For a long time it wasn't clear that Janes was working on a
patch, and then once it was unofficially announced, it
wasn't clear what issues would be addressed. Sometimes
communication hasn't been the best.
But what is clear is that when Janes gives us a serious
sim, they give us a SERIOUS sim! Obsessive attention to
detail is practically a trademark with the Skunkworks
crews, and thats why this patch readme is almost as hefty
as the Expert manual ;-D
A. Crashes resolved:
- On some machines, the radar line of sight code could
cause a crash when unexpected terrain height data was
loaded. This was the cause of most "Iran Campaign" crashes,
and could also occur during both the Iraq campaign and
within user created missions. This has been fixed.
- Under certain circumstances, ordering wingmen to attack
enemy aircraft while using a TWS radar mode could cause a
crash. This has been fixed.
- Using the Jump function and/or accelerated time with a
TSD or A/G radar MPD active could cause a crash and has
been fixed.
- If the SA-9 was placed in a player created mission as a
moving vehicle, it could cause a crash if given an "attack"
action. This is no longer the case.
- Previously, the use of TACAN in multiplayer games could
cause a crash. This has been corrected.
- When attempting to lock up a bandit during a dogfight, a
crash would sometimes occur if the bandit was lower than
the player. The cause of this was found and corrected.
- Many minor optimizations which improve the stability of
the game have been made.
B. Multiplayer improvements:
- The overall stability of multiplayer has been improved.
- Text status messages to all connected players have been
added. Players will be informed when other players enter of
leave the game, and when other players have been hit and/or
killed.
- If your multiplayer performance is not as fast as you
would like, there are two custom settings designed to help.
- TCP/IP: One option is to turn off the guaranteed
messaging. Removing this guarantee will decrease the
message traffic between machines and may improve
multiplayer speed in a TCP/IP game. Please note, when
entering values, text is case-sensitive so enter the values
exactly as they appear.
1. Run the REGIT.EXE program located on the F-15 CD-ROM
2. Select the "Add" button
3. For the "Value" field, enter NetMask
4. For the "Data" field, enter 0
Guaranteed messaging is now off. Please note that the
default number for the "Data" field is 1.
- Modem or TCP/IP: If you have a slower modem or internet
connection, you can decrease the rate at which packets are
sent, thus decreasing the message traffic between machines
which may increase performance and reliability. Please note
that the "Data" field indicates time between packet sending
in milliseconds. Thus, slower connections should use a
higher number. The default time between packet transmission
is 50 milliseconds. Again, note that when entering values,
text is case-sensitive so enter the values exactly as they
appear.
1. Run the REGIT.EXE program located on the F-15 CD-ROM
2. Select the "Add" button
3. For the "Value" field, enter NetRate
4. For the "Data" field, enter 75
C. Wrapper screen improvements:
- The Bullseye point has been added to the briefing map.
- Route miles and estimated elapsed time for each flight
can be toggled on or off the briefing map using the F3 key.
The default setting is off. Note: If you are unable to get
this to work, check your filter settings in the Mission
Builder: the "Flight ranges" and "Estimated flight time"
boxes must be checked.
- Briefing maps can now be slewed using the Arrow keys, and
zoomed in/out using the keypad minus/plus keys. The mission
builder map has always had these capabilities.
- Changes made on the configuration page will now be saved
correctly.
- Changing the squadron in single missions or training will
now be remembered the next time single missions or training
is selected.
- On occasion, the game would cause the loss of original
stores when changing loadouts on the custom arming screen.
This has been corrected.
D. Mission Builder improvements:
- Found and fixed a problem that would prevent AI's from
taking off when the takeoff action was set. The workaround
of assigning a blank message action to the next waypoint
following the takeoff waypoint is no longer required. Note
that large aircraft (such as B-52's) may not be able to
take off from the smaller airfields in the game because the
runway is not long enough.
- It was possible to circumvent the mission builder
restriction on placing ground objects on top of or next to
world objects that modified terrain height (such as an
airfield). Changes were made to the mission builder to
better prevent this, but missions built before the patch
may have floating objects if they had them there
originally. The only fix in that case is to delete or move
the object(s) that are floating.
Note that a corrupt terrain height file (most likely the
result of a bad or incomplete install) can cause floating
objects as well. In this case the fix is simply to
reinstall the game. Finally, there may be some floating
objects in the Iraq campaign. Very few objects are
apparently affected, and there is no impact on gameplay.
- Message actions (either text or wav files) will now work
properly for the players flight. Note that the waypoint
where this action is set must be overflown for the message
action to trigger.
- IMPORTANT NOTE: When setting up GCI links, it is
important to never connect GCI sites in a circular manner.
When setting up GCI links, think in terms of straight
lines. One site should report to another, which reports to
another, and so on up the line. Many lower sites can report
to a single higher site, however, do not have a site report
to two other sites.
E. AI behavior enhancements and changes:
- The dogfighting AI has been tweaked slightly; making
enemy AI aircraft more capable at the higher levels of
difficulty. For example, the AI will now more aggressively
work to force an overshoot situation in very close range
dogfights.
- Certain anomalies were found that could cause AI-fired
air to air missiles to lose lock prematurely. This has been
corrected, but please note that since both enemy and
friendly aircraft were affected, air to air missile combat
will now be somewhat more brutal. The combination of this
fix and the improved enemy dogfighting AI can result in a
somewhat more challenging air to air experience.
- The skill level of all enemy aircraft in instant action
will be the same based on the selected level. Previously, a
mix of skill levels would have been chosen with the highest
level possible for the AI being the selected level. BEWARE!
This has a dramatic effect when fighting multiple "Ace"
level enemies in highly capable aircraft.
- Revised the criteria for WSO target hit or no hit speech
to more accurately reflect reality. Previously, if the
target was not destroyed, the WSO would always give a
"missed" message even if the weapon hit the target but was
not powerful enough to damage it. This should no longer
happen. The WSO will give a hit message if the target is
destroyed (note that if other objects near the target are
destroyed but the target is not destroyed, the WSO can get
confused and call out a hit just as in real life). Clean
misses (no targets destroyed) will get a "miss" message. If
the target is hit but not destroyed, no message will be
set.
- The AI will be more intelligent using external aircraft
lights. Player wingmen and aircraft formed up with the
player will mimic the current player external light setting
while inflight. Other AI aircraft will now turn off their
navigation lights while over enemy territory.
- The air traffic control tower at Dahrain airport will no
longer identify itself King Fahd tower in radio
communications.
- The visual problem of AI aircraft apparently flying level
with extreme AoA has been corrected.
- Wingmen will no longer leap off the ground when told to
break high while sitting on the runway.
- AI F-15E aircraft had their flight model revised to
correct a problem where thrust was not being properly
reduced at higher altitudes. This led to wingmen being able
to accelerate better than the player in most cases.
- AI aircraft that are formed on the player should now
break off properly when the player lands.
- Several players have reported seeing a lone AI aircraft
mysteriously join formation with them and report it's
formation number as "one" when responding to queries. This
has been corrected.
- AWACS controllers will no longer call out nonmoving
aircraft on the ground as airborne targets. Note that
aircraft taking off from an airfield will still be reported
correctly if within range.
- The problem that caused the players wingmen to fly a
lower formation following inflight refueling has been
corrected.
- Ejection seats will no longer animate themselves and jump
into the SAR helicopter.
- The B-52 and other large aircraft received some minor
flight model tweaks, reducing roll rate and overall turn
performance slightly.
- The Mig-23 mistakenly had tail guns instead of forward
firing cannons in certain loadouts. This has been
corrected.
- The Mig-21 will no longer have guns when the empty
loadout is selected.
- The F-15E and F-15C instant action active radar missile
loadout has been increased to eight AIM-120 AMRAAM's from
the previous four.
- A problem with all helicopter instant action loadouts was
corrected.
- AI aircraft assigned the SEAD escort action will now do a
better job of protecting the aircraft they are assigned to
escort.
- The SEAD action has been tweaked so that AI's assigned
this action will use their weapons in a more efficient
manner.
- A problem was discovered that had the potential to
prevent the EA-6B aircraft from using it's standoff jammer
pods was discovered and corrected.
- JSTARS will now be active anytime the E-8 aircraft unit
is given a "Orbit" or "AWACS Pattern" action. This corrects
an error in the Iraq campaign where the JSTARS aircraft was
inadvertently disabled on certain missions. NOTE: ground
objects must still be flagged as JSTARS targets when
creating new missions using the mission builder.
- The "Attack Ground Targets of Opportunity" order can now
be given anytime to wingmen. Previously, this option was
only available if a CAS action had been assigned to a
waypoint. Ordering wingmen to attack targets of opportunity
will now cause them to search for any likely looking ground
targets within a 20 mile radius of the point where the
order is given. Note that wingmen will only attack targets
if they have appropriate air to ground weapons loaded (the
gun is not considered an air to ground weapon in this
case).
- Since the game was released, additional information on
the effective operational ranges for various airborne radar
systems has been obtained from the Jane's Information
Group. The following airborne radar systems have been
updated based on this data as follows:
* High Lark 2 (Mig-23) range increased to 38 nautical
miles (nm)
from 23nm
* Fox Fire (Mig-25) range increased to 54nm from 27nm
* Flash Dance (Mig-31) range increased to 108nm from
65nm
* Zhuk-PH (Mig-35) range increased to 76nm from 38nm
* Slot Back A/B/C (Mig-29/Su-27/Su-30) range increased
to 54nm
from 38nm
* AN/APQ-120 (F-4E) range increased to 40nm from 20nm
- A new loadout, Heavy bomb, has been added to the the
following aircraft:
- A problem was discovered that was causing ground based
radars to not update their target list in a timely manner.
This has been corrected, and the result is somewhat more
aggressive SAM launches. This will be most obvious when
using the higher skill levels for ground defenses.
F. Flight Model enhancements and changes:
- The fidelity of the pitch trim curve was refined. This
has significantly improved the performance of the Pitch
Trim Compensator (PTC) at speeds below 300 KIAS. Slow speed
pitch up with forward stick input has been eliminated as a
result, and slow speed flight in general has been much
improved.
- Expert landings now incorporate sink rate, which had been
inadvertently disabled. The maximum allowable sink rate
during landing is based on aircraft gross weight and is
shown in the following table:
- Landing above the maximum allowable sink rate may cause
damge to the aircraft or may even cause it to explode,
depending on how much the limit is exceded by.
- The ability to taxi the aircraft outside airport
boundaries has been greatly reduced.
- The current aircraft Gross Weight is now displayed on the
engine MPD page.
- Fuel flow has been revised to more realistic values based
on altitude and throttle position. The below table shows
fuel flow in POUNDS PER HOUR PER ENGINE at various
altitudes and three power settings. The two different sets
of numbers are due to the 'ram air' effect higher airflow
through the intakes has on engine performance. Below mach
0.8, this airflow has little effect. Above mach 1.1, excess
airflow that could damage the engine is bled off by the
engine intake system.
This table is valid for all aircraft weights and loadouts.
- Realistic turbofan engine spool times have been added.
Changes to throttle position no longer result in instant
thrust changes. At low altitude, it will take around four
seconds to go from idle to full afterburner. This spoolup
time increases with altitude. For example, it can take
eleven seconds to go from idle to max AB at 40,000 feet.
When shut down or restarted, the engines will take time to
wind down or back up to idle power. If an engine is shut
off, it cannot be restarted until it has spooled completely
down to zero.
- Engine parameters for RPM, temperature and oil pressure
were revised to more realistic values.
RPM percentage will vary as follows:
0% = Engine off
62% (approximately) = Idle (0% THRUST)
89-94% = Military power (80% THRUST)
89-94% = Maximum (Afterburner) power (100% THRUST)
Note that the RPM percentage numbers are the same for
Military and Maximum thrust. This is correct and based on
the actual aircraft. The current THRUST level can be
displayed on the HUD via the HUD OPTIONS UFC sub-menu.
(Refer to the F-15 Expert Flight manual page 2.69).
The engine Fan Turbine Inlet Temperature (FTIT) will vary
as follows (all numbers in degrees Centigrade):
10-20 = Engine off
575 (approximately) = Idle
800 - 900 = Military/Maximum power
A voice warning will set when the engine temperature
exceeds 1000 degrees (typically as a result of damage).
Failure to shut down the affected engine can result in
increasing temperatures and eventual fire.
Oil pressure will vary based on throttle position and
current altitude. Prolonged negative G flight will cause
oil pressure to drop. Loss of oil pressure can lead to
engine damage, overheating, and fire.
- Damaged engines that are shut down will still be damaged
and can catch fire if restarted inflight.
- The engine fire voice warning will now occur only if an
engine fire is detected, not whenever the engine is
damaged/destroyed.
- The "warp speed" flight model problem was found and
squashed.
- The "helicopter spin climb" flight model problem has been
corrected.
- The Nose Wheel Steering (NWS) system was improved to use
a more accurate level of gain.
- Keyboard control of the rudders / NWS system was
improved. Note that to use keyboard control of the rudder,
you must not have analog rudders installed under the Win95
game controller menu.
- Thrust was reduced to a more accurate level while on the
ground for the Idle setting only (the real F-15E engine
control system does this automatically). This change and
the previous NWS change have a dramatic effect on overall
ground handling ability.
- The flight model was refined slightly to improve
takeoffs, which should now occur at a more realistic speed.
Note that heavy aircraft (70,000 lbs or greater) will
require a higher speed to become airborne. This is normal
and correct.
- The fidelity of the trim keys were refined.
G. Avionics systems enhancements and changes:
- Added a Bullseye icon to the A/A & A/G radar and TSD
MPD pages. This icon is placed at the Bullseye point if
there is one in the current mission.
- Added target altitude (in thousands of feet) above each
target icon in TWS mode except for the Primary Designated
Target (PDT). The PDT altitude display remains unchanged,
using the altitude scale/caret on the left side of the
radar display.
- Fixed Master Arm light anomalies between the pilot and
WSO cockpits.
- Fixed CHF PRG light anomalies between F1 (pilot forward)
and F2 (pilot MPD) views.
- Fixed all key functionality anomalies in virtual cockpit
(for example, Undesignate target now works correctly when
in the virtual cockpit).
- Added mission labels to TSD. These labels can be added
using the mission builder, and will be displayed inflight
on the TSD.
- Added ILS symbology to the ADI MPD.
- Revised Target IR slew limits so AUTO and MAN mode limits
now match.
- Cleaned up the display of multiple threats located close
together on the TEWS icon display. The most deadly threat
emitter will be displayed at the top of the stack of icons,
and will remain readable.
- Fixed missile fly out dots in TWS mode. Previously, all
missile flyout dots were shown on the Primary Designated
Target (PDT) when multiple AIM-120's were fired at separate
targets. This has been corrected.
- Enabled line of sight limits for GMT A/G radar sub-mode.
The GMT radar sub-mode will no longer spot moving vehicles
through mountains.
- The A/A radar MPD AIM-120 shoot cue was changed to the
proper six pointed star symbol.
- Added time to impact (TIMPACT) to the center of the
Target IR MPD. This number will appear following the
release of LGB bombs. As a general rule of thumb, it is
best to lase a target when TIMPACT is around 20 seconds.
- Fixed ADI bank angle scale caret movement so that it now
properly matches the HUD bank angle scale caret.
- The Auto-Guns A/A radar acquisition mode will be selected
when in A/A master mode and the Gun is selected provided
there is not a current radar target locked. If the radar
lock is lost, reselecting the Gun will reselect Auto-Guns
ACQ. This is a slight change from the F-15 expert manual.
- Fixed a minor anomaly that prevented the Master Caution
light from resetting when the caution panel was opened
using a keystroke rather than a mouse click.
- Added degrees before radar breaklock to HUD (as per the
F-15 Expert Flight manual page 2.13).
- The A/G RBM/GMT/IGMT MPD range scale arcs were corrected
to display at the 25, 50, 75, and 100 percent points within
the selected radar scan arc.
- The Elevation Steering Line (ESL) will now appear
correctly when using the AUTO LOFT bombing mode (as
explained in the F-15 Expert Flight manual, page 4.63). The
calculation of TREL in this bombing mode has also been
refined to improve accuracy.
- The current radar mode or active auto acquisition mode
will now be displayed in the bottom left corner of the
radar MPD.
- Emitters should no longer appear in the TEWS once they
are out of range.
H. Weapons system enhancements and changes:
- Significantly improved the Mavericks ability to target
and track man-made objects. The Maverick will no try to
lock on to the closest object to the center of it's field
of view in manual mode. In auto (slaved) mode, the Maverick
will lock on to the object closest to the center of the A/G
designated target point.
- Fixed GBU-15 yaw steering in TRANS mode.
- Fixed GBU-15 TRK anomalies with large aircraft angle off
target.
- Added realistic gun round dispersion to the players 20mm
M61A1 cannon. Theoretically, all gun projectiles should
follow the same flight path and should strike a common
point once fired. However, factors cause different
projectile trajectories, thus causing impact in a defined
area, rather than a common point. These factors include
such things as manufacturing tolerances, barrel whip,
changes in the statics and dynamics as the gun accelerates
or decelerates, and variations in ammunition
characteristics. This dispersion can be thought of as a
cone originating from the gun and expanding as the rounds
travel towards maximum range. The net result is that the
gun has a slightly greater chance to hit targets, but less
rounds will impact any given point on that target. AI
aircraft mounted guns have always taken dispersion into
account.
- Removed gun sound when trigger pulled with master arm
off.
- Significantly increased the engagement range of the SA-10
surface to air missile. The SA-10 now has a range of 90
kilometers (approximately 54 nautical miles), which is
about double the original range. These missiles are now
much more potent as a result.
- Added more realistic weight values to the M-56 and PGU-28
gun rounds as well as the ALE-40 countermeasures options to
the custom arming screen.
- Fixed anomalies with the AIM-9 growl when in virtual
cockpit mode.
- Heat seeking weapons now have an increased chance of
tracking the sun if it is in their field of view. Less
sophisticated weapons are more susceptible than more
advanced systems.
- The range and speed of the HARM missile were increased to
more realistic values, based on newly acquired data. This
should increase the effectiveness of SEAD aircraft armed
with this weapon.
- The rocket motor burn times of several enemy missiles
were adjusted downwards to more realistic values. As with
all missiles, once the rocket motor burns out, the missile
will not be able to regain energy lost due to gravity and
maneuvering.
- The ability of the various model AIM-9 IR seekers to lock
on to targets at extreme range has been slightly reduced.
- If the Air to Air radar is switched out of STT while
AIM-7 missiles are in flight, those missiles will lose
guidance and no longer track the target.
- Air to Air missiles will now jettison correctly.
Previously, a single MRM and SRM "phantom" missile remained
on the aircraft following jettison.
I. Miscellaneous improvements and changes:
- Better support for 2D video cards using the Trident 9600
series chipset has been implemented.
- The AWACS TANKER REQ key function should now work
properly.
- The PADLOCK CENTER logic has been improved. Subsequent
selection of this function will padlock a different object
in the current view, starting from the center and working
outward.
- PADLOCK view restrictions have been fully restored. When
enabled, padlock can be lost if the subject is out of view
for a period of time (for example, out of view under the
player's aircraft). The Glance Forward function has the
same limitation; prolonged use can cause the loss of a
padlock.
- The HUD Navigation FLIR key function has been enabled.
The specific function name is NAVFLIR_MODE. Mapping this to
a key using the remapper will allow keyboard control of the
HUD FLIR.
- Pipelines will no longer use the B52 as a blown up
object. Note that this change will only take place if you
elected for a medium or large install size when you
originally installed the game.
- The Hawk missile launcher will now use it's own, correct,
blown up object. Note that this change will only take place
if you elected for a medium or large install size when you
originally installed the game.
- The runway distance remaining signs at Shaikh Isa
military airbase in Bahrain have been fixed, and now
correctly indicate runway distance remaining in thousands
of feet. Note that this change will only take place if you
elected for a medium or large install size when you
originally installed the game.
- Positional engine sounds have been added for the player's
aircraft when in external views. Warning tones/speech as
well as radio speech will still be heard as well.
- Following ejection, warning tones and speech will no
longer be heard.
- The high pitch tone that would sometimes occur in certain
external views has been silenced.
III. MANUAL ADDENDUM
A. Introduction
Unfortunately, the realities of publishing deadlines can
lead to differences between the games printed manual and
actual gameplay. While we tried very hard to minimize this
within Jane's F-15, some discrepancies did manage to make
it into the game. The following section contains manual
errata, enhanced explanations of existing game systems, and
any new features added in this patch.
B. The AAQ-14 Targeting IR pod
The Targeting IR pod is one half of the F-15E's infrared
"see in the dark" capability. As on the real F-15E, it can
be used to identify, designate and attack a target and hand
off a target to the AGM-65 Maverick or GBU-15 Glide bomb.
In the game, there are two main modes for the pod, A/A (air
to air) and A/G (air to ground).
A/A Mode
This mode can be used to track airborne targets within the
field of view of the pod seeker head. The primary cueing
source is the Air to Air radar, and the pod will attempt to
track the current radar designated target.
MANUAL CORRECTION: There is not an "IR target TD box"
displayed on the HUD in this mode.
A/G Mode
When in A/G, the pod can be used to track the designated
A/G target or designate a new A/G target. The pod can be
cued from either the A/G radar or the HUD.
There are two primary sub-modes used for pointing the pod;
AUTO (slaved) and MANual.
AUTO sub-mode
This mode is best used to quickly slew the pod field of
view onto the target. The pod will attempt to track
designated targets that are within the field of view of the
pod. In A/A mode, the A/A radar Primary Designated Target
will be tracked. In A/G mode, the A/G designated target
will be tracked.
MANual sub-mode
The Manual sub-mode can be used to select a different
target or a specific part of a target to track. The pod
must be slewed onto the desired target and track must be
commanded.
Tracking
The pod can be commanded to track by selecting the TRK push
button.
When TRK is selected (boxed), a status message will appear
in the bottom right corner of the display. When a man-made
object (such as a building, bridge, truck, etc.) is being
tracked, "PT-TRK" (point track) will be displayed. If the
ground is being tracked, the "AR-TRK" (area track) status
message will be displayed. It can be difficult to lock onto
smaller targets at long range. When TRK is selected, the
pod may jump slightly to one side. This is a normal side
effect of the tiny angular error that can exist between the
commanded pod position and the actual pod position in
relation to the desired target. This phenomenon is most
noticeable when the pod is at maximum magnification
(ENFOV).
Designation
The current area or object being tracked by the pod can be
designated as the A/G target point. This will update all
steering and weapon release calculations. To designate a
target using the target IR pod, select (box) the CDES
(continuous designation) push button. CDES is particularly
useful when tracking a moving object, such as a truck or a
ship, as it will constantly update the HUD TD diamond with
the actual target location. CDES is only active when the
Target IR is in MANual mode. Laser operation
The target IR pod contains a laser which is used to provide
illumination of ground targets for laser guided bombs. The
laser can be toggled between ARMed and LASE. Note that the
laser cannot be activated above altitudes of 25,000 feet
above sea level (barometric altitude). When above this
altitude, the laser status will display SAFE. Descending
below 25,000 ft will re-enable the system to normal
operation.
Long/Short range
The target IR has two display resolutions independent of
the selected magnification level. The long range FLIR (LRF)
setting provides the maximum viewing range with some loss
of detail, while the short range FLIR (SRF) setting
provides maximum detail within a limited range. LRF/SRF is
toggled via PB 17. The default setting is LRF.
Additional controls
Please refer to the Expert Flight Manual, pages 2.38-2.41
for more information. All remaining target IR functions
work exactly as described in the manual.
C. Designating multiple Targets using TWS (Track While
Scan) Air to Air Radar mode
In TWS mode, select a target by clicking on it with the
mouse. This target should now change from a closed box to a
star. This is your primary designated target (PDT).
Clicking on another closed box target will change that
target to the PDT, and the old PDT will change to a
secondary designated target (SDT) indicated by a hollow
box. You can have a total of seven SDT's (plus the PDT).
When AMRAAMS are fired, the first missile will go for the
PDT, and the remaining missiles will go to SDT's, with the
SDT's targeted in order of increasing range, i.e. closest
SDT, next closest SDT etc. Any remaining missiles fired
will go after the PDT. For example, if you fired four
missiles at a PDT and one SDT, the first missile would
track the PDT, the second missile will track the SDT and
the third and fourth missile will track the PDT.
The PDT or SDT's may be undesignated in reverse order using
the undesignate key. Switching to a non TWS mode will also
undesignate all SDT's. If the new mode is Single Target
Track (STT), the PDT remains the same,otherwise it too is
undesignated.
D. The GBU-15
The GBU-15 interface underwent significant revision in the
time between when the manual was printed and when the game
shipped. Because of this, there are significant errors in
the manual regarding the proper usage of the GBU-15 within
the game.
New features:
- The GBU-15 uses the GUIDED release mode, which will be
selected whenever a GBU-15 is selected. This will override
the normal bombing modes of CDIP/Auto/Auto loft. Following
the release of the last selected GBU-15, or upon the
deselection of the GBU-15, the normal bombing modes will
again be available.
- Time To Release (TREL) will be displayed on the HUD
whenever there is a designated target. This number
represents the optimal glide range of the weapon at the
current altitude/speed. Note: This can be different from
the target the GBU-15 seeker is locked on to, if manual
weapon cueing has been selected. In this case, the
displayed TREL number, and times to maximum/minimum range
discussed below are INVALID.
- When selected, the GBU-15 is released anytime the weapon
pickle is pushed.
- When a A/G target is designated, two tick marks are
displayed on the ride side of the Weapon MPD; the numbers
next to these tick marks represent the time (in seconds) to
the maximum range (top tick mark) and minimum range (bottom
tick mark) of the weapon. The factors that influence this
number include Altitude (higher altitude will give the
weapon greater range); Speed (higher speed will give the
weapon greater range); and Attitude (a pitched up attitude
will tend to throw the weapon further). Push-button 19 will
toggle the color of the tick marks between light or dark.
- When the time to maximum range reaches zero, the IN RANGE
cue will appear between the tick marks.
Manual changes:
- Replace steps 4 through 6 on page 4.67 with the
following:
4. Release the GBU-15 anytime after the IN RANGE cue
appears on the Weapon MPD.
- Change step 3b "TERM" on page 4.68 to the following:
TERM: Terminal profile - if the weapon is released in this
mode, you will not have any control over the weapon until
you deselect TRK. Once the target lock has been broken, you
can control the weapon's pitch and yaw.
- Add note to step 3b on page 4.68: It is recommended the
the GBU-15 be released in Normal mode.
- Add note to step 3d on page 4.68: After a good track is
verified, immediately press PB7 to command Terminal profile
guidance. Pressing PB10 again will break the track and the
bomb will fall ballistically.
- Replace steps 4 through 6 on page 4.68 with the
following:
4. Release the GBU-15 anytime after the IN RANGE cue
appears on the Weapon MPD. - Renumber step 7 on page 4.68
to step 5.
General Tips:
- The Normal weapon release profile should be used for most
indirect mode releases. As noted in the manual, the weapon
will fly a ballistic profile for 1.75 seconds, and then
automatically change to the Transitional mode.
- The Transitional weapon profile allows complete control
of the weapons seeker head independent of the weapon's
flight path. The seeker head can be slewed in any direction
and locked onto the desired target. The weapon can be
steered in yaw (left or right).
IMPORTANT NOTE: the weapon will not steer itself towards
the selected target when using this profile, even if the
seeker head is tracking a target. Terminal profile must be
selected to command the weapon to fly towards the target.
Because of limitations in the maximum pitch rate the
weapon, TERM should be selected before the nose index
marker (the little white box) is below the 10 degree nose
down marker (middle horizontal reference mark below the
center of the weapon crosshairs) for best results.
Switching to TERM too late usually results in the bomb
breaking lock as it passes over the target, resulting in
the weapon falling long.
- The Terminal weapon profile has two distinct sub-modes;
depending upon whether or not a target has been locked on
to. If a target has been locked on to (TRK boxed), the
weapons autopilot takes over and will fly the weapon to
impact the target. It is possible for a target to be
tracked that is outside the current range of the weapon, in
this case the the autopilot will make it's best try
(usually resulting in a weapon falling short of the
target).
If a target has not been locked on to, or if target lock is
broken, the weapon can be controlled using the weapon MPD
arrow keys. In this case, the seeker head is locked along
the centerline of the weapon looking straight ahead.
Because of limitation in the maximum pitch rate of the
weapon, it can be difficult to guide the weapon up or down.
Once TERM has been selected, it cannot be un-selected.
- A GBU-15 released from high altitude and minimum range
may not be able to pitch over fast enough to hit it's
intended target.
- Using the GBU-15 successfully takes practice. It is not
the magic bullet in real life that some other games may
have lead you to believe. However, under certain
circumstances, it can be a very effective weapon.
- Sean Long's manual / indirect mode GBU-15 guide, or "how
to ride the nose of the bomb into the target" (reprinted
here with permission):
First, release ANYTIME after the weapon video screen
displays "in range" on the right hand side... Releasing
when "in range" instead of waiting for 0 TREL will slightly
decrease the chance of overshooting the target. OTOH [On
the other hand], if you release early and do a lot of yaw
steering,you might run the bomb out of airspeed and it'll
never make it to the target.
Next, you really need to get as early a TRK as you can. The
farther away the better. Use the arrows at PB 16 and 17 to
get the impact heading that you want, otherwise leave those
alone unless you can't see your target because of something
in your way.
To get the target track, I hit Pause, unbox TRK, slew the
cursors to where I want them, then hit TRK again. It is
critical that this is done as early as possible.
As soon as you have verified a valid TRK, you need to hit
PB7, changing TRNS to TERM... From here on in, you're a
passenger...
If you select TERMinal profile early enough, the bomb will
do it's thang and hit whatever you're tracking... This is
how it works in the game, and you CAN get hits with it. I
tried several things including changing targets, etc etc,
and it success or failure depended entirely on how soon I
could select TERM profile.
E. The AGM-65 Maverick
- The AGM-65 Maverick uses the GUIDED release mode, which
will be selected whenever a weapons station loaded with
Mavericks is selected. This will override the normal
bombing modes of CDIP/Auto/Auto loft. Following the release
of the last selected AGM-65, or upon the deselection of all
stations loaded with AGM-65's, the normal bombing modes
will again be available.
- Time To Release (TREL) will be displayed on the HUD
whenever there is a designated target. This number
represents the optimal range of the weapon at the current
altitude/speed. Note: This can be different from the target
the Maverick seeker is locked on to, if manual weapon
cueing has been selected. In this case, the displayed TREL
number, and times to maximum/minimum range discussed below
are INVALID.
- When a A/G target is designated, two tick marks are
displayed on the ride side of the Weapon MPD; the numbers
next to these tick marks represent the time (in seconds) to
the maximum range (top tick mark) and minimum range (bottom
tick mark) of the weapon. Push-button 19 will toggle the
color of the tick marks between light or dark.
- When the time to maximum range reaches zero, the IN RANGE
cue will appear between the tick marks.
- Firing Mavericks at targets without having the Weapon MPD
open may cause the missile to miss it's intended target,
because the seeker head will not attempt to lock on until
the missile is actually launched.
- A flashing Pointing Cross in the Weapon MPD indicates
that because of the current geometry to the target, there
is a chance the missile may break lock when launched. For
best results, ensure the pointing cross is not flashing
before firing the missile.
- The AGM-65D is not very effective against buildings or
ships, being primarily designed as an anti-armor weapon.
The AGM-65G, with it's much larger warhead, can be used
successfully against small buildings and patrol boats, in
addition to armor. For the sake of comparisons, the warhead
of the AGM-65G has roughly the same destructive potential
as the Mk82 500lb bomb. The AGM-65D warhead has roughly
half the explosive potential of the AGM-65G.
V. ADDITIONAL CREDITS / ACKNOWLEDGMENTS
The Jane's F-15 Development Team would like to thank the
following people for helping us create and test Jane's
F-15. We couldn't have done it without you!
F-15 external beta test team A (initial release):
Rich Clark, Buzz Hoffman, Chris Jones, Tom Knott, Sean
"Eagl" Long, Mike "Boomer" McCoy, Alex Pavloff, Mike "Vila"
Smith, Bill "Cowboy" Wilson and Paul Yodice, MD.
F-15 external beta test team B (patch):
Michael "Neko" Addabbo, Lewis "Moose" Gregory,
"Gun-Slinger", Buzz Hoffman, Pierre "Papa Doc" Legrand,
Sean "Eagl" Long, Eric "Snacko" Marlow, Mike "Boomer"
McCoy, James "Snak Attack" Schuldes, Jorgen "Troll" Toll,
Gary Vrckovnik, Bill "Cowboy" Wilson, Matt "Wags" Wagner,
and Paul "Hellfire" Yodice.
F-15 Janes QA test team (Austin, TX):
Brandon "Arashi" Salinas, Lance "MudPuppy" Stites, Mackey
"Rastuss" Fair, Myque "Hunter" Ouellette and J. Allen
"Blair" Brack.