T F X   E F 2 0 0 0

CONTENTS

Please read first
Welcome
Features
Development
Cut-away

Installation and set-up
Controllers
Quick Start
Easy view guide
Key summary
Views summary
Keyboard layouts

Overview
Getting started
Views
Avionics
Flight Systems

Introduction to Air-to-Air weapons
Air-to-Air weapons
Introduction to Air-to-Ground weapons
Air-to-Ground Weapons
Russian weapons

Flight training
Air-to-Air combat
Ground attack
Wingmen communications

NATO aircraft
Russian aircraft
Ships
Helicopters
Armoured Fighting Vehicles

Campaign
Military Airfields (Norway)
WARGEN System
SMARTPILOTS System
Flight Model

Credits
Bibliography
Digital Image Design Ltd.
Glossary
Advertisements
Index

-1-

PLEASE READ FIRST!

- Copyright Notice

blablabla

- Data Validity

heuheuheuh

- Epilating Warning

yohoho

- Pack Contents

and a bottle

- Queries

of Rum...

-2-

WELCOME

- Virtual Air Combat in the Next Millennium

Welcome to EF2000. Since the release of TFX in 1993, we received a lot of com-
pliments and a lot of suggestions for creating better flight sims (so many
thanks to all those who took the trouble to write). We listened, and this time
around decided to create the most believable multi-player simulation of modern
air combat ever seen.

Early on, we knew it was important to focus on quality rather than quantity, so
we modeled the EF2000 and one combat environment with as much detail as
possible. But don't worry, EF2000 has over thirty different planes with accu-
rate flight models and 'smart' wingmen, plus more than four million square
kilometers of texture mapped scenery to fly in. Add to this hundreds of other
3-D objects in target-rich locations, an AI controlled wargame, and network
play for up to eight pilots, and you have a simulation that impressed even the
plane's makers.

EF2000 would have been impossible to create without the help and advice of key
institutions and their publicity departments, organisations and individuals.
Among them is The British Aerospace  Publicity Department, GEC-Marconi, The
Royal Aeronautical Society, The Royal Air Force, and the publishers Key Press,
who so kindly helped with information and aircraft illustrations by people like
the renowned Mike Badrocke. Nor will we forget the support and encouragement
of our publishers Ocean, who share our enthousiasm for flight simulation (espe-
cially when they are produced on time). For a full lists of credits, see 'Who's
Who'.

-3-

FEATURES

EF2000 - THE NEXT GENERATION

Like the real EF2000, this simulation was designed to be different, to be the
best in its class. Here are just a few of the features we added with that goal
in mind...

- An Improved Virtual Cockpit

We threw out the traditional approach to PC cockpits and built a full 3-D
'Virtual cockpit' that's as close to the real thing as possible with current
technology. We squeezed an enormous amount of information into a small area
without sacrificing too much realism. So now you can glance down at full-screen
displays, look over your shoulder and launch an ASRAAM in a close-turning dog-
fight, or be amongst the first to test your skills in beyond-visual range com-
bat using the top-secret ECR-90 radar and S-225 stealth missiles. And for any-
one with fast machines, our SVGA mode delivers visuals that come close to
costly military simulations.

- A Friendlier Interface

We felt our interfaces should be fun to use, without getting in the way of what
you want to do. After a while, most pilots just want to hit a few keys to get
to their favourite part of the simulation. So EF2000 offers an easy-to-use
menuing system that lets you get around fast, but offers plentiful game choices
and greater flexibility in configuration.

- Improved Pilot AI

A great deal of time has gone into perfecting the way that computer controlled
planes fly. We turned to the best books for advice, like R.E. Shaw's 'Fighter
Combat and Manoeuvring', and some of the best pilots. Jaguar units at R.A.F.
Coltishaw provided us with expert advice on single-seat ground-attack missions,
while an ex-F4 pilot supplied the finer points of air-defence tactics, especial
ly in Norway. The result is an enemy who will constantly gauge your movements
and act accordingly, piecing together myriad textbook manoeuvres into fluid
dogfighting tactics. For these reasons, you can expect the air combat in EF2000
to be tough but exciting. Learn how to use your weapons and wingmen correctly,
and you will enjoy mastering one of the world's most advanced aeroplanes.

- Up-to-Date Avionics

Modern combat planes are getting so sophisticated that avionics designers are
constantly searching for new ways to make the pilot's life easier. So instead
of getting tougher to manage, modern combat planes will be easier to handle
than ever. This trend is reflected in EF2000. You'll not only be amazed at what
you can accomplish, you'll be surprised how easily it's all done.

-4-

- Wingmen at your Command

These days, few fly alone. In fact, air combat is all about multi-plane tac-
tics, which is why we have developed a realistic method of wingmen control.
And don't worry if you're a novice. The system has a beginners and advanced
mode of control, to help you build confidence in commanding a flight of Euro-
pe's most advanced multi-role combat plane. In 'Beyond Visual Range' (BVR) com-
bat, you'll discover that commanding wingmen and interpreting radar is a lot
like playing 3-D chess. In close-up dogfights, you'll be glad of the extra help
You're going to need it.

- Better 3-D Environments

Improvements in hardware and software mean that one day, in the not-too-distant
future, we'll be able to offer 3-D environments that rival those of the best
military simulators today. EF2000 already includes radical improvements to our
3-D engine, which provide highly detailed and realistic static scenery and mo-
ving objects. Furthermore, we have texture-mapped the entire world of four mil-
lion square kilometres - and it's not all the same. Far from it. Check out the
fjords in Western Norway. Zoom low over the marshy lowlands of Finland. Skim
the dense forests and snowy mountain regions of the North Cape. EF2000 is also
a 3D travel brochure! You'll need some time, but fly around and enjoy the views

- Improved Flight Models

Although EuroFighter is still a highly classified project, our aeronautical en-
gineer has deconstructed available plans and created a flight model that's as
accurate as possible in the circumstances (our consultant RAF pilots like it).
We supplemented information from British Aerospace with US Datcom files on aero
dynamics and pilot advice on practical fly-by-wire handling characteristics.
What's more, we have carefully modeled the flight characteristics of allied
and enemy planes, so you can expect planes like the MiG-29 to perform as they
would in real life.

- Networking for Multi-Player Action

Nothing is better than flying with or against another person. A great many TFX
fans asked us to consider networking and serial communications in future pro-
ducts, and here it is. Up to eight players have access to our virtual combat
environment, with several game formats to choose from. In fact multi-player
EF2000 is so much fun, we strongly recommend you try it for yourself as soon as
possible. Those of you interested in making a hobby out of it might want to
contact Squadron XIII. They organise regular meets and competitions using net-
working flight simulation programmes. For details, subscribe to 'ELO Magazine'
in the back of this manual.

-5-

- WARGEN - a more complete simulation

A true simulator doesn't just model planes, weapons and scenery accurately. It
must recreate the entire environment of conflict in order to create a true pic-
ture of how a modern multi-role aircraft might be used in future wars. In order
to build this standard of realism into EF2000, we turned to the wargamers and
military tacticians for input. By building our own 3-D wargaming engine that
operates under AI control to a set of likely strategic conditions, we have been
able to recreate the kind of tactical environments that EuroFighter was de-
signed to fly in. Each time you play the campaign, you'll never see exactly the
same moves by enemy or allies. Which means you'll be playing against our war-
gaming intelligence, not pre-determined game structures.

- Better Sound

In the flying environment, sound is not just there for the atmosphere. In a
real aeroplane, many cues are received from physical sensation in response to
forces such as rapid deceleration. In a PC simulator, the least we can do is
provide an audible cue to tell you that something is happening that you cannot
feel or see; for example, that your airbrake is out, or that your afterburners
are on. A great deal of time and effort has gone into the soundscape for EF2000
which we believe should add even greater depth to the gameplay. Listen careful-
ly as you fly.

- Super VGA

At DID, we are aiming to produce flight simulations for the entertainment mar-
ket that will rival military simulations costing a great deal more. One step
towards this goal is adopting Super VGA as a standard. In EF2000, all menus are
in SVGA, but in-game visuals are available in both 320x200 and 640x400 resolu-
tions. Even if your machine is too slow for in-game SVGA, switch over and take
a look at what you're missing. It's got to be worth and upgrade!

-6-

DEVELOPMENT - WHY, HOW AND WHERE IT WAS DEVELOPED.

Group Captain Ned Frith (RAF retired), head of EF2000 marketing at British
Aerospace, ex-RAF test pilot and Operational Requirements Officer at the MOD
explains a little about the background, development and specification of the
EF2000.

"The Eurofighter programme began in 1983, with a desire to produce and aircraft
that could be used worldwide for defence well into the 21st century. This air-
craft would be able to win against all current and projected threat aircraft.

The Eurofighter programme started life as a collaboration between UK, France,
Germany, Italy and Spain. However, France ultimately pulled out of the program,
and the formal development phase began in 1988 in Spain, Italy, Germany and the
UK. The EF2000 development was served by the Experimental Aircraft Programme
(EAP), which was funded largely by the UK. After extensive ground trials and
259 sorties, some at over Mach 2, the EAPs development work was complete in mid
1991.

-7-

EAP and other technology demonstrators played a key role in the development of
the EF2000 and although they cost over œ190m, they saved œ850m and a year of
development time, so they were undoubtedly a good investment. We learned a lot
about the airframe, avionics and engine features from these demonstrators be-
fore commencing development on the EF2000.

A turning point in the program came in 1992 at a meeting of the 4 countries'
defence ministers at which they agreed "...on the essential elements of a poli-
tical, strategic and economic approach to the new European Fighter Aircraft".
They also agreed that the service entry point would be the year 2000 for the
Royal Air Force and 2002 for the Luftwaffe, and the name EF2000 was created.

It is important to understand the requirement for the EF2000 in the context of
the perceived threat. Defining this threat is the start point of any new mili-
tary requirement and clearly no weapons system can claim to be successful, no
matter how cheap, if it stands no chance of winning. Parity is not good enough.

Obviously, a great deal has changed since the threat was first defined for the
development of EF2000. While there is no longer a direct threat form the Warsaw
Pact, the risks to security are now many faced and even less predictable. The
technology that made up the Warsaw Pact threat still exists and could still be
used by those who inherited it, or by those who will buy it. Accurate

-8-

prediction becomes impossible, as was demonstrated by the fact that no one was
able to foresee either the Falklands War or the Gulf War, even three months
prior to the event. And one thing which became clear after the Gulf War was the
dominant influence of air power.

A threat has two main elements, intention and capability. EF2000's service life
could stretch from 2000 to 2035 and no politician can predict the intention of
other nations even a few years in advance. Yet the certainty is that the deve-
lopments of the MiG-29 Fulcrum and those of the excellent SU-27 Flanker could
be available to an adversary. Whereas a military capability takes a long time
to evolve, political change resulting in an intent can happen, relatively, over
night. It is therefore imperative that we continue in development of our res-
ponse to any potential threat, and continue with the objective of winning.

EF2000 has always been a multirole fighter. Air superiority is required to pro-
vide a secure base, to defend airfields, troops and assets generally. Local air
supremacy is required over the enemy territory to allow troops to take ground,
and all the elements of Offensive Air Support will be needed to help the ground
forces. Reconnaissance is required to assess threats. The EF2000 will be a mul-
ti-weapon platform providing for all these roles, whether on behalf of NATO or
in other groupings, such as those in the Gulf conflict in which the RAF partici
pated.

The EF2000 is a single seater, twin engined, delta canard, although a propor-
tion of the fleet will be two seat, dual control. It has 13 store stations, 3
of which are wet, and an internal gun on the starboard side. The architecture
will allow future 'smart' weapons to be carried with little modification. The
main aerodynamic and thrust criteria for the EF2000 are determined by turning
capability at high altitude and high supersonic Mach numbers, and by subsonic
manoeuverability at sea level. It is from these criteria that the aircraft
meets the requirement to operate from a short runway strip.

For air combat, a mixture of at least 10 future medium range and advanced short
range missiles can be carried, with four of the medium range missiles housed in
low drag, radar stealthy under-fuselage stations. For attack mission, combina-
tions of seven air-to-surface weapons and six air-to-air missiles are possible,
along with external fuel tanks and the internal gun. One of the under fuselage
stations will be used when a laser designator pod is carried.

The two wingtip pods are an integral part of the wing and house part of the
Defensive Aids Sub System (DASS) countermeasures equipment. EF2000 also has
good radar stealth features. Besides the recessed weapons, the low frontal ra-
dar cross-section (RCS) is with a realistic operational load.

The airframe surface is only 15% metal. Extensive use has been made of load-
bearing carbon fibre composites and aluminium lithium resulting in a 30% weight
saving over previous construction methods. This obviously has an important bea-
ring on performance.

To operate from ill-prepared bases, the EF2000 has a strengthened undercarriage
built-in entry system for the pilot, an on-board oxygen generation system and
an auxiliary power unit

-9-

for running the nuclear, chemical and biological filter system and for the auto
nomous check out, alert and start up.

Unprecedented attention has been paid to the man/machine interface to allow
pilots to think less about the operation of the aircraft and more about the
tactics of the conflict. The quadruplex fly-by-wire control systems give the
pilot carefree handling, ensuring that he cannot stall or overstress the air-
craft. An intelligent Ground Proximity Warning System (GPWS) further enhances
the safety and operational capability. The pilot also has a button which will
automatically return the aircraft to a wings level, nose up attitude in the
event of disorientation after a high G force manoeuvre. This will undoubtedly
save a number of lives and aircraft over the years.

There is an advanced Infra Red Search and Track system (IRST) to compliment the
ECR 90 multi mode Pulse Doppler radar with multi-track target-while-scan capa-
bility and high resistance to jamming. A helmet mounted sight and display will
also help the pilot to exploit the new missile systems. With the Advanced Short
Range Air-to-Air Missiles (ASRAAM) and the helmet sight, the pilot will be able
to engage targets 'over-the-shoulder'.

To make life easier for the pilot in the cockpit, all the important switches
needed in combat are mounted on the throttle or stick. The holographic Head-Up
Display (HUD) and three head down displays (HDD), which are viewable even in
bright sunlight, help the pilot to assess the air situation easily.

Subsystem management is automatic with the pilot intervening only when absolu-
tely necessary. Using Direct Voice Control for some non safety-critical systems
such as the allocation of targets or requesting the fuel state, further reduces
pilot workload.

All in all, the EF2000 has been developed with the pilot in mind, requiring him
to extend the minimum effort to digest the maximum information and enabling him
to concentrate on the tactics of the conflict.

As I said earlier, parity with an enemy is not good enough. To this end, the
EF2000 has been

-10-

designed to outperform the projected threat aircraft in both Beyond Visual
Range combat and close 'dogfight' style combat.

Comprehensive operational studies, including manned simulations, have pitted
EF2000 against potential opposition from expected upgrades of the MiG-29 Ful-
crum and the SU-27 Flanker. The studies also included other modern combat air-
craft. Whilst details of these studies must remain classified, the EF2000 per-
formed favourable in both BVR and close combat situations.

One way of expressing the BVR capability is to look at an air combat effective-
ness rating graph. This is calculated using information from the studies and
uses the worst case scenario as an opponent, in this case an upgraded SU-27
Flanker. A score of 1 on the graph means that you would always win against the
SU-27, while a score of 0 means you would always lose. A score of 0.5 indicates
parity, or 50:50.

As you can see, the EF2000, with a score of 0.82 is well within the 'Always Win
sector' and is bettered only by the US F-22. It should be noted, however, that
this aircraft is twice the cost of the EF2000 and does not have the air-to-sur-
face capability of the EF2000.

One of the main reasons for the excellent performance of the EF2000 is that it
can out-turn the SU-27 Flanker and its developments at both subsonic and super-
sonic speeds and it will also out-accelerate them. In fact, the EF2000 will ac-
celerate and climb from runway alert to Mach 1.5 at above 35,000 feet in less
than 2.5 minutes.

-11-

At high altitude, carrying four medium range and two short range missiles, the
aircraft will cruise above Mach 1 without the use of reheat. At low level, in
just 30 seconds, it can accelerate from 200 knots to Mach 1.

The new multi-role fighter's ferry capability of about 2000 nautical miles,
without mid air refuelling, will be a useful feature for world wide deployment.
With dispersed operation in mind, the aircraft has an impressive short-field
performance. For example, with the two Eurojet turbo-fan engines delivering
just over 40,000 lb of thrust, the take off distance with full internal fuel,
gun, ammunition, four medium range and two short range missiles, is only about
300 metres, and the aircraft is airborne in less than seven seconds.

On Sunday 27 March 1994, on a bright day in Bavaria, Peter Weger, the chief
test pilot of MBB, took off for the first flight of the prototype EF2000. This
was an important milestone in the development of the aircraft. Subsequently
there have been many flights of further prototypes and the EF2000 is now well
on track for delivery to the RAF in the year 2000.

This aircraft represents a major development in aircraft technology and will
provide the best air defence worldwide well into the 21st century.

I hope you enjoy flying it!"

Group Captain Ned Frith

-12-

CUTAWAY - EuroFighter Design Drawing

-13-

EuroFighter Explanatory Legend for Design Drawing

-14-

EF2000 INSTALLATION & SETUP

- Getting Started

Minimum System Requirements

Computer: IBM, or fully compatible, 80486 DX2 66 Mhz.
System Memory : 8 MB of Ram, with 5 MB Ems free.
Hard Drive :  with at least 12 MB free.
Conventional Memory : at least 500 KB free.
Graphics : VESA compliant SVGA graphics card and SVGA colour monitor.
CD-ROM Drive:  single or double-speed
DOS : MS-DOS 5.0 or higher.

Recommended System Setup

For best results with EF2000, you should have the following :

90 MHz or faster Pentium compatible processor
16 MB Ram with EMS manager
MPC level 2 compatible CD-ROM drive with quad speed
Hard drive with at least 5 MB free after installing the game files.
A fast VESA compliant SVGA graphics card with PCI or VESA local bus.
Joystick, CH FlightStick Pro, Thrustmaster FCS or F-16, Thrustmaster WCS/TQS.
A Microsoft compatible mouse
Soundblaster AWE32 or Gravis ULTRASOUND (MAX).

- Vesa Graphics Setup

Some newer graphics cards are VESA SVGA compliant in hardware. However, the
majority of cards require a driver to be installed first. To do this, find the
installation software that was included with your computer system or graphics
card, and locate the VESA driver. If you have no luck, updated drivers are
often found on BBS. Alternatively, copy the file UNIVBE.EXE from the EF2000 CD-
ROM to your root directory, and type UNIVBE at the C:\ prompt. Note the message
on your screen. If all is well, it will have registered the chip-set of your
card, and you should be able to run EF2000. If this fails, then contact the
supplier or manufacturer of your graphics card for the correct driver, and
notify Digital Image Design.

- Memory Tips

EF2000 requires 500 KB of conventional memory, which may be a problem with some
system setups. Please be aware that 500 KB is actually 512 KB. To check how
much conventional memory you have free, type MEM /C at the DOS prompt. Memory
allocation on IBM compatible PCs is a complex business, so please consult your
DOS manual for advice.

- How to win more Memory

The easiest way to get enough memory to run EF2000 is to create a boot disk and
use it to start your computer when you want to play. When installing EF2000 you
will be asked whether you want to make such a disk. Make sure that the CONFIG.
SYS and AUTOEXEC.BAT files of the boot disk contain the drivers necessary to
run your CD-ROM drive and your mouse.

Have a formatted 1.44 MB floppy disk ready if you want to make a boot disk. In
addition, check your config.sys file to ensure that it has the

-15-

DOS=HIGH command. This is very important, as DOS cannot be loaded high without
it. If you have TSR programs - such as mouse drivers, network drivers, DOS
shells and RAM disk - make sure they are loaded into high memory with the
DEVICEHIGH (in Config.sys) or LOADHIGH (in Autoexec.bat) commands. Consult your
DOS or expanded memory manager manual for precise details. Some TSRs will not
load into high memory. Make a boot disk which excludes these TSR programmes.

WARNING: Before changing your config.sys or autoexec.bat files, always copy
them to a bootable floppy disk! If anything goes wrong, boot your computer with
this disk and copy the system files back to the hard disk, replacing the faulty
system files.

The EMM386 memory manager included with MS-DOS 5.0 or higher should be adequate
If not, try using a commercial EMS manager such as the type supplied with QEMM
by Quarterdeck. Third-party EMS managers often use less conventional memory and
improve your ability to load TSRs into high memory. Commercial EMS managers can
also provide you with additional expanded memory without modifying your con-
fig.sys file. However we cannot accept responsibility for any problems encoun-
tered with such third party memory managers.

If you have DOS 6.0 or higher, use the memory optimizer called MemMaker. Simply
type MEMMAKER and press Enter at the DOS prompt. MemMaker will alter your con-
fig.sys and autoexec.bat files to make your setup more memory efficient. MemMa-
ker will try to load as much into high memory as possible. It will not remove
TSRs that cannot be loaded high. If after running MemMaker, you still don't
have enough conventional memory free, you should edit your config.sys and auto-
exec.bat files to avoid TSRs that cannot load high (type REM before the line
which loads the TSR). Refer to the DOS 6.0 manual for more details on MemMaker
and editing system files.

- To Install EF2000

Note : EF2000 requires that several files be installed on your hard disk.

1. Place the CD-ROM in the CD-ROM drive.
2. Make sure that the CD-ROM drive is the current drive. (Type the letter of
that drive usually d: or e:, followed by a colon, then press Enter).
3. Type the word INSTALL and press Enter.
4. Follow the on-screen instructions.
5. We recommend you run the built-in diagnostics routines to check that your
hardware is fully compatible with the software.
6. We also recommend that you calibrate your joystick.
7. Making a boot disk is always a good idea too, as this can help resolve any
hardware/software conflicts quickly.
8. Once the installation and set-up routines are complete, the game is ready to
play. Switch to the hard disk where your EF2000 directory is installed, and
type EF2000.

- Configuration after Installation

To change hardware configuration after running the install program, change to
the EF2000 directory and type CONFIG. A screen appears that allows you to modi-
fy the entire set-up. Once you have made changes, be sure to press the SAVE
button before returning to DOS.

-16-

CONTROLLERS - Setting up your Preferred Interface

-17-

- Thrustmaster FLCS

-18-

- Thrustmaster WCS

-19-

- Thrustmaster TQS

- CH Flightstick Pro

-20-

QUICK START

- How to Use this Handbook

- Getting started Fast

This manual starts by giving a few tips on how to get in the air fast. However,
we hope that you will eventually take the time to read this handbook, and under
stand some of the amazing concepts that are going into a new generation of
fighter aircraft like EF2000. Every section has been thoroughly researched, and
it's not just a book of how to work the game. It has been written to give you a
better understanding of why planes like EF2000 are built, and why they are
built the way they are.

- Some General Hints

Writing a manual to cater for everyone is no easy task. Some people want plenty
of background information, others want the relevant gameplay facts, and a few
simply want the key guide. We have tried to keep everyone happy, by writing for
every type of player.

NOTE: in the sections covering key commands, there are two types of keys shown:
standard keyboard types and Multi-Function Display keys from within the game.

If you can't wait to get airborne, we suggest that you go to the simulator and
select free flight. This will give you a chance to explore the beautiful sce-
nery that stretches over four million square kilometres. The next section con-
tains a few tips on how to get in the air fast.

If you have any ideas or additions that you feel would be useful for EF2000
pilots, please send them to: The EF2000 Project Manager, DID, Tannery Court,
Tanners Lane, Warrington, Cheshire, WA2 7NR, England.

-21-

- So you want to Fly now ?

If you can't wait to get airborne, go to 'Quick Combat'. Alternatively, for a
little sightseeing in the world, go to 'Simulator' and select the Free-Flight
and choose a location. Refer to the Quick Key guide to get started.

* Experiment with the control method you have chosen. If you are not sure
whether this is set correctly, select the appropriate controller from the set-
up menu.

* Experiment with the throttle settings.

* Experiment with AG weapons by pressing 'Backspace' to make new selections.

* Experiment with AA weapons by pressing 'Enter' to make new selections.

* SpaceBar or the joystick button releases weapons, unless they are the type
that need a target lock-on.

* Press 'b' to extend the airbrake and see what happens. Don't slow down too
much however.

* Fly around, try a few rolls and loops, just to get the feel.

* If you lose too much airspeed, activate the reheat (afterburner) by pressing
the * key. Turn off the reheat by pressing '/'.

-22-

- Quick Control Familiarisation

[  ]            Engines on/off

+  -            Throttle Up/Down

b               Airbrake on/off

*  /            Afterburner on/off

w               Wheelbrake on/off

Shift & Esc     Ejection

Space           Fire weapon

Enter           Select AA weapon

Backspace       Select AG weapon

p               Pause

g               Landing Gear Up/Down

Shift & q       Quit

Shift & s       Skip to next event

-23-

THE EASY-VIEW GUIDE

Each of the nine numeric keys represents a key view in EF2000

7 - Scroll View Left
8 - HUD View
9 - Scroll View Right
4 - Warning Panel
5 - IRST
6 - Horizon & Compass
1 - MFD 1
2 - MFD 2
3 - MFD 3

-24-

KEY SUMMARY

- General In-Game Controls

ALT d : Changes the detail level in the game

KEY ` : Selects the set-up menu

ESC : Leave  set-up menu or load/save game screen

KEY p : Pause game, but still have access to the cockpit functions

ALT r : Switch resolutions in game

SHIFT c : Cycle browse plane views


- General Aircraft Controls

KEY g : Retracts or lowers the landing gear

KEY , or . : Move rudder left and right (in the air)


- Engines

KEYS [ and ] : Left and right engines on/off

KEYS + and - : Throttle up/down

NUM KEY * : Afterburner on

NUM KEY / : Afterburner off


- Brakes

KEY b : Airbrake on/off

KEY w : Wheelbrake on/off

SHIFT b : Brake chute deployed

ALT b : Brake chute jettisoned

KEY , or . : Activate nose-wheel steering (on the ground)


- Wingmen

NUMBERS 1 through 9 : Select or execute wingmen menu/command functions

TAB : Select or close wingmen menu/command

-25-

KEY y : Confirm ability to execute an order or request.

KEY n : Confirm inability to execute an order or request


- MFD and System Views 

NUM KEY 0 : Select mission briefing summary

NUM KEY . : Select large map - Press ESC to exit

NUM KEY 1 : Select MFD 1

NUM KEY 2 : Select MFD 2

NUM KEY 3 : Select MFD 3

NUM KEY 4 : Select Warning panel

NUM KEY 5 : Select IRST screen

NUM KEY 6 : Select artificial horizon and compass

NUM KEY 7 : Scroll left in 60 degree steps

NUM KEY 8 : Select full HUD view

NUM KEY 9 : Scroll right in 60 degree view

MOUSE BUTTONS : Pan down to MFDs

RIGHT MOUSE BUTTON : Return to Head-up View

DRAG MOUSE TO SCREEN EDGE & CLICK LMB : Moves the view around the cockpit

CTRL & LETTER : Select the MFD functions by using a combination of CTRL and
		letters instead of the mouse


- MFD Systems

KEY c : Cycle prioritised targets during BVR combat - also cycles short range
	targets during close combat mode

KEY d : Select DASS

KEY e : Activate jamming or ECM

-26-

KEY j : Select JTIDS

KEY m : Moving Map

KEY r : Select Radar

KEY W : Select next waypoint

ALT w : Select previous waypoint


- HUD Keys

KEY u : Cycle HUD contrast

ALT h : Cycle HUD declutter

SHIFT ' : Refuelling HUD mode

ENTER :  AA HUD mode

BACKSPACE : AG HUD mode

KEY i : Landing HUD mode


- Event Keys

KEY T : Accelerated time for the whole environment

KEY p : Pause game, while still having access to cockpit functions

KEY S : Skip to next event of interest - Note : skips to point prior to refuel-
	ling and landing, or completes these events if pressed again. Does not
	work if a threat is near by. Also cancels Time Skip

SHIFT ESC : Eject

KEY Q :  Quit EF2000 to DOS


- Weapon Keys
 
ENTER :  Scroll through AA weapons

BACKSPACE : Scroll through AG weapons

SPACEBAR : Fire weapons (also depends on controller type)

KEY J : Jettison Fuel tanks

ALT j : Jettison air-to-ground stores

KEY c : Cycle through targets

-27-

TIALD Laser Bombing Keys

KEY t : Select TIALD laser-guided bombing sight

RIGHT SHIFT CURSOR : Slew IR or TV image

SPACEBAR : Release weapon


- Set-up Keys

KEY ` : Access the SET-UP screen

ESC or RIGHT MOUSE BUTTON : Leave Set-Up


- Autopilot & Flight Assistance Keys

KEY a : Activate/Deactivate autopilot

ALT a Once : Select Autopilot mode 1 - Waypoint

ALT a Twice : Select Autopilot mode 2 - Heading, altitude & speed

ALT a 3 Times : Select Autopilot mode 3 - Tracking

ALT a 4 Times : Select Autopilot mode 4 - Autothrottle

KEY l : Auto Leveller

MFD +/- : Adjust speed in Autopilot mode 4

Key c : Cycle track in Autopilot mode 3

KEY W : Select next waypoint in Autopilot mode 1

ALT w : Select previous waypoint in Autopilot mode 1

KEY v : Activate Night Vision


- Other Keys

INSERT : Release chaff manually

DELETE : Release flares manually

KEY ' : Deploy refuelling nozzle, enter refuelling mode

SHIFT ' : Switch to refuelling HUD mode

KEY i : ILS mode for landing

-28-

VIEW SUMMARY

KEY F1 : Cycles between the cockpit and HUD view and the HUD only view

KEY A : Overlays DASS and radar in HUD only view

NUM KEY 8 : Restore the full forward cockpit view


- MFD VR Cockpit View

SHIFT F1 : Full cockpit view with MFDs


- Wide Angle VR Cockpit

KEY F2 : Wide angle cockpit for dogfighting


- Check your SIX

KEY F3 : Executes a rear looking check on the sky

NUM KEY 7 : Pan left in sixty degree steps

NUM KEY 9 : Pan right in sixty degree steps


- Player External Views

KEY F4 : Toggles between a standard external view, and several pre-set camera
	 views

SHIFT F4 : A satellite or God's eye view of the world


- Wingman Views

KEY F5 : Cycles between a full wingman view, wingman and player, player and
	 wingman, and a wingman's cockpit view

KEY C : Cycles between wingmen

FLY-BY Views

KEY F6 : Your fly-by, or you and nearest missile

SHIFT F6 : Selected target fly-by or, if no target selected, browse plane


- Target Views

KEY F7 : Cycles between a full target view, target and player, player and tar-
	 get and a view of the target and his target


- Weapons View

KEY F8 : Cycles between a full external view of the missile and a weapon's eye
	 view


- VR Padlock

KEY F10 : Padlocks you onto any enemy plane or missile within sight. Press
	 again to padlock enemy missiles.


- Look at MFDs

NUM 1 : View MFD 1

NUM 2 : View MFD 2

NUM 3 : View MFD 3

-29-


- Look at other Cockpit Panels

NUM 4 : View warning panel

NUM 5 : View IRST

NUM 6 : View artificial horizon and compass


- Manual Scrolling Views

SHIFT plus CURSORS : Scroll around the cockpit or external view


- External View Zoom

SHIFT plus NUM 1 or 7 : Zoom external views

HUD ON and OFF

ALT h : Declutter HUD View


- Toggle Target View Mode

KEY c : Cycle selected track

TAB : Select or close wingmen menu/command mode

BROWSE Plane Views

KEY F9 : External of any aeroplane the selected plane and the player, and the
	  selected plane and its target

KEY C :  Cycle browse plane (any plane within 50nm)

-30-

KEYBOARD LAYOUTS

Unshifted Keyboard Layout

-31-

Shifted Keyboard Layout

-32-

Alt Keyboard Layout

-33-

Keyboard Mfd Controls With Ctrl Layout

-34-

Extended Keyboard Unshifted Layout

-35-

Extended Keyboard Shifted Layout

-36-

OVERVIEW

- Finding your way around EF2000

This diagram shows the major modules in EF2000. When you enter the program for
the first time, you'll go straight to the configuration screen. Here you will
be able to set up vital hardware and software parameters. See the Technical
notes for tips on settings for different types of PC systems. Next, you will be
taken to the Main Menu. From here, you can choose to enter one of several
modules : the Quick Combat section, which is a fast and furious shooting spec-
tacle; the simulator, where you will practise all the manoeuvres you will need
to play EF2000 effectively; the campaign section, where you will take part in
a massive air/land battle; Multiplay, which allows you to join network games.
Quit will take you back to DOS. When you enter any of the modules, it's always
possible to return to the main menu simply by pressing the Main Menu button in
the top left-hand corner of the screen.

-37-

GETTING STARTED

- The DID Desktop

A new feature for DID products is a desktop style interface with menu folders,
to help expert and beginner alike navigate the many features of EF2000. We have
tried t make it as intuitive as possible, and ensure every aspect of the pro-
gram is easily accessible.

A variety of icons are available in the interface to control the functionality
of the menus. The small X in the top left hand corner will close the menu. In
some cases, it is possible to overlay windows in order to see more information
or make comparisons. A small icon of overlaid pages enables you to bring the
current window to the front or send it to the back of the display. On scrolling
windows, arrow icons are available on the right and bottom of the screen. On
resizable windows, a small arrow in the bottom right corner will allow you to
expand or shrink the window. A special icon in the top right hand corner will
expand the window full-screen.

-38-

- Main Menu :

From here you may enter any module of the software. Press QUIT if you wish to
leave EF2000. While using the interface, you can always return here if you wish
to retire to DOS.

-39-

- Weapons Arming :

In this screen, you will be allowed to review the default weapons load, and re-
arm the plane. The process is straightforward...

1. From the top right-hand window, select your desired weapon. An image of the
chosen bomb or missile will be visible in a window.

2. Move your cursor into the main arming screen, and the chosen weapon will be
placed by the cursor.

3. Place the weapon on the pylon by simply positioning the cursor over the
green box and click the left mouse button. Red boxes indicate that the weapon
may not be placed on that pylon. Note that you need only arm one side of the
plane, and weapons are automatically placed symmetrically.

4. If you would like to view the plane from various angles, click on the view
keys.

-40-

- Quick Combat

Quick Combat is a section of the simulation designed to drop you right into the
action, with the kind of weird and wonderful missions that are only possible in
a simulation. It's there for fun, and to help you chill out after a hard day by
letting you blast hell out of everything and anything. Pressing Quick Combat on
the main menu will bring you to the selection screen. From here, you may set
the difficulty level for the missions, which will affect the quantity and qua-
lity of the air and ground based threats. You may elect to start at mission 1
and progress to mission 12, or jump in wherever you like. A brief summary of
what will happen will be given, and on the map you will be able to see where
the mission will take place.

If you do well, you will enter the next level automatically. If you lose and
you have a high score, you will get the opportunity to enter your name in the
high score table. If you do not have a high enough score, you will simply be
returned to the Quick Combat Menu.

-41-

- Simulator :

The simulator section has been designed to let you practise the skills you need
to be a top EF2000 pilot. The missions are specially designed, and give you a
taste of the many faceted gameplay in EF2000. Time spent in the simulator is
time well spent when you decide to enter a campaign.

Your first choice is the mission type. This produces a sub-menu showing the
ground-school curriculum. Choose an item from this menu and you will be presen-
ted with another list containing specific missions. Choose a mission and you
will activate the briefing window. Read this carefully to decide what is re-
quired.

Now is your first chance to decline the mission, or accept if you want to try
it out. After pressing 'accept', you will see the 'parameters' menu, which al-
lows you to adjust the way the mission looks and plays. Work down the list, ac-
tivating the desired check boxes. Before accepting, decide whether you want the
default weapons, and whether you want to see the weapons set-up.

After accepting the mission and deciding to review the weapons, you will be
taken to the arming screen. Here you will be able to adjust your weapons load,
and review available missiles and bombs. Finally, press the accept key to begin
the mission.

-42-

- Campaign :

In campaign, you are joining a complex simulation of a war environment. You
therefore have access to a great deal of information about your flight, your
forces and the enemy. The entire campaign is managed by a non-linear Artificial
Intelligence system which operates using modern doctrine on aerial warfare. For
a complete description, turn to the campaign section of this manual.

The moment you choose 'Campaign' from the main menu, a combat environment is
set-up in the world. You then enter the campaign interface, with various menus
at your disposal.

-43-

- Mission Selection :

Mission Selection : You can choose to fly any of the EF2000 missions generated
in EF2000. Simply scroll through the choices given in the top window and click.
You will notice the information in the mission overview changing accordingly.
When you find the mission you wish to fly, press accept.

Mission Briefing : If you would like more information about your mission, se-
lect this option. It will also tell you whether AWACS, JSTARS and refuellers
are available, which in turn affects your ability to access JTIDS data, and
your ability to engage in fuel intensive combat such as dogfighting.

Target View : Select this menu, and you will be able to view your target in 3
different ways. Area view shows a satellite picture covering about 3 square
miles. Zoom view shows the target in a square of less than a quarter mile.
Target view shows a 3D image of the specified target, rotating 360 degrees to
let you assess the various approach angles.

-44-

Mission Debrief : After flying your mission, check the debriefing form to see
how well you did. You may also select any of the EF2000 debriefing forms, to
see how well your colleagues performed.

Tactical : Overlays vital information on the map concerning coverage by AWACS,
JSTARS, SAM sites, AAA sites and refuellers. Also shown is the supply status at
the different airbases.

Strategic : Overlays to show which territory is in enemy or allies hands, where
the front line or forward edge of the battle area (FEBA) is located, and which
airbase is currently the focus of attention.

- Time

Time Adjust : In EF2000 you don't have to start your campaign at the beginning.
Skip through by days, to the point you desire. The WarGen artificial intelli-
gence will fight the battles in-between, and set up the world correctly for the
given time. Use this feature with caution if you don't want to lose the war!
There is a possibility to return by eight hours, but the results will be unpre-
dictable due to the non-linearity of the system.

-45-

- Files

Save the campaign at the current time, or load a previously saved campaign.
Note :  you cannot save the mission during play. Either finish the mission,
abort it or end it. In the latter case, the AI will predict the outcome of your
mission for you.

- Maps 

Map Mode : Gives you access to three types of map. Geographic gives the general
topography of the region. Political shows the disposition of territories and
shows major towns and cities. Strategic is a composite map of electronic intel-
ligence from JSTARS and satellite images, and shows major vehicle movements
within the world. Tactical and strategic information from the Options menu will
be overlaid on these maps.

-46-

- Multi-Player

First install EF2000 to the network. Up to eight players may participate in a
network session of EF2000. To start a network game, one machine must be nomina-
ted as the EF2000 server. This is where all the decisions about the type of
game will be made (Quick combat and simulation). Once a player has chosen a
machine to be the server, that player should select 'Multi-play' from the Main
Menu. If all appears to be working, the server player should press the 'Listen
for players' button. The satellite players should now select the Multi-play
menu and press the 'join' button.

Once communications are established, the player lists will contain the valid
players.

Now the server player should go to the Main Menu and select the module and mis-
sion for the network session.

For the most recent information on EF2000 network play, check the file NETPLAY.
TXT on your EF2000 CD-ROM.

-47-

AN INTRODUCTION TO THE VIEWS

EF2000 creates a visual impression of flight without using complex multi-window
views. The key to this experience is the 'virtual cockpit' overlaid with an ad-
vanced 'helmet mounted display' (HMD). Together, they help to create a 3D
'virtual environment' that is fully compatible with a new generation of virtual
reality headsets now becoming available. EF2000 abandons the conventional ap-
proach to PC simulator cockpits which place all the instruments and head-up dis
play in a fixed-forward view. Instead, we chose to look through the pilot's
eyes, and create a three-dimensional virtual cockpit which works just like the
real thing. All it takes is a few simple keystrokes to navigate around the cock
pit, but to get the most out of the avionics you'll need to understand a few
basic concepts about using 'head-down and head-up' displays in modern air com-
bat.

- Internal Views : Because EF2000 features a true 3D cockpit, a wide range of
exciting internal views are available. Special views have also been developed
for use in combat, to enhance realism.

- External Views : EF2000 has many cinematic viewing possibilities, to let you
enjoy the action from a totally different perspective. Experiment with them in
different situations, and soon you'll learn how external views can help improve
your awareness. For example, if you lose sight of your adversary during a dog-
fight, switch to the 'Target and You' view to see where he is in relation to
you. Or just select 'Fly-By' to enjoy the view as you fly low over your air-
field. You can even see what each side is up to as it prepares for war.

-48-

EF2000 Views in Use

- Beyond Visual Range Combat (BVR)

In a real fighter plane, where the pilot looks in the cockpit is totally depen-
dent upon the changing air situation. For example, when using radar to initiate
Beyond Visual Range combat at ranges above 100 nautical miles, the pilot has
his head down in the cockpit to study radar or JTIDS pictures on the MFD's. He
will glance-up occasionally, just to keep his eye on the outside environment
and orientate himself. At long ranges, the only way to track targets and launch
BVR weapons is to monitor the displays.

- The 'PADLOCK' View for Close Combat

When an adversary comes into visual range, at anywhere between 30 and 20 miles,
the pilot will prefer to keep looking out of the canopy, and perhaps glances at
an MFD only briefly to confirm what he thinks he is seeing. In EF2000, the Pad-
lock View has been specially designed to let you track targets and missiles
visually. At first glance, it may look the same, but cycling through targets
with the appropriate key will force your eyes to scan around the cockpit, lock-
ing on to any plane or missile within visual range. A fighter pilot watches his
enemy in the same way, never forgetting the motto 'lose sight, lose the fight'.
Padlock View also works with ground targets.

- The Wide-Angle Cockpit

In a dogfight, you need a wide field-of-view to track the enemy. In the real
aircraft, you are able to glance easily around the sky, but in the confines of
a PC screen, it's not so easy. The wide-angle view helps a lot. Try it!

-49-

The Padlock View also slaves the targeting system of the ASRAAM missile, which
you will be able to fire at an enemy even when you are looking over your shoul-
der.

(3 demo pictures...)

-50-

- Head-Up with Cockpit View

This is the default view in EF2000, and shows what the pilot sees when looking
dead-ahead through the HUD. In this view, you will have access to both the HUD
and the 'Infra-red Search and Track'-screen (IRST), which are both invaluable
in combat within the 30 mile radius.

- Head-Up Only View

Modern fighter aircraft carry a video camera capable of taking pictures through
the HUD. This view is exactly what the camera sees. It shows all the HUD symbo-
logy without the surrounding HUD and cockpit frame. This view also helps im-
prove frame rate on slower PCs. It's an extremely practical view in dogfights,
and for approach and landing.

-51-

- Manual Scrolling Views

The best and most natural way to check what's outside your cockpit is with your
'Mark 1 eyeball'. This is especially useful when there's time enough for sight-
seeing, but could prove tricky in combat situations.

- Head-Down Views

The Eurofighter has three multi-function displays, which provide the pilot with
a wealth of information about the air picture, the outside environment and the
plane's systems. Some of these screens need only a cursory glance; others re-
quire prolonged and careful study while flying the plane. You should practice
switching between Head-Up and Head-Down views, because this will be important
in difficult missions.

To help you fly while looking at the MFD, check the 'Artificial Horizon'. Use
this together with the second line of information at the top of each MFD dis-
play, which shows your speed, heading and altitude. If you panic or become dis-
orientated (which happens to real pilots too), simply press the 'l' key to re-
turn yourself automatically to level flight.

- Glareshield Views

You can access close-up views of the instrument panel sections shown in Head-Up
mode. This includes the left-hand glare shield, with its bank of warning lights
the small IRST screen under the HUD and the right-hand glare shield with its
analog back-up instruments. The warning lights change colour, and give valuable
indications to what is happening with the aircraft systems. It therefore pays
to keep a close eye on them.

-52-

- External Views in Use

EF2000 offers a wide variety of external views for you to enjoy. They are parti
cularly useful in combat, to help you orientate yourself, or to observe the
result of your tactics.

F3 : Executes a quick glance around the sky to check your six. This is handy
when you have heard a missile warning and want to check that an enemy aircraft
has not sneaked up behind you.

F4 : Gives you access to a variety of external views of yourself, including
several pre-set camera angles. Note that you will be able to zoom and pan in
this view.

F5 : Shows you your wingman and toggles various views between him, you and his
targets.

F6 : Fly-by views give you a dramatic and dynamic perspective on your flying -
especially when a missile is chasing you! SHIFT-F6 gives you access to browse
plane fly-bys.

F7 : Access target views with this key and watch what happens after you release
your weapons.

F8 : A weapon's eye view, or external weapon view. Watch what happens when you
drop cluster bombs!

F9 : Take a look at any plane in the vicinity. Watch A10s killing tanks, or
Tornado's making airfield strikes.

-53-

A variety of external view - screenshots...

-54-

- Operating the Views

Identical Info to that found above concerning the views - external & internal

-55-

- idem

-56-

- idem

-57-

- idem

- External View Panning : Press 'Shift' and the Cursor Arrow Keys

-58-

AN INTRODUCTION TO THE EF2000 AVIONICS

As combat aircraft became increasingly sophisticated in their ability to detect
kill or evade threats, so the pilot workload increased. In some cases, this
meant that aircraft required two seats; one for the pilot; the other for a
weapons and electronics officer or 'Wizzo'. However, the specification for
EuroFighter stated the need for a single seat plane, capable of performing
tasks that might otherwise have required a two-seater. This demanded a funda-
mental re-think on the pilot-aircraft interface, at all levels, from Flight-Con
trol System to flight instrumentation. Target detection needed to be
stealthier, more accurate, and more powerful, yet more automated. Defensive sys
tems would have to 'think' for themselves, taking whatever precautions the is-
tuation demanded. Weapons systems would have to be more appropriate to changing
situations and have the performance to beat a new generation of agile aircraft.
Navigation systems would have to do far more than just point-out the right
direction.

On top of this, the phenomenal improvements in roll-rate, turn and climb meant
increasing physical demands on the pilots themselves. The onset of G in a Hawk
training aircraft is bad enough, but it is many times more severe in EF2000.
This meant that accidents due to G-LOC (Gravity Induced Loss of Consciousness)
would be far more likely, and so recovery systems had to be installed as safety
precautions.

The EuroFighter's designers have tackled a great many of these problems in uni-
que and novel ways. Not only is the aircraft easy to fly and virtually impos-
sible to stall, its avionics provide a level of feedback never before seen in a
multi-role fighter. That doesn't mean that EF2000 is simple to fly in combat -
just a lot easier considering its awesome power and potential.

In EF2000, we have reproduced many of the systems found in the real EuroFighter
and laid them out in the cockpit as pilots would expect to find them. However,
even if you choose not to employ the wealth of tactical data available to you,
you'll still have a good chance of success by employing the basic systems.
Because there is such a variety of systems to work with, you will also find
your own special way of using them.

-59-

- Display & Weapon Delivery

A diagram showing where the various weapons aiming systems will be displayed,
and which avionics control those systems.

- Tips for Beginners : 

* Learn to use your autopilot first and activate this while you practise with
the other displays and systems.

* Keep the Defensive Aids Subsystem (DASS) activated at all times: it does most
of the work of defending your aircraft automatically.

* Learn to use your wingmen properly : when the battle begins, you need all the
help you can get. Using your wingmen correctly will take a lot of pressure
away from you.

* Practise as much as possible using the simulator missions and the free-flight
options.

-60-

FLIGHT SYTEMS

- ECR-90 Radar

An Introduction to the ECR-90 Radar

The advent of radar in fighter aircraft lead to the development of air combat
'Beyond Visual Range'. It meant that pilots were now able to 'see' the adver-
sary electronically, long before he was visible to the naked eye. Radar guided
missiles complemented fighter radar, giving pilots the means to conduct combat
without ever setting eyes upon the opponent.

Until recently, radars could scan multiple targets but were unable to track
more than one target at a time. New developments have overcome this problem and
are able to track many targets at once, returning data on speed, closing speed,
altitude, aspect, range and bearing. By analysing the radar echoes and compa-
ring them with a database of signals, today's radar is even capable of distin-
guishing aircraft types and prioritising the threats. Furthermore, advances in
signal processing have stretched detection ranges to well over 200 miles.

-61-

The ECR-90 is distinguished by its ability to portray a complex air picture in
a simple graphical way that is easier for the pilot to understand. In addition,
it automates many of the functions that would traditionally require a great
deal of button pushing, such as changing modes. It is also closely integrated
with an IRST system, which is able to track air targets passively, and supple-
ment radar data when enemy jamming is in progress.

In the real EF2000, voice control will also enable the pilot to summon-up a
variety of data, simply by asking. This allows pilots to learn about the air-
picture without having t make complex radar adjustments.

No radar is perfect, and in EF2000 we have reproduced some of the problems.
Firstly ECR-90 is a Pulse Doppler radar which cannot see fast, low-level ene-
mies crossing its path at 90 degrees. Contacts may therefore vanish for brief
moments. Secondly, different radar targets have a different Radar Cross Section
which means that big planes show up much more easily than small, fighter-sized
planes.

<A brief history of the ECR-90 Radar>

The ECR-90 radar for EF2000 has been developed by a consortium including Italy'
s FIAR Defence Division, Germany's Deutsche Aerospace and Spain's INISEL, lead
by GEC-Marconi Avionics of Great Britain. ECR-90 is a 3rd generation coherent
multi-mode radar based on the 'Blue Vixen' technology of the updated Sea Har-
rier. Signals are fed into a powerful processor, where many complex analyses
are made in real-time, before being displayed as graphical symbology on colour,
raster-cursive displays. Information such as aircraft type, speed, closing
speed, heading and altitude are complemented by threat prioritisation, correct
weapon allocation and plotting of the best tactical flight path for weapons
release.

-62-

The ECR-90 RADAR in Use

Choosing between Radar and JTIDS

Each time you use radar, you broadcast your position to every passive radar
warning receiver for miles around. For this reason, a great deal of money has
been invested in stealthy detection technology which does not rely on using
fighter radar. The result is JTIDS, which stands for the Joint Tactical Informa
tion Distribution System and which is described in detail in this manual. In
simple terms, JTIDS gathers data from every allied electronic sensor in the
theatre of war, including Airborne Warning and Control Systems (AWACS), builds
a composite picture and beams this direct into the cockpit. Which means you see
what AWACS and other systems see, without giving your position away. JTIDS will
only work if the appropriate intelligence gathering aircraft are airborne. If
this is the case, use JTIDS for monitoring the air-picture, until you need
radar for launching weapons. This will help prevent your early detection by
enemy Early Warning (EW) systems.

-63-

Building a 3D Air Picture

Normally, radars display a pseudo plan-view of their beam pattern, which can
be difficult to interpret. In the ECR-90, three views of the beam pattern are
available: 

- the more conventional plan view
- a side elevation, which is very useful when you need to analyse relative
  altitudes
- a cross section, or boresight view of the radar picture which is very useful
  in determining enemy altitude and movement across your flight path.

Note : Centering targets in the latter view will bring them into your HUD view.

-64-

Looking in the Right Place

It is possible to alter the scan of the ECR-90 radar in order to provide opti-
mum scanning of the sky ahead. Three settings are provided :

- Look-up mode, for detection of high-flying reconnaissance planes and bombers.
- Look ahead, for detection of aircraft likely to be flying roughly the same
  altitude as your aircraft.
- Look-down mode for catching the devious low-flying bomber, intent on breaking
  through your defences. The different mode is shown by a symbol in the MFD.

Automatic Threat Prioritisation

In the real EF2000, the ECR-90 will prioritise the greatest threats, by divi-
ding the range of each target by its closing speed, to give a Time To Go number
(TTG). The smaller the TTG, the greater the threat. In EF2000, six targets are
prioritised in order to maintain the clarity of display, especially at low reso
lution. Targets with the smallest TTG are marked with the letters A,B,C,D,E or
F. If your mission is to detect bombers, the ECR-90 will also filter informa-
tion to detect only that target type.

-65-

Weapons Selection

Use the ENTER key to scroll through available AA weapons. Selecting the appro-
priate weapon depends upon range to target. At ranges of 70nm or less, select
S-225 as first choice, with AIM 120 AMRAAM as second choice; at ranges of 30nm
or less, select AMRAAM as first choice, ASRAAM as second choice. At ranges of
10nm or less, select ASRAAM as first choice, or AIM 9M sidewinder as second
choice. At 2nm or less, use the cannon.

Automatic IFF (Identification Friend or Foe)

The radar automatically discerns whether a tracked target is a friend or foe,
and displays an appropriate symbol : red for hostiles, green for friendlies.
The pilot does not have to worry about pressing an IFF button to interrogate a
target. Missiles are shown as yellow squares.

Autoranging Radar

Once the radar has detected targets, it will employ Autoranging to keep the
blips within optimum radar range. It works in much the same way as an autofocus
camera and relieves the pilot of another basic task. Autoranging is the default
setting, but can be overridden by manual ranging.

Track While Scan Range : up to 100 nm
Long Range Search : up to 200 nm

-66-

MFD Radar Symbology

see RDRLGND.GIF

Tracked targets are prioritised with letters A to F. The small tail on a
tracked plane indicates the direction from which it is travelling.

One of the most important symbols on the radar is the missile range bar, which
will vary in length depending upon altitude and your aspect to the target.
Flying high and head-on to target gives the best range. When you have an AA
missile selected, you must ensure that the target is within the reach of this
line. Once the target is in range, the symbol will change to indicate a lock
and the 'SHOOT' cue will appear. If you or your wingmen decide to fire, an X
will appear around the symbol to indicate that a missile has been allocated.
You will then be free to engage another target.

Jamming Resistance

Since the introduction of radar, counter technologies have been developed to 
jam its signals and 'spoof' missiles. The two main methods are frequency jam-
ming and chaff (see section on the Defensive Aids Sub-system for more details).
The ECR-90 employs automatic techniques to counter jamming and chaff, by com-
paring inputs from different sensors.

Radar information on the HUD

Pilots of single-seat aircraft cannot afford to spend all their time staring
down into the cockpit, so there is a direct correlation between what is dis-
played on the MFD, and what is shown in the Head Up Display (HUD). For example,
tracked targets are shown as boxes. For more information see sections on the
HUD and using radar guided weapons.

-67-

The Manoeuvring Attack System

With the autopilot set to TRACK mode, your aircraft will automatically set its
course towards any locked aircraft currently awaiting assignment of a weapon.
With the autofire cannon, this will enable you to destroy targets at close
range with devastating precision. This system was first tested in an F-15 and
proved that it is possible to destroy violently manoeuvring air-targets at ran-
ges up to two miles with the help of automated systems.

Achieving Full Radar Coverage

Radar only scans a portion of the sky in front of you, so it is important to
fly a circular course every twenty miles or so, in order to check that nothing
has appeared behind you. To do this, make a note of your heading, then put the
aircraft into a shallow turn. Try to maintain altitude as you do this by
looking at the Horizon Ball in the MFD and monitoring your altitude in the top
right-hand corner of the MFD.

If you reach your original heading without detecting any bogeys, continue for
another twenty miles or more and repeat the exercise. In Combat Air Patrol
missions, you will fly a route that achieves all round coverage of your sector.

Sea Eagle Radar Mode

Selecting this Air-to-Ship weapon will automatically set the ECR-90 to a spe-
cial SEA mode, which is a plan-only view. It will detect surface ships at ran-
ges up to 100 miles. Ship targets are selected in exactly the same manner as
air targets, using the cycle button and information on the ship type is shown
at the bottom of the MFD in red. Once you have achieved a lock, you may zoom
the image to see a clearer picture.

-68-

Diagram of the ECR-90 HUD display - see ECR90.GIF

-69-

Accessing the Correct MFD : Press '1' on the numeric keypad or 'r'

In EF2000, the three available views of the ECR-90 data are displayed on the
left-hand MFD.

Use of the MFD : Point at MFD buttons with the mouse and select with the LMB,
or use CTRL and letter keys.

At the top of the screen, the speed, heading and altitude of your aircraft are
displayed. At the bottom of the screen, the speed, heading and altitude of the
selected air target are displayed.

ZM : Allows you to zoom the Sea Eagle radar image.

RAD : If you don't have to use your radar, remember to switch it off, in order
to avoid detection by hostiles. Radar 'off' is the default mode for you and
your wingmen, so remember to ask them to activate radar when danger is approa-
ching.

ARN : Change range automatically - the default setting is ON.

-70-

ELV : Change to elevation view - switch to this view when you are trying to
improve missile ranges by gaining altitude.

CRS : Change to cross-section view - When chasing an enemy using the plan view
radar and the target makes a sudden move to the left or right, switching to the
sectional view will show you whether he is diving for cover, or zooming in pre-
paration for a return attack.

PRI : Prioritise target type - To determine which of the tracked targets are
bombers, select this mode. It is designed for mission where your priority is to
stop enemy interdiction.

SEA : Sea Eagle mode - This activates a plan-only view which will detect ships
at ranges up to 100nm.

-71-

- JTIDS System

An Introduction to the Joint Tactical Information Distribution System

An important trend in tactical display systems is to provide all combatants
with an up-to-date picture of enemy and friendly positions in the entire
theatre. This means collecting data from all major sensors operating in the bat
tle environment, integrating them into one picture, then relaying that picture
directly to the pilots and commanding officers. The sensors are principally
AWACS, the Airborne Warning and Control System and the Joint Surveillance and
Target Attack Radar System, which was first battle-tested in the Gulf War.
Secure transmission of the data to all parties is handled by the Joint Tactical
Information Distribution System (JTIDS).

The advantages are that the combatants do not have to rely on radar (which
gives their position away) and that they have access to information on what's
going on around them, which could never be done with localised sensor systems
alone. Another major advantage is that force commanders can be sure that every-
one involved is getting the same big picture, and is able to react swiftly to
changing local conditions.

-72-

AWACS

AWACS, or 'Magic' to pilots, provides an accurate air picture over a 300 mile
radius and directs aircraft to intercept bogeys. Originally designed to monitor
the Warsaw Pact countries, AWACS proved invaluable in the Persian Gulf War, and
in peacekeeping operations over the Balkans.

Joint Stars

The E-8 JSTARS (Joint Surveillance Target Attack Radar System) aircraft was
rushed into service during the Gulf War, while still a prototype. It is the
ground-watching equivalent of AWACS, able to detect second-echelon ground
concentrations far behind enemy lines.

JTIDS

JTIDS replaces voice communications with highvolume pulses of coded digital in-
formation. These are fired in short bursts using fast frequency hopping techni-
ques for outstanding resistance to jamming. JTIDS terminals are now installed
in all major combat and surveillance vehicles, from AWACS itself to EF2000.

-73-

JTIDS in Use

JTIDS versus RADAR

Wherever possible, use JTIDS in preference to radar, because it does not give
you position away to the enemy. It makes you 'stealthy'. It also provides you
with an all round picture of the combat environment. JTIDS will display all
hostile aircraft, ground mobiles and ships detected by AWACS and JSTARS. If
either of these planes is shot down, the relevant aspects of the JTIDS picture
will disappear, forcing you to rely on your radar once more. It is always worth
double-checking your JTIDS data from time to time, by comparing it with the
ECR-90 radar picture.

Tactical Overlays

JTIDS lets you display your waypoint route on the tactical picture, helping you
to determine where threats may occur during your flight. Double checking this
information with the DASS will tell you where active EW and SAM radars are
located. In addition, you can de-clutter the display by turning air and ground
threats on and off, This is worthwhile in case air targets are obscuring an im-
mediate ground-based threat. Range can also be adjusted, with the smaller sca-
les providing the clearest display of the immediate battle zone. Crosses repre-
sent ground threats. Squares represent aircraft. Red is for the enemy, green is
for friendlies.

JTIDS and the MMD

You can also overlay JTIDS data onto the moving map, enabling you to pinpoint
the exact geographic locations of different threats. This is especially useful
for engaging 'Targets of Opportunity' and SAM sites.

-74-

Diagram of the JTIDS MFD

-75-

Operating JTIDS

Accessing the correct MFD : Press 'j'

JTD : Switching JTIDS on/off - the default is off. Selection of other displays
other than the map will cancel JTIDS, which may be re-activated afterwards.

AIR : Toggle Air Targets on/off - makes only air targets visible

GND : Toggle Ground Targets on/off - makes only ground targets visible

-76-

- IRST System

An Introduction to the Infra-red Search & Track Equipment

Years before Western powers considered it worthwhile, the Russians were busy
integrating Infra-red Search and Tracking equipment into their front line
fighters. This enabled them to acquire and track targets without resorting to
radar, which always gives the game away with its tell-tale emmissions.

Planes like the MiG-29 are able to make 'covert' attacks on enemies, getting
close enough to ensure a high Probability of Kill (PK) without the opponents
ever knowing that they were there. IRST works by detecting differences in heat
emitted by various objects and that doesn't mean hot jet pipes. Consider that
at absolute zero, minus 273.15 degrees centigrade, 0 degrees Kelvin, the IR
scanner would see nothing, an iceberg by contrast would have a difference in
temperature of between 230K and 280K, so would be clearly visible.

IRST is therefore capable of showing detailed visual information over an esti-
mated distance of 25 miles. This information can be filtered by software to pro
vide a radar-like display of air targets, or enhanced to produce TV-like images
of air and ground vehicles.

-77-

IRST in Use

In EF2000, IRST serves two practical purposes. Firstly it is capable of detec-
ting targets and tracking them in a similar fashion to radar, without giving
the EF2000's position away. Secondly, it is capable of generating TV quality
images, which can be used for target identification. For example, hot airborne
targets within 25 miles will appear as small points of white light. If then
acquired by an IR missile's seeker head, the target will be enlarged on the
display to make target identification easier. The IRST head is gyroscopically
stabilised, so the image will remain steady during manoeuvring, although the
limit of its field of vision is 170 degrees.

In ground-attack modes, IRST also doubles as Forward Looking Infra Red (FLIR)
guidance for Mavericks. On acquisition of 'hot' ground targets, the view is en-
larged automatically in the small screen below the HUD to show what has been
targeted prior to release of the weapon. The seeker head is gimballed, to
allow a very wide field of regard.

Identification of Targets

The 'IRST' display works like a crude radar to a range of around 30 nautical
miles. It also helps you identify targets visually. Phantom F4 pilots on air-
defence duty sometimes carried a small telescope to help confirm distant visual
sightings. The IRST screen does virtually the same job. Simply let an IR mis-
sile lock-on to a target that's within visual range in the HUD, but is to small
to be recognisable; a zoomed image of the tracked plane will appear in the
screen. If you are lucky and your aircraft recognition skills are good, you
should be able to identify the target.

<A brief history of Pirate>

In the real EuroFighter, IRST is part of the Passive Infra-Red Airborne Track
Equipment (PIRATE), which is designed to detect and track several targets simul
taneously at estimated ranges of around 30 miles. Scanning is in the 3-8 and
8-11 micron wavelengths, using signal processing techniques from the latest
anti-aircraft missile systems. Like many other major EF2000 systems, PIRATE is
the responsibility of a consortium from the four member nations of the EF2000
project.

-78-

Operating the IRST

Diagram of the IRST Display

-79-

- DASS System

An introduction to the Defensive Aids Sub-System (DASS)

The time that pilot's most need to operate defensive systems is precisely the
time of highest stress in the cockpit... the time when the plane is under at-
tack. Because the task of orchestrating counter-measures and defensive systems
has become so complex in single-seat fighters, the EF2000 designers realised
the need for intelligent automation. The result of their efforts is known as
the Defensive Aids Sub-System (DASS). It integrates an advanced radar warning
receiver (RWR), an IR warning receiver (IRWR), a laser warner, a towed decoy,
automatic IFF (identify friend or foe), the ability to select and jam threats,
and an automatic release mechanism for chaff and flare. Most significantly, the
EF2000 is the first fighter in which a complete suite of defensive measure has
been incorporated into the aircraft design. No external pods are necessary,
allowing a greater weapons payload.

-80-

Radar Countermeasures

In the second World War, the technique of jamming radar with 'Chaff' was develo
ped (code named 'Window' by Britain, and Duppel by Germany). Chaff comprises
strands of radar reflective material cut to the same wavelengths as those used 
by the target radar. This creates a false echo on the radar which is capable of
fooling enemy pilots and radar guided missiles. Chaff has proved so effective
that it's still in use today, fired in small canisters out of the rear of the
aircraft. One hundred and fifty such canisters are kept on board the EF2000 and
DASS takes care of releasing them automatically, at just the right moment.

Another technique for dealing with radar is jamming, in which the defender
emits high energy signals at the same frequency as the attacking radar. On ol-
der radar screens, jamming appears as snow, making it impossible to see the
real returns. A subtler technique is known as 'deception jamming' and attempts
to confuse enemy radar by creating false returns. DASS offers both techniques
and controls their use automatically. However, you should remember that using
ECM makes your presence known to everyone in the area.

IR Counter Measures

Defences against Infra-Red guided missiles are primarily based on flares. The
drawback is that modern missiles are highly tuned to the IR frequencies emitted
by the jet pipes of different aircraft and can distinguish between exhaust and
flare. Another problem is the flare's short burn-time, which is why flares are
released in groups. DASS automatically releases flares at the right moment,
changing the release sequence each time to prevent the enemy missile from re-
cognising the patterns.

Threat Warning Indicators

Radar Warning Receivers (RWR) are as old as radar itself and were developed to
tell a pilot when an enemy radar was 'painting' his plane. Signals are gathered
from aerials positioned in various parts of the aircraft to give all-round co-
verage. Modern receivers, such as the type built into the DASS, are able to
check 'spikes' against a library of known signals and decide what aircraft, SAM
or EW radar is painting the plane. They can also detect incoming missiles and
trigger an appropriate warning.

In the EF2000, the RWR is supplemented by an IR Warning which uses data from
the Infra-red Search and Track System. This is able to detect the hot gasses of
SAMs and AA missiles in the forward field of view and classify whether it is
an IR or radar guided weapon.

-81-

The DASS in Use

The DASS display works like a 2D plan radar with your plane at the centre. How-
ever, unlike radar it receives signals passively and only displays ground-based
mobiles, ground stations, ships or planes that are 'painting' your aircraft
with radar. Aerials in the carbon-fibre skin of the EF2000 detect the direction
of a signal and its strength. Because a contact (spike) could be a powerful
radar at long-range, or a weak radar at short range, the RWR is inherently poor
at giving accurate range data. For this reason, blips tend to move in large
steps, rather than smoothly, giving only approximate range data. However, in
EuroFighter, the systems engineers have overlaid data from radar and IRST in
front of the plane, to provide a much more accurate assessment of objects
moving ahead of the plane. This is marked on the MFD as a cone forward of the
aircraft.

-82-

DASS Ranges

Because DASS is fed by a new generation of RWR sensors, IRST and the ECR-90
radar, it has a very good range for a single-seat aircraft system. Maximum use-
ful range is 80 miles, which makes it effective in BVR combat against aircraft
and allows easier navigation of SAM saturated territory. The range can be step-
ped up or down using an MFD key.

<A brief history of the Defensive Aids Sub-System (DASS)>

EuroFighter's Defensive Aids Sub-System represents the pinnacle of achievement
in electronic warfare for single seat fighter aircraft. It integrates key defen
sive components into an electronic warfare suite, including radar warning recei
ver, ECM, offboard decoy (towed), computer, chaff/flare dispenser, laser warner
and missile approach warner. A consortium of companies from the UK and Italy
are responsible for its development. The laser warning system was developed by
a UK avionics firm.

-83-

The DASS is displayed on a colour MFD, so it's much easier to distinguish
threats. To avoid confusion, it uses the same type of symbology as the ECR-90
radar for air threats, but uses red crosses to portray ground based threats.
Small yellow squares represent incoming radar guided missiles and small red
squares show IR missiles in the forward field of view only. Code numbers iden-
tify the type of aircraft or system that's tracking you. See the table for de-
tails. See the table for details. Threats which have been jammed will flash on
and off.

Chaff and Flare Release

If DASS detects a missile launch, it will release chaff or flare when the mis-
sile is within five miles of the plane. However, study the DASS display or
'padlock' the missile to determine where it is coming from. Study the diagrams
for ideal evasive manoeuvres.

DASS Code Numbers for Threats

1 : MiG-29/31 - SU-27/33/35
2 : MiG-21/27 - SU-34
3 : SAM site
4 : Ship Based Radar
5 : Early Warning Ground-based long-range station
6 : Enemy AWACS

-84-

Operating the DASS

Diagram of the DASS MFD Display - see DASS.GIF

-85-

The DASS in Use

Accessing the correct MFD : Press '3'

DAS : Switch the DASS on/off - The default if off, but DASS should be on at all
times during missions. Selection of other displays will cancel DASS, which may
be reactivated thereafter.

D+/D- : Change range manually - this will allow you to zoom in on the threat
picture from the maximum range of 80 miles; remember, the most dangerous radius
of threat is 30 miles. When nearby threats are overlaid, zooming-in should help
to separate the signals.

ECM : Toggle ECM on/off - Automatic systems are wonderful, but they can always
let you down. For example, imagine you are making a sneaky, attack run, and the
radar of your wingman causes the system to start dumping chaff. Use the ECM key
to disable the automatic Electronic Counter Measures when making sneak attacks.

-86-

- TIALD System

An Introduction to Thermal Imaging and Laser Designation (TIALD)

In order to guide an LGB, the target must be designated by a laser for the dura
tion of the attack. In the early days the RAF used the Buccaneer aircraft fit-
ted with a Pavespike designation pod to designate targets. The Pavespike pod
was one of the first laser designation systems; it was not automatic and con-
sequently required considerable skill from the navigator to ensure a successful
attack. The latest version of designation pods is the TIALD which was rushed
into service on the Tornado in the Gulf war. TIALD combines the laser with a
thermal imaging system which enables the pod to operate at night. In addition,
the TIALD pod is fitted with a low light TV sensor which is used when the ther-
mal contrast is poor (after heavy rain showers). Once the target has been iden-
tified, TIALD can automatically track the target using a video correlation
tracker. Laser energy is attenuated by cloud and therefore the system requires
a clear line of sight to the target to be effective.

-87-

TIALD in Use

An airborne designator can either designate for its own weapons or can designa-
te for a succession of 'bomb trucks' thus being able to attack many targets on
one sortie. The designator on the attacking aircraft can fly either at high or
low levels depending on the defensive threat.

In some cases targets can be designated by ground lasers fired by specially
trained ground forces. Whilst very effective, ground based lasers require close
coordination and cannot be simply switched to a new target.

TIALD was developed for use in 2 seat aircraft where the pilot flew and the
navigator designated the target. As a result of an urgent operational require-
ment in 1994 the TIALD pod has been integrated with advanced avionics in the
RAF single seat Jaguar to allow effective single pilot operation.

The TIALD system in EF2000 is a derivative of the TIALD training system develo-
ped for the RAF by DID. The system gives an excellent insight into some of the
difficulties of designating for an LGB attack.

Basic Targeting

Run in towards the target at around 15,000 ft. When you select LGBs, the TIALD
display is set up on MFD 2. The TIALD pod automatically looks at the Target
area. At the centre of the screen are the cross hairs and the tracking box
which can be steered with the SHIFT ARROW keys to refine the aim position. It
is possible to double the magnification, or field of view with the FOV button.

The vertical scale on the right of the display is a countdown scale and indi-
cator for weapon release. You should begin your run two to three minutes from
the target, or approximately 15 miles away. Check your moving map display for
this information, or read the range data waypoint information. The dotted line
extending from the track box indicates the relative bearing of the target, and
you should aim to get this at twelve o'clock by flying towards the waypoint.
As you get closer, this line will shorten and it will flash until the target is
tracked.

-88-

To 'designate' a target, slew the track box over the target and press the 'TRK'
button on the TIALD MFD. Be aware that the image will not necessarily remain
stable until you decide to track the target. If you have problems losing your
position, turn TIALD on and off again to look at the waypoint once more. If you
are happy with the aiming, lase the target by pressing the 'LAS' button on the
MFD. When close to the target, TIALD will automatically show the waypoint to
look at. You must release the bomb when the countdown indicator is between the
triangular markers on the right of the scale. Release after the second triangu-
lar marker, also called the 'cliff-edge', will result in a miss. You must now
continue to lase the target until you see the bomb impact.

Advanced Targeting

Occasionally, there will be targets on which it is difficult to make the track
box lock, such as a road. The solution is to offset the track box with the
'TIALD OFFSET TRACK' MFD button, and lock it onto any suitable object nearby.
You are now free to slew the cross-hairs onto the target, which may be located
on the road, and lase it.

Masking Problems

In certain situations, banking your aircraft may 'mask' the laser beam, causing
the bomb to break lock and go freefall. You will notice this happening when the
sight line begins to flash once more. To avoid the problem, level the plane.
If the problem persists, you may have to abort the mission.

-89-

Diagram of the TIALD MFD Display - see TIALD.GIF

-90-

Operating TIALD

Accessing the correct MFD : Press 't'

TLD : Toggle TIALD on/off - the default is off, but TIALD is automatically se-
lected when laser guided weapons are chosen.

FOV : TIALD features a one step zoom focus. When in wide angle field-of-view,
the area that corresponds to the zoomed field-of-view is marked.

CAM : cycle between TV or Infra-Red camera - Select the image which gives the
best contrast for your target.

TRK : Track Designated Area - Press this to lock the track box onto a ground
object.

LAS : Lase Designated Area - This fires the laser and triggers the timer count-
down.

OFT : Offset Track box - Disconnects the tack box from the cross hairs allowing
you to offset track for easier and more stable aiming.

TLD : Slave to Waypoint - Reslaves the TIALD pod to your Waypoint view.

* SHIFT & CURSOR ARROWS : Use this to move both the tracker box and the cross
hairs.

-91-

- AGM-65 Targeting System

An Introduction to the Maverick Aiming System

The Maverick AGM-65D Imaging Infra Red missile is an ideal weapon for des-
troying armour, vehicles and aircraft on the ground. Its range of around 12
nautical miles allows the aircraft a limited stand-off margin, enabling it to
avoid flying close to the target and possible AAA or SAM fire. To use this
weapon to its best effect, practise firing it at long range.

It was not until 1980 that IR detectors were smart enough to detect point tar-
gets. The problem is that at great distances, targets subtend an angle that is
smaller than the picture element (pixel) of the detector. In EF2000, the IR de-
tectors are able to detect and lock on the smallest point targets at ranges of
around 25 miles. Furthermore, the detector has the ability to analyse two dif-
ferent wavelengths, making it extremely difficult for enemies to use IR camou-
flage.

In EF2000, the Maverick aiming system uses both the MFD and IRST screens. The
MFD is used for aiming the weapon and the IRST screen is used for target ima-
ging.

-92-

The Maverick Aiming System in Use

After selection, the weapon is aimed via the left-hand MFD. The image projected
on the MFD originates in the missile seeker head and is slaved to the EF2000
optical systems. Aiming is a straightforward business. Simply fly the plane
towards a target, or slew the seeker head with the SHIFT CURSOR keys and the
missile will track the point of greatest temperature differential on the vehi-
cle. Next, the digital centroid seeker adjusts the aim so that the missile is
heading directly for the centre of the object. To break the lock, simply slew
the seeker head away from the currently selected target, or fly the plane away
from the target.

Once a target has been locked, you will receive information on target range in
the corner of the MFD. At the same time, an enlarged and enhanced image of the
target will be relayed to the IRST screen under the HUD ( access with the nume-
ric key 5). This will help you to assess the target type and whether it is
worthwhile destroying it with a valuable Maverick missile.

If desired, the image may be zoomed to assist target recognition and help pick
the right target from closely bunched vehicles.

-93-

When to Slew

Maverick is an ideal weapon for a fast moving jet, which has little time near
the target and is vulnerable to ground fire. When terrain hugging and flying
directly towards a reported target position, it is best to aim simply by poin-
ting the aircraft at the target, because this is the quickest method. However,
when approaching the target on a parallel heading, maintaining a safe distance
and slewing the seeker head is your best option. This will allow you to remain
at maximum range. Remember, there is a zoom function to help you select the
right target.

AWACS and Forward Air Control

On a real battlefield, little remains the same for very long. The constant move
ments and redeployment of ground troops and vehicles demands careful and con-
stant monitoring. There are three principle methods of intelligence gathering :
special units on the ground, inserted under cover of darkness behind enemy
lines by stealthy helicopters; small spotter planes, which act as Forward Air
Controllers, relaying tactical information to pilots on the whereabouts and dan
ger of enemy units; and JSTARS, which is able to detect second echelon ground
movements deep behind enemy lines.

On missions such as Close Air Support and Battlefield Interdiction, you will
receive information from both FAC and JSTARS, detailing where your next tar-
gets are to be found. Messages will be displayed on your screen, so watch out
for updates.

Remember to watch out for missile launches during low-level operations. Cockpit
alarms and messages will tell you when to start worrying, while the DASS will
help you determine where the threat is coming from.

-94-

The Maverick Aiming System

Diagram of the Maverick MFD Display

-95-

Aiming the Maverick

Accessing the correct MFD : Press Numeric key '1'

Z : Toggle the Field-of-View - Maverick aiming features a one step zoom focus.
Press this key once to obtain a close-up imaging and again to zoom out.

SHIFT & CURSOR KEYS : Slew the Maverick IR Image - Use this to move both the
tracker box and the cross hairs.

-96-

- MMD System

An Introduction to the Moving Map Display (MMD)

In recent years, digital map technology has played an increasingly important
role in navigation and attack planning. Gone are the days when pilots relied on
folded ordnance survey maps on their knees. And gone are the days of MMD based
on expensive film. Today's MMD is based on data supplied from military specifi-
cation data retrieval systems. The advantage of digital data is that they are
easy to update, allowing the overlay of tactical information on the display.
They also provide the means to replace radar-guided terrain following systems,
which are easier for EW operators to detect and they allow integration of data
from other sources, such as JTIDS.

The MMD in EF2000 uses a synthetic map display and is the principle navigation
tool. It will help you follow your waypoints, locate the target and establish
your approach, then help you get back to base.

-97-

The Moving Map Display in Use

Navigation with the MMD

The Moving Map Display is located on the centre MFD. The symbol representing
your plane is located two-thirds of the way down the display, in order to give
you a good forward view. The real EuroFighter offers three different map scales
500,000:1 map for general navigation and situational awareness; 1,000,000:1 for
airways flying; and 50,000:1 for target identification and accurate navigation.
In EF2000, two maps are available, a larger scale for general navigation; and a
smaller scale map for ground attack and precision navigation.

Estimating Time To Go (TTG)

The direction line extending from the top of the MMD is calibrated to show
minute intervals. This scale will vary according to your ground speed. So if
you want to know how long it will take to reach a point directly in front of
you, simply count the number of marks and you have the time! A useful feature
of the MMD is the ability to overlay waypoint routes, turning the display into
an essential mission tool. It's also possible to overlay JTIDS data, which will
indicate the position of hostile aircraft and ground targets.

-98-

Operating the Moving Map Display

Diagram of the MMD MFD display

-99-

Operating the Moving Map

Accessing the correct MFD : Press the numeric key '2'

MAP : Switch the MMD on/off - The default status for this MFD is on, but selec-
tion of other displays will cancel the MMD, which may be reactivated thereafter

M+ : Selects the large scale or small scale maps

WAY : Overlays your current mission's waypoint route.

-100-

- FAS System

An Introduction to the Flight Assistance Systems

To say that flying is hard is a myth perpetrated by pilots themselves. To say
that flying in the combat environment is easy would be a lie. When battle
begins, pilots not only have to monitor the air-situation using a wide variety
of sensors, they must command wingmen, monitor and evade missiles, select the
appropriate weapons, manoeuvre into the best position and generally ensure that
the aircraft is in a fit state to fight. All of these demands frequently occur
in a very short space of time. So it's little wonder that a great deal of re-
search has been invested in helping the pilot fly the plane in high-stress con-
ditions. We have recreated some of these features, which both new and experien-
ced PC pilots will find to their advantage.

Don't feel like it's cheating to use a feature like the Autotracking Autopilot
- even the real EF2000 has a very similar system.

-101-

Flight Assistance Systems in Use

Recovery Button

Key 'l' puts the plane into safe, level flight. It can be pressed just as a
pilot begins to black-out due to G-loc, or it can be used to achieve a safe at-
titude while studying an MFD. The real EuroFighter has a similar button.

Automatic Landing & Refueling

If you don't want to land or refuel yourself, let the plane do it for you. Sim-
ply press 'S' until you are past the refueller or on the ground again.

Autopilot

An autopilot system is available on MFD 3, which is able to control the air-
craft by adjusting joystick and throttle inputs. There are four main modes and
the pilot simply enters the correct data into the MFD before activating Auto-
pilot.

* Mode 1 : Waypoint

Directs your aircraft at the chosen speed to the next waypoint. This is parti-
cularly useful if you want to spend some time studying MFDs while on the way
to a target.

* Mode 2 : Heading

Maintains the required heading, altitude and speed.

* Mode 3 : Tracking

Directs your aircraft towards the aircraft you are tracking on radar. The de-
fault speed is the aircraft's own, but adjustments can be made. When it's diffi
cult to get a good angle on a target aircraft, switch to this mode.

In the real EF2000 there is a similar feature which flies the plane into opti-
mum position for weapons firing. With the autofiring cannon, you are using what
is known as the Manoeuvring Attack System. To change targets, simply use the
target cycle controls on the radar.

-102-

* Mode 4 : Auto-throttle

Leaves the directional control in the hands of the pilot, but maintains the
chosen speed.

This is an excellent mode for maintaining a constant velocity in supersonic BVR
manoeuvres. It can also be used to fix a maximum or minimum throttle setting,
which may help in dogfighting or landing where constant speed is necessary. For
example, with speed set to 250 knots, simply pressing 'a' while travelling at
Mach 1 using afterburner will cause a sudden bleed-off in speed down to 250
knots. 

Note : Your aircraft's speed will not remain constant in all situations, for
example, no great speed can be sustained in an 80 degree climb, even on auto-
throttle.

-103-

Operating the Autopilot

Diagram of the Autopilot MFD Display

-104-

Analogue Navigation Instruments

In the worst circumstances, you may lose all or part of your MFD and HUD func-
tions, in which case you will lose all digital navigation data. However, your
analogue back-up instruments should still function and will tell you enough for
basic navigation. The compass also functions as a basic Horizontal Situation
Indicator (HSI), with the red marker showing the heading to the next waypoint,
and the green marker indicating your current heading. When both markers are
overlaid, you are on course. The read-out in the centre is your current heading
in degrees.

-105-

Operating the Flight Assistance Systems

AU : Access to the autopilot setup screen.

ON : Switch autopilot on/off  (id. Key 'a').

AM : Select Autopilot mode.

SEL : Edit autopilot parameters - the selected field changes to green.

A+/A- : Increase/Decrease the autopilot parameter values.

-106-

- Additional Status Management Systems

An Introduction to the Information and Status Displays

It is in the area of displaying conventional flight and aircraft status infor-
mation that some of the greatest progress has been made. Of course, there are
 considerable demands from the civilian sector as well as the military and this
has lead to the development of the 'glass' cockpit. In these modern designs,
conventional analogue instruments are replaced by large colour displays, which
portray virtual equivalents of the analogue dials and displays. The advantages
are not only visual, but ergonomic, because the systems allow push-button ac-
cess to more concise information, or data which has been processed for the
pilot rather than by the pilot.

In our simulation we have portrayed some of the more critical displays. These
include engine management, fuel management, stores management, warning messages
and briefing displays. These will enable you to assess the airworthiness of
your EF2000, or its suitability for action in different scenarios.

-107-

Using the Information and Status Displays

Engine Management

Accessible on the right-hand MFD, this display tells you the status of your
engines, your fuel load and the fuel flow for a given throttle setting. Take a
look at this display just prior to take-off, to check that all systems are go.
It's also useful to check how the afterburner is affecting your fuel load. It
will certainly serve to remind you that afterburners should only be used in the
following cases : 

* To gain altitude rapidly on a ground-launched intercept mission.

* To accelerate rapidly into or away from a dogfight.

* To maximise the range of your long-range missiles prior to launch.

* To assist take-off when fully laden for an Air-to-Ground mission.

Altitude affects your fuel consumption, so you will be able to use this dis-
play to judge the optimum cruising altitude. Use it in conjunction with the
fuel management display for proper management of your fuel reserves.

Warning : Using Afterburner increases your IR signature, which means IR guided
SAMs and IRST equipped aircraft will see you for miles!

-108-

Fuel Management

Next to running out of weapons, running out of fuel is a major problem, espe-
cially in a dogfight. And dogfighting is certainly sure to burn up fuel at an
alarming rate, as you turn, twist and apply afterburner. The fuel management
display is designed to help prevent you falling victim to lack of fuel.

On its top line, the display shows how much fuel the aircraft is carrying. The
bar below shows how much fuel is required to reach the next waypoint. The bot-
tom bar shows how much fuel is required to reach base. If the length of the
bottom bars exceeds the length of the bars on top, you are in trouble. Start
looking for a tanker or friendly airbase.

The relationship between throttle setting, duration of reheat or full throttle
and load being carried is critical. It's just the same as a car or motorbike.
Don't try high-speed stunts when you're heavy. If you must manoeuvre or depart
at high speed, your only choice may be to drop your air to ground stores.
Although they take valuable pylons, drop-tanks could save you the embarrassment
of a dry gas tank. Alternatively, make sure a tanker is on-track at critical
phases of your flight, or plan for a refuel stop at a friendly airbase.

Remember, lower the throttle when you're in a dive, as the plane will build mo-
mentum. Just remember to open the throttle again before you need to climb.
Watch the range indicator on the MFD and compare this with your distance to
target.

On ground attack missions, try to avoid conflicts with fighters altogether. Use
stealth. On the run-in, you'll be heavy with weapons and less agile. On the way
out, you may be lighter on weapons but you'll have less gas too, so don't start
anything you can't finish. Remember, if you have to dump your AG stores to
enter a dogfight, this counts as a 'mission kill' to the enemy (he may not ac-
tually destroy you, but he has eliminated your strike capability!).

-109-

Stores Display

Picture of the Stores MFD Display

-110-

Diagram of the Flight Information MFD Display

-111-

Operating the Information Status Displays

Accessing the correct MFD : Press numeric key '3'

FUE : Access the Fuel management display

ENG : Access the Engine management display

STO : Access the Stores display

-112-

- AW Systems

An Introduction to the Aircraft Warning Systems

In an aeroplane as advanced as EuroFighter there are many complex systems and a
million and one things that could go wrong. Managing the sophistication must
never be a challenge for the pilot, who will be busy enough trying to stay
alive in the enemy saturated combat environment. This is why EuroFighter incor-
porates a range of advanced warning and damage control systems.

It is in the cockpit where you notice the biggest difference to previous genera
tions of fighter. To begin with, there are hardly any conventional analog dials
or instruments. Instead, there are just three big colour display panels, known
as Multi-Function Displays (MFD), which are capable of displaying a crisp and
clear image of all the major avionics systems, even in bright sunlight. There
are also a variety of warning lights, in what has now become known as the
'Glass Cockpit'. These lights are arranged into functional groups.

-113-

Aircraft Warning Systems in Use

* Warning Light Colours

The cockpit has a simple colour coding system for the information displayed.

GREEN : The system is functional

BLUE : The system is active; i.e. in use.

YELLOW : Caution! The system has sustained slight damage.

RED : The system is damaged beyond repair.

* Warning Light Text

ENG : Engines
RH : Reheat or Afterburner. This should not be left on for periods longer than
two minutes, otherwise the jet-pipe temperature (TP) will become excessive
leading to possible engine damage.
AB : Air brake. When the air brake is extended or retracted, this light will
turn blue. Remember to watch your air speed does not become too low with the
brake extended.
WB : Wheel brake. When the wheel brake is activated on the ground, this light
will be blue. Use the brakes in bursts, because they may overheat and fail.
T1 : Wing tank 1. Jettison tanks prior to aerial combat or a ground strike.
T2 : Wing tank 2.
T3 : Centre-line tank.
OX : Oxygen. If your oxygen system fails, you must descend to below 10,000ft.
PR : Pressure. If your cabin pressure drops, descend to less than 10,000ft. If
both your oxygen and cabin pressure fail at high altitude, land ASAP.
CH : Chute for braking. On activating the chute, the light will turn blue, but
the chute should be released (disconnect from the aircraft) at a speed of not
less than 50 kts, to prevent excessive damage. Releasing the brake will cause
the warning lamp to glow red.
HY : Hydraulics control many vital systems in the aircraft. Damage to the hy-
draulic system may cause an explosion, because the fluid is flammable.
HU : Head-Up Display. If the HUD is switched off using the declutter button,
the button, the lamp will glow red.
I : Infra-Red Search and Track System.
R : Radar. If this system fails, the alternatives are JTIDS and IRST. However,
you will be unable to use radar guided weapons.
IR : IRST failure.
UC : Undercarriage. When the undercarriage is extended or retracted, this
light will turn blue.
JT : JTIDS. Information on the JTIDS display is only available if the relevant
AWACS and JSTARS aircraft are flying (AWACS detects AA targets, JSTARS detects
ground targets). If the information is not available, the lamp will glow red.

-114-

M : Moving Map. Should the MMD fail, you will have to use the paper map inclu-
ded with this manual and navigate by compass and visual sighting.
NV : Navigation. Should your HUD fail, you will still have access to the same
information on the right-hand glare shield.
DA : DASS. Failure of the DASS will leave your aircraft vulnerable to attack.
You will be forced to drop chaff and flares manually and the advice is to abort
the mission and return to base as quickly as possible.
AU : Autopilot. Loss of autopilot is an inconvenience, but not critical for a
trained pilot.
WE : Weapons. If weapons become damaged or unusable, jettison them to save
weight and return to base as quickly as possible.
FU : Fuel. If your plane takes damage during combat, check this light quickly
to ascertain whether the fuel level has become critical or the supply damaged.
OI : Oil. Damage to the lubricating systems will eventually lead to damage in
the engines, leading to overheating and finally engine failure. If this light
is on, try shutting down the damaged engine. Prepare for emergency landing or
get ready to eject.
TP : Jet pipe temperature. A warning that your engines are getting too hot,
either through excessive use of reheat or through combat damage.
LK : Missile Lock. If a radar obtains a lock on your plane, this lamp will
glow red.
LA : Missile Launch. If a missile is launched at your plane, this lamp will
glow red.
IR : Indicates an IR missile launch.
RA : Indicates a radar missile launch.

-115-

Aircraft Warning Systems Error Messages

When a warning lamp turns red, these messages will be displayed automatically
on the warning MFD.

- ENG001 WARNING!

RIGHT ENGINE            FIRE
THROTTLE                TO ZERO
FIRE EXTINGUISHER       ACTIVATED
TRANSMIT                MAYDAY CALL
LAND                    ASAP
IF FIRE CONTINUES       EJECT AFTER 30 SECONDS

- ENG002 WARNING!

LEFT ENGINE             FIRE
THROTTLE                TO ZERO
FIRE EXTINGUISHER       ACTIVATED
TRANSMIT                MAYDAY CALL
LAND                    ASAP
IF FIRE CONTINUES       EJECT AFTER 30 SECONDS

- RH001 WARNING!

REHEAT                  FIRE
THROTTLE                IDLE
FIRE EXTINGUISHER       ACTIVATED
TRANSMIT                MAYDAY CALL
LAND                    ASAP
IF WARN CONTINUES       STOP ENGINE
IF FIRE CONTINUES       EJECT

- RH002 WARNING!

REHEAT                  FIRE
THROTTLE                IDLE
FIRE EXTINGUISHER       ACTIVATED
TRANSMIT                MAYDAY CALL
LAND                    ASAP
IF WARN CONTINUES       STOP ENGINE
IF FIRE CONTINUES       EJECT

- AB 078 - WARNING!

AIR BRAKE               JAMMED
TRANSMIT                NOTIFY ATC
LAND                    SCHEDULED TIME
DANGER                  FIRE HAZARD DUE TO HYDRAULIC LEAD

 - WB 061 - WARNING!

WHEELBRAKE              DAMAGED
TRANSMIT                NOTIFY ATC
LAND                    SCHEDULED TIME

- T 765 - WARNING!

WING TANK               FUEL LOSS
REHEAT                  CANCEL
JETTISON                IMMEDIATELY

- T 767 - WARNING!

WING TANK               FUEL LOSS
REHEAT                  CANCEL
JETTISON                IMMEDIATELY

 - T 768 - WARNING!

CENTRE TANK             FUEL LOSS
REHEAT                  CANCEL
JETTISON                IMMEDIATELY

- OX 221 - WARNING!

OXYGEN SYSTEM           FAILED
EMERGENCY OXYGEN        ACTIVATED
ALTITUDE                TO BELOW 10,000 FT
LAND                    ASAP

- PR 141 - WARNING!

CABIN PRESSURE          LOW
EMERGENCY OXYGEN        ACTIVATED
SPEED                   BELOW 300 KTS
ALTITUDE                TO BELOW 10,000 FT
LAND                    ASAP

- CH190 - WARNING!

BRAKE CHUTE             DAMAGED
LAND                    SCHEDULED TIME

-116-

- HY 002 - WARNING!

HYDRAULIC SYSTEM        FAILED
CHECK                   REFUELLING PROBE
CHECK                   GEAR
CHECK                   AIRBRAKE
LAND                    ASAP DUE TO FIRE RISK

- HU 230 - WARNING!

HUD                     DAMAGED
ACTION                  USE ANALOGUE INSTRUMENTS

- PI 121 - WARNING!

PIRATE IRST             DAMAGED
ACTION                  USE RADAR

- RA 124 - WARNING!

RADAR                   DAMAGED
ACTION                  SWITCH TO IRST OR JTIDS

- UC 036 - WARNING!

UNDERCARRIAGE           DAMAGED
JETTISON                ALL WEAPONS EXCESS FUEL
LANDING                 ATTEMPT SLOW LANDING OR EJECT AFTER MISSION

- JT 089 - WARNING!

JTIDS                   FAIL
ACTION                  USE RADAR

- MM 090 - WARNING!

MOVING MAP              FAIL
ACTION                  USE PAPER MAP

- NV 004 - WARNING!

NAV HUD                 FAIL
ACTION                  USE ANALOGUE INSTRUMENTS

- DA 331 - WARNING!

DASS                    FAIL
ACTION                  USE ANALOGUE INSTRUMENTS

- AU 441 - WARNING!

AUTOPILOT               FAIL
ACTION                  DO NOT ENGAGE

- WE342 - WARNING!

WEAPONS                 FAIL
ACTION                  RETURN TO BASE

- FU 120 - WARNING!

FUEL SYSTEM             FUEL LOSS
REHEAT                  CANCEL
LANDING                 ASAP OR PREPARE TO EJECT

- TP 002 - WARNING!

ENGINE                  OVERHEAT
REHEAT                  CANCEL
THROTTLE                TO 70% POWER

-117-

Operating the MFD Warning System

Diagram of the MFD Warning System Display

-118-

- DISPLAY Systems

An Introduction to the HUD and HMD

World War II saw the development of the predictor gunsight, which projected a
computing gunsight onto a plate of glass between the pilot and the canopy. With
the advent of digital computers in post-war avionics, this relatively simple
device was to evolve into the Head Up Display (HUD) that is now a standard fea-
ture of modern jet fighters. The major difference between the early reflecting
gunsights and today's HUD is the amount and type of information displayed.

In EuroFighter, you'll find data on pitch, heading speed, altitude, gear status
weapons selection and much more. In fact, virtually all you need to know for
90% of the time you are flying is projected onto the HUD. Naturally, HUD design
has its own peculiar problems - not least how much information to display
without confusing the pilot or causing images to overlap and lose their mea-
ning. For this reason, HUD symbology varies according to the flight mode cur-
rently in use; for example, air-to-air combat, refuelling air-to-ground mis-
sions and landing all have their own special modes.

-119-

Helmet mounted sights or displays are a more recent innovation and show the
trend towards integrating information systems into the pilot's helmet. Such
displays allow weapons to be launched 'off-boresight', or when the direction of
the plane travel does not correspond with where the pilot wants to aim. The ad-
vantage is obvious : the pilot can now engage targets much more easily with
less manoeuvring. In a knife-edge fight, this will make the difference between
life and death.

-120-

Information Common to all HUD Modes

The HUD has four modes : Air-to-Air Mode; Air-to-Ground/Navigation Mode; Refuel
ling Mode; and Instrument Landing Mode. Although each mode has its own special
features, much of the information is common to all. These commonalties are de-
scribed here.

AIRSPEED: From standstill to Mach one, the speed is shown in knots. At the
speed of sound, your velocity is automatically shown as a Mach number. You will
notice that the speed of sound is achieved at seemingly lower speeds the higher
you fly, simply because there is less air resistance at these altitudes.

ALTIMETER: Up to altitudes of 5,000 ft above the nearest terrain, the altimeter
displays what is known as RADALT. This simply means that a small downward
looking radar calculates your real altitude above the terrain below, as opposed
to your altitude above sea level, otherwise known as BAROMETRIC ALTITUDE. Above
5000 ft, barometric altitude is displayed automatically. The small clock sur-
rounding the altitude data displays your change in altitude in hundreds of feet

VERTICAL SPEED INDICATOR (VSI): This instrument appears on the AG, landing and
refueling HUD, but a back-up is located on the right of the IRST. It shows the
vertical speed of the aircraft in units of feet per second. The VSI is mainly
used to perform good landings and steady descents on bomb runs. A healthy VSI
for landing is halfway between the middle marker and the bottom marker.

ENGINE THRUST: Tells you the percentage of power currently being delivered by
the engines. At 60%, the engines are idling. At 100% you are using full dry
thrust. Activate the afterburner and the engine power is boosted dramatically
along with your fuel consumption. To check this, watch the engine management or
fuel management displays while turning the afterburner on and off.

G-FORCE: The G-force indicator not only warns you when G-LOC is likely to occur
it gives you a way to time the rate of your turns. See the section devoted to
gravity.

COMPASS TAPE: Located at the top of the HUD and giving your heading in units of
10 degrees. North is at 0 degrees, East is at 90 degrees, South is at 180 de-
grees and West is at 270 degrees. To read your heading, check the number above
the pipper, which is located just below the tape in the centre. A small inver-
ted 'U' shaped mark indicates the correct heading for your currently selected
waypoint. The small arrow which appears on the left of the compass tape indi-
cates which way you must turn to find the waypoint.

WEAPON RANGE BAR: On the left of the HUD, a small vertical bar and arrowhead
symbol indicates whether a weapon is in range. If no arrowhead is displayed,
don't waste your ordnance!

MASTER ARM INDICATOR: Informs you that the currently selected weapon is armed
and ready to fire. In air-to-air mode, pressing ENTER will cycle the weapons.
In air-to-ground mode, press BACKSPACE to cycle the weapons.

-121-

Diagram of the HUD Display & Symbology for Air-to-Air mode - see AAHUD.GIF

-122-

PITCH LADDER: This is very handy for checking the orientation of the plane.
Note that the widest bar corresponds to the horizon. The bars below the horizon
are broken and the ends of the bars indicate the direction to the ground. In
air-to-air mode, the number of pitch bars is halved to help declutter the HUD.
Note: when using the Helmet Mounted Display to look around the aircraft, both
the Pitch Ladder and Velocity Vector disappear.

AFTERBURNER: Afterburner involves dumping large quantities of fuel into the fi-
nal stages of a jet engine. It boosts power and speed considerable, but at a
price: fuel consumption is enormous.

AIRBRAKE: Whenever your airbrake is activated, a small flashing symbol will ap-
pear above the velocity vector. Remember not to leave the airbrake on for too
long, or you may lose so much airspeed that you place yourself at a tactical
disadvantage.

VELOCITY VECTOR: This small aeroplane shaped symbol predicts your flight path
and therefore provides and invaluable aid to positioning yourself for critical
manoeuvres; for example, in dogfights or on landing approaches. Suppose you are
in a turning fight behind a bandit, flying your velocity vector directly over
the target puts you on a collision course; placing it slightly behind puts you
in what is called 'lag' pursuit and placing in front of the target puts you in
'lead' pursuit.

On landing, try to get the velocity vector to settle on the place where you
wish to touch down. When terrain hugging over hills, keeping the velocity vec-
tor above the crest of the hill will ensure that you don't collide with the
ground (see also the Digital Terrain System).

ANGLE OF ATTACK INDICATOR (AOA): AOA is the angle between your velocity vector
(current estimated flight path) and your aircraft datum, or centre-line. A high
angle of attack means that your nose is up, although the aeroplane is travel-
ling in a different direction to where your nose is pointing. The 'Cobra' is a
typical example of a high AOA manoeuvre and may be useful in combat for quickly
bringing weapons to bear in difficult dogfight situations.

-123-

Air-to-Air HUD and HMD Modes

The AA Hud mode:

When this mode is chosen, the air-to-air radar, JTIDS and DASS are activated,
the flight model is adjusted to a more appropriate air-to-air combat profile
and air-to-air missiles can be launched. The HUD symbology becomes combat-speci
fic. Most noticeable is the fact that there are half the number of pitch lines,
in order to keep the HUD as decluttered as possible.

1. Press the ENTER key to select the air-to-air HUD mode.

2. Press the ENTER key again to cycle through any air-to-air missiles on board
and activate the relevant air-to-air systems.

S-225 & AIM-120 TARGET TRACK BOXES: These appear around the targets when they
are within range. When S-225 and AIM-120 are selected, you may see up to six
targets locked in track boxes. You will notice that they are prioritised, with
the letters A to F, depending upon their threat value. With ASRAAM, AIM 9M and
cannon, only one track box will appear. You may override the computer's choice
of target by pressing 'c', which will then select the next target in the sequen
ce A to F. Notice that the currently selected target box has a solid outline,
while the others have a broken outline.

ASRAAM & AIM-9M TARGET TRACK BOX: A single track box appears for these targets
and with ASRAAM this is visible in the HMD, even when looking over your shoul-
der.

MISSILE ALLOCATION: When a target has been picked up by the designator box and
is in range, the Missile Seeker Head diamond will lock on it. The currently
selected missile is now locked on to the target and ready to launch.

PREDICTOR GUNSIGHT: When the Mauser 27mm cannon is selected, a circular predic-
tor sight appears, which sows where your shells will strike if fired at that
moment. The outer ring of the circle is also a range indicator. A complete
circle shows that the target is at three miles or more, which represents a dif-
ficult shot. As you get closer, the line moves around and at the half-way mark
you are within one-and-a-half miles, which is a good range to go for a kill.

-124-

AIMING RETICLE: This 'kill circle' appears on the HUD when an air-to-air mis-
sile is selected. The size of the Aiming Reticle depends on the chosen missile:
a small circle is used for long-range stand-off weapons such as the S-225 and a
large circle is for short-range missiles. Because missile flight envelopes are
accurately modelled, you should ensure that your target is within the reticle
in order to ensure the best possible shot.

ASPECT ANGLE CARET: On each track box, this shows the target aircraft's posi-
tion relative to you. If the caret is at the bottom of the track box, the tar-
get is flying away from you. If the caret is at the top, the target is flying
towards you.

TARGET HEADING LINE: On each track box, a solid line moving around the box
shows the target aircraft's heading relative to yours.

TRACKING INFORMATION: On any aircraft being tracked by your radar. F=Fighter;
B=Bomber; R=Refueller; A=AWACS.

AIRCRAFT CLOSING SPEED (KNOTS): In short range missile and cannon mode, the
closing speed between you and the target is displayed in the bottom right of
the HUD; e.g. +80 means that you are travelling 80 knots faster than the enemy.

-125-

DIAMOND X: When you see this diamond with an 'X' at its centre, you will know
that a target is outside the HUD view. Fly in the direction of the Diamond X
until the target enters the HUD view. The Diamond X will change to a Target
Designator Box.

-126-

Diagram of the HUD Display & Symbology for Air-to-Ground mode - see AGHUD.GIF

-127-

Air-to-Ground HUD and HMD Modes

Freefall Bombing Mode

DROPPING A FREEFALL BOMB: When you select this weapon, a bomb fall line appears
in the centre of the HUD, together with a count-down clock that starts when you
are 65 seconds from the target. If the target is predefined there will be a
small triangle on the HUD indicating the nearest waypoint. The target is marked
by an 'X'. The small horizontal line is the Continuously Computed Impact Point
and shows where the weapon will fall if it is launched at that moment. Approach
the target at an angle (up to 40 degrees) and as soon as the CCIP line crosses
the target, release the bomb.

CANNON: When the air-to-ground cannon is selected, an AG predictor sight with
range circle appears on the HUD.

CRV-7 SIGHT: This is a very similar sight to the one used for AG cannon and
shows where the rockets will impact.

ALARM SIGHT: This auto-tracking sight will only lock on to radar sources. ALARM
may be fired in indirect mode, without any target, in which case it will travel
for 15 miles and zoom climb to 40,000 ft, where it will wait for a target to
switch on its radar. Alternatively, if there are targets in direct view of the
missile, it will designate them with a small square in the HUD. The missile may
then be launched when a small cross appears in the square.

-128-

AIR-TO-GROUND HUD MODE: When this mode is chosen, air-to-ground targeting
radars are activated, the flight model will change to air-to-ground attack pro-
file and air-to-ground weapons can be selected. If your aircraft is carrying
GBU bombs, the laser target designator (TIALD) will become available.

WAYPOINT NUMBER/TASK: Shows the currently selected waypoint number and the task
at that waypoint. Task codes are: R-refuelling; T-target; P-combat air patrol
loop point; I-ingress point for ground strikes; L-landing.

TIME ON TARGET (TOT): Shows how far you are from your currently selected target
in minutes and seconds.

RANGE TO TARGET: Shows how far you must travel to your target in nautical miles

-129-

A variation of the navigation mode HUD comes into effect when the Instrument
Landing System is activated. If ILS is available or in range, a small box will
appear in your HUD.

ACTIVATE ILS: Choosing ILS within thirty miles of an airfield will activate the
Command Flight Path Display (CFPD), which is a corridor in the sky that helps
you make perfect landings. Simply fly through the boxes, steering with the aid
of your Velocity Vector (VV). To make landing easier still, select autothrottle
in the autopilot screen and program it with a speed of 150 knots. When you have
touched down, remember to switch of the autopilot, prior to applying the brakes

UNDERCARRIAGE DISPLAY: When ILS is activated, so is the undercarriage indicator
in the bottom centre of the HUD. Three U's mean that your undercarriage is up.
Three D's indicate that the undercarriage is down.

A variation of the air-to-air HUD comes into effect when you are set to refuel.
Instead of an enemy target, the HUD tracks the refuel aircraft. Note that all
weapons systems are shut down for refuelling. The closing speed is displayed
above the tracking box.

-130-

Operating the HUD Modes

<ENTER> : Switches the HUD to AA mode, with half the number of pitch bars.
	  Consecutive times will cycle between the available weapons.

<BACKSPACE> : Switches the HUD to AG mode, giving you access to important way-
point information. Consecutive times will allow you to cycle between the avail-
able weapons, varying the HUD symbology automatically according to the weapon
selected.

' : This will extend your refuelling probe.

SHIFT&' : This will de-activate weapons and allow your radar to track the tan-
ker.

i : Selects the ILS mode with the CFPD system displaying boxes to facilitate
the landing procedure.

c : When several track boxes are visible in the HUD and you wish to override
the ECR-90 prioritisation, press this key to cycle through the targets.

-131-

The Digital Terrain System

By eliminating the need for ground radar, a Digital Terrain System provides a
stealthy and affordable way to help pilots fly  ground-hugging profiles through
hostile territory. The system projects flight cues into the HUD based on refe-
rence to digital terrain data. These data are cross-referenced with inputs from
the aircraft's various navaids, such as the radar altimeter. Differences be-
tween the real and anticipated readings are resolved and relayed to the display
system.

In EF2000, a Digital Terrain System predicts the flight path that should be
taken and projects a small rectangle into the HUD, showing the pilot when to
pull back or push down on the stick. All the pilot has to do is keep the velo-
city vector centred in the small square. The system should keep the aircraft at
least 200ft clear of terrain and obstructions.

Real Digital Terrain systems have other uses, including assistance in weapons
cueing. In EF2000, use the system for stealthy low-level attack approaches in
well-defended territory.

-132-

INTRODUCTION TO AIR-TO-AIR WEAPONS

In recent years there have been substantial improvements in the performance of
AA missiles. With better radars and missile guidance systems, designers have
concentrated on building weapons and delivery platforms that excel at both
Beyond Visual Range combat and close combat. Each demands very special quali-
ties from the aircraft and from the missile design, which is why EuroFighter
and its primary weapons systems such as ASRAAM have been developed specifically
for each other.

- BVR Missiles

To have a chance of hitting a difficult target such as the SU-35 at long-range,
BVR missiles need endurance, speed and jamming-resistance. They also need a
degree of agility for manoeuvring in the final phase of flight and stealth pro-
perties can make the difference between a hit and a miss. The delivery aircraft
must be capable of fast acceleration to high Mach numbers, in order to give the
missile maximum inertia at launch and must offer good supersonic turn rates, in
order to outrun any missiles an enemy might fire in return.

		   . - =  =  =  =  =  <>  =  =  =  =  = - .

AIM-9M Sidewinder:     X  X  .  .  .  ..  .  .  .  X  X

AIM-132 ASRAAM:        X  X  .  .  .  ..  .  .  .  X  X

AIM-120 AMRAAM:        .  X  X  X  2  ..  2  X  X  X  .

S-225 LRAAM:           .  .  X  X  .  ..  .  X  X  .  .

-133-

- Dogfighting Missiles

In contrast, shorter range missiles for use in visual dogfights need tremendous
agility, so that they hit a fast manoeuvring target. ASRAAM derives snake-like
agility from thrust vectoring, the technique of steering with the motor exhaust
which made the Harrier VSTOL aircraft possible. Coupled with a Helmet Mounted
Sight, ASRAAM is all the more deadly because it can be fired at targets over
the pilot's shoulder; for example across a circle in a turning dogfight. This
is known as off-boresight weapons delivery.

- Cannon

The Vietnam war taught the Americans that carrying missiles alone was not
enough in close combat against an agile enemy. Even though missile performance
has improved dramatically, cannons are still deemed necessary on fighter air-
craft. The presence of many shoulder launched SAMs in modern battlefield envi-
ronments makes strafing very risky indeed and so the cannon is less important
in the Air-to-Ground role.

Weapon   Useful Range     Weight        Speed      Drag Factor
	 miles(head-on)     Kg        miles/sec         x1
	 Km (head-on)       lb        sea level         x4

Cannon            3         87          1.2             -
		  5         220

AIM-9M            5         87          0.3             1.01
		  8         191                         4.04

ASRAAM*          10         97          0.4             1.10
		 15         191                         4.40

AMRAAM           30         157         0.6             1.58
		 48         346                         6.32

S-225*           50         160         0.9             1.91
		 80         353                         7.64


Weapons performance comparison: EuroFighter carries NATO's best AA weapons,
including: the stealthy S-225 long-range missile; the AIM-120 AMRAAM medium ran
ge missile; the ASRAAM high agility dogfighting missile; the aging but useful
Sidewinder AIM-9M short-range missile and the Mauser 27mm cannon

* Estimated Performance.

-134-

- EF2000 AA Weapons Overview

Even in the year 1995, missile manufacturers performance figures remain optimis
tic, with pilots quoting effectiveness of around 70% for some of the newer de-
signs. There are many factors which determine whether or not a missile will hit
its mark. Firstly, there is always the chance that the weapon will not arm it-
self.

Secondly, effective range is very much determined by your aspect angle to the
target; so is the PK value, or Probability of Kill. For example, when you chase
a plane from behind, effective missile range is at its shortest because the wea
pon must first catch up with the enemy. PK, however, is high in a rear-aspect
shot because there is a greater chance of hitting the target in its vulnerable
jet exhaust. On a nose-to-nose heading, weapon range is at its greatest because
you are travelling towards the enemy at high closing speeds.

Last but not least, weapon effectiveness is altitude dependent: the higher you
go, the greater the range, with ranges at sea level being almost half the
maximum range.

In EF2000 we have carefully modelled all these characteristics, which means
that you will always have to fly our plane into the best possible position
prior to firing. On the radar, the white range-bar helps you determine the ef-
fect that altitude and aspect angle are having on the weapon parameters.

* AIM-9M Sidewinder - An old but adequate all-aspect heat-seeking missile.

* ASRAAM - Advanced Short-Range Air-to-Air missile, with IR seeker head.

* AIM-120 AMRAAM - Advanced Medium-Range Air-to-Air missile, guided by an on-
  board radar.

* S-225 - The new 'stealthy' long-range air-to-air missile, guided by radar.

In a typical Air-to-Air configuration, for use on intercept or Combat Air
Patrol (CAP) missions, Eurofighter carries four long range S-225 missiles or
four AMRAAMS, four dogfighting missiles such as the ASRAAM or Sidewinder AIM-9M
and 1760 rounds of high-explosive cannon shells. It is standard practise to
carry drop tanks, because take-off and flight to cruising altitudes burn a lot
of fuel.

-135-

Diagram of the effect of Heading Aspect and Missile Range on the PK coefficient

-136-

AIR-TO-AIR WEAPONS

- AIM-9M Sidewinder

Development of the Sidewinder

The Sidewinder program started in the late forties at what is now called China
Lake, California. Initially started on a very small budget, the Sidewinder was
to be a novel, inexpensive weapon that would be wholly effective at shooting
down other aircraft. The most important aspect of the weapon was the infra-red
seeker technology, that would lock on to any heat emitting source in the sky
(which also included the sun with early models!). It has since grown into the
world's most successful AA missile, has accounted for over 200,000 air to air
missiles sold globally to many different airforces. It is now coming to the end
of its development life.

The first Sidewinder, designated AIM-9B had revolutionary IR technology and
fewer moving parts than other missiles and was rear-aspect only; in other words
it needed to be fired at the target's six o'clock. Since then it has been up-
graded several times to increase accuracy, speed, range and effectiveness, but
has remained essentially the same. Most importantly it has become all-aspect,
or capable of locking on to a target from any angle, and is able to distinguish
between target, flares and the Sun.

EF2000 carries the AIM-9M variant, this comprises an all-aspect infrared track-
ing, active laser fusing and an 11.4 kg high explosive blast fragmentation war-
head. Although older and less capable than the new breed of AA missile, there
is still place for the Sidewinder in modern combat due to its availability and
relatively low-cost.

It is steered by four double delta planes located at the front of the missile,
additional control coming from the rear wings in the form of 'rollerons'. The
Sidewinder can accelerate to Mach 2.5 in about 2 seconds.

-137-

Application

In operation the EF2000 would carry Sidewinders as a secondary short range mis-
sile, favouring instead the ASRAAM. However the Sidewinders are more plentiful,
so may be used in cases where the ASRAAM is in short supply or where its capa-
bilities are not as important.

The AIM-9M is an infrared missile and even though it is 'all-aspect', the big-
gest heat signature will come from the rear of an enemy's aircraft. The mis-
sile's range is shorter than ASRAAM so in order to get a good kill from behind,
the AIM-9M will need to be within five miles. Head on however increases the
relative range of the missile according to the closing speed of the two air-
craft, although the reduction of infra-red signature will reduce the likeli-
hood of hitting the plane; i.e. a lower PK, or Probability of Kill.

When attacking a target using AIM-9M, position your aircraft so as to enable
the missile's IR seeker to locate the target within your HUD. This may require
a degree of violent manoeuvring at close range. Once the target has been acqui-
red the Sidewinder will confirm it by tracking the target visually in the Track
Box and audibly through a distinctive growling tone. Once 'lock' has been achie
ved you may release the weapon. In adverse conditions of ECM, or when flares
are being ejected by the target plane, the Sidewinder may break its lock in
which case you must re-acquire it before launching. Once released, the Side-
winder requires no more thought from the pilot, enabling you to turn and leave.

Length m : 2.87
Diameter mm : 127
Wingspan m : 0.64
Weight kg : 87
Warhead kg : 11.4
Fuse : Active Laser
Guidance : IR
Propulsion : Solid Propellant
Range km : 8
Range miles : 5

-138-

- AIM-132 ASRAAM

Development of ASRAAM

The Advanced Short Range Air-to-Air Missile (ASRAAM) program was started in
1982 initially as a European enterprise with the USA also producing the weapon.
Although there was much interest early on in the program, this waned as the US
started to look at further developments in the Sidewinder family (AIM-9X) and
the German co-contractors transferred all remaining interest to Bae. Several
versions have been proposed from French weapons company Matra and also GEC-Mar-
coni for a MICA ASRAAM, known as MICASRAAM. The ASRAAM is guided by an advan-
ced imaging infra-red seeker utilising image processing systems in order to re-
cognize its target and give it all-aspect capability. ASRAAM differs from con-
ventional missiles in offering high off-boresight targeting via a helmet moun-
ted sight. In other words, the missile may be launched over-the-shoulder. Its
performance is assisted by thrust vectoring, allowing fantastic turn capability
of more than 30 G. The difference this makes in difficult turning dogfights is
enormous, because you no longer have to point the plane's nose directly at the
target. However, these missiles travel at speeds around Mach 4, which means
that a slower moving plane pulling less G's can still outsmart the missile.

-139-

Length m : 2.9
Diameter mm : 165
Wingspan m : 0.45
Weight kg : 87
Warhead kg : 10
Fuse : Active Laser
Guidance : Imaging IR
Propulsion : Solid Propellant
Range km : 15
Range miles : 10

-140-

- AIM-120 AMRAAM

Development of the AMRAAM

The Advanced Medium Range Air-to-Air Missile program was started in 1975 as a
replacement for the ageing Sparrow. The advantages over the Sparrow were better
manoeuvrability, speed and range as well as improved resistance to ECM.

The AMRAAM has an active radar seeker which does not require the launch air-
craft to 'illuminate' the target as the Sparrow did. It is also known as a BVR
missile as it can be launched from as far away as 50 kilometres, although this
range ca be reduced considerably if the target is receding.

The radar on board the missile falls within 'I' band and has the capability to
target self-screening jammer targets.

-141-

The primary air to air missile carried by the EF2000 will be AMRAAM for general
engagement, although ASRAAM is favoured for close range. It is targeted by
locking the radar on a tracked enemy. Once fired, the missile then uses on
board inertial guidance with command updates from the launch aircraft. In its
final phase it switches on in the terminal phase, the missile is less suscep-
tible to any jamming, it also makes the missile hard to detect until it is too
late.

Length m : 3.65
Diameter mm : 178
Wingspan m : 0.53
Weight kg : 157
Warhead kg : 22
Fuse : Active laser
Guidance : Inertial, active radar
Propulsion : Solid propellant
Range km : 48
Range miles : 30

-142-

- S-225 LRAAM

Development of the S-225

In 1991 development started on a new breed of air to air missile. The missile
would have stealth characteristics and new guidance systems and it would be
compatible with the emerging technology found in the advanced tactical fighter
aircraft being developed by European and American companies.
Originally based on the Skyflash, the new missile has neither mid-body controls
or tail fins, but uses tail control surfaces instead. The smoky solid rocket
propellant was replaced with a smokeless motor which lets the missile alterna-
tely propel itself then coast without power, in order to boost range and impro-
ve stealth. The motor reserves enough power to deliver an optimal terminal velo
city with which to attack the target. For the long range role, the missile was
given a mid-course guidance data link, enabling range to be increased to around
100 km.

-143-

Targeting of the long-range 'stealth' missile is identical to the ASRAAM system
except that only target within the HUD may be locked.

It is better to engage at long distance than to enter a dogfight, at the risk
of giving away your position. The stealthy attributes of this missile, however,
go a long way in keeping your location hidden. This weapon may also be used at
a similar range to AMRAAM, although the poor availability of the weapon would
make AMRAAM the preferred choice.

Length m : 3.68
Diameter mm : 203
Wingspan m : 0.56
Weight kg : 160
Warhead kg : 30
Fuse : Active Laser
Guidance : Data Link, active radar
Propulsion : Dual Rocket
Range km : up to 80
Range miles : up to 50

-144-

- BK-27 mm Cannon

Development of the BK 27MM Cannon

Development of the BK-27mm cannon was started in 1971 by the Mauser-Werke of
Germany, although the gun borrows technology from other Mauser projects, some
of which date back to the forties. The cannon first entered service in 1979 in
the Panavia Tornado and was later adapted to a pod design for the German Alpha-
jet. The BK-27 mm cannon is based on the same principle as the revolver and
uses gas drive for the gun feed and electrical power for the firing mechanism.
This gives a full rate of fire from the first round onwards. The single barrel
is easily interchangeable and the five chamber drum can be fed from either left
or right. One more advantage of the system is its ability to be mounted in al-
most any position, giving full flexibility to the system. The EF2000 has a sin-
gle BK-27 mm cannon mounted in the starboard wing root.

The ammunition used in the EF2000 is a high explosive round mostly suited to
aerial warfare. Although there is an air-to-ground firing mode, CR-V7 rockets
would be favoured over the cannon.

-145-

The rate of fire is set to 1700 rounds per minute. With a total ammunition
store of 1760 rounds it will not take long to deplete the guns supply. Short
cannon bursts are more effective overall than keeping your finger on the trig-
ger until the target is destroyed. In addition, it is advisable to open fire
only when the target is well within range and to avoid firing at violently ma-
noeuvring targets unless you are depending on autofire. This triggers a short
burst whenever the predictor sight crosses through the centre of the track box.

Length m : 2.31
Calibre mm  :27
Weight kg : 100
Ammunition : High Explosive Rounds
Guidance : HUD predictor

-146-

- Drop-Tanks

Drop-tanks were first used extensively during the Second World War. The advan-
tage of being able to jettison the tanks was increased performance in dogfight-
ing. It was found that significant increases in range gave the aircraft much
greater flexibility without the need to increase their overall size so that
they still retained their agility and speed.

Today the increased use of mid-air refuellers gives the modern fighter almost
unlimited range. This in conjunction with drop-tanks means that the aircraft
can give more of its space over to other requirements such as improved engines
or greater weapons payloads.

EF2000 has three 'wet' points for drop-tanks : one under the fuselage or two
smaller tanks under the wings. The large centre-line tank can hold 3500 kg of
fuel, with the underwing tanks each holding half this amount. Put all three
tanks on the EF2000 and you almost doubled the fuel on-board. This enables the
EF2000 to take off with heavy weapons loading without adversely affecting the
range. Typical range increases would be in the order of 200 miles for the large
drop-tank or two smaller drop-tanks, giving a total of up to 400 miles if all
three are fitted.

-147-

INTRODUCTION TO AIR-TO-GROUND WEAPONS

EuroFighter was designed from the start as a multi-role aircraft, which meant
it must also perform superbly in the air-to-ground role. It has therefore been
designed to carry a wide arsenal of AG ordnance, including the latest 'smart'
weapons.


- EF2000 AG Weapons loading:

		   . -  =  =  =  =  =  <>  =  =  =  =  =  - .

ALARM 400lb             .  X  X  X  .  ..  .  X  X  X  .

CRV7 500lb              .  X  X  X  .  ..  .  X  X  X  .

LASER SIGHT 500lb       .  .  .  .  .  ..  X  .  .  .  .

GBU 12 500lb            .  X  X  X  .  X   .  X  X  X  .

GBU 16 1000lb           .  .  X  X  .  ..  .  X  X  .  .

IRON MK82 500lb         .  X  X  X  .  X   .  X  X  X  .

IRON MK83 1000lb        .  .  X  X  .  ..  .  X  X  .  .

MAVERICK IR 500lb       .  .  X  X  .  ..  .  X  X  .  .

DURANDAL 500lb          .  X  X  X  .  X   .  X  X  X  .

BL 755 750lb            .  .  X  X  .  X   .  X  X  .  .

SEA EAGLE 1350lb        .  .  X  X  .  ..  .  X  X  .  .


- Smart Bombs

Media coverage of the Gulf war in 1991 first brought the image of 'smart' wea-
pons to the attention of the general public. These awesome devices could be
launched from an airplane or ship and travel miles and then hit a target with
an accuracy measured in just a few feet or metres. The goal was maximum effec-
tiveness with minimum collateral damage, although experience showed that even
the best technology can still go tragically wrong.

Smart weapons have been developed over many years, going back to the fifties
and sixties, but it was the first time they had been tested so openly. The suc-
cess of the weapons was easy to see, as the public was bombarded with images
of bridges and bunkers being destroyed, cruise missiles following roads into
Baghdad and penetrating the window of a military headquarters and Scud rocket
launchers being detected and destroyed at night.

-148-

These weapons allow a new approach to attacking targets. For instance, a harde-
ned aircraft shelter is tough to crack with anything but a direct hit, or a
near miss with a very large bomb. The application of the laser made precision
bombing possible, by illuminating the target and allowing the bomb to home in
to the reflected light. Now pilots could put a relatively small bomb down venti
lation shafts, making the destruction of reinforced targets a clinical task.

-149-

- Conventional Bombs

Computers have made direct hits more likely with conventional weapons as well.
They have the processing power it takes to perform complex mathematical models
for ballistics and aerodynamics, which are used to predict the fall line of un-
guided bombs. To help pilots get their bombs on-target, modern attack aircraft
feature computerised navigational attack systems, which calculate the effect of
wind, airspeed, air pressure, g-loading, bank angle, altitude, rate of descent
and other factors on the ballistic trajectory of bombs.

Different attack profiles also create their own problems. At low levels, strong
air turbulence may upset accuracy and may also result in bombs not having
enough time to arm themselves properly. This happened with Argentinean bombs
during the Falklands war. Retard mechanisms are meant to solve this problem.
At medium or high altitudes the margin of error obviously increases dramatical-
ly. The problems are compounded by the pilot trying to manoeuvre his aircraft
to avoid enemy anti-aircraft fire or surface-to-air missiles (SAM).

- Air-to-Ground Missiles

Image recognition, or pattern recognition, is another application of computers
for missile guidance. Target shapes are identified by the system and the loca-
tion data is transferred to the missile, which then guides itself to the desti-
nation. Some Mavericks are guided this way and they provide the pilot with a
high degree of flexibility in targeting. However, it is worth noting that in
the Gulf war, pilots often fired at previously destroyed targets, underlining
the error factor.

- Special Bombs

Every target represents a different problem, which is why there are so many dif
ferent types of weapons available. Two special problems are hitting widely dis-
persed armoured vehicles in open terrain from a fast jet and destroying enemy
runways. As a result, the cluster bomb and Durandal were invented.

The cluster weapon is the bombing equivalent of a shotgun and is a devastating
weapon when used on infantry and soft-skinned vehicles. Cluster bombs scatter
smaller sub-munitions or bomblets and each sub-munition can be tailored to spe-
cific targets; for example, anti-personnel or anti-armour.

Hitting a runway is also a difficult proposition, which is why it's important
to make sure that when you hit the target, it stays damaged for the maximum du-
ration. Durandal does just this, by powering itself through the tarmac with the
help of a rocket motor and exploding below the surface to make a huge cavity
that's hard to repair.

- Choosing the right weapon

The choice of weapon is dependent on the target to be attacked. In most cases
there may be a few weapons you could use, but there is usually one that is just
right for the job. If the right weapon is not available, it may be better to
wait rather than rush in with an unsuitable load. In the case of SAM launchers
this would lead to certain death.

In EF2000, several pre-determined packages have been stored in the arming
screen for different types of mission. Although you may have personal preferen-
ces, these packages represent a realistic choice of the weapons officer.

-150-

- Air-to-Ground Weapon Selection Chart

Target                  First choice weapon      Second choice weapon

Ships                   Sea Eagle                Maverick or LGB
Large building          LGB                      MK-83
Medium building         LGB                      MK-83
Small building          LGB                      MK-82
Bridge                  LGB                      Maverick
Runway                  Durandal                 MK-83
Hangar                  LGB                      LGB
Bunker                  LGB                      LGB
POL tank                LGB                      MK-82
SAM launcher            ALARM                    BL-755 Cluster bomb
Tank                    Maverick                 BL-755 Cluster bomb
Personnel carrier       Maverick                 CRV-7
SCUD launcher           LGB, Maverick            CRV-7
Personnel               BL-755 Cluster bomb      CRV-7

- Aiming AG Weapons - Where to look ?

Weapon                                 Section to look in

Iron bombs                             HUD
Laser guided bombs                     TIALD
Durandals                              HUD
Cluster bombs                          HUD
Sea Eagle                              ECR-90 Radar
ALARM anti-radiation missiles          HUD
Maverick missiles                      Maverick Aiming
CRV-7 unguided rockets                 HUD
Cannon                                 HUD

-151-

AIR-TO-GROUND WEAPONS

- Iron Bombs

Development of the MK-80 Series


The development of the low drag general purpose bomb began in the fifties and
the Mk 80 Series has now become the standard adopted by many countries. The
four basic types of bomb are very similar in design, differing only in size and
weight. The smallest is the Mk-81 which weighs 250lb. Each bomb is constructed
in the same way; a steel body with cruciform tail and tempered steel nose.

Little has changed since the bomb was first designed except for modifications
to fusing and filling. New delivery techniques have been incorporated into the
design such as retardation devices. The weapon is also produced for the Paveway
series of laser guided bombs, losing its fins in favour of an upgrade kit.

Fusing for the bomb depends on its usage but the basic types for these bombs
are : impact fuses, which detonate on contact with the target; impact with
delay, which explode a short time after contact with the target causing crate-
ring and structural damage; and airburst fuse, which detonates the bomb before
it has hit a target causing collateral damage to the general area.

Application

Acceptable Targets : buildings, depots, oil facilities on land
Poor Targets : Almost anything else
Effective Range : Nil
Max Speed : Free-fall bomb
Attack Technique : Level bombing or Dive bombing
Level Release : 3000 ft
Dive Release : Dive from 8000 ft, release at 3000 ft

-152-

The Mk 80 bombs have standard HE (High Explosive) warheads, which can be easily
modified to improve performance in different attack scenarios. Pilots who used
the bombs in the Gulf war stated that the HE was devastating if a direct hit
was scored on tanks, armoured vehicles, dug-in artillery or buildings. A near
miss from a Mk. 84 2000lb bomb was also reported to be almost sure of knocking
out an armoured vehicle.

Typical ranges at different delivery altitudes

Bomb Type          LGB       Free-fall

2,000 ft           5 nm      0.5 nm
5,000 ft           7 nm      1.5 nm
10,000 ft          10 nm     2.5 nm
20,000 ft          15 nm     3.5 nm

High Drag Versions

Available in EF2000 are high drag versions of the bombs, which may be safely
released at altitudes of around 500ft.

Performance Table

		   MK-82     MK-83

Length m :         2.21      3.0
Diameter mm :      273       350
Wingspan m :       0.38      0.48
Weight kg :        241       447
Warhead kg :       89        202
Fuse :                  Various
Guidance :              HUD Predictor
Propulsion :            Freefall
Range :            Dependant on launch

-153-

- Guided Bomb Unit PaveWay II

Development of the Paveway Series

Although it is generally assumed that the Paveway bombs are a recent invention,
they have actually been around since the mid sixties. Indeed the first produc-
tion models saw service in Vietnam in 1968. The success of the weapon led to
further development in the field of modular design, enabling the guidance and
tail units to be used as a kit with several types of standard free-fall bombs.

The Paveway II series has much of the technology of the earlier bombs with the
addition of new folding rear wings, which make the bomb compatible with many
types of aircraft. Other modifications include the guidance unit, which now has
plastic lenses, integrated circuitry and improved electronics. Manoeuvrability
has also been dramatically improved.

Paveway II bombs are classed into several groups dependent on the bomb unit
fitted with the kit. GBU-10 is based on the MK-84 2000lb GP bomb; GBU-12 is
based on the MK-82 500lb and GBU-16 is based on the MK-83 1000lb bomb.

Application

Acceptable Targets : Almost any stationary target
Poor Targets : Ships or moving vehicles (targets)
Effective Range : See Table
Max. Speed : Glide Bomb
Attack Technique : Toss bombing or level bombing
Toss Release : 500' and climb
Level Release : 15,000 or 5,000 ft depending upon target

-154-

GBU PaveWay II

The EF2000 carries the GBU12 and GBU16 as standard. The TIALD Thermal Imaging
And Laser Designation system is probably the most accurate bombing system in
the world for single-seat and twin-seat aircraft. Originally fitted to the two-
seat Tornado and now single-seat Jaguars, TIALD feeds the pilot with all the
data needed to make the correct attack run, illuminates the target and calcu-
lates the correct release point for the weapon. On release, the weapon derives
its power from a small on-board generator, which will drive the control surfa-
ces for just over one minute. For this reason, the delivery aircraft must al-
ways fly within one minute from the target. See the section on TIALD in EF2000
Avionics for more details on the delivery system.

It is claimed that approximately 90 per cent of laser-guided bombs landed on
target during the Gulf war. However, contrary to popular belief, it requires
great skill and good weather to ensure a bullseye. If cloud obscures the target
then the laser cannot see it and the lock will break, causing the bomb to free
fall ballistically, consequently missing the target and possibly causing colla-
teral damage.

It usually takes at least two minutes for aircraft flying at medium to high al-
titudes to acquire and then designate targets. While the bomb is dropping to
the target the pilot has to keep the target illuminated - a procedure which re-
quires great skill, and which makes the aircraft vulnerable to SAMs and other
threats.

Note : on some missions specially trained forces will be lasing targets from
the ground, which means it will be possible to acquire targets and release wea-
pons by looking through the HUD and steering towards the TIALD lock-box.

For more information on using the TIALD, see the TIALD section in Avionics.

Performance Table

		   GBU12     GBU16

Length m :         3.33      3.68
Diameter mm :      273       350
Wingspan m :       1.68      1.34
Weight kg :        225       454
Warhead kg :       89        202
Fuse :                  Impact
Guidance :              Laser
Propulsion :            Freefall
Range :                 See Table

Typical Ranges at different delivery altitudes : 

Bomb Type     LGB       Free-fall

 2,000 ft      5 nm     0.5 nm
 5,000 ft      7 nm     1.5 nm
10,000 ft     10 nm     2.5 nm
20,000 ft     15 nm     3.5 nm

-155-

- CRV-7 Rocket

Development of the CRV-7 Rocket

The CRV-7 rocket is Canadian in origin and is a derivative of the unguided
rockets first used in World War 2. Its principle application is ground-attack
and it provides a withering stream of destructive power which is as terrifying
for those on the ground as it is deadly. It has a diameter of 70 mm and has
been developed with a selection of warheads. Also built into the design is the
ability to use differing propellants, giving the rocket advantage in aeroplane
and helicopter firing situations.

The choice of warheads includes High Explosives, armour piercing, incendiary,
penetrator, flechette, anti-tank and phosphorous markers, The range of these
rockets can be up to 6 km and they travel at up to Mach 4 plus the launch speed
of the aircraft. Impact speed is as high as 1250 metres per second. This makes
the rocket a kinetic energy weapon, for example with the flechette anti-tank
warhead. Flechettes are sharp darts made out of a tungsten alloy which makes
them extremely hard. When the rocket is launched, five flechettes break free
from the housing and disperse slightly before hitting the target. The energy of
the impact coupled with the hardness of the flechette drives it straight
through the armour, creating shrapnel which bounces around inside the tank. The
penetrator warhead works on the same principle, letting the kinetic energy of
the rocket drive a shaped penetrating rod through armour before detonating a
high explosive incendiary device.

These weapons employ the same sight as the ground cannon, but do far more dama-
ge to ground targets. The number of rockets released depends on whether the
player holds the fire button for continuous release, or simply clicks the trig-
ger once for single rocket fire.

Because these weapons are more capable of destroying armoured targets than the
cannon,

-156-

they should be chosen for the close air support missions. In case of emergen-
cies, the cannon can be used though it will require greater skill to destroy
the targets.

CRV-7 Rocket

Length m : 1.5
Diameter mm : 70
Warhead kg : Various
Fuse : Various
Guidance : HUD predictor
Propulsion : Solid propellant
Range km : Up to 6
Range miles : Up to 4

-157-

- AGM-65 Series Maverick

Development of the AGM-65 Series

Guided missiles give attack aircraft the capability to put ordnance on the tar-
get without having to make dangerous bomb runs over or near to the target. Many
guided missiles are specially designed for particular missions, such as des-
troying tanks, ships or radars. Development of the Maverick started in the mid
sixties with the first missile going into service in 1972. It saw service
during the Gulf conflict, scoring an 80 percent hit rate. The USAF fired over
5000 Mavericks, mainly at Iraqi tanks. There are four main versions, but the TV
or electro-optical (EO) and imaging infra-red (IR) versions are the most widely
used and the latter is featured in EF2000. The TV version is aimed by the pilot
who locates targets via a television camera in the missile's nose. The IR ver-
sion has superior night performance because its infra-red sensors show tanks as
'hot-spots'.

The quoted range of the Maverick is up to 25 miles (40 km) if released at alti-
tude by a fast flying aircraft. However, experience shows that you need to be
within 5 miles to pick up and identify your target. This is not such a problem
for the slow-flying and armoured A-10s, but it may be too dangerous for the
EF2000. For this reason, you will need to practise long-range targeting.

Maverick is ideal for taking out armoured vehicles, but can also be used as a
precision weapon against targets such as parked aircraft, control towers, radar
sites, SAM sites and communication centres. It is less useful against hardened
targets.

-158-

Performance Table

		   AGM-65B   AGM-65D

Length m :              2.49
Diameter mm :           305
Wingspan m :            0.72
Weight kg :        210       220
Warhead kg :            57.4
Fuse :                  Impact
Guidance :         TV        IR
Propulsion         Solid propellant
Range km :         3         22
Range miles :      2         13

-159-

- Durandal Anti-Runway Bomb

Development of the Durandal

Designed in the early seventies, the Durandal was the result of the French air-
force's requirement for a low level runway disablement weapon. The weapon had
to penetrate the runway and explode beneath it to cause cratering and disrup-
tion to the area around the crater.

Durandal achieves its objectives using a unique delivery system. The missile is
dropped in a low pass over the runway, it is then slowed by parachute to the
correct delivery angle at which point a rocket motor ignites. The acceleration
is enough to drive the specially shaped penetrating head through up to 400mm of
reinforced concrete. After a pre-programmed delay the missile explodes causing
the paving slabs nearby to be disturbed.

The nature of the weapon means that repair work can be hampered by unexploded
Durandals as there is no way of telling when they will detonate. The damage a
Durandal causes is also extensive and requires more than just earth-moving
equipment to fill in the holes; all the paving slabs around the crater will
need repairing. This makes the runway unusable for considerable lengths of time

Application : 

Optimum Targets : Runways
Poor Targets : Bridges
Effective Range : Nil
Max. Speed : Retarded bomb
Attack Technique :  Low-altitude level bombing
Min. Release Altitude : 500'

-160-

Performance Table

Length m : 2.49
Diameter mm : 223
Wingspan m : 0.42
Weight kg : 185
Warhead kg : 15
Fuse : Delay
Guidance : HUD Predictor
Propulsion : Solid propellant
Range km : <1
Range miles : <0.5

-161-

- BL-755 Cluster Bomb

Development of the BL-755

The BL-755 is a British designed cluster bomb which was originally developed in
the sixties. A design goal for the weapon was to distribute a large number of
sub-munitions over a wide area. This led to the development of a gas ejection
system which, unlike earlier types, did not rely on centrifugal forces to eject
the weapon. This gave the advantage of controllable delivery; each bomblet is
ejected at a different velocity giving an even spread of sub-munitions approxi-
mately the size of a football pitch.

The BL 755 cluster bomb is carried by the EF2000 and once it falls to a pre-set
altitude, it opens scattering hundreds of sub-munitions. Each sub-munition is
designed to penetrate the weak top armour of a tank using a shaped charge. In
addition, each bomblet scatters deadly red-hot shrapnel which is very effective
in the anti personnel role.

In the Persian Gulf War, cluster bombs were used on a large scale. The results
were devastating to the Iraqis, who christened the weapon 'Black Rain'. Around
26000 Rockeye II cluster bombs were used by US forces in the conflict.

Application : 

Optimum Targets : Grounded planes, missile sites, oil facilities
Poor Targets : Bridges
Effective Range : Nil
Max. Speed : Retarded bomb
Attack Technique : Low-altitude bombing
Min Release Alt : 100'

-162-

As often happens in war, pilots quickly found new applications for their wea-
pons. For example, pilots found them ideal for destroying SAM and radar sites,
which cold not be attacked with anti-radiation missiles. Iraqi patrol boats and
naval bases were also found to be suitable targets. In EF2000, you will find
this is the only weapon to use against widely dispersed ground targets.

Performance Table

Length m : 2.45
Diameter mm : 419
Wingspan m : 0.71
Weight kg : 277
Warhead : 147 bomblets
Fuse : Timed
Guidance : HUD predictor

-163-

- ALARM Anti-Radiation Missile

Development of the ALARM

Anti-radiation missiles were developed during the Vietnam war as a way to
strike back at SAM defences. They work by homing in on the radar emissions from
SAM guidance systems and are extremely effective. To counter them, SAM opera-
tors began the tactic of switching off their radars until the attacking air-
craft has passed, then switching on again and firing. Later model anti-radia-
tion missiles have been designed to counter this tactic, ALARM being one of the
best examples.

The ALARM, or Air Launched Anti-Radiation Missile, was designed as a stand off
multimode anti-radiation weapon that could be fired before the aircraft could
get within range of the target's aerial defences. SAMs like the SA-6, the
SA-N-9 and the SA-N-4 have ranges to about 15-20nm. ALARM can be launched from 
outside this range, it will then ascend to 40,000 feet from where it will de-
ploy a parachute and descend slowly, using its seeker to search for any radia-
tion source.

Once the target has been acquired, the missile releases the parachute and falls
under gravity to the target. One other advantage with this system is that if
the target shuts down before the missile has destroyed it, the missile remem-
bers the location and will still hit the target.

ALARM also has several direct modes, the main one allowing the missile to be
fired directly at the SAM once the emitter has been located. This is a very
useful mode to use once the attacking aircraft is closing on the target and
there may be SAMs remaining that have not been destroyed by stand-off ALARMs.

-164-

The key factor in determining attack altitude is the prevalence of SA-6s and
SA-4s around the target area. If there are many such weapons, a low-level at-
tack could be the only kind possible. If there are SA-6s at the target itself,
ALARM missiles should be carried and the radars attacked before the main strike
force arrives. Fly in a flat formation for stand-off and low-level missions.

As the missile is 'fire and forget' they can be fired before reaching the tar-
get area, leaving a clear path to attack any other targets in the area.

Performance Table

Length m : 4.24
Diameter mm : 224
Wingspan m : 0.72
Weight kg : 268
Warhead : HE
Fuse : Active laser
Guidance : Passive laser
Propulsion : Solid propellant
Range km : 45
Range miles : 28

-165-

- Sea Eagle Anti-Ship Missile

Development of the Sea Eagle

The range of Air-to-Surface Missiles is steadily being increased to give better
stand-off capability and hence better protection for launch aircraft. In this
area, naval weapons are some of the most advanced because of the great distan-
ces involved in maritime warfare. Compared to the cluttered land battlefield,
the sea provides ships and aircraft with very little protection from surveillan
ce systems such as radar or thermal imaging.

The Sea Eagle was developed in 1976 and was based on an earlier design of ASM.
The difference was that the Sea Eagle had a turbofan engine, an active radar
seeker and an altimeter, giving long distance sea-skimming ability. Sea Eagle
approaches the target only a few feet above the waves to avoid detection by
enemy radar and only illuminates the target with radar for confirmation of fi-
nal guidance data. Computer data links also enable friendly surveillance air-
craft to pass targeting intelligence to the missile in flight.

SAMs like the AS-6, the SA-N-9 and SA-N-4 have ranges between 15 and 20nm. The
Sea Eagle

-166-

anti-ship  missile can be launched from outside this range. With 50nm ranges,
the SA-N-6 and AS-4 SAMs come close to the Sea Eagle's maximum range of 70nm.
Best launch altitude is relevant to target acquisition. You must be at least
2000 ft above sea level before the ECR-90 radar will detect targets at maximum
Sea Eagle range. The best launch altitude is that at which you can detect the
target at the maximum range of the weapon, which would be 2000 ft for the 70nm
range of the Sea Eagle. Fly in a flat formation for stand-off and low-level
missions.

Targeting Sea Eagle

When you select this weapon, a special radar mode is set-up on MFD 1. The radar
now shows seaborne targets at ranges of up to 80 nm. This mode is also capable
of identifying surface vessel types and displaying them on the MFD.

Performance Table

Length m : 4.14
Diameter mm : 400
Wingspan m : 1.2
Weight kg : 600
Warhead kg : 230
Fuse : Delayed Impact
Guidance :  Inertial and active radar
Propulsion : Turbofan
Range km : 110
Range miles : 68

-167-

RUSSIAN WEAPONS

- What the other side will Aim at YOU

The old Soviet Union had been developing its weapons for just as long as the
Western powers, but up until a few years ago most information available was
classified. Since the end of the Cold War however, the break-up of the Soviet
Union has provided an opportunity for the emerging states to trade with the
world in their own capacity. One of the results is that the information void
surrounding the military has partly been filled. We can now estimate much more
accurately how Russian weapons perform.

Most Russian weapons do the same job as their Western counterparts and use simi
lar technology.

AA-8 Aphid

This is an all-aspect infra-red dogfighting missile and the AA-8B variant in
EF2000 has a range of about 16km. In performance, it is comparable with some
of the later model Sidewinder missiles.

AA-10 Alamo

This missile comes in several forms. The most common is the medium range R27-R
variant. Similar in operation to the AMRAAM, the Alamo has semi-active radar
only. It is also a larger missile with a bigger warhead. The range is similar
to AMRAAM though the larger size would probably mean less manoeuvrability at
higher speeds.

AA-11 Archer

This is a short range Infra-red missile with a similar performance to the AS-
RAAM. Roughly the same size but heavier than ASRAAM, the Archer has a complex
system of vectored thrust and fin control giving very high manoeuvrability. It
also has the ability to be targeted using a helmet mounted sight.

AS-7 Kerry

The AS-7 is a command guided air to surface missile which is controlled by the
pilot of the launch aircraft. Relying on the missile flare the pilot steers the
missile to the target. This means that the pilot will have to be able to see
the target, eliminating the stand off advantage afforded by western air to
ground missile technology.

AS-11 Kilter

This is an air to surface anti-radiation missile designed to destroy ground
based radars. The Kilter does not have the same modes that Alarm has, but is a
much bigger missile. The missile relies on passive radar to target and has a
range of 70 km.

-168-

Moskit

This has a similar role to the Sea Eagle although the Moskit is a very big mis-
sile indeed. If released from altitude the missile may have a range of 250 km
using active and passive radar to home in on its target.

FAB Bombs

These are similar to the Mk 80 Series 'iron bombs'. They are basic free-fall
bombs in several sizes. The design varies and some of the older designs may
have been upgraded with newer filling materials and fuses.

RBK 500 SPBE Cluster Bomb.

This weapon is primarily an anti tank cluster bomb. It contains 14 Anti-tank
'Smart' warheads which are released after the weapon has been dropped. The war-
heads fall by parachute and are triggered by infra-red sensors. A shaped charge
is fired at the target, penetrating the vulnerable top armour.

KAB-500L Laser Guided Bomb

Apart form the general wing layout, this weapon is very similar to the Paveway
bomb in many ways. The laser designator is usually built into the launch air-
craft as opposed to a pod-mounting. Accuracy details are not known but the 500
kg bomb unit has a large destructive area.

-169-

EF2000 FLIGHT TRAINING

- General Flying & Navigation Tips

Taxiing

To taxi from a dispersal point or the apron, fire up your engines and advance
the throttle to 70% power. Steer using the < and > keys. Keep your ground-speed
to below 20 knots by briefly applying your wheelbrake from time to time (key w)
Do not attempt to take right angle corners at speeds greater than 10 knots, or
the plane may tip over.

Take-Off

At the start of the flight you will find yourself at one end of a runway, with
your engines off. Consider the following.

* If the runway is wet or icy, you require a longer take-off distance.

* If you have a full tank of fuel and a lot of stores, you require a longer
take-off distance and a higher takeoff speed.

* If the wind is coming from your tail, you require a higher take-off ground
speed.

-170-

* If the wind is coming from in front, take-off ground speed will be lower. (It
is always better to take-off into headwind).

* If the wind is coming from either side, be careful.

You receive messages about taxiing and runway from the control tower. You will
also hear communications that relate to changing radio frequencies after take-
off. Normally, communication channels are pre-programmed on keys or 'studs' in
the same way as modern car radios. Stud one is usually the frequency chosen for
initial contact with the tower. Stud two is the regional frequency selected
just after take-off and stud three is the tactical frequency chosen when ten
miles from the airfield.

Make sure wheel and airbrakes are off, then fire your engines. Increase throt-
tle to 100 per cent, or apply afterburner for a quicker getaway. Remember,
afterburner will consume large amounts of fuel, so cancel it at the earliest
possible moment. As you move down the runway at increasing speed, maintain a
straight-line. As the rotation speed of 120 knots is reached, pull back on the
stick and pitch the nose up 20 degrees or so. When you are flying, retract your
landing gear with the 'g' key. Start to pull back on the joystick. Your angle
of attack indicator should start to rise. Keep clear of the stall angle and
check that you are not losing speed. You should soon see your Vertical Speed
Indicator (VSI) start to rise as you become airborne.

Watch your VSI, and make sure you are gaining speed. If you aren't, increase
thrust. If this doesn't work, pitch down a little, but make sure you don't
start to lose altitude. Your speed should now be well clear of 200 knots and
your altitude should be over 1000 feet. Retract your undercarriage and look
ahead to avoid any hills or mountains. Now check the direction for your first
waypoint. You are ready to begin the mission proper...

Climbing

Climbing is a necessary but occasionally risky business. It takes a lot of ener
gy to gain altitude and when you are in the climb you are not so manoeuvrable.
It's best not to let your speed drop below 300 knots, otherwise even a simple
break turn can take a little too long to execute. In fact, if there are mis-
siles about, don't climb at all. You cannot afford to lose the energy in these
situations.

Climbing is made riskier still by a heavy load. In very dangerous situations
you may have to dump all your air-to-ground stores (ALT j) in order to recover
enough manoeuverability. Better live to fight another day than try and beat the
odds.

When climbing, you may lose sight of your air or ground target. The answer is
simply to roll over on your back and keep climbing. Now you're looking out the
top of the canopy.

-171-

Landing Tips

Landing in any plane is a tricky business. You should learn how to execute a
fully manual landing, because you may have a crippled plane to put on the deck.
However, the autothrottle is a tremendous help for landing approaches. Set this
to 150 knots and activate it during descent.

Fly at 10,000 feet to within 25 miles of the airfield. Dump any excess stores
by pressing ALT 'j'. Press 'i' to activate ILS and the command Flight Path Dis-
play , which shows a virtual corridor in the sky extending from the runway.
Head for the nearest box and align yourself so that you are flying down the
corridor. Keep a close eye on your airspeed and make sure that your velocity
vector does not drop below the CFPD boxes. With skill, you should arrive on the
runway at an ideal velocity and rate of descent. Cut the autothrottle just be-
fore touchdown, so you can drop the RPM quickly.

When landing without CFPD assistance, try to keep your velocity vector on the
end of the runway. Remember, in an approach you use throttle to adjust altitude
and pitch to adjust speed.

Handling a damaged Plane

EF2000 simulates damage to your aeroplane, making it difficult to fly and land.
Although the fly-by-wire system will do its best to compensate for damage, the
aircraft may oscillate in the worst cases. If this happens, reduce your air-
speed. It is possible to get an unstable plane down on the runway, but this
requires you to use stick to counter the movements. In all emergency cases, get
rid of all weapons as quickly as possible, because you need all the power you
can get plus minimum drag.

Check the MFD to see what critical systems have been damaged. For instance, if
it's your landing gear, then there's no option but to eject or try a belly lan-
ding - just make sure you're over friendly territory when you go. If you lose
weapons control and radar, you can't fight but you can still navigate home.
Drop down low and use the map to steer yourself home.

Flying at Night

The EF2000 was designed as a night bird. However, night flying has its problems
Pilots have died simply because they became spatially disoriented (they didn't
know which way up they were).

-172-

For this reason, EF2000 pilots are equipped with the latest Night Vision (NV)
image enhancers. This works by detecting the photons in available light and
amplifying their brightness to produce the characteristic green NV image. Press
the key 'v' to access this mode when flying at night-time.

Level flight

To fly at constant altitude in a constant direction, your wings must be level.
Check this by looking from the front of the cockpit to the horizon. If your
wings are level, then the horizon will be flat. In addition, your velocity
vector should be exactly in-line with the widest bar of the pitch ladder, which
represents the horizon.

Next, ensure you are in air-to-ground mode (press backspace) and check your VSI
This is the scale in the top right corner of the HUD. The line extending up or
down from the zero mark shows the change in altitude in feet per second. To fly
at a constant height, you want this reading to be about zero. If it is negative
pull gently back on the stick. You will see the horizon appear to fall as the
aircraft's nose rises. How fast this change occurs will depend on how far you
moved the joystick. If your VSI has a positive reading, then the same applies,
but push the joystick forward.

Turning

Although turning is only a horizontal change of direction, aeroplanes can only
perform flat (unbanked) turns at low speeds. Normally, the rudders cannot be
used simply to turn the aeroplane's nose towards a different heading. Aero-
planes have much more control in pitching (up-down rotation) and so turns are
made by changing a yawing (sideways turning) motion into one involving pitch.
This is done by banking the aircraft, that is, by raising one wing and lowering
the other.

To make a turn, you must bank the aircraft so that your desired direction is
above your nose. So, push the joystick sideways for a second, then release it.
The aircraft will bank and your nose should slowly begin to edge below the
horizon as you yaw into the turn. Now, pull back on the joystick so as to keep
your nose level. You are now executing a level turn. The more you bank, the fas
ter you will be able to turn with a level nose.

-173-

While turning, you are now using only part of your lift to keep the aircraft up
The rest of your lift is changing the direction of your aircraft's movement.
Aerodynamic stability makes sure that your aircraft's nose does not stray to
far from this direction at any time. Obviously, as only part of your lift is
balancing out your weight, you need more lift in total to stay up. When lift is
different to weight, you begin to feel the effect of the resulting acceleration
which is called G-force.

Refuelling

As if landing was bad enough, we chose to put an equally difficult manoeuvre in
the program : mid-air refuelling. A lot of practice will be needed to perfect
this, so go to the basic training section of the simulator. First, select
'Request Refuel' from the 'Flight comms' menu. You will be told which hose to
use. To help you navigate to the refueller, press SHIFT ' to bring up the re-
fuelling HUD mode. This will give you a track box on the refueller and show
your closing velocity. Data on time to tanker and altitude are given in the lo-
wer right-hand side of the HUD. In the full cockpit view, press key ' to extend
the refuelling probe. The objective is simply (ahum!) to insert this into the
basket and keep it there. Approach the tanker with a closing velocity of plus
50 knots and use your airbrake to modify your speed. You can also set the auto-
throttle to match the refueller's speed to make things easier. Apart from that,
you will have to be good to succeed. If you are finding refuelling too diffi-
cult in missions, simply press the event skip key (SHIFT s) to bypass it. You
will be refuelled automatically in the process.

-174-

Coping with Gravity - The Big 'G'

If you really want to know just how much hard work is involved in flying a
fighter plane, use the full 'G-LOC' option in the options menu. Not only does
it black-out your vision in tight turns, but it is the first to simulate how
breathing sounds at high G's. (Humhum, what about USNF then eh???) Through your
PC speakers it's painful to hear - but who said G forces are pleasant?

Turning hard loads the plane with extra G forces. One G is the norm, but a
modern fighter can quickly reach the limit for a fit pilot... around nine Gs.
That means your 160lb body suddenly weighs around 1500 lbs. Ouch! What's more,
your blood no longer wants to go upwards into your brain, but prefers to col-
lect in your feet. This leads to swollen ankles, varicose veins and a black-out
which may last long enough for you to die at the hands of your enemy or hit the
ground.

The opposite of black-out occurs when you suddenly drop your plane's nose and
the blood rushes to your head. As a result, your eyelids close involuntarily,
causing 'red-out'. It happens with just a few negative Gs and in practise, you
should never deliberately execute manoeuvres that cause it.

The EuroFighter is equipped with a 'G-limiter' which prevents the plane turning
at more than 9G. However, a breakthrough mechanism is incorporated which ena-
bles a fit pilot to exert 40 pounds of pressure on the stick to break through
the G-limit. Experiments are currently under way to force air into the pilot in
order to increase his G tolerance. These 'pressure breathing' suits are able to
raise G resistance to around 12 or 13 G for a short time, but pilots suffer
from minor blood vessels throughout their body.

In contrast to plane and pilot, advanced AA missiles like ASRAAM will be able
to pull 30 G plus manoeuvres, but don't worry too much. A missile pulling 30 G
at Mach 4 can be easily out-turned by a plane pulling only 4 G.

-175-

Together with your air-speed indicator, the G-meter in the HUD indicates how
fast you are turning. This table illustrates a variety of combinations.

Speed in KTS       Seconds for a 180 Degree           Seconds for a 180 Degree
		   Turn at 4 G                        Turn at 9 G

    400                 16                                 7
    450                 18                                 8
    500                 20                                 9
    Mach 1              26                                 12


G-suits are designed to stop blood pooling in your feet or brain by squeezing
key parts of the body tightly. In some modern fighters, the seat is also recli-
ned so that the pilot is not sitting at right angles to the forces of accelera-
tion that induce the G-effects.

-176-

- Weapon Tactics

Using Cannon

The modern fighter pilot has an exceptional arsenal of weaponry for air to air
combat. The weapon you use will determine the way you fly. Only by putting the
aeroplane within aiming parameters will you be able to defeat your enemy. Only
by denying your opponent these parameters will you be safe.

The oldest weapon, the cannon, is rarely used today, but is the last line of
defence when the more complex missiles have (as is often the case) failed to
eliminate the threat (completely). Mounted close to the centre of mass for mini
mum impact on flight path, the fighter cannon shoots explosive shells in the
direction the aeroplane is pointing.

Attack

To hit a moving target, the fighter must shoot at where the target will be when
the shells intersect the target's flight path, using lead pursuit (pointing
ahead of the target).

The gunsight pipper helps to calculate lead, but only with low AOT (angle off-
tail) can the fighter have a reasonable chance of a hit. Approaching from the
side ('abeam' the target) at about 90 degrees AOT, the fighter must keep tur-
ning to maintain a steady target in his sights, because the line of sight (LOS)
to the target is changing rapidly.

With low AOT, even with a manoeuvring target, LOS rate is low, and a good track
in shot is easier to obtain.

-177-

If unable to obtain a steady LOS, the snapshot may be a better option. This in-
volves taking the opportunity of a shot when the target passes through the pip-
per, but lead is much harder to calculate.

Defence

The key to guns defence is to offer your opponent a high LOS rate and a high
AOT. The diagram on this page shows the bandit moving in from abeam for a track
ing shot. The bandit turns towards the fighter as AOT decreases. Noticing the
threat, the fighter rolls left and pulls towards the bandit. Continuing to turn
in this direction would offer the bandit an excellent snapshot, so the fighter
rolls further left and pulls into the vertical plane. This change of manoeu-
vring plane unbalances the bandit, who must rethink his attack.

-178-

Using Missiles

IR Missiles come in two types. The older heat-seekers (Infra-Red guided missi-
les) are rear-aspect weapons, which need to be behind the target to home on the
hot tailpipe. More recent IR missiles have been able to track hot exhaust gases
and the warm aircraft body, even from head on or abeam.

Radar guided missiles are all-aspect and work best at angles which maximize the
radar signature. These also come in two types. The Semi-Active Radar Homing
(SARH) missiles, such as Sparrow and Skyflash, home on reflected radar signals
bounced off the target from the launching fighter. The newer missiles, like
AMRAAM, are fire-and-forget, like the IR guided types. These have their own
radar transmitters, allowing the fighter to turn away after launching.

Attack

The missile type will determine the required offensive manoeuvres for the
fighter. The firing envelope for rear aspect missiles is shown in the diagram
on this page.

Using pure pursuit (pointing directly at the target) can cause the fighter to
get too close to the target. To keep out of minimum range, lag pursuit or poin-
ting behind the target is best. As the fighter approaches the heart of the enve
lope, turn rate should increase towards pure pursuit before launch.

Some modern missiles like ASRAAM can be fired off-boresight, using helmet-moun-
ted sights.

-179-

However, even modern all-aspect, off-boresight missiles perform best when laun-
ched like other missiles.

Defence

The fighter should avoid presenting either bandits or SAMs with the opportuni-
ty for a missile launch. The best defence against a missile approaching from
abeam is a sharp break up or down. This is because the missile will use lead
pursuit, following a point ahead of the target's nose. So a change in the poin-
ting direction of the target makes a big difference to the missile's aiming
point.

If a missile is approaching from ahead or behind, the fighter should break hard
to present a beam aspect and follow the procedure above.

-180-

- Basic Fighter Manoeuvres

Basic Combat Tactics

Contrary to popular belief, fighting in a modern jet aircraft is not just a
push-button affair. It is true that these days the fight begins over the hori-
zon, using AWACS, radar and smart missiles. But the enemy may survive this
high-tech phase of combat and quickly close to the kind of ranges where pure
skill and nerve replace micro-chip and sensors. Remember, in many cases the
opposition is as highly trained as NATO pilots and they also have the same goal
in their mission - to shoot-down anyone they meet.

A close-in dogfight often takes on the appearance of a ritual dance, each pilot
using all the techniques in his repertoire to out-smart the opponent. This has
led to standard manoeuvres being developed for aerial combat. These are learned
by all pilots, who will attempt to perfect every aspect of timing and positio-
ning. The outcome will be pilots who can face the enemy in an even fight and be
reasonably sure of winning. The basic manoeuvres are fine if executed well but
in an unfair fight there is little option than to retreat and regroup. All as-
pects of combat need to be perfected if a pilot is to be successful and long-
lived...

-181-

The Break

The break is a quickly executed high-G turn and one of the most basic manoeu-
vres a pilot learns. If the pilot is about to, or has already come under attack
he must prevent the enemy from achieving a favourable firing position. This
means the pilot should fly into the direction of the attack and force the enemy
into a high angle of attack in order to keep a safe position. If this move is
executed well, the enemy will be forced in front. At this point the pilot
should re-appraise the situation.

Slowing Forward Velocity

In order to force an opponent to take the lead the plane must slow down. This
is achieved by using the air-brake and snaking the aircraft from side to side.
The violent action slows the plane and the snaking path is a longer distance to
travel. This kind of action forms the basis of the scissors manoeuvre.

-182-

The Scissors

If the break is successful, the pilot will want the opponent to be forced into
an undesirable position. The scissors manoeuvre will slow the plane's velocity
in a certain direction. Each pilot will be attempting to do the same thing so
the victor will be the pilot with the best timing and technique. One wrong de-
cision in this manoeuvre is bad news. The pilots will repeat the scissors a few
times and then break because their airspeeds will quickly diminish.

Breaking the Scissors

If there is no clear advantage gained from the scissors then the next option is
to get out without any loss of tactical position. The pilot makes a reversal
then heads straight toward the enemy. After diving away the pilot then rolls
upright and can heat into the sun, leaving the opponent to turn around to try
and re-acquire his target.

-183-

The Vertical Scissors

The scissors may also be performed vertically, either upwards or downwards. In
this case the reverses take the form of barrel rolls. The pilot who enters this
manoeuvre with the higher energy state will lose advantage as the planes are
slowed by gravity. In a diving scissors the defender should position himself
below the enemy so he may execute a Split-S manoeuvre and escape. The Split-S
lets a defender roll upside down and dive away and pull out in the opposite
direction.

High G Barrel Roll

This is one of the follow up manoeuvres to the break. If the attacker over-
shoots the defender, then the defender can turn the tables on the attacker and
roll out behind him. When the attacker overshoots, the defender reverses the
break and barrel rolls over the top of the defender. Hopefully this will bleed
off a lot of speed leaving the defender in a good position to attack.

-184-

High Yo-Yo

If the opposition forces you to overshoot with one of the examples previously
described, then you may be able to counter in several ways. The high yo-yo al-
lows the pilot to use gravity to avoid overshooting. As the defending pilot
breaks, the opponent pulls back and rolls over in effect cutting the circle and
dropping in behind the enemy.

The Rollaway

The Rollaway is a variant of the high speed yo-yo where the attacking pilot
pulls up but instead of cutting the circle, he rolls the opposite way. When he
is level again he will be in a position to pick up the opponent and drop in
behind him.

-185-

The Low Yo-Yo

This is a similar manoeuvre to the high yo-yo except that it is used when the
attacker doesn't have enough speed to reach an opponent. The pilot rolls upside
down and dives across the circle, trading height for speed and catching up to
the enemy. This method can be employed when the defending aircraft is running
away. The attacking aircraft starts a shallow dive and catches up to his oppo-
nent. When close, he will be in the enemy's blind spot.

The Counter Low Yo-Yo

There is a standard counter to the low yo-yo. After the attacker dives down to
cut across, the defender pulls up and rolls the opposite direction. When he
pulls level he will be heading towards the attacker ready to make another move.

-186-

The Barrel Roll Attack

If an opponent breaks in front of the pilot and he risks overshooting the enemy
he can employ the barrel roll attack. As the defender breaks the attacker rolls
the opposite way, climbing at the same time so as to exit the roll in the same
direction as the opponent but still with tactical advantage. Countering this
means diving away and looking out for missile attack.

The Immelmann

This is not actually the same manoeuvre as the original Immelmann, instead it
is a sharp change of direction when viewed from above. It is achieved by pul-
ling back into a vertical climb followed by a roll to determine direction. Then
the pilot pulls back to return to level flight. Once level he performs a half
roll to recover upright position.

-187-

- Section Manoeuvres

Double Attack

Fighters most often work in sections, which comprise a section leader and his
wingman. In WWII, they would move as a fighting wing, the wingman sticking
close to his leader's tail. In engagements, the leader fights as a singleton;
his wingman is a second pair of eyes, sometimes offering extra firepower.

Although fighting wing doctrine is still used today, the preferred system, is
the double attack. Cruising in combat spread for mutual protection, the section
engages and whichever of the fighters is in the best tactical position attacks.
The engaged fighter manoeuvres for a kill, while the other, free fighter, or-
bits close to the fight. During the fight, the engaged fighter is effectively
the section leader. The free fighter should watch his partner's tail, keeping a
higher altitude for energy advantage. When the engaged fighter feels in danger
of losing the offensive, he will command the free fighter to engage and the
pair will swap places.

The result of this system is that the wingleader-wingman relationship becomes
fluid and the fighter with the offensive advantage will be in effective command.

Two on One Bracket

The bracket is a form of offensive split. The two fighters break in opposite
directions and reverse back towards each other. The manoeuvre forces a lone
enemy to make a choice of target and as he turns towards one fighter, he leaves
his tail open to attack by the other.

Two on Two Bracket

Against two bandits, the bracket can put both on the defensive. Splitting too
late, each bandit chooses a target and is promptly attacked on the tail by the
other fighter. However, for both fighters to press the attack is contrary to
double attack doctrine, as it leaves them vulnerable to the wild-card bogey.
One fighter should break to cover the other's attack while both bandits are
defensive. The free bandit can be dealt with later.

-188-

Two on one Drag

In the drag manoeuvre, the fighters attempt to force a target on one of the ban
dits. The dragger moves ahead and begins a turn. One bandit follows, unaware
of his target's wingman who falls in behind him in a favourable attacking
position.

Two on Two Drag

The is a combination manoeuvre for a 2 on 2 engagement. Starting a bracket to
split the bandits, the fighters then initiate a drag manoeuvre. The left hand
fighter makes a head on pass across the nearest bandit to back up the dragger
on the right. As the right hand bandit chases an easy target his partner sees
the danger, but cannot make the about turn necessary to prevent the tarp being
sprung.

-189-

The Sandwich

When one fighter is threatened by a bandit, both fighters turn, leading the
bandit into the sights of the free fighter.

The Defensive Split

If the bandit has not clearly chosen a target, the defensive split forces the
choice. Then engaged fighter avoids getting into a scissors and leads the fight
back towards the free fighter.

-190-

GROUND ATTACK

- Weapon Tactics

From the start, we designed EF2000 to be the best simulation of ground attack
missions ever seen on a PC. To achieve this goal meant firstly developing high-
ly contoured landscapes with detailed texture maps, so that flying close to the
ground over undulating terrain would be as close to the real thing as we could
get within the constraints of current technology. Secondly, we included a new
generation of weapons aiming systems and avionics, including a terrain fol-
lowing aid. And thirdly, we gave all the weapons their own individual flight
models, helping to provide a unique level of realism. On top of this, you are
able to fly at any time of day in a wide variety of weather conditions.

On ground attack missions, you'll also come across spectacular effects. The AA
batteries in cities at night are particularly awesome, sending out bright glows
and streams of deadly tracer. Of course, it's also a tough challenge too, with
enemy aircraft and ground-fire to keep your mind occupied. Best of all, you are
able to watch spectacular explosions and view your handiwork as you pass by the
target on your way home...

-191-

- Target Zone Ingress/Egress

If you are preparing for a mission, give plenty of attention to the intelli-
gence data on your target. Study the satellite views and memorise key details.
If you are making a high-level attack, for example, it's easy to mistake buil-
dings and details from 20,000 ft. And if you are attacking a site such as an
airfield, you need to know which way the runway lies, so you can line up pro-
perly for an anti-runway attack.

Also try and plan your escape route on the MMD. If there are hills nearby, you
can use these to cover your escape. Watch out for SAM sites!

Approaching Enemy Ground Units equipped with SAMs.

Be careful when making a low level approach on enemy troops. Invariably there
are one or more SAMs down there, and these will take you by surprise. As you
prepare your bombing run, have ALARM missiles active until the last possible
moment. Switch back to ALARMs the moment your weapons have gone. Do not use
afterburner at low-level, as this attracts IR SAMs like a magnet!

-192-

Destroying SAM Sites

Compared to a modern jet aircraft, SAM equipment is cheap. And deadly. It pro-
vides lethal protection for all manner of sites and mobile units and comes in
all shapes and sizes: from small, shoulder mounted IR rockets to big long-range
high altitude missiles with massive proximity warheads that can bring down lar-
ge bombers or several aircraft in a closely grouped formation.

After bitter experiences with SAM in modern theatres of war, the Israelis and
Americans were quick to develop anti-SAM missiles. These lock onto the radar
emissions of the SAM site and zoom to the target at high speed to eliminate it.
F-4 Phantom aircraft were adapted to the role of eliminating SAM threats and
became known as 'Iron Hand'. Watch the film 'Flight of the Intruder' to get an
idea of what SAM suppression is all about.

However, SAM operators have wised up to these tactics and weapons. Now a radar
set is only switched on when the SAM operator thinks he has a fair chance of
making a kill. That's usually at a range that exceeds your anti-SAM weapons, so
he'll deny you a missile lock. If you avoid the SAM and approach the launch
site directly, chances are the radar won't be switched on. However, fly past
and the moment you show your six, the radar is on and you'll have a SAM screa-
ming up your jet-pipe with no time to avoid it.

During the Gulf war, missiles were used that could detect the radar tubes coo-
ling down after they had been switched off. The ALARM anti-SAM missiles in
EF2000 are of the type that can lock on to a brief SAM radar emission and memo-
rise the co-ordinates of the signal source. So if the SAM operator switches on
for just a second while you're in range, you've got him. But don't bank on it.
Either fly around at a distance just inside your missiles' range waiting for
the lock, or carry secondary weapons to wipe out the site; for example, Mave-
rick missiles or BL-755 cluster bombs. Don't use a conventional MK 82 unguided
bomb because you'll have to overfly the site and if you haven't nailed it, the
SAM operators will nail you.

The height at which you approach a SAM site is also important. Fly below 500 ft
and you will avoid radar detection until you are relatively close. Even if the
site launches, the SAM may find it quite difficult to lock on to you at low
level. For extra measure, switch on stealth mode and use your map to navigate
to the site. If there are mountains or hills nearby, use these to mask your ap-
proach as much as possible. Radar cannot see through solid earth!

-193-

Using Stealth

In simple terms a plane not emitting any electronic signals is being 'stealthy'
But that doesn't make it a stealth fighter. A true stealth plane is designed to
reflect radar waves in any direction except back to the receiver. It even ab-
sorbs some of them by using Radar Absorbing Materials (RAMs).

The EF2000 has stealth features; for example, the engine compressor turbines,
which are a major radar reflector, are hidden from view by an 'S' shaped air
intake. In addition, the use of composites and radar absorbent materials redu-
ces the aircraft's Radar Cross Section (RCS) to about one fifth the RCS of an
F-18 Hornet. Even with a full weapons load, EF2000 has an unusually small RCS,
which can help make it practically invisible at low level.

If you are on a bombing mission, always use JTIDS to monitor enemy ground and
air movements in preference to radar. Use JTIDS with the map overlay to compare
targets with the terrain. Try and ascertain the heading of enemy aircraft be-
fore switching on your radar in panic. Then plot an evasive course. Stay
stealthy by keeping radar and ECM off. If possible, use mountains to mask your-
self. If the threat light comes on, you have been spotted, so prepare to take
combat countermeasures. If JTIDS is unavailable, simply keep an eye on your
DASS to see whether any enemy aircraft or ground defences are tracking you.
Switch on your radar only as a last resort, when defence becomes vital for
survival.

-194-

Approaching Ships and Flotillas

Getting too close to enemy fleets can be dangerous, as most ships are well
equipped with advanced ship to air defences and long-range radar that can de-
tect a plane from 300 miles. Some shipboard weapons are even designed to shoot
down cruise missiles, which caused so much damage to the British fleet during
the Falklands War. What's worse, you'll have no terrain to hide behind.

Avoiding FLAK and SAMs

Flying at around 10,000 ft will keep you out of flak trouble, but higher alti-
tude has its drawbacks. It makes you easier to detect, both for SAM and other
aircraft. The alternative is to fly as low as possible, using stealth where
possible. This will hide you from detection for longer, but makes you highly
susceptible to ground fire - especially from shoulder launched SAMs.

To avoid ground based SAMs, treat them in the same way as AA missiles. Get
ready to break at the right moment and let the DASS dump chaff or flares when a
missile gets too close to your tail. If you are at high altitude, try a diving
manoeuvre.

-195-

- Using AG Weapons

Iron Bombs

Typical targets : Hardened aircraft shelters, runways, underground bunkers.

Delivery techniques :

Just because there are plenty of high tech weapons available in EF2000, don't
ignore the plain-old iron bomb. In the Gulf war, more iron bombs were dropped
than any other, simply because they are cheaper and more plentiful. Learn to
drop an iron bomb accurately and you really deserve the title of bombardier.

1. Medium altitude, starting at 15,000 ft above the Man Portable Air Defenses
(MANPAD). Wingmen should split to gain the separation needed to avoid the
blast of the bombs from the man in front.

2. When you reach 7 nms from the target, fly at 15 degrees offset to the target

3. When 3 nms from the target, tip in towards it and begin a dive. Fly the bomb
fall line through the target and release the weapon as soon as the CCIP marker
passes through it.

4. Recover from the dive, preferably before 5000 ft and climb to a safe alti-
tude.

Note : The steeper the dive, the more accurate your bombing will be. DO NOT
RELEASE THE BOMBS BELOW 2000 FT, OR YOUR PLANE WILL BE DAMAGED BY THE BLAST.

Using High Drag Bombs

Typical Targets : POL (Petrol, Oil, Lubrication), Headquarters, Communication
sites, Radar sites, Missile sites, Aircraft in the open, dockyards, industrial
complexes, railways, combat vehicles, troops.

Delivery Techniques

1. Fly towards the ingress waypoint at low-level to avoid radar, with a speed
of 480 knots. Maintain accurate timing!

2. At 65 seconds from the target, a countdown clock will appear.

3. Try to acquire the target visually.

4. Smoothly fly the bomb fall line through the target.

5. Release the weapon when the CCIP mark crosses the target.

6. Run out fast and low over the target. Do not turn for at least 30 seconds.
Remember, you have stirred up a hornets' nest and guns will be pointing at you!

-196-

Using the BL-755 Cluster Bomb

Typical Targets : Tanks, soft-skinned vehicles, trains, personnel, artillery,
radar heads.

Delivery Techniques : This weapon is designed for use against area targets.
After release from the aircraft, the weapon dispenses large numbers of small
bomblets that cover an area size of a football pitch. The problems of self dama
ge are much lower with cluster weapons, although the lower they are dropped,
the smaller the area covered. The best height for deliverance will be around
150 ft. Only 5 seconds spacing is required between aircraft delivering this wea
pon. Formations should attempt to achieve the minimum throughput time for air-
craft over the target, in order to saturate the enemy defenses and overwhelm
them.

Delivery procedures are the same as for the iron bombs, except that the wingmen
do not need to split in order to gain separation.

Using ALARM Anti-Radiation Missiles

Typical Targets

SAM sites and EWR, Naval SAMs and EWR

Delivery Techniques : There are two delivery techniques for ALARM in EF2000.
The first is 'direct' mode, in which the missile will lock on to any radar emis
sion within range and line of sight. All the pilot has to do is

-197-

make the decision to fire the missile, or hide from the radar by using terrain
masking. The direct mode is best reserved for attack runs at low level, where
the aircraft may be surprised by an active SAM battery. The missile will react
quickly to the SAM radar and should enable you to fire before the SAM has a
chance to launch.

Use the indirect mode for clearing heavily defended territory. Fly in low, be-
low 500 ft and when 15 miles from the target, release the ALARM in the general
direction of the target. The missile will zoom climb to 40,000 ft and hang on a
parachute until a radar emission is detected. When you are closer than 10 miles
turn on a parallel course to the target and 'pop-up' in order to encourage the
enemy to switch on their radar, which in turn will cause a missile to fall on
them.

1. Fly in fast and low.

2. Launch ALARM when fifteen miles from a suspected SAM site (indirect mode).

3. If the missile acquires a target automatically in the HUD, fire the weapon.


Using Sea Eagle Missiles

Typical Targets : Large surface vessels, oil rigs.

Delivery Techniques : The Sea Eagle is a stand-off weapon, which helps to keep
the launch aircraft out of the lethal radius of naval SAM coverage. This is
particularly important at sea, because terrain masking is simply not possible.

1. Fly to the ingress point at less than 500ft to avoid detection

2. At the ingress point the flight should split to attack the target from dif-
ferent directions. Pay attention to the required speed to achieve a correct
Time On Target (TOT).

3. At 60 nm or less, pop-up to 2000 ft and acquire your target using the Sea
Eagle radar.

4. Cycle targets with the 'c' key. To get a closer look, use the Zoom key on
the MFD.

5. When you have identified and acquired the right target, launch your weapon.

6. Drop to less than 500ft and turn away from the target as quickly as possible

7. Check your DASS to ensure that no SAMs are chasing you.

-198-

Using CRV-7 Rockets

Typical Targets : Beach landing craft, coastal patrol boats, inflatable beach
toys, tank convoys, trains, industrial sites.

Delivery Techniques : The CRV-7 rockets are designed to be used with a large
stand-off from the target - typically 3 miles. The weapon is well-suited to the
anti-shipping role against small craft that are not well defended, such as spy
trawlers and landing craft. The weapon could be used against many other types
of target, but becomes the second choice to the cluster bomb. The weapon is
very fast (about Mach 4) and is reckoned by pilots to be 'the best fun you can
have with your clothes on'. It goes wherever you point your aircraft.

1. Fly towards an offset from the target of 4 nms at 480 kts, 500 ft.

2. At the offset point, pull-up hard - passing 5000 ft - then roll towards the
target and begin a dive.

3. Aim with the pipper (death dot). Take a second or so to track the target
then fire.

4. After the last rocket has gone, pull hard away from the target and egress at
low level.


Using the Maverick IR Guided AG Missile

Typical Targets : Armoured vehicles, parked aeroplanes, presidential limousines

Delivery Techniques : The Maverick AGM-65D is designed for stand-off use at
ranges of up to 12 miles.

-199-

1. Fly towards the target at 480 kts.

2. When about 12 nms from the target, offset to one side by about 15 degrees.

3. Select the left-hand MFD and slew the seeker head using the SHIFT & cursor
keys.

4. The seeker will lock onto a target automatically. Check its identity in the
IR screen under the HUD.

5. Vacate the area as quickly as possible.


Using the Durandal Bombs

Typical Targets : Runways.

Delivery Techniques : The Durandal is a retarded bomb designed specifically for
runways. The delivery technique is identical to that of High Drag bombs.


Using Laser Guided Bombs

Typical Targets : HAS, High Value Buildings, Command bunkers.

1. Fly towards the target and switch to TIALD (t key) when 15 miles away.

2. The TIALD pod should already be pointing at the waypoint.

-200-

3. If necessary, expand the Field-of-View with the FOV MFD key.

4. Pick a point for tracking and press the TRK MFD key. Slew the track box with
the SHIFT cursor keys until you are satisfied with the position.

5. Press the OFT key and slew the laser cross-hairs with the SHIFT & cursor
keys until you are satisfied with the positioning.

6. Press LAS of the MFD to begin lasing the target.

7. When the release marker is between the parameter markers, release the bomb.

8. Continue lasing the target until bomb impact.


Using the Mauser 27 mm Cannon

Typical Targets : Soft-skinned vehicles, trains, personnel, artillery, radar heads.

Strafing Techniques : Strafing is now far less popular than it used to be in
days of old. This is mainly because of the dangers that the aircraft is exposed
to while making an attack. In addition, strafing from a fast moving jet with
any accuracy is very hard indeed. However, it is great fun in EF2000 so go
ahead and strafe. The technique is simple. Approach the target in a shallow
dive. The cannon pipper is calibrated to three miles, so wait until the range
clock starts to count down. Start firing just before the target and 'walk' the
cannon fire across it. You should not strafe too late or in too steep a dive,
because considerable debris can be thrown into the air and this may damage your
aircraft.

-201-

- Strike Missions

The strike mission will either be carried out at low level to avoid detection
by the enemy or at high level to conserve fuel. Flying low gives you the best
chance of avoiding detection by enemy AWACS and early warning sites.

Follow your waypoint route to target, defending your airspace and responding
to any threat you encounter. Remember the primary objective of the strike mis-
sion is to destroy the target, so you want to avoid air-to-air combat if possi-
ble as this will inevitably deplete your fuel reserves and could even lose you
wingmen. If you are flying with escort then let the escort fighters deal with
any threat while you turn away from the fight to ensure your safety before re-
turning to the waypoint route. Your waypoint route may take you through neutral
territory, so remember not to shoot anything down or target any ground instal-
lations unless you are threatened. Combat against neutral forces can have impli
cations far beyond the immediate threat of air interception.

When you get to your ingress waypoint (or IP, initial point) you must begin
your attack pattern route to target to allow accurate and safe deployment of
your weapons. There are four main types of attack pattern which correspond to
the weapons packages for the EF2000. You must study these patterns before
flight to ensure that your weapons are delivered correctly.

A 'point attack' pattern is used for free-fall bombs, cluster bombs, Durandals
and rockets. The diagram below shows your route relative to your wingmen. Make
note of the turning points and their relative distance from target as well the
altitude at each point, in particular the release altitude for the weapon.

-202-

A 'stand-off' attack pattern is used for the deployment of laser guided bombs
and can also be used for Mavericks and rockets.

The Sea Eagle attack pattern is used only for the deployment of the Sea Eagle
anti-ship missile. Make not of the turning points and their relative distance
from target as well the altitude at each point, in particular the release alti-
tude for the weapon.

The Alarm attack pattern is used only for the deployment of the Alarm anti-
radiation missile.

-203-

When you have released your weapons it is time to regroup with your wingmen
and head back to base. If you encountered any SAM threats on route to target
and your route home takes you close to these areas, remember to make a diver-
sion to avoid them. If you have the opportunity of destroying any additional
enemy targets on the route back to base then to so, but be careful to only
strike enemy and not neutral targets.

On return to base there is the possibility that your base will have been des-
troyed and you will be unable to land. In this case you will need to fly to
your diversion airfield. In general this airfield will be less than 50nm from
your home base so your fuel should get you there. If the worst happens and your
diversion field has also been destroyed, it is up to you to find the closest
NATO base to make an emergency landing - good luck!

-204-

EF2000 COMMUNICATIONS

- Sending & Receiving Messages

In EF2000, you can communicate with other aeroplanes and with airbases by radio
Pressing TAB or a number key activates the communications menu system. A series
of messages or commands will appear on screen, each preceded by a number. Sim-
ply press the number of the one you want on the main keyboard. Commands follo-
wed by '...' represent sub-menus. Messages will be spoken by your pilot and ac-
ted on by whoever you are speaking with.

In the SmartPilots system, the messages you send are the same messages which
the computer-controlled aircraft use to communicate with each other. Their pi-
lots are unaware that your messages originate from a human pilot and not ano-
ther computer-controlled aircraft. Similarly, you will be sent messages from
the other pilots and these will appear on screen for you to respond to.

* Main Menu

Tactical... Selects the Tactical Menu.

Formation... Selects the Formation Menu.

Engage... Instructs your wingmen to engage enemy aircraft and selects engage-
ment menu.

Flight Comms... Selects the Flight Communications Menu.

Report... Selects the Report Menu.

-205-

* Tactical Menu

Activate Radar : Instructs all wingmen to turn on their radar. Most of the aero
planes in EF2000 are equipped with a scanning radar, which takes into account
radar cross-section, pulse-doppler effects and terrain masking. Your wingmen
will report any radar sightings, but using radar will alert enemies to your
presence.

Deactivate Radar : Instructs all wingmen to turn off their radar. They will
still use IRST and activate radar for close combat.

Music On : Instructs all wingmen to activate ECM. If flying as an Escort ECM
group, use ECM to protect the strike group when it is attacked. Otherwise, use
in combat, but only after being detected, as ECM, like radar, acts as a beacon
to the enemy.

Music Off : Instructs all wingmen to deactivate ECM. Do so as soon as the dan-
ger is over.


* Formation Menu

Arrow Go : This is a close formation in the shape of an arrowhead. Use only in
friendly territory to keep an eye on your wingmen.

Battle Go : This selects combat spread, or battle formation, which is ideal for
CAPs and missions in enemy territory, due to mutual visual and positional
coverage.

Echelon Go : This selects echelon, a very close formation which can disguise
the flights numbers from some enemy radars.


* Engagement Menu

Help : If you are in serious trouble, ask your wingmen to help you out. Usually
your own partner will respond, unless incapacitated.

Break, Break, Break : Instructs your wingman to break turn in response to an
enemy aircraft or missile.

I'll Engage, You Cover : Instructs your wingman to act as free fighter in the
double attack system. You should then engage.

Engage My Target : Instructs your wingman to engage your current target.

Bracket Left/Bracket Right : Instructs your wingman to take the left or right
arm of a bracket manoeuvre.

Drag Left/Drag Right : Instructs your wingman to attempt a drag manoeuvre.

Disengage : Instructs the whole group to cease fighting.

-206-

* Flight Comms Menu

To talk to other flights, or the control tower, this is the menu that you 
require.

To Join : To obtain extra fuel for yourself and your wingmen, a radio request
for the nearest tanker. Use whenever fuel looks like being a problem and always
on reaching a refuel waypoint.

For Recovery : This issues a request to air traffic control for clearance to
land your entire flight. If no runways are clear, you will need to enter a hol-
ding pattern.

Request Emergency Landing : When your aeroplane is damaged and you simply want
to put it on the deck, send this message. It will override all regular ATC and
allow you to touch down almost immediately.

Mayday! We are under attack! : If you are under attack by enemy fighters, this
requests backup from AWACS or your designated cover flight. If you have a cover
flight, let them do the work; don't waste time and fuel in air-to-air combat.


* Report Menu

It is your responsibility to inform the flight of any new information or ha-
zards. This is especially important if you are a wingman, as you must report
anything of interest to your wing leader.

Spike : Reports enemy radar detected on your DASS.

Bandit : Reports an enemy attacking your flight.

Missile : Reports launch of a missile by a SAM site or enemy aircraft.

Mud Spike : Reports enemy ground radar tracking you.

Contact : Reports radar or IRST sighting of hostiles.


- Receiving Messages

On many occasions, other aircraft or airbases will need to send messages to you
You will hear these if you have an appropriate sound card or enough RAM and
they will also appear at the top of the screen. Up to 10 messages will be sto-
red and appear in turn when you acknowledge the previous message. Messages are
acknowledged by pressing the 'y' or 'n' keys. Some messages take the form of re
quests or questions. In this case, press 'y' to comply with the request, or 'n'
to refuse. For example, AWACS might send a message like :

'INCURSION BY HOSTILES AT 5 DEGREES, 90 NM, ANGELS 10. CAN YOU INTERCEPT?'

If you are low on fuel, this might not be possible. Just press 'n' and your
pilot will reply : 

'NEGATIVE!'

The AWACS aeroplane will find another CAP to perform the intercept (and get the
glory!)

-207-

ACTIVATE RADAR - Instruction from wingleader to turn radar on.
AIRBORNE - Indicates that a pilot has taken off.
ARROW GO - Instruction from wingleader to change to arrow formation.
ACTIVATE RADAR - Instruction from wingleader to turn radar on.

BANDIT - Warning of enemy aircraft
BATTLE GO - Instruction from wingleader to change to battle formation.
BINGO - Pilot has only enough fuel to reach base.
BRACKET LEFT COPY! - Acknowledgement from wingman of bracket left instruction.
BRACKET LEFT! - Instruction to form the left arm of a bracket manoeuvre.
BREAK LEFT - Command to execute a hard turn left.
BREAK! BREAK! BREAK! - Command to leave the refueller in a hurry.
BUDDY SPIKE - Message indicating that the pilot has detected friendly radar on
his DASS.

CHECK - Affirmative confirmation of an action or message.
COPY - Affirmative confirmation of an action or message.
COPY, ON MY WAY - A response to a request for help.
CLEARED TAXI COUGAR - ATC message that your flight should prepare to taxi.
CLEARED TO BREAK - Instruction that you may detach from the tanker.
CLEARED TO JOIN LEFT SIDE - Instruction to format behind the tanker.
CLEARED DEPARTURE - Message from ATC that the aircraft is cleared to depart.
CONTACT LEFT HOSE - Confirmation of a good connection with the refueller.
CONTACT 340, 22, ANGELS 10 - Sighting on heading 340, range 22nm,
altitude 10000 ft.
CONTINUE, HE'S FOLLOWING - Report that a drag manoeuvre is working.
CLEARED TAKE-OFF, WIND 360, 10 KNOTS - ATC grants permission to take-off; wind
is blowing on 360 degrees at 10 knots.
CLEARED TAXI RUNWAY 22 - Indicates where a pilot should taxi to.

DEACTIVATE RADAR - Instruction from wingleader to turn radar off.
DISENGAGING - Message indicating that the fighter is disengaging from air-to-
air combat.
DRAG RIGHT COPY! - Acknowledgement from wingman of drag right instruction.
DRAG RIGHT! - Instruction to attempt a drag manoeuver to the right.

ECHELON GO - Instruction from wingleader to change to echelon formation.
ENGAGE! - Instruction from wingleader to engage air target.
ENGAGE MY TARGET! - Instruction to engage the sender's target.
ENGAGING! - Report that the fighter is engaging.
ENGINE FIRE - Report that one or both of the aeroplane's engines is on fire.

-208-

FINALS, GEAR DOWN - Aeroplane is on final approach.
FOR RECOVERY - Flight is ready to begin landing initials.
FOX ONE! - Report of launch of radar guided missile.
FOX TWO! - Report of launch of short range IR missile.
FUEL FLOWS - Tanker indicates that refuelling is in progress.
FUEL LEAD - The aeroplane has a fuel leak due to damage.

GEAR DAMAGE - Problem with undercarriage.
GUNS GUNS GUNS! - The aircraft is firing cannon.

HELP! - Message from a plane requesting urgent assistance.
HOSTILES HEADING FOR BOTTLE GROUP - Report from AWACS that enemy fighters are
approaching Bottle group. (???)
HOSTILES - Report from AWACS of enemy fighters nearby.
HYDRAULIC FAILURE - The aeroplane hydraulics have failed due to damage.

INCURSION BY HOSTILES AT ... CAN YOU INTERCEPT? - Report from AWACS of enemy
incursion into allied territory, followed by request for CAP to intercept.

I'LL ENGAGE, YOU COVER - Instruction that the fighter will engage; the wingman
should act as free fighter.
I'M HIT! - Report hat the aircraft has taken damage.
INDICATING FULL - Tanker reports refuelling is complete.
INITIALS - Aeroplane has begun landing initials.
I.P. - Pilot has reached ingress point on mission.

KNOCK IT OFF - Instruction to disengage from combat.

LOSING CABIN PRESSURE - The aeroplane is losing pressure due to damage.
LOSING OIL PRESSURE - The engine lubrication system has failed due to damage.

MAYDAY! MAYDAY! EJECTING! - Message from any plane that the pilot is ejecting.
MAYDAY! MAYDAY! WE ARE UNDER ATTACK! - Message from another group that they are
under attack from enemy aircraft.
MISSILE! - Warning of incoming missile.
MOVE ASTERN RIGHT HOSE - Command from the refueller to join to the right hose.
MUD SPIKE - Warning of SAM radar threat.
MUSIC! - The pilot is being jammed.
MUSIC ON! - Instruction from wing leader to turn ECM on.
MUSIC OFF! - Instruction from wing leader to turn ECM off.

NEGATIVE! - Negative response to a wingman or AWACS request.
NEGATIVE, HOLD-OFF, AIRFIELD BUSY - Message to enter a holding pattern at a
busy airfield.

ON THE BRAKE - Aeroplane is slowing down for finals.
OXYGEN FAILURE - Report of damaged oxygen system.

PAN, PAN, PAN! REQUEST IMMEDIATE LANDING! - Request for emergency landing clea-
rance.
POSSIBLE FIGHTERS LAUNCHING FROM TRONDHEIM - Report from AWACS of enemy air-
craft taking off from Trondheim airbase.

READY FOR DEPARTURE - Wing leader indicates readiness for take-off.
REHEAT FIRE - The afterburners are on fire.

-209-

REQUEST PERMISSION TO ENGAGE - Message from wingman requesting clearance to
engage in air combat.
REVERSE - Report that a drag manoeuvre has failed.
ROGER! - Acknowledgement from AWACS, tanker, JSTARS or ATC.
RUNNING IN - The pilot has commenced a ground attack run.
RUNWAY VACATED - Flight has cleared the runway.

SCRAMBLE! SCRAMBLE! - Take-off immediately!
SPIKE - Message indicating that the pilot has detected enemy radar on DASS.
SPLASH TWO - Report of second air-to-air kill.
SPLASH EIGHT COMPLETE - All bandits destroyed after eighth kill.
STRUCTURAL DAMAGE - Problem with the airframe.
STUD ONE GO - Change to ATC frequency.
STUD TWO GO - Change to departure frequency.
STUD THREE GO - Change to tactical frequency.
STUD ... - Indicates a change of radio frequency.

TALLY-HO : Enemy in sight.
TARGET TANKS BEARING 240, RANGE 10. CAN YOU ATTACK? - JSTARS or FAC request to
destroy enemy vehicles at a given bearing and range.
TO JOIN - Request for air-to-air refuelling.
TOWER, COUGAR TAXI - ATC tells Cougar flight to prepare to taxi.
TURNING TO BANDIT - Message from wingman in bracket manoeuvre indicating a turn
towards the bandits in the final phase.

UPDATE YOUR TARGET - Report from AWACS, JSTARS or FAC providing new target
intercept data.
USING RUNWAY 22 - Message from tower granting landing clearance and giving run-
way number.

VECTOR TO INTERCEPT - Instruction from wingleader to wingmen of intercept.

WEAPONS GONE - Notification that AG weapons have been released.

YOU ARE CLEARED TO ENGAGE - Instruction from AWACS to engage at will.
YOU ARE VIOLATING NEUTRAL AIRSPACE... - Request to leave neutral airspace.
YOU ENGAGE, I'LL COVER - Request for wingman to take the offensive.
YOU'RE CLEARED LIVE - JSTARS/FAC is granting permission to drop live ordnance.

-210-

NATO FIGHTERS

In contrast to the Soviet approach, development of NATO fighter aircraft has
largely tended towards complexity and high quality, rather than simplicity and
ease of manufacture. The reason for this has been mainly due to the West's supe
rior technology and a paranoia of losing its leading-edge position during the
'Cold War'. Perhaps the greatest example of 'Cold War' reactionary design philo
sophy was the enormously expensive F-15, which was developed to counter the sup
posedly unparalleled performance of the MiG-25 Foxbat. The myth was shattered
when a Russian pilot defected to Japan in his Foxbat, where it was quickly
shown to be less capable than previously thought. The F-22 Advanced Tactical
Fighter is also a very expensive aircraft, although the F-16 and Saab Gripen
are rare examples of high-quality, low-cost fighters incorporating the best of
modern technology.

It's hardly surprising that inexpensive yet potent Russian aircraft have found
a ready market in many of the world's less wealthy countries, while Western
aircraft have proved less adaptable to the needs of other nations. Even today,
the task of maintaining a diversely equipped NATO airforce is a major logistics
challenge compared with the upkeep of standardised Russian aircraft designs
with their low-cost spares. However, this situation has changed in recent years
as new generation of NATO aircraft have been developed by consortium, in order
to spread the enormous costs of modern combat aircraft development. Tornado
and the EuroFighter are good examples. Furthermore, collaboration between Eu-
rope and the United States has increased, as a stealthy replacement is being
sought for the Panavia Tornado and other reconnaissance and attack aircraft.

-211-

NATO FIGHTERS

- EUROFIGHTER EF2000

The EF2000 is the product of a four nation consortium made up of the UK, Ger-
many, Italy and Spain. As with many modern aircraft, development has been mar-
red by political wrangling leading to major design compromises. The technology
was tested extensively by British Aerospace in the form of the EAP (Experimen-
tal Aircraft Programme), which the EF2000 closely resembles. This demonstrator
was to save millions of pounds of development costs and reduce the EF2000 deve-
lopment time by several years.

The EF2000 is a canard equipped delta aircraft optimised for the air superiori-
ty role but able to be used for ground attack. Extensive use of high technology
materials has been made including carbon composites, glass reinforced plas-
tics, titanium and aluminium lithium, in 80% of the airframe. The cockpit envi-
ronment is one of the most advanced in the world using digital fly-by-wire and
multi function displays. The pilot wears a helmet with built in sight and night
vision enhancements. Like the Gripen and Rafale the EF2000 uses canards and a
broad delta wing to get the best combination of agility, lift and speed.

Armament

One 27mm Mauser cannon, with thirteen hardpoints (three wet) for: the S-225
long-range, AIM 120 AMRAAM medium range, ASRAAM and AIM 9S short range air-to-
air missiles, a wide range of air-to-surface missiles including the AGM65 Mave-
rick, the ALARM anti-radar missile, the Sea Eagle anti-ship missile, Paveway
laser guided bombs, CR-V7 unguided rockets, BL755 cluster bombs, free fall and
retarded bombs.
Maximum external fuel or weapons payload is 6500 kg.

Technical Specifications :

Dimensions

Wingspan      10.5m
Length        19.5m
Height        6.4m

Performance Table

Max level speed    Mach 2 - 1472 knots - 2060 kph - 1280 mph
at height          

Max level speed    NA
at sea-level

Service ceiling    18290m - 60000 ft

Required runway    500m - 1640 ft
length

Max Range: with    600 n miles - 1112 km - 690 miles
max internal fuel

Max Range: with    NA
drop tanks

Equipment for inflight refuelling is fitted

-212-

- Sea Harrier FRS-2

The Sea Harrier was a development of the highly successful Harrier vertical
and short take off attack aircraft, featuring a high mounted cockpit with vast-
ly improved all-round visibility. It is designed for use from Royal Navy War-
ships, principally the Invincible Class aircraft carriers equipped with 'Ski
Jump' take-off ramps, which allow fully laden aircraft to launch without cata-
pult assistance. The new design features and extended nose, which houses the
Blue Vixen radar, forerunner to the powerful ECR-90 type used in EuroFighter.
This adds powerful medium range air-to-air capabilities, as well as an anti-
ship ability, to this accomplished small aircraft. The amazing agility of the
Harrier was proven in the Falklands war. The vectored thrust nozzles can be
used in flight to tighten turns, or to suddenly stop the aircraft in mid
manoeuvre.

Armament

One hardpoint mounted 30mm gun pod, with seven hardpoints for : the AIM 120
AMRAAM medium range, the AIM 9 Sidewinder Short-Range air-to-air missiles, a
range of air-to-surface missiles, laser-guided bombs, unguided rockets, cluster
bombs, free fall and retarded bombs.
Maximum external fuel or weapons payload is :
STOL - 3630 kg (8000lb)
VTOL - 2270 kg (5000lb)

Technical Specifications :

Dimensions

Wingspan      7.7m
Length        14.17m
Height        3.71m

Performance Table

Max level speed    Mach 1.25 - 846 knots - 1185 kph - 736 mph
at height          

Max level speed    Mach 1.1 - 635 knots - 1176 kph - 730 mph
at sea-level

Service ceiling    NA

Required runway    1000 ft - 450 ft with ski jump
length

Max Range: with    1800 n miles - 3333 km - 2071 miles
max internal fuel

Max Range: with    1850 n miles - 3428 km - 2130 miles
drop tanks

Equipment for inflight refuelling is fitted

-213-

- Grumman F-14 Tomcat

The F-14 was born out of the failed Navy F-111B project. It was the first air-
craft to use the swing wing design at sea. Even after twenty years of service
the F-14 remains an extremely powerful fighter. The Hughes AWG9 radar is capa-
ble of tracking twenty four targets simultaneously and engaging six targets at
once, with the long-range (up to 150 miles) AIM 54 Phoenix air-to-air missile.

The designers adopted the swing wing design to meet the many conflicting requi-
rements of aircraft carrier operations. For the first ten years of service the
engines proved unreliable. This was solved by replacing the original engines
with a later design (the F-14B modifications).

The F-14 is the only Navy aircraft capable of carrying the TARPS (Tactical Air
Reconnaissance Pod System).

Armament

One 20mm 6 barrel rotary gun, AIM 54 Phoenix long-range missile, AIM 120
AMRAAM medium range missile and AIM 9 Sidewinder short-range air-to-air missile
The F14D can also carry the full range of freefall, retarded and precision gui-
ded air to ground munitions.
Maximum external fuel or weapons payload is 6,577 kg (14,500 lb).

Technical Specifications :

Dimensions

Wingspan      19.54m (spread) - 11.65 (swept)
Length        19.1m
Height        4.88m

Performance Table

Max level speed    Mach 2.34 - 1340 knots - 2480 kph - 1540 mph
at height          

Max level speed    Mach 1.2 - 795 knots - 1470 kph - 915 mph
at sea-level

Service ceiling    16765m - 55000 ft

Required runway    396m - 1300 ft
length

Max Range: with    NA
max internal fuel

Max Range: with    1730 nm - 3204 km - 1991 miles
drop tanks

Equipment for inflight refuelling is fitted

-214-

- Mc Donnell Douglas F-15 Eagle

The F-15 was first designed to excel in the air superiority role as a manoeuve-
rable dogfight aircraft. It was later adapted to become an extremely capable
attack fighter, especially in the twin seat F-15E version. Prototype F15s set a
number of time to height records including a time of 207 seconds to an altitude
of 18,290 m (60,000 ft).

The largely glass instrument cockpit pointed the way forward in the design of
all future flight controls and cockpit instrumentation.

The F-15 was a 'panic' reaction to rumours concerning the capabilities of the
MiG-25. After billions of dollars in development costs, the defection of a Rus-
sian pilot complete with 'Foxbat' aircraft revealed that the fears were unjus-
tified. The F-15 also embodies many of the lessons learned in Vietnam concer-
ning the need for agility.

Armament

One 20mm 6 barrel rotary gun, AIM 120 AMRAAM medium range, AIM 9 Sidewinder
short-range air-to-air missiles, AGM65 Maverick, GBU15 optically guided bombs,
Paveway laser guided bombs, unguided rockets, Rockeye cluster bombs, free fall
and retarded bombs from 113 kg to 907 kg.
Maximum external fuel or weapons payload is 7257 kg (16000lb).

Technical Specifications :

Dimensions

Wingspan      13.05m
Length        19.43m
Height        5.63m

Performance Table

Max level speed    Mach 2.5 - 1430 knots - 2650 kph - 1650 mph
at height          

Max level speed    1.22 - 800 knots - 1480 kph - 920 mph
at sea-level

Service ceiling    18290 m - 60000 ft

Required runway    275m - 900 ft
length

Max Range: with    1042 n miles - 1930 km - 1200 miles
max internal fuel

Max Range: with    2500 nm - 4633 km - 2879 miles
drop tanks

Equipment for inflight refuelling is fitted

-215-

- Lockheed F-16 Fighting Falcon

The United States Airforce chose the F-16 as the winner of the 1972 lightweight
fighter competition between the Lockheed YF-16 and the Northrop YF-17. Since
entering service with the US Air Force the F-16 has been bought by 17 airforces
around the world.

Though originally intended to be a simple and affordable fighter using the
latest fly-by-wire flight system and side mounted control stick, the F-16 was
developed into a highly effective dogfight and ground attack aircraft. The F-16
is still used as THE yardstick by which other fighters measure their close com-
bat manoeuverability. The under fuselage air intake set a design trend conti-
nued in the EF2000.

Armament

One 20mm 6 barrel rotary gun. The F-16 has nine hardpoints for : the AIM 120
AMRAAM medium range, the AIM 9 Sidewinder short-range air-to-air missiles, the
AGM65 Maverick air-to-surface missile, the AGM88 HARM anti radar missile, Pave-
way laser guided bombs, unguided rockets, Rockeye cluster bombs, free fall and
retarded bombs.
Maximum external fuel or weapons payload is 6895 kg (15200 lb).

Technical Specifications :

Dimensions

Wingspan      9.45m
Length        15.03m
Height        5.09m

Performance Table

Max level speed    Mach 1.6 - 1140 knots - 2125 kph - 1320 mph
at height          

Max level speed    Mach 1.2 - 795 knots - 1470 kph - 915 mph
at sea-level

Service ceiling    15240 m - 50000 ft

Required runway    533 m - 1750 ft
length

Max Range: with    1129 nm - 2100 km - 1300 miles
max internal fuel

Max Range: with    2100 nm - 3890 km - 2420 miles
drop tanks

Equipment for inflight refuelling is fitted

-216-

- Mc Donnel Douglas FA-18 Hornet

The FA-18 arose out of the US Navy concern about the escalating costs of the
F-14 and the need to replace the A6 Intruder. This aircraft was chosen as a de-
velopment of the losing YF-17 design in the 1972 lightweight fighter competi-
tion as the YF-17 was a far more expandable and suitable design for over water
operation. The FA-18 has been developed into a truly all capable fighter, incor
porating the by-now standard fly by wire controls and very advanced digital
cockpit instruments.

The aerodynamic design allows this aircraft to fly at high angles of attack
while manoeuvring fully loaded. The FA-18 is able to carry a huge range of wea-
pons including nuclear stand off missiles and is able to attack a ground target
or fly and interception mission with equal capability and fly its own fighter
sweep on the way home!

The FA-18 still has a huge development potential which is being pursued in the
form of the bigger FA-18E, the lightweight export F-18L Cobra and the canard
equipped FA-18G.

Armament

One 20mm 6 barrel rotary gun. The FA-18 has nine hardpoints for : The AIM 120
AMRAAM medium range, the AIM 9 Sidewinder short-range air-to-air missiles, the
AGM62 Walleye and AGM65 Maverick air-to-surface missiles, the AGM88 HARM anti
radar missile, the AGM84 Harpoon anti ship missile, Paveway laser guided bombs,
unguided rockets, Rockeye cluster bombs, free fall and retarded bombs, plus a
nuclear stand off capability.
Maximum external fuel or weapons payload is 7031 kg (15500 lb).

Technical Specifications :

Dimensions

Wingspan      11.43m
Length        17.07m
Height        4.66m

Performance Table

Max level speed    Mach 1.8 - 1034 knots - 1915 kph - 1190 mph
at height          

Max level speed    Mach 1.2 - 795 knots - 1470 kph - 915 mph
at sea-level

Service ceiling    18290m - 60000 ft

Required runway    426m - 1400 ft
length

Max Range: with    1800 nm - 3333 km - 2071 miles
max internal fuel

Max Range: with    1998 nm - 3700 km - 2300 miles
drop tanks

Equipment for inflight refuelling is fitted

-217-

- Lockheed F-22A

The F-22A is the result of a collaboration between Lockheed, General Dynamics
and Boeing to design and build a stealthy combined air-superiority and ground
attack fighter. The F-22A was the winner of the 1990 Fly-Off Competition nar-
rowly beating the Northrop-McDonnel Douglas YF-23.

The  F-22A makes extensive use of ultra-modern materials and 3D computer model-
ling for its blended surfaces. The aerodynamics have been optimised for a steal
thy, agile shape compromise. Reliability and front line maintainability were
much improved over previous fighter designs. All weapons are carried in three
internal bays, two lateral and one ventral. The aircraft also features the abi-
lity to cruise supersonically without afterburner ('supercruising'), 2D thrust
vectoring nozzles for dramatically improved agility and short takeoff and lan-
ding. The aircraft uses fly-by-wire, sidestick controls and features the very
latest cockpit design.

Armament

One long barrel 20mm 6 barrel rotary gun, with three internal bays for: the AIM
120 AMRAAM medium range, the AIM 9 Sidewinder Short-Range air-to-air missiles,
the HAVE SLICK air-to-surface missiles, Joint Direct Attack Missiles, Tri Ser-
vice Stand Off Attack  Missiles and Paveway laser guided bombs. There are also
four under wing hard points.
Maximum fuel or weapons payload NA.

Technical Specifications :

Dimensions

Wingspan      13.56m
Length        18.92m
Height        5m

Performance Table

Max level speed    Mach 2.2 - 1260 knots - 2333 kph - 1450 mph
at height          

Max level speed    NA
at sea-level

Service ceiling    19800m - 65000 ft

Required runway    3500 ft
length

Max Range: with    1550 nm - 2870 km - 1784 miles
max internal fuel

Max Range: with    NA
drop tanks

Equipment for inflight refuelling is fitted

-218-

NEUTRAL FIGHTER

- JAS 39 Gripen

The JAS 39 Gripen is a remarkable achievement by a Swedish consortium to deve-
lop an aircraft to replace the Dracken and Viggen of the Swedish airforce and
for a lightweight export rival to the F16. The Gripen bears a resemblance to
the EuroFighter 2000 and the Dassault Rafale with its agile canard delta shape
and fly-by-wire controls. It is however a more economical aircraft, due to its
single engine and light weight.

The aircraft is smaller and half the weight of the Saab Viggen it is designed
to replace  yet can carry the same weight and number of weapons. Like the Vig-
gen, the Gripen has also been designed for use on short-airstrips, with opera-
tion from road dispersal sights a key consideration. More than 30% of the air-
frame is made up of advanced materials and its cockpit is and advanced design
based on Multi-Function Displays. The aircraft is now being marketed by British
Aerospace.

Armament

One 27mm gun, with five hardpoints for : the AIM 120 AMRAAM medium range, the
AIM 9 Sidewinder Short-Range air-to-air missiles, the RB75 Maverick air-to-sur-
face missiles, the RB15F anti ship missile, sub munition dispensers, unguided
rockets, cluster bombs, free fall and retarded bombs.
Maximum external fuel or weapons payload is 4000 kg ( 8800lb).

Technical Specifications :

Dimensions

Wingspan      8.4m
Length        14.1m
Height        4.5m

Performance Table

Max level speed    NA
at height          

Max level speed    NA
at sea-level

Service ceiling    NA

Required runway    800m - 2625 ft
length

Max Range: with    NA
max internal fuel

Max Range: with    NA
drop tanks

Equipment for inflight refuelling is fitted

-219-

NATO STRIKE AIRCRAFT/BOMBERS

- Lockheed F-117A Stealth Fighter

The F-117A was a result of the highly secret 'Have Blue' programme to develop
aircraft that are virtually undetectable by radar and infra-red.

For several years the US Government tried to keep the existence of the F-117A
an absolute secret. However, after the crashes of two aircraft and the need to
train pilots during daylight, plus the growing rumours about the aircraft's
existence, the US airforce reluctantly released retouched photographs of the
F-117A.

The Gulf war gave the F-117A an unprecedented opportunity to prove its worth.
Operating at night without interference the aircraft was able to bomb high
value targets with impunity and to great effect.

The solution to radar stealth had been locked away in a century-old set of
equations by a Scottish physicist, James Clerk Maxwell. 3D computing had not
developed sufficiently in the late 70s to predict all the possible radar reflec
tions from an aircraft in flight. However, by the use of 'faceting' (flat skin
panels) the number of calculations could be kept to a minimum, hence the F117A
is made entirely of flat panels. The sharp delta shape also reduces radar re-
flections. The unusual jet pipe design helps to cool the exhaust so as to pre-
vent infra-red detection and missile 'lock on'.

Armament

All weapons are carried internally in a large ventral bay. Precision guided wea
pons are carried such as the laser guided GBU10, GBU 12 Paveway 2 and GBU 27
Paveway 3. Air-to-air defensive missiles are carried by later variants.
Maximum weapons payload is 2270 kg (5000lb).

Technical Specifications :

Dimensions

Wingspan      13.2m
Length        20.1m
Height        3.78m

Performance Table

Max level speed    Mach 0.95 - 545 knots - 1010 kph - 628 mph
at height          

Max level speed    Mach 1 - 560 knots - 1100 kph - 646 mph
at sea-level

Service ceiling    NA

Required runway    NA
length

Max Range: with    1000 nm - 1860 km - 1156 miles
max internal fuel

Max Range: with    No external fuel can be carried
drop tanks

Equipment for inflight refuelling is fitted


-220-

- Panavia Tornado GR7

The Tornado was called the MRCA (multi role combat aircraft) by the consortium
of British, German and Italian aircraft manufacturers who co-operated to produ-
ce this exceptional, low-level strike aircraft and its reconnaissance and air-
defence variants.

The Tornado features continuously adjustable swing wings to allow it to achieve
its ultra low level, high-speed strike mission and sea-skimming anti-ship role
with the German and Italian Navies. During the Gulf war the Tornado's of the
RAF were given some of the most heavily defended targets to attack in the first
few days.

The Tornado's small wings help it to avoid being deflected by wind gusts at le-
vels as low as 50 feet off the ground. The pilot is assisted by onboard compu-
ters which can automatically fly the aircraft blind in an 'on the deck' terrain
following mode down to an altitude of 200 feet.

Armament

Two 27mm Mauser cannons, with seven hardpoints (wing hardpoints align with the
fuselage on wing sweep) for : AIM 9 Sidewinder Short-Range air-to-air missiles,
JP233 low-altitude anti airfield sub munitions dispensers, AGM88 HARM and ALARM
anti-radar missile, Sea Eagle and Kormoran anti-ship missiles, Paveway laser
guided bombs, unguided rockets, cluster bombs, free fall and retarded bombs. It
can also carry the Matra Apache stand off missile, and has a nuclear capability.
Maximum external fuel or weapons payload is 9000 kg (19840lb).

Technical Specifications :

Dimensions

Wingspan      13.91m (extended) - 8.6m (swept)
Length        16.72m
Height        5.95m

Performance Table

Max level speed    Mach 2.2 - 1260 knots - 2338 kph - 1453 mph
at height          

Max level speed    Mach 1.29 - 850 knots - 1575 kph - 980 mph
at sea-level

Service ceiling    15240m - 50000 ft

Required runway    900m - 2950 ft
length

Max Range: with    1500 nm - 2780 km - 1726 miles
max internal fuel

Max Range: with    2100 nm - 3890 km - 2420 miles
drop tanks

Equipment for inflight refuelling is fitted

-221-

- Republic A-10 Thunderbolt

Like many other American aircraft of its generation, the A10 was built after
lessons learned in the Vietnam war and was a radical and ground breaking design
that moved away from the quick strike, fast-jet concepts of ground attack.

Though slow, the A10 is a heavily armoured machine, very agile at low altitude
with a huge weapons carrying ability. Emphasis was placed on battlefield survi-
val in the face of intense ground fire and the ability to loiter for long
periods while choosing suitable victims. Pilots are protected by a titanium
bathtub cockpit and if necessary, the A10 can fly with an engine missing and
remain aloft even after severe damage to wing surfaces.

Carried internally along the aircraft centre line is a rapid-fire, rotating
barrel gun which fires high explosive and armour penetrating shells the size of
pint milk bottles.

Armament

One 30mm 7 barrel rotary gun. Rate of fire 2100-4200 rounds per minute. The A10
has eleven hardpoints for : the AIM 9 Sidewinder short-range air-to-air missi-
les, the AGM62 Walleye, the Rockeye cluster bomb and AGM65 Maverick air-to-sur-
face missile, the AGM88 HARM anti-radar missile, the AGM114 anti tank missile,
laser guided bombs, GBU optronically guided bombs, BLU1 or BLU27 napalm bombs,
CBU52 or CBU71 bomblet dispensers, unguided rockets, free fall, cluster and re-
tarded bombs, SUU23 gun pods.
Maximum external fuel or weapons payload is 7257 kg (16000 lb).

Technical Specifications :

Dimensions

Wingspan      17.53m
Length        16.26m
Height        4.4m

Performance Table

Max level speed    399 kts - 740 kph - 460 mph
	  
Service ceiling    NA

Required runway    NA
length

Max Range: with    NA
max internal fuel

Max Range: with    2365 nm - 4382 km - 2723 miles
drop tanks

Close air support  250 nm - 463 km - 288 miles
radius of action
including a
2 hour loiter

Equipment for inflight refuelling is fitted

-222-

NATO SUPPORT AIRCRAFT

- Boeing E9 JSTARS

The JSTARS (Joint Surveillance Target Attack Radar System) is carried on the E9
which is based on the Boeing 767* airliner and is designed to operate in con-
junction with and to enhance the capabilities of the E3 and E767 AWACS aircraft
The AWACS aircraft with their rotating saucer type radars are excellent for de-
tecting airborne threats and ships at sea but have only limited capability for
the detection and tracking of ground vehicles and troop movements.

The surveillance equipment and computers are able to monitor movements on the
ground deep within enemy territory while flying in heavily defended airspace,
just as in AWACS and are able to vector attack aircraft onto threats. Data can
be passed to other JSTARS or AWACS aircraft, attack aircraft and to ground com-
manders. The original E8 was rushed into service for the Gulf war while still
under development and proved extremely useful for directing the flights of thou
sands of aircraft and the movements of troops.

The use of airborne control aircraft allows NATO commanders a very fluid real
time approach to control of battlefield assets and all tactical considerations.

Armament

Wing tip ECM pods and chaff/flare dispensers are carried. In war time the air-
craft would be protected by a CAP.

Technical Specifications :

Dimensions

Wingspan      47.57m
Length        48.51
Height        15.85

Performance Table

Max level speed    NA

Cruising speed     Mach 0.8 - 535 knots - 991 kph - 616 mph

Service ceiling    13100m - 43000 ft

Required runway    2774m - 9100 ft
length

Max Range: with    5000 nm - 9260 km - 5754 miles
max internal fuel

Endurance          7 hours - 1000 nm - 1852 km - 1151 miles
at radius

Equipment for inflight refuelling is fitted

-223-

- Boeing R767

The R767 is based on the same Boeing 767-200 airframe as the E767. The aircraft
is fitted with a combined boom and drogue refuelling probe. US Airforce air-
craft use the boom for refuelling, Navy and Marines aircraft use the same dro-
gue refuelling method as the RAF and Royal Navy.

The twin turbofan Boeing airframe is more economical to use than previous re-
fuelling tankers based on the triple engine McDonnel Douglas DC10. This com-
bined with the huge amount of onboard fuel allows the aircraft to remain on re-
fuelling station for longer or to refuel a greater number of aircraft.

Future versions of the R767 will be based on the 300 series airliner which fea-
tures a stretched fuselage and is able to carry a greater weight of fuel.

Armament

The R767 is equipped with ECM and chaff/flare dispensers.

Technical Specifications :

Dimensions

Wingspan      47.57m
Length        48.51m
Height        15.85m

Performance Table

Cruising speed     Mach 0.8 - 535 knots - 991 kph - 616 mph

Service ceiling    13100m - 43000 ft

Required runway    2774m - 9100 ft
length

Max Range: with    5000 nm - 9260 km - 5754 miles
max internal fuel

Equipment for inflight refuelling is fitted

-224-

- Boeing E767 Sentry

Based on the extended range versions of the Boeing 767/200 Airliner, the E767
carries uprated and enhanced versions of equipment originally fitted in the
Boeing 767 based E3 AWACS (airborne warning and control system) aircraft.
Originally inspired by a Japanese AWACS requirement, the E767 has since gone
into service with the US Airforce and other military users.

The saucer like radome mounted on the rear fuselage rotates through 360 degrees
at a constant 6 rpm and is able to pick up targets as small as cruise missiles
flying rapidly at low level over water or land. To avoid air turbulence pro-
blems caused by the large radome in the tanker aircraft's slipstream the E767
airborne refuelling point is on the port outer wing. With a range of 370 km and
covering all altitudes from ground to stratosphere the radar system can locate
and track multiple aircraft and ship targets with automatic interrogation. Com-
puters on board can pass digital information to other AWACS, or JSTARS aircraft
directly to attacking fighters or strike aircraft and also to forces on the
ground. It is even possible for an air interception officer on the AWACS air-
craft to take positive control of a fighter 100 miles away during a live inter-
cept and to see on his console what the fighter pilot's radar is displaying.

Armament

The E767 is equipped with extensive ECM and chaff/flare dispensers. The air-
craft is unarmed but in wartime would be protected by a CAP. Radars can be tur-
ned off and surveillance or tracking continued in the stealthy infrared band.

Technical Specifications :

Dimensions

Wingspan      47.57m
Length        48.51m
Height        15.85m

Performance Table

Max level speed    NA

Cruising speed     Mach 0.8 - 535 knots - 991 kph - 616 mph

Service ceiling    13100m - 43000 ft

Required runway    2774m - 9100 ft
length

Max Range: with    5000 nm - 9260 km - 5754 miles
max internal fuel

Endurance          7 hours - 1000 nm - 1852 km - 1151 miles
at radius

Maximum            22 hours
endurance with
inflight refuelling

Equipment for inflight refuelling is fitted

-225-

- Lockheed C-17 Globemaster

The US Airforce normally moves freight in peacetime and war, through a hub and
spoke system. Large transports such as the C-5 Galaxy carry a cargo to the des-
tination, where a smaller transporter capable of landing on rough airstrips,
usually the C-130 Hercules, will distribute the cargo to the exact location.
However, the C-130 is not able to carry large items of equipment such as main
battle tanks.

Against this background the US Airforce realised it had a need for an aircraft
capable of carrying the large, heavy loads handled by the C-5 with its intercon
tinental range, able to fly direct from the USA and land at the battlefront on
hastily prepared airstrips like the C-130.

The C-17 Globemaster won the competition to fulfill this role. Despite Govern-
ment changes of plan and escalating costs the aircraft entered service in 1994.
The first US transport to combine fly by wire, glass screen instruments and a
HUD, the C-17 is partly constructed from composite structures. The wings em-
ploy tip mounted winglets for cruise efficiency and the four turbo fans blow
their exhaust stream through and across large double-slotted flaps for a superb
STOL (short take off and landing) performance.

The fuselage diameter is equal to that of the C-5 Galaxy, the hold measures
26.82 metres (88 feet) long and 5.49 metres (18 feet) wide, being able to swal-
low main battle tanks through the rear ramp/door.

The C-17 is compatible with LAPES (low altitude parachute extraction system).
Pallets containing up to 60,000 lb of cargo each can be dragged from the rear
of the cargo bay by chutes while the aircraft is kept automatically at a con-
stant ten feet altitude. Surprisingly this is a very effective delivery method
when the ground is too rough to land on!

Armament

Chaff/Flare dispensers and ECM pods can be fitted. Maximum payload is 76,657 kg
(169,000 lb).

Technical Specifications :

Dimensions

Wingspan      50.29m
Length        53.04m
Height        16.79m

Performance Table

Max level speed    NA

Cruising speed     Mach 0.77 - 515 kts - 954 kph - 593 mph

Service ceiling    13715m - 45000 ft

Required runway    915m - 3000 ft
length

Max Range: with    4700 nm - 8704 km - 5408 miles
max internal fuel

Equipment for inflight refuelling is fitted

-226-

- Lockheed Hercules C130

In 1950 the US Airforce became involved in the Korean war and found that its
C119 Flying Boxcar tactical transport which had only just entered service
lacked adequate range and payload carrying ability. The US Airforce issued a
requirement calling for a transport with the ability to carry ninety two men
over a radius of 1100 nautical miles, 2038 kilometres, 1267 miles or able to
carry a freight payload of 30,000 lb over a radius of 950 nautical miles, 1760
kilometres 1093 miles. The aircraft must have side and rear doors capable of
being opened in flight and be able to fly slow enough to deploy paratroopers or
parachute equipped freight from these doors.

Provision had been made for the C130 to use the RATO (Rocket assisted take off)
system for dramatically short take offs. The aircrafts range with internal fuel
was improved, it was later able to be fitted with two non-jettisonable external
fuel tanks between the engine nacelles.

The C130 has over the last forty years taken on the tough role of the much lo-
ved C47 Dakota.

Armament

The Hercules is not armed, though usually carries flare launchers used to decoy
infrared missiles.
Maximum payload is 17,555 kg (38,702 lb).

Technical Specifications :

Dimensions

Wingspan      40.41m
Length        29.79m
Height        11.66m

Performance Table

Max level speed    335 knots - 621 kph - 386 mph

Cruising speed     325 knots - 602 kph - 374 mph

Service ceiling    7010m - 23000 ft

Required runway    1311m - 4300 ft
length

Max Range: with    2100 nm - 3890 km - 2418 miles
max internal fuel

Max Range: with    4745 nm - 8793 km - 5464 miles
drop tanks

Equipment for inflight refuelling is fitted

-227-

- Lockheed EF-111 Raven

Entering service in 1967, the EF-111 had a difficult start to life when three
of the first six aircraft were lost in Vietnam within the first few days of the
type's combat debut, amid Government criticism of escalating costs and com-
plexity.

The EF-111 has shown in service that it was worth all the extra costs, an air-
craft way ahead of its time with its swing wings and automated ground-hugging
attack capability. For many years the EF-111 was considered to be the most
effective all-weather strike aircraft in the world.

The EF-111 has consistently proved its ability to deliver precision ground at-
tack munitions in any weather. The EF-111 was undoubtedly the 'improved tac-
tics' mentioned in briefings during the Gulf war being the only aircraft able
to drop the huge GBU28 4700 lb laser guided bomb.

The EF-111 featured in the game is an all weather electronic counter measures
variant, used to provide disruptive jamming for Anti-AWACS, interdiction and
other strike missions.

Armament

One large internal weapons bay, used for counter-measures equipment in the
EF-111 Raven. No other weapons are carried.
Maximum external fuel or weapons payload is 12290 kg (31500 lb).

Technical Specifications :

Dimensions

Wingspan      19.2m (spread) - 9.74m (swept)
Length        22.4m
Height        5.22m

Performance Table

Max level speed    Mach 2.2 - 1260 knots - 2335 kph - 1450 mph
at height          

Max level speed    Mach 1.2 - 790 knots - 1470 kph - 910 mph
at sea-level

Service ceiling    18300m - 60000 ft

Required runway    914m - 3000 ft
length

Max Range: with    3304 nm - 6115 km - 3800 miles
max internal fuel

Max Range: with    NA
drop tanks

Equipment for inflight refuelling is fitted


-228-

RUSSIAN FIGHTERS

Following the collapse of the USSR, the Russian aerospace industry fell into
sharp decline, with factories being converted to produce anything from kitchen
sieves to knitting machines.
However, there were eager customers for the Russian's low-priced, high-perfor-
mance aircraft and before the turn of the century, production was back in full
swing. Buyers include many regimes hostile to NATO and profits are being
ploughed back into research. The West is once more under threat, in both a com-
mercial and military sense.

A favourite export model is the Sukhoi SU-35 the threat which EuroFighter is
designed to beat. However, new developments in avionics, engines and weaponry
have given the plane remarkable performance...an aircraft worthy of respect,
even by the EF2000 pilot.

At the outbreak of war, rumours quickly spread of a new generation of Russian
Super-Fighter based on the MiG-1.42, later designated MIG-33 and code-named
Flashback. Satellite photography suggests the presence of a new type in the
North Cape area, but combat reports are non-existent - possibly because no NATO
pilot ever survived an encounter.

In contrast, the Russians hold a great many ageing planes in reserve, including
the venerable MiG-21, which is relegated to back-line defence and close air-
support in times of great need. Hopelessly out-of date in 2010, they are theo-
retically easy game for an EF2000, but thanks to upgraded avionics and sheer
numbers, are still proving dangerous in close combat.

-229-

- Sukhoi SU-35

An impressive single-seat all-weather counter-air fighter and ground attack air
craft, derived from the SU-27, with an uprated airframe containing a high pro-
portion of carbon-fibre and aluminium-lithium alloy. The engines, avionics and
armaments are also improvements on those originally installed in the SU-27.

The SU-35 features fly-by-wire, relaxed static instability and three-dimensio-
nal thrust vectoring, all of which give the aircraft tremendous agility. It in-
corporates state-of-the-art ECM in wing-tip pods, allowing improved survivabi-
lity in electronic warfare environments. The NO11 multi-mode radar is effective
at ranges up to 250 miles and has the ability to engage six targets simulta-
neously. Some models also feature a rearward facing radar. Like EuroFighter,
the SU-35 is equipped with TIALD, providing pin-point precision in the delivery
of laser-guided weapons.

Enormous power is delivered by two Saturn/Lyulka AL-3 1 FM turbofans, develo-
ping 30,865lb st each with afterburning - almost one third more power than the
standard EuroFighter engine.

Armament

One 30mm Gsh-30 gun, plus hard-point for 14 stores, including R-27 (AA-10 Alamo
A/B/C/D), R-40 (AA-6 Acrid), R-60 (AA-8 Aphid), R-73A (AA-11 Archer) and R-77
(AA-12), AMRAAM air-to-air missiles, Kh-2iML (AS-10) Karen, Kh-25MP (AS-12 Keg-
ler), Kh-29 (AS-14 Kedge) and Kh-31 (AS-17 Krypton) air-to-surface missiles,
KAB-500 bombs and rocket packs.
Maximum weapons payload is 8000kg (17635 lb).

Technical Specifications :

Dimensions

Wingspan      15.00m
Length        22.00m
Height        6.00m

Performance Table

Max level speed    Mach 2.35 - 1349 knots - 2500 kph - 1553 mph
at height          

Max level speed    Mach 1.18 - 737 knots - 1364 kph - 848 mph
at sea-level

Service ceiling    18000m - 59055 ft

Balanced runway    600m - 1970 ft
length

Max Range: with    2160 nm - 4000 km - 2485 miles
max internal fuel

Equipment for inflight refuelling is fitted

-230-

- Sukhoi SU-27 and SU-33

The SU-27 was built to replace the YAK-28, SU-15 and the TU-28 Interceptors.
The fighter was intended to fulfill an escort role for the SU-24 deep penetra-
tion strike aircraft during which operations the SU-27 was expected to be able
to engage F-15 and F-16 fighters.

The SU-27 was given exceptional range on internal fuel as the SU-24 was not ca-
pable of inflight refuelling, an error rectified in later versions of the air-
craft. The SU-27 is controlled with an analogue fly by wire system and features
exceptionally powerful engines rated at 27500 lbs thrust with afterburning. The
long swooping nose, widely spaced engine pods and twin-tailed design resembles
the MiG-29 which was designed at the same time.

The pilot has a helmet mounted target designator which is integrated with the
fire control system and operates a slave laser range finder and infrared track-
er. The onboard computes can return the aircraft to level flight from any angle
if the 'panic button' is used.

The SU-33 is the latest navalised version of the SU-27 and has canards like the
SU-35.

Armament

One 30mm gun and ten hardpoints for : the R27R (AA10 Alamo A), R27T (AA10 Ala-
mo B), R27ER (AA10 Alamo C), R27ET (AA10 Alamo D), R73A (AA11 Archer), R60 (AA8
Aphid) and R33 (AA9 AMOS) air to air missiles. Bombs and unguided rockets can
be carried in a secondary air-to-ground role.
Maximum external weapons payload is 6000kg (13228 lb).

Technical Specifications :

Dimensions

Wingspan      14.7m
Length        21.93m
Height        5.93m

Performance Table

Max level speed    Mach 2.35 - 1349 knots - 2500 kph - 1553 mph
at height          

Max level speed    Mach 1.1 - 635 knots - 1176 kph - 730 mph
at sea-level

Service ceiling    18000m - 59055 ft

Required runway    600m - 1970 ft
length

Max Range: with    2159 nm - 4000 km - 2486 miles
max internal fuel

Equipment for inflight refuelling is fitted

-231-

- Mikoyan Gurevich MiG-29

The MiG-29 was a result of a 1972 Soviet airforce requirement for a fighter to
replace the MiG-21 and SU-15 air combat fighters, plus a secondary role repla-
cing the MiG-23 and SU-17 ground attack aircraft. Mikoyan Gurevich aimed to
produce an aircraft that was at least as good as the F-15.

As most Russian aircraft are designed to operate from rough airfields when ne-
cessary, the MiG-29 has a very unusual door system which blanks the large under
fuselage intakes from mud and ice thrown up from the front wheel. From the MiG-
29M onwards this system was deleted because of weight and replaced by a retrac-
table grille system.

The radar laser rangefinder and infra-red detectors are all linked together by
the fire control system and work with the pilot's helmet mounted target designa
tor as on the SU-27.

In the late 80's the MiG-29 competed against the SU-27 for more Russian airfor-
ce orders, but lost the competition through not having enough range and weapon
capability. The MiG-29M was developed after this competition with improved ran-
ge, performance and weapon carrying ability.

Armament

One 30mm gun. The MiG-29 has six hardpoints (eight on the MiG-29M) for : the
R27R (AA10 Alamo A), R60MK (AA8 Aphid), R73E (AA11 Archer), air-to-air missiles
KMGU-2 submunitions dispensers, napalm, free fall and unguided rockets.
Maximum external weapons payload is 3000 kg (6614 lb).

Technical Specifications :

Dimensions

Wingspan      11.36m
Length        17.32m
Height        4.73m

Performance Table

Max level speed    Mach 2.3 - 1319 knots - 2445 kph - 1519 mph
at height          

Max level speed    Mach 1.06 - 700 knots - 1300 kph - 805 mph
at sea-level

Service ceiling    17000m - 55775 ft

Required runway    600m - 1970 ft
length

Max Range: with    810 nm - 1500 km - 932 miles
max internal fuel

Max Range: with    1565 nm - 2900 km - 1800 miles
drop tanks

Equipment for inflight refuelling is fitted


-232-

- Mikoyan Gurevich MiG-21

The MiG-21 was designed after lessons learned by the Russians during the Korean
war. Intended to fulfill the same air superiority mission as the contemporary
American F-104 Starfighter and the French Mirage, the MiG-21 adopted a diffe-
rent design layout to either of these aircraft. Initially, the Mikoyan Gurevich
design team could not decide between the swept wing prototype and the delta
wing prototype. Eventually after much flight testing they selected the delta
wing prototype on the grounds that it would carry more fuel and have more deve-
lopment potential.

The MiG-21 has been produced in more versions and in far greater numbers than
any aircraft since the Second World War and is probably the best known Soviet
aircraft. Originally an interceptor the designers kept the weight of fuel car-
ried to a minimum to give the aircraft the best rate of climb possible. This
lack of internal fuel and the inability to carry more than three small drop
tanks, has left the MiG-21 short on range. The MiG-21 has been used by all the
airforces of the ex-Eastern Bloc and many other including airforces as far
apart as Finland and China. Despite the age of this fighter design, its small
size agility and speed make it a difficult target and a dangerous opponent.
Because the radar is situated in the inlet duct, the MiG-21 cannot be equipped
with the latest radars and even the most up-to-date versions have very limited
all weather capability.

Armament

One 30mm gun and four wing hardpoints for : the R3 (AA2 Atoll) and R3 (AA2-2
advanced Atoll) air-to-air missiles, free fall bombs and unguided rockets.
Maximum external weapons payload is 1500kg (3307lb).

Technical Specifications :

Dimensions

Wingspan      7.15m
Length        15.76m
Height        5m

Performance Table

Max level speed    Mach 2.1 - 1203 knots - 2230 kph - 1385 mph
at height          

Max level speed    Mach 1.06 - 702 knots - 1300 kph - 807 mph
at sea-level

Service ceiling    15250m - 50035 ft

Balanced runway    1200m - 3940 ft
length

Required runway    600m - 1970 ft
length

Max Range: with    593 nm - 1100 km - 683 miles
max internal fuel

Max Range: with    971 nm - 1800 km - 1118 miles
drop tanks

-233-

RUSSIAN STRIKE AIRCRAFT

- Mikoyan Gurevich MiG-27

The MiG-27 is an improved version of the close air support and ground attack
MiG-23 swing-wing fighter bomber, designed to fly at a slower speed and lower
altitude, carrying a larger weapon load with better radar and precision missile
aiming equipment. The pilot is seated higher for better visibility and enjoys
the protection of improved armour. Navigation and attack systems have been in-
cluded in the design to give the MiG-27 an all weather attack capability. The
nose has a flattened glass underside, which contains the TV tracker unit and
laser rangefinder/designator.

The aircraft is able to carry an under fuselage gun pack that has depressable
barrels, so the aircraft can strafe the ground while in level flight. Alternati
vely a battlefield reconnaissance pod can be fitted. The MiG-27 has also been
operated from Soviet aircraft carriers.

Armament

One 23mm twin barrel gun, with seven hardpoints for the R3 (AA2 Atoll) and R60
(AA8 Aphid) air-to-air missiles, KH23 (AS7 Kerry), KH25ML (AS10 Karen) and
KH25MP (AS12 Kegler), air-to-surface missiles, AS9 (Kyle) anti radar missiles,
free fall bombs, napalm and unguided rockets.
Maximum external fuel and weapons payload is 4000 kg  (8818 lb).

Technical Specifications :

Dimensions

Wingspan      13.96m (spread) - 7.78m (swept)
Length        17.08m
Height        5m

Performance Table

Max level speed    Mach 1.77 - 1017 knots - 1885 kph - 1170 mph
at height          

Max level speed    Mach 1.1 - 635 knots - 1176 kph - 730 mph
at sea-level

Service ceiling    14000m - 45930 ft

Required runway    950m - 3120 ft
length

Max Range: with    242 nm - 450 km - 280 miles
max internal fuel

Max Range: with    1737 nm - 3220 km - 2000 miles
drop tanks

-234-

- Sukhoi SU25/39

The SU-25 follows the design of the trail blazing A10 of the USA. The layout is
different from the A10 but similar in many areas including the pilot's seating
within a 'bathtub' of titanium armour and the ability to operate from rough
frontline airstrips. All fuel lines are shrouded in fire resistant foam, the
engines are enclosed in stainless steel boxes. Early aircraft were very basic
in their flying controls but of greater performance than the A10 due to lighter
unladen weight and higher performance engines.

Later versions (SU-28), like the A10 have the nose wheel offset to port to al-
low the gun to be centre line mounted in the front fuselage. Targeting equip-
ment has been fitted, including a magnifying TV camera and targets are picked
out on the pilot's head up display. Infrared sensors are fitted for all weather
attack.

The latest version is designated SU-39 and carries much more fuel, better sen-
sors and has much improved performance, being optimised for battlefield and
anti-tank attacks.

Armament

One 30mm twin barrel gun. The SU25 has ten hardpoints for : two R3 (AA2 Atoll),
or R60 (AA8 Aphid), defensive air-to-air missiles, KH58 (AS11 Kitten) anti-
radar missiles, freefall and retarded bombs, laser guided bombs and unguided
rockets, SPPU22 gun pods each containing one 23mm twin barrel gun with depres-
sed barrels for strafing attacks.
Maximum external weapons payload is 4400kg (9700 lb).

Technical Specifications :

Dimensions

Wingspan      14.36m
Length        15.53m
Height        4.8m

Performance Table

Max level speed    526 knots - 975 kph - 606 mph

Service ceiling    7000m - 22965 ft

Required runway    1300m - 4265 ft
length

Max Range: with    515 nm - 950 km - 590 miles
max internal fuel

Max Range: with    565 nm - 1050 km - 650 miles
drop tanks

-235-

- Sukhoi SU-34

The SU-34 is a development of the SU-27 but intended for the long range strike
and ground attack role. Its airframe is similar but has a wider nose with side
by side seating in a similar fashion to the F-111 and small canard foreplanes.
The tail cone now houses a rearward facing warning radar. The aircraft is belie
ved to carry defensive rearward facing air-to-air missiles.

The SU-34 has a new terrain following and navigation/attack radar combined with
a modern multi function display cockpit. While the foreplanes are sited in the
same position as on the SU-35 fighter, the main undercarriage has noticeably
bigger all terrain twin wheel gear units. Internal fuel tankage is large by
Western standards.

Armament

One 30mm gun. The SU-34 has ten hardpoints for : R73 (AA11 Archer) and R77
(AA12 AMRAAM type) air-to-air missiles, unspecified precision guided air to
surface missiles, KAB 500 laser guided bombs, cluster bombs, free fall and re-
tarded bombs, nuclear bomb and missile carrying ability.
Maximum external fuel or weapons payload is unknown, but likely to exceed that
of the SU-27/SU-35.

Technical Specifications :

Dimensions

Wingspan      14.7m
Length        22.4m
Height        5.93m

Performance Table

Max level speed    Mach 1.8 - 1035 knots - 1915 kph - 1190 mph
at height          

Max level speed    Mach 1.15 - 695 knots - 1287 kph - 800 mph
at sea-level

Service ceiling    18000m - 59055 ft

Required runway    NA
length

Max Range: with    2160 nm - 4000 km - 2485 miles
max internal fuel

Max Range: with    NA
drop tanks

-236-

- Tupolev TU22M

The TU22M is a considerably reworked version of the TU22 supersonic bomber
which had proved very disappointing in range and airfield performance. The tur-
bojet engines were changed for more economical turbofans and moved from their
tail fin side by side location to a fighter like position side by side in the
rear fuselage fed by side mounted wedge intakes.

The outer panels of the wings are of variable geometry (swing wing) to reduce
the takeoff run and are equipped with lift improving flaps and full span slats.

The radar operated tail gun was aerodynamically smoothed out to reduce drag and
a rotary missile launcher added within the ventral weapons bay.

The aircraft is used for strategic nuclear attack by the Airforce and for elec-
tronic reconnaissance and anti shipping strikes by the Navy. The TU22M was ori-
ginally thought to be designated the TU26 by Western observers, however after
the Cold War eased in the early 90's this was found to be wrong.

Armament

Two 23mm radar controlled guns in a turret. The TU22M has four hardpoints and a
ventral weapons bay for : The AS4 (Kitchen) long range air to surface missile,
free fall nuclear or conventional bombs.
Maximum weapons payload is 12000kg (26455 lb).

Technical Specifications :

Dimensions

Wingspan      34.3m (spread) - 23.4m (swept)
Length        39.6m
Height        10.8m

Performance Table

Max level speed    Mach 2 - 1146 knots - 2125 kph - 1320 mph
at height          

Max level speed    Mach 0.86 - 567 knots - 1050 kph - 652 mph
at sea-level

Service ceiling    18000m - 59055 ft

Required runway    2000m - 6560 ft
length

Max Range: with    1188 nm - 2200 km - 1365 miles
max internal fuel

Max Range: with    6476 nm - 12000 km - 7457 miles
drop tanks

-237-

RUSSIAN SUPPORT AIRCRAFT

- Antonov AN225

The AN225 is the world's biggest aircraft and was the first to fly weighing
more than 1,000,000 lb. The aircraft is based on the four turbofan Antonov 124
with the addition of two extra engines, longer wings and fuselage. The tail sur
faces were replaced by substantially larger horizontal stabilizers and twin ver
tical tails placed widely apart so as to receive adequate air flow when carry-
ing outsize loads on top of the fuselage, roof rack fashion!

Behind the wing and above the hold there is a cabin with seating for sixty to
seventy people. In order to cope with the huge weight of the aircraft on lan-
ding, the AN225 is equipped with twin steerable nose undercarriage mounted side
by side and no less than seven independently retracting twin wheel main legs
per side. In order to help loading, the aircraft nose undercarriage can retract
while on the ground allowing the aircraft to settle on to two extendable feet.
The AN225 was planned to be enlarged further with a total of eight engines for
use as an airborne launcher for European reusable space planes.

Armament 

ECM pods and Chaff/Flare dispensers can be carried.
Maximum payload carried internally or externally is 250,000 kg (551,150 lb).

Technical Specifications :

Dimensions

Wingspan      88.4m
Length        84m
Height        18.2m

Performance Table

Max level speed    NA

Cruising speed     Mach 0.64 - 432 kts - 800 kph - 497 mph

Service ceiling    NA

Required runway    3500m - 11485 ft
length

Max Range: with    8310 nm - 15400 km - 9570 miles
max internal fuel

Max Range with     2425 nm - 4500 km - 2795 miles
full load on in-
ternal fuel

Max Range: with    not fitted
drop tanks

Equipment for inflight refuelling is fitted

-238-

- Beriev A50

A development of the IL76 airframe, the A50 is altered and fitted out by Beriev
The tail doors and cargo deck are replaced by comprehensive electronics and
seating for a crew of fifteen. As in Western AEW (airborne early warning air-
craft), a large rotating 'saucer' radome has been added on twin struts on top
of the aircraft fuselage. This radome is capable of locating and tracking air-
craft through 360 degrees over land or water. The A50 is not fully developed.
Due to the weight of equipment on board, the aircraft cannot take off with a
full load and has great difficulty refuelling in flight due to buffeting caused
by the radome in a tanker's slip stream.

As a result the A50 is short on endurance. Furthermore the lack of a crew rest
area and proper toilet/galley facilities ensures early crew fatigue.

Due to economic shortages during the breakup of the USSR the production rate
slowed down with the result that the modern Russian Airforce has been hampered
by an insufficient number of AEW aircraft on occasion to control available re-
sources. The A50 will almost certainly be developed further.

Armament

The A50 is fitted with wing tip ECM pods and chaff/flare dispensers.

Technical Specifications :

Dimensions

Wingspan      50.5m
Length        46.59m
Height        14.76m

Performance Table

Max level speed    Mach 0.68 - 459 knots - 850 kph - 528 mph

Cruising speed     Mach 0.64 - 432 knots - 800 kph - 497 mph

Service ceiling    14500m - 47570 ft

Required runway    850m - 2790 ft
length

Max Range: with    Unknown but considerably less than IL76
max internal fuel

Max Range: with    Not equipped
drop tanks

Equipment for inflight refuelling is fitted but virtually unusable due to
aerodynamic turbulence.

-239-

- Ilyushin IL76/78

Inspired by the American C141 Star Lifter in shape and layout, the IL76 was how
ever designed to meet much tougher requirements placed by the Soviet airforce
in the late 1960's. The new transport must be able to carry 40,000 kg (88,183
lb) a distance of 2698 nautical miles, 5000 kilometres, 3107 miles in less than
six hours. It must also be able to operate in all weathers, night and day in
the worst weather that the far flung parts of Arctic Russia and Siberia could
muster. Furthermore the aircraft must be able to land and take off from rough
airstrips that might be no more than an expanse of grass or compacted snow!
The wings carry high lift devices for an impressive short field performance,
including full span slats and triple slot flaps over 75 % of the span. The suc-
cess of the IL76 airframe is such that a tanker version called the IL78 has
been developed.

Each aircraft carries three refuelling drogues which are trailed from pods fit-
ted under each wing outer panel and one on the port side of the rear fuselage.
The pods use a windmill ram air powered pump to deliver fuel at a rate far
above any Western system for very quick aerial 'pit-stops'. The IL76/78 has fur
ther become the basis of the IL76 flying command post and the Beriev A50 Air-
borne early warning aircraft and has been bought by military and civil users in
both East and the West.

Armament

All IL76 are equiped for use of chaff/flare dispensers. Military transports
have a tail position for two 23mm guns, though these are not always fitted.
Maximum payload is 40,000 kg (88,183 lb).

Technical Specifications :

Dimensions

Wingspan      50.5m
Length        46.59m
Height        14.76m

Performance Table

Max level speed    Mach 0.68 - 459 knots - 850 kph - 528 mph

Cruising speed     Mach 0.64 - 432 knots - 800 kph - 497 mph

Service ceiling    14500m - 47570 ft

Required runway    3617m - 12185 ft
length

Max Range: with    6700km - 4163 miles
max internal fuel

Max Range with     1970 nm - 3650 km - 2265 miles
full load on inter-
nal fuel

Equipment for inflight refuelling is fitted

-240-

- Tupolev TU16

When the Tupolev 16 entered service in 1954 it was quite a remarkable aircraft,
being built from a new lightweight aluminium alloy and having a considerable
range made possible by the newly designed Mikulin AM3 turbo jet.

Originally the main bomb load was to be one huge 9000 kg (19841 lb) freefall
bomb, or a large number of small freefall bombs.

Over the years the TU16 has been developed into a myriad of versions to carry
enormous early cruise missiles such as the now outdated KS1 (AS1 Kennel). Anti
ship version carried torpedoes or mines and early in its career the Soviet air-
force developed the unusual technique of wingtip to wingtip inflight refuelling
with a hose trailed by one TU16 to refuel another.

Of the original 2000 aircraft built 700 remain in service, providing over the
horizon, mid-course guidance for Russian Navy anti-ship cruise missiles. Other
versions carry the K26 (AS6 Kingfish) anti-ship missile, or have been converted
into refuelling tankers and electronic surveillance aircraft.

Armament

One 23mm gun in the nose, twin 23mm turrets in the tail, ventral and dorsal po-
sitions. The TU16 has one large ventral weapons bay for stand off missiles,
freefall bombs with nuclear or conventional warheads. Naval versions are equip-
ped to carry long range anti ship missiles, freefall bombs, torpedoes and mines
Maximum weapons payload is 9000 kg (19800 lb).

Technical Specifications :

Dimensions

Wingspan      32.99m
Length        34.8m
Height        10.36m

Performance Table

Max level speed    567 knots - 1050 kph - 652 mph

Service ceiling    15000m - 49200 ft

Required runway    NA
length

Max Range: with    3198 nm - 5925 km - 3682 miles
max internal fuel

Max Range: with    not equipped to carry external fuel tanks
drop tanks

Equipment for inflight refuelling is fitted

-241-

NATO FLEET

Illustrations

-242-

RUSSIAN FLEET

Illustrations

-243-

MERCHANT FLEET

Illustrations

-244-

HELICOPTERS

- NATO & RUSSIAN 

Illustrations

-245-

ARMOURED FIGHTING VEHICLES

- RUSSIAN Fighting Vehicles

Illustrations

-246-

- NATO Fighting Vehicles

Illustrations

-247-

Illustrations

-248-

EF2000 CAMPAIGN

- Prelude to War

It was a tragic parallel : the time that Zrynaski, Leader of the Russian Ultra
Nationalist Party swept to power in the Autumn of 2001 and history began to re-
peat itself. A great world power had fallen and was set to rise again, as Nazi
Germany had in the thirties.

After the dissolution of the USSR, Russia was plunged into an economic crisis
that surpassed the great depression of the thirties. Old trade agreements with
the former Satellites broke down and high level corruption and chaos in the
Government lead to drastic economic reforms. At the same time, territorial ar-
guments erupted across the former Soviet lands, leading to the loss of confi-
dence and dispute with the Western nations. In turn this caused investment in
Russia to collapse, sending inflation soaring by thousands of percent.

Boris Yeltsin, the former Soviet Leader, fought hard to keep the nation to-
gether, but a menacing opposition was fast growing - a dangerous mix of Commu-
nists and the extreme Nationalists of the Communist National movement, who
sought to safeguard Russia's military and economic status. The Communist Party
of the Russian Federation, although no longer politically influential, grew to
tens of millions. Yeltsin tried to ban them but failed. Eventually, the Natio-
nal Salvation Front, another Communist group banned by Yeltsin, became all-
powerful.

By 2000, leaders of the Ultra-Nationalist movement were basking in the majority
support of a demoralised populous. Another brief Civil War erupted in Russia
for the second time in 10 years. Forces loyal to Yeltsin fled to the former
Satellite states of the Ukraine and Belarus. Western leaders showed open sup-
port of the Yeltsin Regime, widening the rift between the Western powers and
the new Russian Empire of Zrynaski. In Russia, the downward spiral continued
with the desperate act of a desperate man...

While the Ultra Nationalist's fought to preserve what was left of the Russian
Empire, Western powers plotted to bring it to its knees once and for all.
Russia feared them no more. It was time for a New World Order.

The powerful, reborn Russian war machine developed a radical new policy to
carry out its threats to reclaim and unite the former CIS nations, to conquer
the oil fields of the Middle East and to control all that stood between them
and the Indian Ocean. First came the swift and decisive moves into Finland and
Poland, taking back what it had owned over fifty years earlier.

Compared with the previous ten years, NATO was just a shadow of its former
self. The collapse of Communism seduced Western leaders into massive reductions
in the armed forces, although the real threat had never gone away. It had mere-
ly changed for the worse.

Taking advantage of the NATO situation, knowing that the United Nations would
spend months trying to find a diplomatic solution, the Ultra-Nationalists went
ahead with their plans to claim territories they believed were theirs.
In manoeuvres strikingly similar to the German invasion of Poland, the Russians
swept into Finland, then into Kazerberstan and Aberstan. Meanwhile, Russian
Naval forces seized control of the powerful Black Sea Fleet.

-249-

NATO was paralysed with fear, although no major incursions were made into West
European territory. Poland, Slovakia, the Czech Republic and all the former War
saw Pact Nations turned to NATO for help. Belarus and the Ukraine, fearing the
worst, agreed to a non-aggression pact with Russia. Next to go were the former
Baltic states of Latvia, Estonia and Lithuania. Central Europe and the Polish
borders were the stage for a massive stand off between the bulk of the Russian
war machine and a NATO force allied with many former Warsaw Pact nations.

With NATO occupied in central Europe, the Russians and their numerically supe-
rior airforces could make a daring sweep south from Finland and Norway, cutting
off Iceland and gaining control of the sea lanes from America to Europe.
If NATO reacted by moving forces from central Europe, they would weaken their
defences. This would allow the Russians to punch a hole through Poland and for-
mer Eastern Germany, through the Fielder gap and through the rest of Germany,
bringing NATO to its knees. Of course, both sides still held the nuclear card.

Central Europe became a buffer zone, NATO depending on the huge expanses be-
tween Poland and its Eastern flanks. Even with the Atlantic under Russian
blockade, Europe could hold out for weeks against a Russian onslaught. This
would give time for NATO to reinstate the original logistics plans of the Cold
War period. Russian leaders knew that well-supplied NATO forces in Germany
would be almost impossible to defeat. They had to take the North and gain con-
trol of the Atlantic and with most of NATO's forces committed in central Europe
it should be just a matter of time.

The future of Central Europe would be decided by the battle of Norway - a bat-
tle that was to be fought principally in the air and at sea. The unforgiving
topography of the Scandinavian and North Cape areas is unsuitable for ground
warfare. Unfortunately for the West, the almost constant daylight of the Nordic
summer months rendered squadrons of NATO stealth fighters all but useless. An
air battle between high-tech super-powers was about to begin, the likes of
which had not been seen since the Battle of Britain. For the Russians, capture
of intact Norwegian airbases was the primary objective.

- The State of War

In the Northern Europe theatre of operation, the Russian air army consists of
over 2000 front line aircraft. Although many of their aircraft are technically
inferior, the Russians still possess large numbers of advanced, modern aircraft
that are a match for any Western aircraft. Their pilots are also of the highest
calibre. Russia also possesses a formidable fleet of long range bombers able to
penetrate deep into the North Atlantic region, casting their shadows on each
and every sea lane.

Between them stands Norway and eight front line air bases, two US carrier
fleets, a UK carrier group and long range support from Denmark, Scotland and
Iceland. Several hundred NATO fighters and bombers stand against a force twice
their size.

In all, the total number of EuroFighters deployed in Norway is 356 with over
240 reserve in Scotland.

-250-

- Diagrams of NATO vs Russian strength in aircraft.

-251-

MILITARY AIRFIELDS

- Andoya

- Orland

-252-

- Bardufoss

-253-

- Bodo

-254-

- Oslo

- Provincial Airfield

-255-

- Rygge

-256-

- Trondheim

-257-

THE WARGEN SYSTEM

- How the Conflicts are driven

The DID War Generator, WARGEN system, was born from the desire to create a rea-
listic combat environment for the EF2000 simulation. After all, a good flight
simulation has to do far more than just mimic real aircraft. Many war simula-
tions suffer from the tedium associated with managing the massive amounts of
data used to model a large scale conflict. The aim of the DID War Generator was
to fully automate the management of this data to allow the users to concentrate
entirely on their role as a pilot.

To produce an AI system capable of controlling all aspects of a future war,
from the organisation and movements of carrier fleets to the repair of runways
and hangars, required a great deal of research. An AI system was designed that
would mimic the hierarchical command and control structure of modern Air and
Sea forces. The system was tailored towards a Norwegian Limited Theatre Con-
flict where the emphasis would lie with Sea and Air power (the Norwegian ter-
rain making a land war pretty difficult).

The DID WARGEN is actually a sophisticated war-gaming engine that underlies the
unique 3D world of EF2000. Over 10,000 individual objects in the 3D world are
controlled by the WARGEN as you interact with the environment. This is what ma-
kes EF2000 a true hybrid of wargaming genres. If the demand is there, we may
soon decide to give the player the power to manipulate the AI that drives the
WARGEN, enabling you to set-up and play-out scenarios in a way that will asto-
nish military strategists. Let us know what you think!

Some of the theoretical basis for WARGEN came from the ideas presented in Colo-
nel A. Warden's book on the operational theory of a modern airforce. His ideas
on the mechanics of the airforce and its relation to the other sectors of the
military machine were integrated with the original design of the AI engine to
produce the core of the WARGENs AI engine.

- Total War Games

The WARGEN operates at four distinct levels of command based AI. Data in the
forms of orders and directives are filtered down through the system to the lo-
west levels. Field reports and statistical data are then propagated back
through the system to update the higher levels of intelligence allowing the WAR
GEN to accurately manage the overall conflict.

The highest of these levels is The Grand Strategic Level. This level manages
the forces from a governmental or military chiefs perspective and is respon-
sible for the overall direction of the war as well as the maintaining of inter-
national relations with all other protagonists. It is at this level that a pro-
tagonist may decide to surrender, or indeed may decide to bring a neutral coun-
try into the conflict by force in order to improve their current situation.

Below this lies the Strategic Level AI that is responsible for organising the
forces available in terms of material (all military hardware),

-258-

personnel (pilots and other highly trained military persons) and position
(relocating forces to maintain good defensive/offensive locations), to try to
meet the demands made at the Grand Strategic Level. In addition to this, the
Strategic level also maintains force strength and mobility by calling for re-
serves and additional force where needed. In general this level deals with
logistics.

The Operational Command Level is by far the most complex. It is responsible for
the generation of all Land, Sea and Air missions for all protagonists. Missions
are generated to very high levels of detail to ensure an accurate model of the
conflict is created. Sea forces are used to resupply the land and air forces
and the carrier fleets are positioned to complement the forward line bases and
provide a strong defensive/offensive position. Land forces are used to trans-
port supply from the coast to the bases inland. The limited ground war means
that the positioning of the land forces is crucial to the defence of forward
line airbases, supply dumps and command centres. Air missions are generated
both to provide defensive air cover and offensive strikes into enemy territory.

The lowest level in the WARGEN hierarchy is the Tactical Combat level. At this
level sophisticated combat rules are used to resolve all land, sea and air com-
bat. Detailed battlefield statistics are generated at this level for examina-
tion by higher levels of the system.

Using these four hierarchical levels of AI, WARGEN can manage an entire theatre
air campaign. In practice WARGEN manages an area of over 400,00 square km and
controls the operations of over 1000 planes, 2000 ground units and 500 ships.
Of course, you will be just a small cog in a large machine, but as you are
flying NATO's most effective air weapon, you are able to make a significant
difference to NATO's fortunes in the campaign.

- The Importance of Accuracy

Great care has been taken in developing the AI routines with the data, statis-
tics and probability tables to ensure that the data used by the system is as ac
curate to real-life as possible.

- Grand Strategic Level

At this level you will receive signals when an allegiance is defeated or surren
ders. The AI continually monitors international relations, which affect actions
such as the response of fighters and SAMs in neutral countries; e.g. a fighter
from a neutral country is shot down by your flight - the next time you go into
his neutral airspace you will be actively tracked down and destroyed without
mercy.

In addition, keeping on good terms with non-combatant countries means that you
can use their road/rail network and ports to bring in your supplies. If they
become angry with you, they will not allow you to use their transport network,
thereby cutting your supply network and making life easier for the enemy!

-259-

- Strategic Level

Once your friends and enemies are identified it is then necessary to re-distri-
bute your forces to defend your territory, or put yourself in optimal attacking
positions (if attacking is the correct response). The strategic level performs
all necessary force distribution and resets the primary supply routes. If force
sizes are getting dangerously low then reserves will be brought in.

- Operational Level

This is where it all happens. Your aim is to select the most important enemy
targets for your overall campaign. Then for each base these targets are priori-
tised. The operational level will build a mission for all prioritised targets
and decide who is going to do what to whom, where and when.

For the planes : the AI selects the most appropriate plane for this type of
mission from a desirability list; then it selects the appropriate size and con-
tent of the mission in terms of flights and number of planes and finally, it
selects the supply requirement for the mission.

For the airbase : the AI assesses the ability of the airbase to cope with this
mission given the amount of air traffic already going through the base. An ATC
system is used to schedule the launch of all missions.

For the target type : the AI selects exactly the correct weapon package for the
target type from over 500 possible combinations.

For the waypoints : the AI plots waypoints to and from the target making use of
the terrain or using safe (out-to-sea) routes, or routes through neutral coun-
tries.

JSTARS and AWACS are positioned to achieve maximum detection range whilst still
being in secure friendly airspace, usually only a short sprint away from a base
Refuellers are positioned for maximum accessibility but away from direct enemy
threat - although refuellers near to the FEBA will be at considerable risk.

CAP routes are chosen based on information about previous enemy incursions and
local topography. Strike routes are chosen to try and get the strike flights to
target as safely as possible. From the ingress point onwards, each pilot on a
flight is made to follow an individual waypoint route called an attack pattern
- each tailored to the weapon type and target type which ensures that the pla-
nes release their weapons over the target at the correct time intervals. All
this is done not only for the EF2000 but all of the 1000 plus planes in the
world.

-260-

- Selection of Ground Forces and placement of Air Defenses

For ground based vehicles the most appropriate trucks and tanks are selected
for offensive or supply missions. The choice of the safest supply routes to use
that day will allow the required amount of supply through.

Placement for all 500 plus SAM sites, and 100 plus AAA guns is also calculated.

Placement of battle vehicles in the currently disputes areas of the world is
carried out as follows...

For ships : placement of the carrier fleet adjacent to the current area of most
offensive operations. Selection of the safest supply routes to use to get ships
either to or from ports for supply. Attack-ships are positioned when an attempt
is made to capture a base.

- Base Repair and Critical Targets

When critical targets such as runways and control towers are damaged the AI
system will begin a series of simulated repairs over the course of several
hours or days. Some targets such as a heavily damaged control centre can take
days to repair if it is possible at all; others such as runways can be mended
in under six hours if the damage is not too severe.

- The Pilots

All pilots are individually modelled; i.e. many pilots all have several attri-
butes describing their behavioural characteristics, skill and experience. After
each mission, a pilot is reassessed and his details are updated for the next
phase of missions.

- Tactical Level

When you actually fly your mission, an advanced tactical AI system processes
all ground and air combat that occurs around you. All AA combat in which you
are directly involved is handled by the SmartPilots system. All combat more
than 100 miles away from the players is dealt with by the WarGen system. The
results are plane based and takes into account the ability of each plane to :
achieve a lock-on the enemy; the probability of missile hitting if launched,
based on military data; the plane combat performance ratings; and the relative
plane proximities.

All AG combat is processed in a similar way. The AAA combat uses probabilities
of a lock-on coupled with the plane's ability to evade the lock and a probabi-
lity of kill to determine the outcome.

-261-

THE SMARTPILOTS SYSTEM

Your Companions in the Sky

For the first time ever, a DID simulation features the SmartPilots Artificial
Intelligence System. The system combines real-time aerodynamic modelling with
behaviour dictated by modern military doctrine to provide an all-round simula-
tion, not only of the aeroplane you are flying, but of the entire battlefield
environment. SmartPilots compliments WarGen as an in-game AI system.

Detailed Missions

As you fly a mission in EF2000, you will follow a waypoint route, stopping to
engage the enemy, to refuel, or perform other mission-critical tasks. The com-
puter-controlled planes (CCPs) which you will encounter as an EF2000 pilot all
have their own missions just like yours. Some, like CAP, are missions which you
can fly yourself. Others, like AWACS, are only available to certain types of
aircraft.

Each CCP flight is commanded by a wing leader, who will follow his waypoints
and decide what actions the flight should take, responding to the

-262-

situation in hand. Just as you will sometimes be contacted by AWACS, JSTARS or
another flight in your mission, so will the CCP wing leaders. In fact, if a CCP
CAP is in a better position to intercept an enemy flight than yours, AWACS
will send them instead of you.

Aerodynamic Models

In flight, CCP motion is determined by a full aerodynamic flight model. Lift,
drag, thrust and weight are all taken into account, as are roll and pitch iner-
tia. For this reason, the MiG-21, which lacks a G-limiter, can obtain a higher
instantaneous turn rate than the 9 G F-16, but will lose a lot of speed in the
process, due to induced drag. The A-10, with its high aspect ratio wing, will
maintain an excellent turn rate at low speeds, where either fighter will bleed
off speed. The F-15, although fast and powerful, will suffer in close combat
against the likes of the SU-27, a fighter with a higher roll rate.

The Dogfight Algorithm

Air-to-air combat with SmartPilots uses a new system, the Dogfight Algorithm.
The CCP continually re-calculates its situation in combat, without ever resor-
ting to set manoeuvres. For instance, instead of using a pre-defined high yo-yo
manoeuvre to prevent overshoot in a turning fight, the CCPs will incorporate a
calculation of energy and turn-rate tactics into their manoeuvring, while still
keeping an eye on target position, heading and speed.

Furthermore, the CCPs will act as a team, each flight splitting into two-ship
sections which will co-ordinate their attacks using modern air-combat techni-
ques. You may notice the opposing fighters using the double-attack system
against you. It can no longer be presumed that Russian forces will use out-
dated ground-control tactics and trail formations.

-263-

THE FLIGHT MODEL

- Dynamics

Imagine an object moving in space. It moves in a certain direction at a certain
speed. These can be described by its velocity vector. The size of the velocity
vector represents the speed and it points in the direction of motion.

According to Isaac Newton, this object will keep on moving with the same velo-
city until a force acts on it. A force in the same direction as the force at
right angles to the velocity will not change the speed, but will alter the di-
rection of the object's motion towards the direction of the force. In this way,
a satellite moving around the Earth will always be pulled downwards, but will
never hit the ground.

Now imagine our object is not in space, but in the air, about 10,000 feet up.
It is being acted on by the force gravity. Due to its motion through the air,
it also encounters air resistance, or drag.

These two forces add together to make the object slow down and fall. If the ob-
ject is an aeroplane, we can stop this from happening. The engine provides
thrust to balance the drag. To counter the effect of gravity, the wings provide
lift.

-264-

As with the satellite, only a force at right angles to the plane's velocity can
turn it around. Viewed from behind, the aeroplane makes a level turn by banking
to one side and increasing lift, so that the vertical part of the lift balances
weight. Then the horizontal part of the lift is not balanced out, and so turns
the aeroplane.

-265-

- Aerodynamics

A wing produces lift by deflecting the air flowing past it downwards, which
pushes the wing n the opposite direction. The shape of the wing can produce
this effect, as can its angle of attack. The higher the angle of attack, the
greater the lift. If angle of attack is too great, the air can no longer move
round the wing from leading to trailing edge, and the area behind the wing be-
comes a wake. This is called stalling. A stalled wing produces little or no
lift.

Any object in air flow is pushed back by drag. Lift produces extra drag, which
adds to the normal, or profile drag. This means that an aeroplane in a turn
needs more thrust maintain its speed. A conventional aeroplane works by poin-
ting the tailplane down; the lift from the tail rotates the aeroplane nose-up,
so the wing has a high angle of attack and produces plenty of lift for turning.

- EF2000 Aerodynamics

The EF2000 has foreplanes instead of a tailplane. Also called canards, these
work by pitching up to rotate the aeroplane. At low speeds, the EF2000 is un-
stable, so the canards area then deflected down again to balance the aeroplane
at the higher angle of attack and prevent it from flipping out. This instabi-
lity is not noticed by the pilot because between the pilot and the aeroplane is
a flight control system (FCS) which makes the necessary control inputs to stabi
lize the aeroplane.

Unlike the WWI pilots, who moved control surfaces with mechanical linkages, the
EF2000 pilot is shielded from the actual business of pitching the canards and
ailerons. The joystick position is interpreted by the FCS as a demand for a
certain roll rate and pitch rate. This means that when the stick is left alone,
the EF2000 will neither pitch nor roll, even if it is highly banked or upside-
down.

-266-

- The Flight Model

The flight model in EF2000 is a dynamic, six degree-of-freedom model, which
simulates the actual aerodynamics of the EF2000 design. It incorporates the
instability and coupled behaviour which can be expected in an aeroplane like
the EF2000. This means that if you were given direct control of the control
surfaces, you would need constantly to adjust the stick just to stop the aero-
plane from flipping up or down, or from side to side. So EF2000 also includes
a flight control system which shields the player from most of these complexi-
ties, just as the real EF2000 does.

As an example, select the simulator option from the EF2000 menu and choose free
flight. Use Timeskip to set your aeroplane on the runway. Now turn on first
your wheelbrakes, then your afterburners. The aeroplane will not move forwards,
but will pitch down a little. This is because the brake friction on the wheels
counters the engine force, but as it acts below the centre of mass, this pit-
ches the aeroplane down.

Now select an outside view of your aeroplane and release your wheelbrakes. As
you accelerate along the runway, notice the way the canards pitch up and down.
This is because the flight control system senses the oscillation of the aero-
plane and is trying to damp out this motion. At around 120 knots, pull back on
the stick to take off. Retract your undercarriage and release the stick.
Now pause the simulator and select the front camera view. Unpause and pull
back hard on the stick, holding it in this position. Notice the canards pitch
up initially, then pitch downwards. Due to EF2000's instability at subsonic
speeds, it needs to pitch the canards down just to maintain this pitch rate
without turning even faster. Keep the aeroplane pitching until the nose is
level again. Now release the stick. Note the slight pitch-down on the canards
to return to steady flight.

-267-

Return to level flight and select a rear view of your aeroplane, then apply
some rudder. As the rudder moves, notice also that there is some motion of the
flaperons (the combined flaps and ailerons on the wing trailing edge). This is
because the rudder, as well as yawing the aeroplane (turning it sideways) will
tend to cause roll as well. To counteract this, the FCS applies some aileron
deflection automatically. This is a feature which is not in the EF2000 aero-
planes, but which is expected to be implemented in the production models.

-268-

EF2000 CREDITS

WHO'S WHO

The following is a list of the EF2000 team at DID, in alphabetical order...

blablablabla

-269-

etcetcetc...

-270-

BIBLIOGRAPHY

-271-

Continued

-272-

DIGITAL IMAGE DESIGN LTD.

Company Profile

Introduction

DID is a British-based development company specialising in the field of 3D
software. The company employs around fifty specialists, each of whom has a
background in either science or the arts, including experts in such diverse
fields as TV graphics, aeronautical design, computer networks, AI and 3D com-
puter graphics. The DID philosophy is one of innovation, not imitation.

Principal Activity

DID specialises in the development of 3D computer games and military simula-
tions for IBM PC compatible machines and is regarded as one of the major global
developers in this field. Digital Image Design's products are renowned world-
wide for their quality; and this has been achieved by constant improvements
with each product released. There are very few developers that specialise in
3D graphics for PC, because their complex nature makes the effect very diffi-
cult to achieve successfully. The company has striven to produce a better class
of product with each of its games and this has been rewarded with world-wide
acclaim.

Awards

1990 F-29 Retaliator :

EMAP - Best Flight Simulator
CVG - Joint Highest Scoring Review/Joint game of the Year
Computer Game World (USA) - Runner up for Best Flight Simulator

1991 - Robocop 3

Generation4 (France) - Most Innovative Game and Best Film License Game

1992 Epic

Tilt D'Or (France) - Best Computer Game of 1992
Microkids (France) - TV Award for Best Game of 1992

1993 TFX

Tilt D'Or (France) - Best Flight Simulator
Generation 4 (France) - Best Flight Simulator
Powerplay (Germany) - Nomination for Best Flight Simulator
Computer Game World (USA) - Nomination for Best Flight Simulator

1994 TFX

PC Loisirs (France) - Trophee d'Argent (Silver Trophy)
Golden Joystick - Best Flight Simulator

1994 Inferno

PC Loisirs (France) - Trophee d'Or (Golden Trophy)

-273-

GLOSSARY

AA = Anti-Aircraft
A-A = Air-to-Air
AAA - or 'Triple A' = Anti Aircraft Artillery
AAM = Air-to-Air Missile
AA-10 Alamo = NATO designation for the R-27
AA-8 Aphid = NATO designation for the R-60 IR missile
AA-11 Archer = NATO designation for the R-73 IR missile
AAR = Air-to-Air Refuelling
AAV = Armoured Amphibious Assault Vehicle
AB = AfterBurner
AC = Aircraft Commander / Air Contact
ACA = Agile Combat Aircraft
ACE = Armoured Combat Earthmover
ACM = Air Combat Manoeuvres - dogfighting tactics involving more than two air-
craft.
ACRV = Armored Command and Reconnaissance Vehicle
AD = Air Defence
ADAM = Area Denial Artillery Munition
ADATS = Air Defence Anti-Tank System
ADI = Attitude Director Indicator - a cockpit instrument which displays an
aircraft's pitch and bank angles relative to an artificial horizon.
AEW = Airborne Early Warning
AEV = Armoured Engineer Vehicle
AFTERBURNER = Part of a jet engine that increases the power of the engine by
mixing fuel with the jet exhaust
AG or A-G = Air-to-Ground
AGL = Altitude above ground level
AGM = Air-to-Ground Missile
AILERON = Control surface on an aircraft wing that produces aircraft roll
AIM = Air Intercept Missile
ALARM = Air-Launched Anti-Radiation Missile (Bae)
ALL-ASPECT = Weapons that are effective at any angle to the target
ALT = Altitude above sea level
AMRAAM = Advanced Medium Range Air-to-Air Missile - BVR missile
AOA = Angle of Attack - the angle between an aircraft's velocity vector and a
reference line pointing straight ahead of the fuselage
AP = Armour Piercing
APPROACH = Line-up prior to landing
APC = Armoured Personnel Carrier
APHE = Armour-Piercing High Explosive
ARM = Anti-Radiation Missile, a missile which targets radio-emitting targets
such as radar
ASARS = Advanced Synthetic Aperture Radar System
ASPECT ANGLE = The angle formed by a line running directly from another air-
craft and a line parallel to the other aircraft's longitudinal axis
ASPJ = Advanced Self-Protection Jammer
ASW = Anti-Submarine Warfare
ASRAAM = Advanced Short Range Air-to-Air Missile (Bae)
AS-7 Kerry = NATO designation for the Kh-23 A-G missile
ATTITUDE = The state of an aircraft in terms of pitch, bank and yaw
ATC = Air Traffic Control
ATF = Advanced Tactical Fighter
ATGW = Anti Tank Guided Weapon
ATM = Air Tasking Message
AUTOPILOT = A mode in which the flight control computer takes over the control
of the aircraft, leaving the pilot with less to do
AVIONICS = Electronic systems in the aircraft
AWACS = Airborne Warning And Control System

-274-

BAe = British Aerospace
BAI = Battlefield Air Interdiction
BANDIT = A known hostile of enemy aircraft
BANK = The angle of the wings about the longitudinal axis referenced to hori-
zontal
BANK = To roll the aircraft to one side and induce a turn
BEAMING = Flying perpendicular to the emissions from a threat radar
BDA = Bomb Damage Assessment
BMEWS = Ballistic Missile Early Warning System
BFM = Basic Flight Manoeuvers
BINGO = 'Bingo Fuel' is the amount needed to RTB (Return to Base)
BLACKOUT = Loss of consciousness due to excessive forces on the pilot
BLAST-FRAGMENTATION WARHEAD - An explosive charge which creates a large amount
of shrapnel
BLIND = I do not have the friendly aircraft in sight
BLU = Bomb Live Unit
BOGEY = An unknown aircraft. Become bandits when identified as hostile
BRACKET = an ACM tactic in which two (or more) aircraft fly opposite sides of a
threat formation
BREAK-THROUGH PRESSURE = Pressure needed to overcome the G-Limiter on the
joystick
BREAK = To suddenly turn in the hope that any enemy following will lose his
tactical advantage
BUG-OUT = Leave a dogfight
BVR = Beyond Visual Range

CALLSIGN = A pilot's or controller's codename
CAP = Combat Air Patrol
CAS = Close Air Support
CBU = Cluster-Bomb Unit
CEP = Circular Error Probability (measure of bombing performance)
CFPD = Command Flight Path Display System
CHAFF = Packets of foil used to decoy or obscure radar systems
COMPASS TAPE = Heading indicator at the top of the HUD
CONCUSSIVE = With violent, if not explosive force
CORNER VELOCITY = The velocity at which an aircraft achieves its best turn 
performance (rate)
CONTINUOUS WAVE RADAR = A system which emits radio waves continuously, as op-
posed to pulses (see PULSE DOPPLER RADAR)
COURT MARTIAL = A military trial held when breaches of conduct codes occur
CTOL = Conventional Take-Off and Landing

DASA = German AeroSpace Industry
DASS = Defensive Aids SubSystem
DEFCON = Defensive Condition. A series of alert conditions set which cause
world wide forces to establish escalating levels of readiness and security
DLIR = Downward Looking InfraRed
DOGFIGHT = Engaging enemy fighters
DOPPLER RADAR = Airborne radar which makes use of Doppler effect (frequency
shift) in signals reflected from ahead and behind aircraft to give measure of
speed over the ground and to distinguish moving targets
DROGUE CHUTE = a parachute released to slow an aircraft, usually when landing
DRAG FACTOR = A number which indicates how un-aerodynamic external stores on an
aircraft are
DRAG MANOEUVER = Decoy manoeuver to distract fighters away from their targets

-275-

DURANDAL = Runway cratering missile
ECCM = Electronic Counter CounterMeasures
ECM = Electronic CounterMeasures
ELEMENT = Two aircraft working together as a team, possibly as an element of a
larger flight group
ELEVATORS = Aircraft control surfaces, located at the back of the horizontal
stabilisers, which provide pitching moment
EO = Electro-Optical
ERA = Explosive Reactive Armour
ESM = Electronic Support Measures
EW = Electronic Warfare
EW RADAR = Early Warning Radar

FAB = Fugasnaya Aviatsyonna Bomba - Russian designation for 'general purpose
bomb'
FAC = Forward Air Controller
FARP = Forward Air Refuelling Point
FBW = Fly-by-Wire - a flight control system which transmits flight commands via
wires to servo actuators which drive the ailerons, rudders or other control sur
faces. In most FBW systems, pilot input is processed and possibly negated by a
flight computer before being sent to the control actuators
FCC = Fire Command Centre
FCS = Fire Control System
FEBA = Forward Edge of Battle Area
FIRE AND FORGET = A missile that once fired, will guide itself to its target
FLAK = Shrapnel produced by AAA shells exploding
FLAME-OUT = Stalling of an aircraft engine due to circumstances (bird-strike)
FLAPS = Control surfaces on aircraft wings which increase lift for a given
flight condition and allow a lower airspeed than is normal in flight
FLAPERONS = A useful control surface that's a cross between ailerons and flaps
FLARES = Pyrotechnic packages which burn with intense heat designed to confuse
Infra-Red missiles
FLASHPOINT = A trouble zone, be it economic, military or otherwise
FLIR = Forward Looking Infra-Red
FOD = Foreign Object Damage
FUZE = An adjustable triggering device in a missile, bomb or other weapon

G = A force acting upon the aircraft and pilot when manoeuvring, expressed in
terms of the earth's gravitational force
GBU = Guided Bomb Unit
GLCM = Ground Launched Cruise Missile
GLLD = Ground Laser Locator Designator
G-LOC = Gravity Induced Loss of Consciousness
GPS = Global Positioning System
G-SUIT = A suit worn by pilots which reduces the effects of high G numbers

HARM = High-speed Anti-Radiation Missile
HARD TARGET = Target which is armoured
HARD POINTS = Weapons pylons for carrying anything except fuel (see WET POINTS)
HAS = Hardened Aircraft Shelter
HE = High Explosive
HEAT = High Explosive Anti-Tank
HE-FRAG = High Explosive Fragmentation
HOTAS = Hands On Throttle And Stick, which puts all controls at the pilot's
fingertips
HSI = Horizontal Situation Indicator - a cockpit indicator which combines a com
pass with information from an inertial reference system or navigation beacons
to indicate relationship of the aircraft with the planned course

-276-

HUD = Head-Up Display

ICM = Improved Conventional Munition
IFF = Identification Friend or Foe
IIR = Imaging Infra-Red
ILS = Instrument Landing System
INDICATED AIRSPEED = The airspeed shown by an airspeed indicator and not cor-
rected for error due to air density variations caused by altitude and tempera-
ture
INS = Inertial Navigation System
IR = Infra-Red
IRD = Infra-Red Decoy
IRST = Infra-Red Search and Track - an EF2000 system that tracks aircraft and
missiles using the heat generated by their engines and by their friction with
the air

JAMMING = Confusing the enemy radar by using high-energy bursts of a certain
frequency
JOUST - EFA = Tactical simulator for evaluation of aerial combat and plane
types
JSTARS = Joint Services Tactical RADAR System
JTACMS = Joint Tactical Missile System
JTIDS = Joint Tactical Information Data System

KC = Mid-air refuelling tanker
KH-23 = A radio command A-G missile
KIA = Killed In Action
KNOCK IT OFF = Slang for 'end the mission'
KNOTS = Nautical miles per hour
KTS = Abbreviation of Knots

LANTIRN = Low Altitude Navigation and Target Attack System for Night
LGB = Laser Guided Bomb
LIZARD = A term often used to describe the enemy leader
LOAD FACTOR = The force acting on an aircraft as a multiple of the force of
gravity
LOCK = Acquire a target and fix weapons aiming systems on it
LOOSE CANNON = A renegade pilot
LRMTS = Laser Ranger and Marked Target Seeker
LZ = Landing Zone

MACH = Unit speed equal to the speed of sound at your altitude
MAS = Manoeuvring Attack System
MBT = Main Battle Tank

MEWS = Mobile Electronic Warfare System
MFD = Multi-Function Display unit
MIA = Missing In Action
MiG = Mikoyan Gurevich - the founders of one of Russia's major aircraft design
bureaus
MMD = Moving Map Display - map used for navigation
MMS = Missile Management System
MP = Maritime Patrol
MRM = Medium Range Missile

NATO = North Atlantic Treaty Organisation
NAUTICAL MILE = 6,076 ft.
NAV = Navigation
NBC = Nuclear, Biological, Chemical
NEGATIVE G'S = G-force that forces you out of your seat
NOE = Nap of the Earth - very low altitude
NVE = Night Vision Equipment

ORDNANCE = Bombs, missiles, bullets and other offensive hardware
OS = Offensive Support
OTR = Operational Turn-Round. Rapid re-arming and refuelling of combat aircraft

-277-

OTH-B = Over the Horizon Backscatter (Radar)

PGB = Precision Guided Bomb
PINCER = Same as a Bracket manoeuver
PIO = Pilot Induced Oscillation - oscillation in an aircraft's flight path or
attitude caused by a pilot failing to compensate for the lag time between pilot
input and aircraft reaction
PIPPER = A small dot at the centre of the aiming reticule
PITCH = The angle of an aircraft's nose above or below the horizon
PITCH LADDER = Pitch indicator in the HUD
PK = Probability of Kill
POSITIVE G'S = G-force that forces you into your seat
PREDICTOR SIGHT = A computerised gunsight that predicts the flight of the
cannon's shells
PRESSURE BREATHING = Forced breathing to help cope with high-g manoeuvers
PULSE DOPPLER RADAR = Radar that emits short bursts of radio waves and detects
objects by the returning echo

RADAR = Radio Detection And Ranging
RECCE = Reconnaisance
REDOUT = Effect felt by pilot when pulling negative G's for too long. Caused
by blood rushing to the head
RHWR = Radar Homing Warning Receiver
RHAW = Radar Homing and Warning
RMG = Ranging Machine Gun
ROE = Rules Of Engagement - rules governing the conditions under which a
fighter can engage or fire upon a bogey
ROLL = Rotation around an aircraft's longitudinal axis
ROOKIE = Inexperienced pilot
RP = Rocket Propelled
RPM = Revolutions Per Minute
RSBN = A radio navigation beacon
RTB = Return to Base
RUDDER = Control surface on the tail of an aircraft which affects the yaw of
aircraft
RV = RendezVous
RWR = Radar Warning Receiver
R-27 = An advanced Russian A-A radar-guided missile
R-60 = A second-generation Russian heat-seeking missile
R-73 = A third-generation Russian heat-seeking missile

SA = Strike/Attack
SA = Semi-Active - Refers to radar guided missile which requires the radar to
illuminate the target all the way to the impact
SA = Situational Awareness - the amount of awareness a pilot has about the tac-
tical environment around him
SAM = Surface to Air Missile
SAR = Search and Rescue
SARH = Semi-Active Radar Homing
SEAD = Suppresion of Enemy Air Defences
SEMI-ACTIVE = Used to describe a missile which must be guided until its own
radar can take over
SIDESLIP = Motion of an aircraft to the right or left perpendicular to its
longitudinal axis
SIX 'O CLOCK = Directly behind an aircraft, where it is most vulnerable
SLAM = Stand-off Land Attack Missile
SLAR = Side-looking Airborne Radar
SLATS = Extendible leading edge high lift devices

-278-

SLIR  = Sideways-looking Infra-Red system
SOFT TARGET = Target without any armour
SRAM = Short Range Attack Missile
STALL = Loss of control due to low airspeed or excessive manoeuvres at high
altitude
STATUTE MILE = 5,280 ft.
STEALTH = Ability to avoid detection
STUD = Frequency setting on aircraft radio (like presets in a car radio)

TADS = Target Acquisition and Designator System
TERPROM = Terrain following system
TERRAIN HUGGING = Flying at 500ft or below, following the contours of the land
TFR = Terrain-Following Radar
THREAT = Any enemy in your vicinity
THRUST = Power produced by your engines, usually referred to as a percentage
THRUST VECTORING = The ability to adjust the direction of thrust via movable
nozzles
TIALD = Thermal Imaging and Laser Designation (LGB aiming system)
TID = Tactical Information Display
TOT = Time-On-Target - When you are supposed to be there
TOW = Tube-launched, Optically tracked, Wire-guided
TRAM = Target Recognition and Attack Multisensor
TRANSPONDER = A combined radio transmitter and receiver which transmits a sig-
nal when it receives one. Commonly used for IFF systems
TRIM = setting aircraft controls or trim devices so that the aircraft maintains
a desired attitude
TRIM TAB = A small control surface attached to an aileron of other larger con-
trol surface for the purpose of making small trim corrections to that surface's
position
TRUE AIRSPEED - Indicated airspeed corrected for installation, compressibility
and air density errors
TWS = Track While Scan radar mode

VASI = Visual Approach Slope Indicator system of lights for landing assistance
VELOCITY VECTOR = An indicator in the HUD which shows predicted path of travel
VERTICAL VELOCITY = The sink or climb rate of an aircraft
VIRTUAL COCKPIT = True 3-D scrolling, panning cockpit
VSI = Vertical Speed Indicator
V/STOL = Very Short Take-off and Landing

WAYPOINT = A position in the world to which you have to fly
WCS = Weapon Control System
WET POINTS = Places on the plane where external fuel tanks can be mounted
WILD WEASEL = Jamming mission, specifically against enemy air defences
WINGMAN = A flying partner
WIRE = The correct flight path for weapon delivery
WP = WayPoint

YAW = Rotation of aircraft about its vertical axis

ZERO-ZERO EJECTION = Ejection at zero altitude and zero speed

-284-

INDEX


