This document contains additional specifications and
procedures not covered in the original EF2000
documentation. This document last updated March 30,
2000.
3.2 Fixed Wing Aircraft: Fighters
3.2.1 SU35
SU-35 features FBW, thrust vectoring, and
state-of-the-art ECM. The NO11 radar is effective up to 250
nm, and has multiple track (6 targets) capability. Some
models also have a rear facing radar.
Like the EF2, the SU35 is equipped with
TIALD. Enormous engine power is provided by twin
Saturn/Lyulla AL-3 1 FM turbofans, developing 1/3 more
thrust than the Eurofighter engines.
Name: SU-35 Constructor:Sukhoi Armament:1 cannon 30 mm Hardpoints: 14 Payload: 8000 kg Length: 22.00m Ceiling:18,000 m Height: 6.00m Span: 15.00m Weight Max: ...... MAX SPEED: At Sea Level: 740 k At Alt: 2500km/h RANGE Internal Fuel Only: 2160nm With External Tanks:Inflight Refuel Engines: 2 Max Thrust: 31,000 lbs x2
3.2.2 SU27 and SU33
The Su-27 aircraft is capable of running
down an EF2000 in almost any situation. The SU27 was given
exceptional range on internal fuel, since the SU24 was not
capable of inflight refueling. If you are pursued by one of
these aircraft, you must turn and engage it once it gets
within your weapon's range.
The pilot in the SU27 has a helmet mounted
target designator which is integrated with the fire control
system, and operates a slave laser range finder and IR
tracker. Onboard computers can return the aircraft to level
flight from an angle if the "panic button" is pushed. The
SU33 is the navalised version of the SU27, and has canards
like the SU35.
The SU27 has ten hardpoints, and weapon
loadout includes the AA10 Alamo A-D models, AA11 Archer,
AA8 Aphid and AA9 Amos. Maximum external payload is 6000
kg.
Name: SU-24 Fencer Constructor:Sukhoi Armament:1 cannon 30 mm Hardpoints: 10 Payload: 6000 kg Length: 21.90m Ceiling:18,000 m Height: 5.93m Span: 14.70m Weight Max: ...... MAX SPEED:At Sea Level: 635 k At Alt:
1350km/h RANGE Internal Fuel Only: 2160nm With External Tanks:....... Engines: 2 Max Thrust: 27,550 lbs x2
3.2.3 MiG29 and MiG29M
The MiG29 was the result of a 1972
requirement for a fighter to replace the MiG21 and SU15. It
was aimed to produce a worthy opponent for the F15.
The MiG29 has an unusual door system which
blanks the large under-fuselage intakes from mud and ice
thrown up from the front wheel. This rough airfield system
was deleted from the MiG29M because of weight.
The radar laser rangefinder and IR detectors
are all linked together by the fire control system and work
with the pilots HMD as on the SU27. In the late 1980s the
MiG29 competed against the SU27 for more orders, and lost.
As a result, the MiG29M was developed, with improved range,
performance and payload.
The MiG29 has six hardpoints, and the M
version has eight. Weapon loadout includes the AA10 Alamo,
AA8 Aphid, AA11 Archer and various A2G ordinance.
Name: MiG-29 Fulcrum Constructor:Mikoyan-Gurevich Armament: 1 cannon 30 mm Hardpoints:6,8 Payload: 3000 kg Length: 17.32m Ceiling:17,000 m Height: 4.73m Span: 11.36m Weight Max: 18,000 kg MAX SPEED: At Sea Level: 700 k At Alt: 1320km/h RANGE Internal Fuel Only: 810nm With External Tanks: 1565nm Engines: 2 Max Thrust:8300 kg ea
3.2.4 MiG21
The MiG21 was designed after the Korean war,
intended to fulfil the same air superiority mission as the
F104 Starfighter. The MiG21 has been produced in more
versions and in greater numbers than any aircraft since
WWII.
Originally an interceptor, the designers
kept the weight of fuel carried to a minimum to give the
best climb rate possible. As a result, this aircraft has a
maximum range of 683 miles with internal fuel, 1118 miles
with drop tanks.
Despite its age, its small size, agility and
speed can make this fighter a dangerous opponent. Because
its radar is situated in the inlet duct, it cannot be
updated and all weather capability is especially
limited.
Four hardpoints may carry the AA2 Atoll and
AA2-2 Advanced Atoll.
Name: MiG-21 Fishbed Constructor:Mikoyan-Gurevich Armament: 1 cannon 23 mm Hardpoints:4 Payload: 1500 kg Length: 15.76m Ceiling:15,250 m Height: 5m Span: 7.15m Weight Max: 10,500 kg MAX SPEED:At Sea Level: 700 k At Alt:
1203km/h RANGE Internal Fuel Only: 593nm With External Tanks: 971nm
b>Engines: 1 Max Thrust:7,500 kg
3.3 Fixed Wing Aircraft: Strike Aircraft
3.3.1 MiG27
This section still classified
Name: MiG-27 Constructor:Mikoyan-Gurevich Armament: 1 cannon 23 mm twin gun Hardpoints:7 Payload: 4000 kg Length: 17.08m Ceiling:14,000 m Height: 5.0m Span: 7.78m Weight Max: 20,410 kg MAX SPEED:At Sea Level: 635 k At Alt:
1017km/h RANGE Internal Fuel Only: 242nm With External Tanks: 1737nm
b>Engines: 2 Max Thrust:11,500 kg
3.3.2 MiG-31 (Foxhound)
Name: MiG-31 Foxhound Constructor:Mikoyan-Gurevich Armament: 1 cannon 30 mm twin gun Hardpoints:7 Payload: 4000 kg Length: 22.60m Ceiling:20,600 m Height: 6.10m Span: 13.4m Weight Max: 46,200kg...... MAX SPEED:At Sea Level: 1450 km/h At
Alt: 2553 km/h RANGE Internal Fuel Only:2100km With External Tanks: .......nm
b>Engines: 2 Max Thrust:14,000 kg ea
3.3.3 Su-25
Name: SU-25 Frogfoot
Constructor: Sukhoi Armament: 1 cannon 30 mm
4400 kg max payload Length:14.5m MAX SPEED: 975 km/h Ceiling: 7000 m Height: 5.1m Weight Max: 19,000 kg RANGE: 1250 km Span: 15.5m Crew: 1
b>Engines: 2
3.3.4 Su-34
The Su34 is a development of the SU27 but intended for the
long range strike and ground attack role. The tail cone
houses a rear facing radar. The aircraft also carries rear
facing A2A missiles.
The SU34 has a new terrain following and navigation/attack
radar combinded with a modern MFD cockpit. Undercarriage is
larger than normal with twinned wheels for all terrain
use.
Name: SU-34
Constructor: Sukhoi Armament: 1 cannon 30 mm Hardpoints: 10 Payload: 8500 kg Length: 22.40m Ceiling:18,000 m Height: 5.93m Span: 14.70m Weight Max: ...... MAX SPEED:At Sea Level:695 k At Alt:
1915km/h RANGE Internal Fuel Only: 2160nm With External Tanks: 2490nm
b>Engines: 2 Max Thrust: unknown
3.4 Helicopters
3.4.1 HIND
The Hind was first produced in its gunship version in
1977.
Armament includes up to 12 AT-6 radio guided anti-tank
missiles, and AA-8 Aphid A2A missiles on pylons.
Hind helicopters are equipped with one 12.7 mm cannon
which is highly accurate. Given their high maneuverability
it is not recommended to get into a guns fight with them.
Either make high speed strafing runs or take them down with
missiles.
Maximum level speed is 180 km/h. Max take off weight is
12,000 kg.
Maximum range is 540 nm. Hover ceiling is 1500m, and
operational ceiling is 4500m.
3.4.2 Ka50 Hokum
The "Werewolf" was the world's first single seat close
support helicopter.
It is extremely agile and light, with 35% of its
construction using composite materials.
Armament consists of one single barrel computer
controlled cannon with 500 rounds. Provision is made for
additional 23mm gun pods and air to air missiles.
Up to 80 S-8 80mm air to surface armor penetrating
rockets may be carried. Up to 12 laser-guided air to
surface missiles with a range of 10 km may be carried.
Nominal weight is 9800 kg. Max take off weight is
10,800 kg.
Maximum speed in a shallow dive is 350 km/h. Max level
speed is 310 km/h.
Max vertical rate of climb is 600m/min. Hover ceiling
is 4000m.
Endurance is 1 hr and 40 minutes, or with external
tanks 4 hours.
4.0 Norwegian TOW Operations and Intelligence
The section provides information specifically useful in
the current campaign.
4.1 Threat Level
Intelligence predicts three levels of potential threat
capability in the Norwegian theater. In the "Rookie"
scenario few enemy aircraft will be scrambled to oppose
your forces. Few anti-air assets will be active or
responsive.
In the "Pro"scenario many aircraft and anti-air assets
will be active although their accuracy and efficiency will
be sub-par.
In the "Top Gun" scenario it is projected that air and
anti-air assets will be exploited fully against the allies
and numerous reserve forces will be ready to replace
losses.
("Shift-d" will toggle through the scenario levels
during campaign play).
4.2 Support
Services
Tankers are visible on the briefing map under "Support
Aircraft". However, they are not initially exactly where
the symbols are. Remember that tankers travel long
distances in a straight line for the purpose of ease of
connection, therefore their position is not stable.
For tanker waypoints, refueling may occur anywhere
within 100 miles of that point. Switch to refueling HUD
before you arrive at the refuelling waypoint.
Switch to the following waypoint (refuelling +1) after
all ships in your element are refuelled and back in
formation.
4.3 CAP Missions
CAP missions are slated to last about 4 hours.
(Shift-s will increment you by 30 minutes with each
press. Re-evaluate the situation between time
advances).
The navigation system will automatically set the
waypoint to your home base at the end of your mission. You
may need to refuel several times during your mission. You
may need to abort early if you run out of weapons.
Manually advance your waypoint to home base to land
ahead of schedule.
DO NOT deviate from your flight plan unless necesssary.
Your position could become strategic without warning and
your instant availability could become critical.
Ground Crew Maintenance Addendum
This section deals with system configuration issues, use of
smartdrive and memory managers, etc.
A. System Configuration
Hardware: CPUs
Recommended Hardware is P90 or better. P133 or better is
preferred, and anything less than a P90 will require low res
mode. 8 meg of ram is the minimum, and 24 meg is optimum.
Smartdrive is not recommended with less than 24 meg and may
actually contribute to system lockup.
Clark Janes runs EF2 on an AMD 133 overdrive and reports
that it is great. I have heard of someone running the sim
on a Cyrix P133+ and they reported it was fine also. I
suspect that since the FPU in Cyrix is slower than Intel,
that the Cyrix is a second choice to Intel, though because
of the higher bus speed on the P200+ this may not be true
on this machine. Steven Sjchmura is now running EF2 on a
Pentium Pro 200, and reports that the frame rate is much
better than a P166...! This is because of branch
prediction, a larger L1 cache and a stronger FPU ....
Config file
Use buffers =25,1 and files=40. Load your mouse driver
prior to your sound driver. Don't need the CD driver so
don't load it!
Memory Managers and Smartdrive
Use of smartdrive requires use of himem.sys, which appears
to cause lock-ups on some systems. Note that if you boot a
DOS session under WIN95 you will likely be loading
ifshlp.sys, which also appears to cause lock ups.
EF2 requires no memory manager and you will experience lock
ups if you use one. Other disk cache programs that do not
require himem.sys may be helpful. If you are running with
16 meg a disk cache may get rid of pauses when loading
sound files, but you may experience lock ups. Using a cache
with 8 meg is counterproductive.
Some users have run under QEMM 8.0 without difficulty.
System Optimization
It is sometimes necessary to defrag your hard drive prior
to installation. This has eliminated lock ups for some.
Similarly, when patching defrag your hard drive prior to
reinstallation. Note that EF2 creates a large swap file and
will not run unless you have around 25 meg of free disk
space after installation.
Gamma Levels
On many systems the screen will appear too dark. The
palette chosen for EF2 takes into consideration the dull
skies and subdued lighting of Europe. You can adjust gamma
using the ALT F7 and ALT F8 key combinations.
Joysticks and Soundcards
A variety of joysticks will perform well with EF2,
including the MS Sidewinder, CH products, Suncom and TM
products. The TM products offer the greatest flexibility,
but can be challenging to program. TM is about to release a
new Windows interface which should address this. CH and
Suncom are the next choices, and the F15 Eagle looks to be
an excellent product.
If you do acquire the TM gear, you may find yourself
spending HOURS setting up a good config file. Many of us
have already sweated this through, so dont' be shy about
sending mail to other pilots to get a copy of a well
developed command file.
There are almost a dozen different sound boards that will
work fine with EF2. Soundblaster cards are cheap and are
the nearest to plug and play. These cards perform
adequately and also use less CPU time than the TB and some
other sound cards. TB products may have a problem with
EF2.
Graphics Cards
ARK 2000 chipsets, and the Matrox Millenium seem to be
exceptionally fast. However, the new leader is the ET 6000
chipset, which is faster in raw pixel processing, though
actual framerate seems not much higher. The Hercules
Dynamite 128 uses this chip and sells for about $159 US
through NECX. The Lightspeed 128 is about the same price
but some have had difficulty running EF2. The Matrox
Mystique, which like the Millenium and the Dyn 128 will
also be Vesa 2 in hardware, will probably perform very well
in DOS and should be comparable to the Verite chipset for
3d acceleration.
This issue gets complicated since 3d accelerator cards are
just becoming available. The ET6000 does NOT do 3d
acceleration, but chipsets such as the VOODOO GRAPHICS
(3dfx) will attach to your 2D board and occupy another PCI
slot. The best performance will come from a dual card setup
where you run a high performance 2d accelerator alongside a
high performance 3d solution, though your cost will be a
bit higher. I just ordered the Orchid Righteous 3d for $265
from First Source International.
For further information on 3d hardware see the links on my
main page. F22 will support Direct3d. Its a good bet that
most of the flight sims released this fall and ALL in the
new year WILL support Direct3d.
B. Block Revisions
This section outlines the major improvements added by each
contractor block upgrade to the aircraft systems.
Block 2.0
Added "shift-m" to place a JTIDS scope on the HMD.
Lead stores (not wingmen stores) can now be changed in
the campaign.
Added HUD indication for external stores.
Flight model altered, with improved modelling for
inertia and drag.
Overall difficulty greatly increased.
AI for Russian pilots improved.
HIt bubble for missiles and cannon increased.
SAMs and AAA now active for both sides.
Ability to alter radar range and mode w/o reference to
MFD.
Damage model and secondary damage model fixed.
Graphics added for cannon damage.
Block 2.01
Added "shift-d" to alter difficulty level in the
campaign (3 levels).
Added "running in" command to wild weasel, anti-ship,
and strike missions to specifically order wingmen to strike
mission objectives. Note: this command will probably not
work for targets-of-opportunity.
Wingmen are more aggressive in atg operations.
Added "alt-#" equivalents for all grey keys so WCSM2
users can now program these functions.
Increased drop tank fuel capacity in accordance with
manual, greatly extending aircraft range.
Ability to alter DASS range w/o reference to MFD.
DASS remains on when AP displayed in MFD.
Shift-m activates a JTIDS repeater display on your HMD.
alt 1-- Chaff.
alt 2-- Flares.
alt 3-- radar scan range up.
alt 4-- radar scan range down.
alt 5-- radar azimuth change.
alt 6-- change radar mode.
alt 7-- DASS range up.
alt 8-- DASS range down.
X -- lock nearest threat
Block 2.02
The major changes to this block are JTIDS, Escort and
Wing performance, and WARGEN.
JTIDS now receives additional information from AWACS
and JSTARS, and this information is displayed via colored
dots in the center of each air target, denoting the
function of the target. As a result of this addition, new
strategic possibilities are generated by improved SA.
Escort flights are now commonly four ship units when
available. This increases survivability greatly.
Escorts are now slaved to the current waypoint set by
the LEAD pilot. Ability to direct escort is now possible
through manipulation of the waypoint.
Escort is now generally more aggressive.
WIngmen performance improved in both A2A and A2G.
JTIDS bug crunched.
Block 2.04
No major changes to this block since it was only designed to
increase stability of the onboard computer.
C. Campaign Mode
Notes
The campaign is generated with reference to two factors:
difficulty level, and campaign progress. Difficulty levels of
one to ten are generated in conjunction with three campaign
scenarios. The first time one selects a campaign NATO has the
upper hand; the second selection will place the balance of
power more evenly; the third selection of a campaign will
place NATO in serious trouble. If you enter a campaign and
don't like the look of it, simply exit and generate another
campaign: you will see the difference on the map immediately.
These three different scenarios are generated progressively.