Options command provides access to
the game control and viewing options. A detailed description of these options are given below.
Select Pilot Menu
General
By pressing Select Pilot on the main menu,y o u a re taken to the Select Pilot Menu. This menu
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a l l ows you to cre a t e, modify or delete pilots.
The select Pilot screen has been clicked
and the Edit Pilot screen is shown
Creating A New Pilot
Press New on the pilot screen to create a new pilot. Click on the Name box to change your name, and the Call Sign box to change your call sign. Assign the pilot an aircraft, either the Boeing X-32 or the Lockheed Martin X-35.
Selecting A Pilot
C l i ck on a call sign on the Duty Roster to select a pilot. That call sign is highlighted in ye l l ow and is now considered the active pilot.
Deleting A Pilot
In order to delete a pilot, first select your choice by clicking on the Duty Roster.After the selection is made, click the Delete button at the lower left of the screen. You will be asked to confirm the deletion; click on Yes to complete the deletion or No to return to the Select Pilot menu without deleting the pilot.
Viewing Pilot History
In addition to name, callsign and pre f e r re d
p l a n e, all pilots have a history where all a chievements are re c o rded. This is accessed by selecting Stats on the pilot screen. Use the arrow buttons to cycle through the d i f f e rent scenarios to see how the pilot has p e r f o rmed on the different campaigns.
Resetting Pilot History
If a campaign has turned from bad to wo r s e, and disaster seems certain, you might feel l i ke starting ov e r. This can be done by p ressing Stats in the pilot scre e n ,and then c l i cking on Reset Scenario. You’ll be aske d to confirm that you really want to reset the scenario - click Yes to perform the reset or No to re t u rn to the Select Pilot scre e n without clearing the history.
View Information Movies
Details on the JSF program, the weapons systems and the selected airc raft are available in FMV format. These movies can be played by clicking on one of the three film icons in the lower right of the screen.
The Options Menu
General
The options menu really consists of three different screens: the game menu, the graphics menu and the sound menu. From these three menus,you can use the mouse to activate or deactiva t e, adjust or reconfigure various settings of Joint Strike Fighter. Most elements are also available from the in-game menus. Each of the screens are described below.
Tip : Players using slower computers are encouraged to adjust terrain, object and
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graphical details features of the game to achieve optimal performance during flight.
The Game Configuration Screen
General
benefit of learning new skills and maneuvers from the more ex p e r i e n c e d pilots. As they advance through the skill l e v e l s ,they learn more maneuvers,d e v e l o p better gunnery and bombing skills and become more willing to use both in combat.
Aces are wily, c rafty opponents, t h e s u rvivors and victors of many aerial combat missions; they should not be u n d e restimated. They know all the standard air combat maneuvers and aren’t afraid to use them at any time, and have
The Options menu with the Game tab selected
also developed excellent gunnery skills.
The Game Screen is where you are able to configure how the game behaves during play.The following items are available:
Input Device
This item simply lets you select whether to play using keyboard, mouse or joystick. Further configuration must be done from the in-game menu, or alternatively (for basic hard wa re installation) in the W i n d ow s Control Panel.
Enemy Skill
This option sets the skill rating of the pilots you and your wingmen will be flying against. Select one of five (5) settings: Rookie, Novice, Average, Veteran and Ace. The default setting is Av e ra g e, with Rookie the easiest type of enemy pilot to fight against and Ace the hardest. Rookies know only basic flight skills; they’ve been rushed to the front straight from training school. They haven’t had the
Remember, you may be a match for the Aces in the game, but your wingmen may not be so skilled. Think carefully before selecting the Ace opponent skill, or you may find yourself going through wingmen by the bushel. Commanding officers have been known to take a dim view of flight leaders who continually come home as the sole survivor of a mission. Besides, who wants to write a lot of letters that begin with the sentence, “We regret to inform you…”?
Start On Runway
This allows you to start the mission with your aircraft ready on the runway, without the need for taxiing.
Easy Aiming
This is a toggle-option. When selected, your plane’s cannon lead sight will be in Easy Aiming mode. You won’t have to think much about
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leading the locked target; the cannon rounds will actually lead themselves and try to ‘chase’ the target. This is not a guaranteed, automatic hit; however, the closer the locked target is to the centre of your aiming sight,the better the chance of a hit with this option selected.
Most pilots would look at you like you were from another planet if you used anything else than feet and knots to m e a s u re distances and speeds respectively. Check this box, however, if you are a novice and find the metric system easier to get the hang of.
When not selected, cannon rounds will behave using the normal laws of physics. This will result in a wonderful aerial display of tracer lights but far fewer gunnery kills.
Easy Landings
When toggled on, your undercarriage can t a ke more of a beating, making it significantly easier to land.
No Wind
Though not obvious when cruising at high a l t i t u d e s , a strong wind may prov e problematic during landings and takeoffs. When this option is checked,your plane is not affected by wind and weather.
No Fadeouts
When this option is selected, pilots won’t experience red-outs or black-outs when pulling extreme G-forces in combat due to tight turns, dives or climbs.
No Turbulence
Even with no wind, hugging the terrain at low altitudes makes for a bumpy ride. Checking this box will disable low-level turbulence.
Measurement System
Network Protocol
This option allows you to select which n e t work protocol to use. The most common protocols are IPX and T C P / I P, but the game will take advantage of the Mplayer system and any protocol supported by Direct Play. Refer to Appendix 3 for details.
The Graphics Configuration Screen
General
The Options menu
with the Graphics tab selected
This screen allows you to configure how the game looks during play. Configuring these options can dramatically change the performance of the game, so you are strongly encouraged to play around with different settings until you determine what is right for you. The following items are available:
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Screen Resolution
This option allows the player click left or right to select screen resolution from the list available on the computer. T h e available modes may va ry between d i f f e rent mach i n e s , from as low as 320x200 pixels (lo-res) to super- h i - re s (1280x1024 or higher) and everything in-between. How e v e r, p l a yers using computers with slower processors may experience some jerkiness when game graphics are set at the higher resolutions. We recommend experimenting with the lower resolutions until you find the one that performs best for you.
Big Pixels
If you want to run the game in low­resolution modes, and your gra p h i c s card/driver does not support this, JSF can emulate low - resolution by re d ra w i n g using big pixels. This means that the game is redrawn in low-resolution internally,and then doubled to fit the physical screen resolution. This option is not available in modes less that 640x400.
Black Lines
If the Big Pixels option is enabled, the Black Lines option lets you select how the scaling of the screen is performed. When checked, every other line is not redrawn, but left black. This is slightly faster than the alternative, when all lines are drawn.
Screen Pageflip
(This is one for those familiar with the inner workings of their PC. You may need to play around with this option in order to get the best possible results.)
Internally,the game is able to render both to System Ram or (if enough memory is available) to Video Ram. Enabling Page Flipping may increase your frame rate on computers with relatively fast graphics cards; on the other hand, performance may suffer if your graphics card is relatively slow.
Object Detail
This slider adjusts the relative amount of polygons used for rendering the 3D objects in the game. Moving the slider to the right increases detail, but possibly at the expense of performance.
Terrain Detail
This slider works in a similar way as the object detail slider, only this adjusts the detail level on the terrain. Moving the slider to the right will increase the definition of the landscape and increase the number of ground objects,but again at the expense of refresh rate. Keeping this value around the centre is recommended.
Transparent Smoke
When checked, this option improves the a p p e a rance of the smoke - t rails in the
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game by using transparency. Performance may suffer on slower computers.
Transparent Shadows
When this box is checked, shadows are projected onto the ground with tra n s ­p a re n cy, rather than as single colour silhouettes.
Transparent Explosions
Using transparent explosions will improve realism, but can be a serious performance hit. Keep this in mind if you are experiencing slow d own when viewing large explosions.
Lensflares
L e n s f l a res emulate the optical effect created by a camera when exposed to strong light sources, for instance from the sun or a rocket blast. When checked,these effects are enabled. Disabling the effects will, however, improve performance.
Particles
When enabled, a particle system is used for rendering weather effects like wind and rain. This may reduce performance on slower computers.
3Dfx
H a rd wa re rendering is enabled by ch e cking this box. By default, 3 D f x acceleration is enabled if a 3Dfx card is detected in the computer. If no card is detected,this item is inactive.
The Sound Configuration Screen
The Options menu with the Sound tab selected
Sound Effects
Most actions performed in flight, such as firing a weapon and raising the landing gear, have sound effects that play when the action is performed. This box enables such sound effects.
Sound Volume
When sound effects are enabled, t h i s slider adjusts the volume of the sound effects.
Music
JSF features several original music tracks that play during flight. This check-box determines whether music is played.
Music Volume
If music is enabled in the item above, the music volume can be adjusted here using the slider.
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Speech
In-game speech is enabled by default, as this is one of your primary sources of information. It can, however, be disabled by unchecking this box. Note that this makes you totally rely on text messages for such things as radio communication and flight computer messages.
Speech Volume
When speech is enabled, this slider determines the volume of the speech.
Reverse Stereo
On some computers, the placement of the l o u d s p e a kers are ex changed. Check i n g this box reverses this.
Mute
When checked, all sound (sound effects, music and speech) are turned off.
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SECTION FOUR
DOGFIGHT: GETTING STARTED FAST
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General
Selecting Main Menu>Dogfight takes you to the Dogfight Settings menu. T h e Dogfight option allows you to hone your skill in the noble art of dogfighting, something which will come in handy as you progress through the campaigns. You’ll be able to challenge increasingly more difficult enemies in the different scenarios in a variety of different settings. These parameters are described below.
By clicking on this item, you’ll be able to select in which weather condition you wish the fight to take place. Different regions on the globe have differe n t weather types, w h i ch means that the available options will vary from scenario to scenario.
Guns Only
This option disables Air to Air missiles in the Dogfight session. Though not strictly realistic, it makes for some interesting aerial duels in the true spirit of the great aces of WWI and WWII.
Scenario
H e re you set the theatre in which the dogfight t a kes place. Not only do the enemy airc ra f t become increasingly more capable on the later scenarios, the enemy pilots are also m o re skillful,a g gressive and lethal.
The Dogfight Menu
In order to customise the Dogfight session you have a set of four options which determine the combat conditions:
Time Of Day
This option lets you decide at what time during the day the dogfight will take place. While the enemy may be easily seen at d a y - t i m e, you may have to resort to systems like night vision and the synthetic object overlay when battling it out at night.
Weather
Playing
When you start the Dogfight session, you start out against a wave containing just one single enemy plane. If you destroy this first plane, your weapons are replenished and a new wave appears.
For every wave destroyed another plane is a d d e d , t h e re by giving an increasing difficulty level. This is further enhanced by the fact that, as time progre s s e s , t h e enemy planes also are of increasingly better types. The dogfight session ends when you eventually are killed or when you decide to leave the session.
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Statistics
Dogfight Statistics
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SECTION FIVE
Flying a Campaign
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General
While an individual mission has specific tactical goals (the destruction of a convoy or interdicting airspace over an enemy t a rg e t , for ex a m p l e ) , a campaign is a series of individual missions designed to a chieve one or more long-term or strategic goals. Take the air battle in the Gulf War, for instance: One of the major strategic goals of the campaign was to hurt Iraq’s air and ground forces badly, making it easier to drive Iraq’s army out of Kuwait and, in the process, save Allied Force’s lives. To this end, thousands of individual air missions were launched to bomb ground units, shoot Iraq’s air force out of the sky and destroy command and communications links. In a JSF campaign, you are given similar strategic goals, based on one of the four hypothetical campaign scenarios included with the game. As a wing commander, your job is to plan and execute a series of tactical missions to help achieve the campaign’s strategic goals. You accom­plish these goals by destroying all the primary targets indicated in the mission planner.The object category is determined by a higher command.
The Campaign menu.
Select your campaign to start or re-enter
Starting A Campaign
1.To begin a new campaign or enter one in p r o gre s s , select Campaign from the Main Menu. The War Theatre selection
screen will appear.At any time you may
select the Back button at the bottom
right of each screen to return to the one previously displayed.
2.Highlight either one of the four scenarios using the mouse or the
keyboard. In the box at the bottom of the
screen a brief background story and a
mission summary will appear, relevant
for your current selection. Activate the scenario by clicking the mouse or hitting
enter.
3.The first time you activate a scenario the complete mission text will be printed to
the screen. You may speedup the text by hitting enter, space or by clicking the m o u s e. After loading, the Mission Planner will appear.
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The Mission Planner
General
As a wing commander your main objective is to plan the best possible campaign for you and your wingmen so the main s t rategic goal can be re a ched with a minimum of casualties. This means you will have to plan your missions carefully before getting airborne. All planning is done prior to take-off in the Mission Planner, which loads automatically when you select a scenario.
The main Mission Planner screen
The Mission Planner is essentially a topographical map indicating the position of anything essential and important for planning a mission. This includes cities, factories, airports and roads (in grey), but most importantly all friendly installations and enemy targets indicated by the c o l o u red icons. The icons pinpoint all enemy, friendly and civilian/non-combat ground and air units in your area of operations. The planner operates in two differe n t modes: Edit and Map mode. In Editing mode you can manually or automatically
form a mission by creating waypoints and selecting targets. Map mode allows you to manipulate the map information displayed in the mission planner, this is detailed in the section entitled Mission Planner Usage below.
Mission Planner Map
General
The Mission Planner map is a topo­graphical map displaying the curre n t situation in the activated scenario. All enemy targets and friendly installations are displayed using several different icons and colour codes. The position of each icon is altered according to the movement of the unit as the game progresses. If the unit is destroyed you will be notified and the icon will be removed from the mission planner. Together with the icons marking the targets you will also see the waypoints and flight path displayed on the map. A waypoint is a position used by the flight computer for navigation placed in the mission planner prior to take-off. For more i n f o rmation on how to manipulate wa y p o i n t s , refer to the section below entitled Mission Planner Usage.
Icons
Each icon on the map marks an enemy unit. This means an icon usually symbolises more then one target. The icon position is the centre position of all the objects included in that particular group. Each icon is colour coded, indicating the
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object category. On the mission map you may find icons with the following colours: red, green and blue. Any red icon is an enemy target and should be considered as a potential threat. Both the green (neutral) and the blue (allied) symbolise friendly icons. Destroying these will have a negative impact on your statistics. When you look on the mission map you may notice a red circle centred on some of the icons. The red border is a Surface-to­Air Missile Engagement Zone (SAM MEZ). When flying within this zone,you and your wingmen are subject to being detected and fired upon by enemy SAM installations.
Fighter/Bomber Helicopter Air Transport AWAC Aircraft Airport Military Base Military Camp Factory Nuclear Facility Harbour Radar Installation SAM/AA Installation
Oil platform Warship Cargo Vessel Submarine Transport Infantry Vehicle SAM/AA Vehicle.
Waypoints
Waypoints are fixed three dimensional positions (longitude, latitude and altitude) used by the flight computer for navigation. They are easily created with the mouse or automatically with the Suggest option when in editing mode. Read more about waypoints and the their usage under the section Mission Planner Usage.
Mission Planner Windows
General
The Mission Planner Windows contains all the text, buttons and bars displayed in the mission planner. They may be hidden by selecting the button in the upper right c o rner labelled Mission Planner or by tapping the spacebar. Use this when planning a mission if any icons are concealed by the mission planner i n f o rmation text and the buttons.
N o t e :While any pop-up window is activa t e d the Mission Planner W i n d ows will be disabled and the buttons, bars and tex t -
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boxes will be changed in intensity. to get focus back to the windows you have to close the active window.
Planner Manager Window
General
The Planner Manager is the window in the upper right corn e r, b e l ow the Mission Planner caption or button. The manager has t wo tab dialogs which decides which state or mode the planner currently has active.
Edit Mode
General
To get in Edit Mode you select the Edit tab dialog from the Manager Window. When you are in editing mode you can create and alter your waypoint path by changing the position and height of your waypoints. The waypoints are uploaded to the on­board computer upon takeoff and used for navigation by the autopilot.
Suggest
The Suggest option will automatically suggest the closest visible primary target. If no primary icons are displayed the nearest secondary target will be selected. If you are not content with the target selected you may cycle all targets with the arrows left and right of the Suggest label. In Map Mode you may select which icons will appear on screen by checking the corresponding options, refer to the Map Mode section below for details.
Terrain following
If you enable the Terrain following option the suggested waypoints will be forced to the minimum height for low-level contour flying, keeping the fighter below radar. If no waypoint path or target have been p reviously suggested,enabling or disabling this option will automatically select a target and suggest a path.
Clear
Selecting Clear will delete all waypoints and target selections from the mission planner.
Statistics Window
From the Edit menu selecting Statistics will display the current scenario statistics. Select the Done button to close the Statistics Window.
Target Info Mode
When you click on this option the Mission Planner enters Ta rget Info Mode. T h e change of state is indicated with a question mark in the lower right of the mouse pointer. In addition all the icons with target information visible in the Mission Planner Map are highlighted. Selecting a highlighted icon from the map will display the relevant target information with the corresponding photos and images made available by Mission Control. You may close the window by selecting Done at the bottom right corner of the window. At any time you can return to normal planner operation by clicking the right
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mouse button or just by selecting any function from the Mission Planner Windows.
Tip: When in editing mode, pressing and holding the CTRL key will activate the Target Info Mode. It will remain active until the key is released or you exit Target Info Mode as mentioned above.
Map Mode
General
To get in Map Mode you select the Map tab on the Manager Window. When this is selected you will see on the Map menu a list of options divided into three groups: Object category, target class and map settings. Checking any of these settings will influence the information that appears on the Mission Map.
Object category
Only the targets that match any of the checked priorities will be displayed. This means if you only ch e ck the primary option, only the primary targets will be displayed.
Target Class
There are three different target classes and only the icons containing objects of the selected class will be displayed. When you plan a mission you might want to focus only on airborne targets. To do this, you would only check the air option and leave the ground and mobile blank.
Map Settings
General
The Map Settings are useful feature s when planning a mission. Both the SAM MEZ and the names option are checked by default.
SAM MEZ
If the SAM MEZ is checked the missile engagement zone will be displayed. Use the MEZ to avoid unnecessary contact with SAM sites on your way to the designated target.
Names
When the names option is checked the city and area names will be plotted on the Mission Map.
Grid
The grid is useful for calculating distances when planning a mission, but maybe most importantly for easier tra cking of the enemies movements. The grid scale is 5400 NM.
Time Skip Window
In the upper left corner is the Time Skip bar indicating which scenario has been activated,the current day and the scenario time.When selecting this bar a dialog box will be displaye d , giving you the opportunity to skip a maximum of eight hours at once to avoid bad weather and/or night flying conditions.
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