The Tours are progressively more difficult and missions
must be flown in sequence; you will not have access to the
next mission until you successfully complete the first.
This allows for a sense of progression since the flow of
political and military will is pre-configured in the tours.
Red Sea Tour
After long negotiations, Egypt has bought military
equipment from the USA. In 2007 they bought a small number
of F22s, and three years later the Egyptian army seized
power and has begun to threaten Sudan to the South.
Your mission is to fly an Egyptian F22 on a dry run for
planned strikes, probing Sudanese defenses for weak points.
Note: your alter ego is Egyptian and you will notice the
accents!
Intel: "Prelude"
First, be certain you switch to manual EMCON ONE so that
your emissions are minimal. Also reduce your speed to 400
knots or less and climb to about 25,000 feet. This reduces
your visibility to ground forces and reduces your IR
signature. It also places you in a better position if you
need to defend yourself.
Sometimes the best way to succeed is to break the rules.
When you have flown about forty miles and can see the
reversal waypoint on your situation MFD edit the waypoints
that pass directly over the SAM and AAA sites. Move them
five to ten miles off the sites so that your F22 will not
pass directly over these defenses.
A brilliant flash after taking a missile hit.
Finally, do NOT shoot at the 767s or the ANT-70s. You MAY
engage the later Su-27s that pop up. Its also a good idea
to resist the temptation of targetting ground forces since
opening your bay doors makes you a better radar target. If
you are engaged by ground forces drop chaff and flares as
necessary and jink like crazy until you loose the missiles
they launch.
Do NOT make any sudden changes in aspect or pull high g
turns when in detection range of ground based SAMs. If you
are targetting and fired on you will be forced to use chaff
or flares which will increase your visibility and you may
find yourself fired on from more than one direction,
increasingly the likelihood of mission failure.
Keep a close eye on the Su-27 that shows up after you have
passed over waypoint 6 or 7. He will often turn in your
direction when you he is off your left wingtip. Have your
AIM9x selected and ready for an over the shoulder shot in
case he detects you and locks you up. If you are forced to
open your hatch and fire prepare to evade a ground based
missile or two.
The second mission is quite a frustration to complete. You
MUST wait until you are fired on before you engage or allow
your wing to engage. The best way to survive this initial
encounter is to perform a DRAG RIGHT manouver, staying
about 20 miles distant from the Rafales. They will follow
and if you make a sudden move to turn toward them they will
usually fire on you.
However, against expectations, this does not mean you can
engage the second group. If you do you will get a MISSION
FAILURE message, in spite of the fact that the two groups
are together. You will have to wait until one of the
bandits from the second group fires on you before you
engage them. Good luck!
Eritrea Tour
The Eritrea tour is composed of ten missions. The first is
"Deny Flight." Here is the briefing:
Ethiopian troops have invaded Eritrea, who have called on
the UN for help. Both Somalia dn Sudan have claimed
neutrality and have threatened to shoot down any foriegn
aircraft who violate their airspace. The UN has pledged
French forces in neighboring Djiborah, US forces in Saudi
Arabia and British forces to be placed in northern Eritrea.
You will fly a CAP with wingman, preventing any Ethiopian
aircraft from violating Eritrean air space.
Intel: "Deny Flight"
When you are dropped in to the mission begin to climb to
about 30,000 feet and switch to manual EMCON ONE. After a
couple of minutes you will get an AWACS call for a vector
to VIS-IDENT some hostiles at heading 325. These bogies are
a long way off so go to 100% power and use time
compression.
When the bogies are about sixty miles distant go to EMCON 5
and you will get an ID (they are neutrals). Turn back to
your waypoint heading and after a couple of minutes you
will get an order to VIS-IDENT bogies at 155. Before you
are in range to do the ID will appear on your MFD since the
bogies are being engaged by allied aircraft to the north
and west of you.
After another moment you will receive a vector to engage
the MiGs. There are also enemy EF2s in this group. Notice
that you have two AIM120Rs which give you extra stand off
range. Don't forget to make use of your wingman. When he's
done his job call him off or he will continue to wander
further away and use up all his stores or get shot down.
After you've helped the allied effort to mop up these
bandits you'll get a vector to engage Su25s at a heading
around 100. They are fairly distant and likely will all be
taken out by F16s and F22s before you get within range.
However, if they are not you will have to do the job with
your wingman.
Do NOT approach these hostiles head on. Instead, stay
stealthy and attempt to take a position flanking the
bandits. Call your wingman to sweep loose or use him to
perform a bracket manouver (first you must target the
bandits in your shoot list). When you are about 25 miles
distant switch to auto EMCON and order your wingman to
engage while you also launch. This tactic of launching
between 20-22 miles from a high altitude and a flanking
position will usually get you 80% or better kill rate.
Immediately turn away at 150 degrees or so and wait for the
kill reports. If you don't get all the hostiles your
wingman will mop up with AIM9x.
Next you will get a vector to MiG 21s at 210 or
thereabouts. This sometimes doesn't happen depending on how
long you've taken in the last encounter. F16s will also be
engaging the MiGs but they are being hounded by attack
helicopters and sometimes don't fare well. Help them out!
After this I switched to ILS HUD and was heading for home
when I suddenly got a radar warning from 270 degrees. The
culprit was a single Su27 who probably had just lifted off
an airstrip. I turned and attempted to use threat padlock
but it was no go so I went to my attack MFD and locked him
up and launched. After this I headed for home. Home will be
about two hundred miles away so this is another good time
for altitude and time compression....
If you get a vector to another target on the way home (I
had two) you can either answer "negative" or take them on.
If you get a vector to a target that doesn't exist
(invisible MiG 29s most likely) just ignore it...
Saudi Arabia Tour
Like the other Tours there are ten missions in this tour.
The major difference in this final tour is that you will
have to be a Class One Black Belt Top Gun to complete it!
The first mission is "Border Patrol" and here is a cut from
the briefing:
The Saudi government retains control of part of the country
and is now set, with UN help, to retake the independent
area by force and at the same time deal with the increasing
border incursions by the three Yemeni armed servies. The US
will use this opportunity to reduce Yemen's strike
capability.
You will fly a CAP. Rules of Engagement are strict: ALL
contacts must be VIS-IDENT and you are not to fire until
fired upon. You are not permitted to engage ANY ground
targets.
Intel: "Border Patrol"
Mission goals include four MiG 29s and four Su 35s. You and
your AWACS must survive and you must land at home plate.
When you are dropped in to the mission begin to climb to
about 32,000 feet and change your heading to 160 and switch
to manual EMCON ONE. After a couple of minutes you will get
an AWACS call for a vector to engage some MiG 29s at
heading 165. Acknowledge by hitting Y on your keyboard.
Order your wingman into a sweep loose formation. Then lock
your first targets and order bracket left. Increase your
separation by pulling slightly right yourself.
Do NOT engage hostiles head on. Instead, you should be
heading about 180 or so to take a position flanking the
bandits. When you are about 25 miles distant switch to
external AIM 120s and vector to intercept, switching to
auto EMCON. Order your wingman to engage the other pair of
bandits and launch on your pair. If you are locked and
launched prior to this dump countermeasures, order your
wing to engage and launch on your own targets immediately.
You will get the shoot cue if you are within 25 miles or
less as soon as you switch to auto EMCON.
Support arrives from Allied A10s
Normally your wingman will survive and all four bandits
will go down. If you don't call him off immediately he will
continue to engage the nearest target of opportunity.
Because you have a high number of mission goals call him
off and check in with AWACS for instructions.
This first encounter usually goes fine. If your wingman
doesn't survive the mission will be more difficult but is
still do-able. Switch to AIM9x if your AMRAAMs are
exhausted and prepare for closer encounters. You may get
into a knife fight or two, but don't be TOO quick to follow
AWACS instructions.
For example, after the MiGs AWACS vectored me to a pair of
ANTONOVs fifty miles out, but I only half-heartedly pursued
them because there were too many other bandits in their
vicinity. Both ANTONOVs were both taken out by allied SAMS.
I then found myself with nothing to do for a short while
until I was vectored toward a pair of Su 35s about sixty
miles distant. I was able to set up quite nicely on their
rear aspect at about 150 degrees and take them both out
before they knew what hit them. After I turned for home
plate I was vectored onto a MiG on my tail. I was
WINCHESTER all missiles and wasn't too tickled to make
another cannon run, so I responded NEGATIVE and kept my
nose pointed for home. A moment later the MiG was engaged
by allied F22s and was taken out.
If you play in low or medium difficulty level its easy to
identify mission goals both in your HUD and on your Attack,
Defense and Situation displays. Remember also that the size
of the missile steering circle indicates Probability of
Kill - launch when the circle is largest.
Intel: "Air Rebels"
The second mission finds you on the ground at the hangar
and you need to get to the runway with three wingmen. The
first time I tried this I found myself on the trip all
alone!
The best way to get into the air with your wingmen in tow
is to use Takeoff Autopilot. Wait for the minute or so til
the tower gives you taxi clearance then go to your ap mfd
and select takeoff ap and engage it. (You can also use SHF
S to time skip to the runway).
While this system is smart it ain't perfected so keep a
close eye on the F15 in front of you around 8 minutes into
the mission. The AP will attempt to to mate you in a
smoking ball with said F15... Disengage the AP and engage
your brakes until the F15 starts moving again. Then you can
re-engage the AP system. The AP will take you right into
the air with your wingmen and then you can disengage and
call a formation of your choice.
You have two tasks on the way to waypoint four. Get past
the SAM site halfway to waypoint 3 and kill the four Su30s
that will cross your path before waypoint 4. The first task
is easy... just drift to the right about five miles once
you cross the first ridge about two minutes into the flight
so that you are out of range of that nasty SAM. If you
don't do this you may take a hit yourself or lose a
wingman.
Wait until the four Su30s have crossed your path and are
about 11 miles away and then order your wingmen to engage.
Easy kills and you are back on track.
The trick now is to kill all the aircraft necessary for the
mission to be declared a success. The troublesome goals
(two F15Es) are sitting in front of a hangar on the enemy
airbase near waypoint 4. They will show up on your attack
mfd as a large + sign if you are playing at low or medium
difficulty. Save two mavericks to make this kill easier.
After you have finished these off you may encounter some
random action by MiG 29s. About five minutes later the
final mission goals will show up in the form of four Fu35s.
Use DEL to bring up the map and mission goals list before
you land. Voila!
The third mission is Sea Cap. There is nothing terribly
difficult about this one, but there are a few niggling bugs
in the wingman command system. If you have three ships
targetted and order ENGAGE HOSTILE you will usually only
have the ship at the top of your shoot list fired on. You
then have to order ENGAGE again on the next ship. And the
two container ships near to waypoint two and screened by
the two enemy missile frigates are the ones you will likely
miss on your first attempt.
How do you know when you have completed the mission goals?
If the goals do NOT include landing at an allied base you
will receive the MISSION SUCCESSFUL message when you have
met the requirements. Otherwise use DEL to bring up the
mission map and scroll down to see if the checklist is
complete.
In keeping with increased difficulty the first mission in
this tour must end by your landing at the airbase to the
north. The second mission both begins and ends on the
ground.
Gameplay in the Tours is challenging. However, its not
necessary for you PERSONALLY to accomplish all goals. If
your wingmen can take a few and a few are lost to other
allied sources (air or ground) they still count as
completed goals. However, you have to also SURVIVE long
enough for this to happen!
General Notes
Wondering what the difference is between the AIM120c vs the
AIM120r? Simply put, the 120R is enchanced with a ramjet,
increasing its range from 31 miles to 44 miles. You will
often find both types in your loadout. If you need the
extra standoff ability use the 120Rs.
You can watch your wingman engaging a target in battle by
going to wing padlock and then using SHF F4 to reverse the
view.
While its often a great idea to approach an encounter from
a higher altitude its sometimes better to approach low,
especially if you are forced to approach from the front
aspect in a VIS-IDENT situation. Many older radars have
look down deficiencies and you can take advantage of that
weakness by coming in low.
Remember to PUSH 2 in order to listen to other allied comms
in the theatre. This really works well when you jump in to
fly a mission in the AWACS component but you still want to
know how the other flights are faring.
ACMI has two options. You can use ALT R to start a
recording at any time during a flight, but you can also use
SHF A to bring up the AWACS screen while IN FLIGHT and
continue flying while you monitor the action. If you use
this latter option you can use "5" to record a message that
will act as a bookmark later. For example, type 5 then "at
this point I first had an IR contact," or "at this point I
was first locked by hostile radar."
F3 accesses the threat/missile lock. However, its from the
perspective of the cockpit so the missile will not be in
visual range until the last moment. Don't wait til then to
dump countermeasures and jink!
When a missile is inbound switch to minimum sensor range so
that you have the best perspective on your defense MFD.
The "s" key is used to make manual shoot list entries. If
you have already generated a shoot list but now have a high
priority targetting need use "u" to clear the list and then
padlock your target (F3 or F4) and then use "s" to
designate. I have all three of these functions on my T1 key
on my TQS.
The declutter function is very useful since at this point
its possible to padlock targets BVR. The 'J' key removes
clutter from the HUD in favor of the target at the head of
your shoot list. Declutter is a toggle on/off function for
the following symbology in the air-to-ground and air-to-air
HUD modes:
* Velocity vector
* The HUD Terrain following box
* Targets that are not currently at the head of the shoot
list
* The radio frequency indicator
* The EMCON indicator
Looking for a way to jettison internal fuel? This is not
possible in ADF.
You jumped into an F22 in the AWACS mission, took out the
hostiles, and then jumped back to AWACS to see how other
units are faring but still want to keep a close eye on the
flight you just left? No problem, just stay logged on that
flight or click on it again if you have accessed another
flight and you can watch and listen to the ongoing sortie.
Difficulty in the sim has three levels:
EASY=you can take more damage, easier to spoof missiles,
more stealth, extra cannon shells
MID=you can take a little extra damage, your missile PK
still a bit high, extra cannon shells
HARD=realistic cannon load, more realistic weapons and
stealth parameters.
At low and medium difficulty levels you also have some
additional help in terms of targetting. Targets that are
required to be destroyed in order to complete the mission
are shown with the letter "T" adjacent to them in the HUD
display, but only on the Easy and Medium difficulty levels.
Mission objectives can also be viewed from the in-game map
by pushing the "DEL" key on the numeric keypad.
At easy and middle difficulty targets that are required to
be destroyed are shown with the letter "T" in the target
information on a MFD. The target information is shown when
you position the mouse cursor over an aircraft symbol in
the Situation, Defense or Attack displays. The flight call
sign is also shown, as given objectives.
The size of the missile steering circle in your HUD relates
to the probability of kill. As you approach a locked target
the circle will grow larger and then eventually start to
grow smaller. The larger the circle the higher the
likelihood of a kill. Launch when the circle is largest.
Handing off a target is equivalent to locking a target and
calling ENGAGE. If you lock up a likely target, put your
wingman in a sweep formation, and then perform a manouver
like DRAG yourself, you can call ENGAGE on that target with
one keystroke (M).
The weight of cannon shells is modelled so if it looks like
you will be in close in a fight fire off shells down to 600
or so for better manouverability.
Unfortunately, blast effects were not modelled for ADF and
this means that A2G missions are more challenging than they
should have been. In many cases you will have to score a
direct hit on a target to get a kill.
There is no lag between a SAM lock on your aircraft and the
launch time. In reality SAMS need about a minute between
their lighting you up and the actual launch. You won't have
much reaction time so be prepared!
If your gamma settings on 3dfx are not working in ADF try
ALT F7/F8. But you may have to wait for a patch....
EMCON Notes
Note the cut above from a screen shot of the on screen MFD
repeater. In this shot I am moving between the estimated
detection ranges of some ground based SAM units. If you
increase your throttle up and down you will see the size of
these circles change. This is because as you increase your
IR signature your IR cross section also increases. Reduce
emissions to stay stealthy.
The Defense MFD (left) will provide info on the effect of
your current EMCON level upon enemy electronic detection
ability. When you raise your EMCON levels you will notice
the enemy area of detection as displayed on your MFD
increases with the increase in your EMCON level. In the
same way the RCS of your F22 increases if you are passing
the width of a detection source as opposed to a direct
approach since the surface exposure of your aircraft is
greater. However, ADF does NOT model doppler as opposed to
pulse effects.
In ADF the actual RCS of the F22 is not modelled, being
slightly downgraded for the same of gameplay. Nevertheless,
stealth is important. You can stay stealthy but what will
your wingman do? He will follow your lead and use the EMCON
settings you choose unless you order him to ENGAGE. Be
aware! This means that if you go to EMCON ONE he will too
and this will disable his auto chaff and flare and ECM and
MAW.
At EMCON TWO and EMCON THREE your MAW is inactive and you
will have no warning of missile launches. At EMCON ONE, TWO
and THREE auto countermeasures is off. At EMCON ONE your
radio will not transmit.
Page 71 of the manual will lead you to believe that you can
cue an AMRAAM by off board (IFDL) information and then
launch while in EMCON 1. This is not correct. AMRAAM is
disabled in EMCON 1 and you must switch to EMCON 3 minimum
for a launch. However, you can launch the AIM9x in EMCON 1
and 2 using IRST cueing.
The workings of the integrated sensor systems can be
confusing. Most plane's avionics are made up of several
independant systems, so the pilot can use either the IRST,
or the radar to obtain a lock on another plane. But the F22
works in a very different way. The information from all the
different systems, (IRST, radar, etc...) is pooled together
and displayed on the situation, defence and attack MFDs.
The idea behind this is that the pilot does not need to
know which of his on-board systems is supplying the
positional information for a target, he only needs to look
down at one of his MFDs to get the whole picture. This
lowers the workload placed upon the pilot. The advantage of
this is that it stops the situation where the defence
display is showing a threat which is not shown on the radar
because it is outside the radar area. All displays present
the pilot with the same situation, it is only additional
information, (radar ranges, weapon range etc...) that is
different.
Test this out in F22 ADF by switching to Emcon 1, (radar
off), and looking down at your MFDs. Planes ahead of you
within IRST range, will still be shown in your MFDs, even
though your radar is not active. They can also still be
targetted, and AIM9Xs can be fired at them. Basically, the
MFDs do not just show objects picked up by your radar, they
show everything that your avionics can locate, whether that
info comes from your radar, IRST, or by picking up radar
from another object.
As a result, damage in one system may appear to limit
another system. In reality it does not, but the integration
of systems can give you that impression. Also, if you have
taken damage to radar and your up front MFD you may assume
that your IRST is damaged also, but it may not be the case
and you may still be able to target with AIM9x.
Quick Combat Notes
F22: ADF is one of the most sophisticated simulators ever
released for the PC. However, there are times when you just
want to dive in and engage some enemies, and for that
reason ADF DOES include a Quick Combat interface.
Quick Combat is an intense and lengthy mission lasting five
hours. You must follow the waypoint route destroying
targets as you find them, and then renewing your weapons.
At each waypoint you will find a target on the ground which
must be destroyed, while ever more dangerous waves of enemy
aircraft and SAM's will rise to attack you along the route.
At each waypoint, you will find a ground target that
carries a high points score for destruction. Points are
awarded by a points multiplier system; i.e. the more points
you earn the more the points multiply. However, should you
hit your own side there will be a corresponding loss of
points.
In general, higher points will be given for higher score
targets; e.g. a tank is worth more than a truck, but a
greater score will be given for a specified ground target
within the mission. The highest scores will be displayed in
the Quick Combat Hi Score table.
Fuel will be limited to what you can carry externally, and
a refueler will stand-by before the last waypoint - just in
case. One weapon of each type carried will be automatically
replaced every fifteen seconds.
You will fly under a time limit and the counter will be
obvious in the lower left hand corner of your screen. You
have twelve minutes to reach the second waypoint and
destroy your allocated ground targets (there are two). Any
remaining time will then be added your time to the next
waypoint.
The refueller is not available in quick combat (the comms
messages are "Greened Out"), but in case you have taken
damage (a good possibility because of the AAA at waypoint
2) when you score 5,000 points your aircraft is repaired
back to A1 condidtion.
You will notice massed flights of enemy aircraft, as many
as forty will appear but they don't attack you. This is
basically a duck shoot opportunity. Take some shots then
move on.
Remember to make use of solid tactics in Quick Combat. Go
to EMCON ONE when approaching more sophisticated enemies
and don't approach them head on. Its also wise to climb to
an altitude that allows you to launch at greater distances.