********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at 74171.2136@compuserve.com. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the Jet Combat Simulator manual. Converted to etext by anonymous, retrieved from the "Doc's 'R' Us" BBS, 914/668-3664. Supplied and formatted by Frank Jeno Kontros , the Non Stop Cracker. Please note that the BBS phone number may no longer be valid. JETCOM10.TXT, November 1996, etext #128. ********* JET COMBAT SIMULATOR -------------------- STARTING PLAY After the title screen appears, press the space bar to begin. When the Ground Menu screen appears you have four simulations and three options to select from. Before beginning play, be sure to read over the Controls and Instruments sections to familiarize yourself with all the Controls involved in flying an F-15 jet fighter. A description and examples of the listed simulation and options are found under the STARTING THE SIMULATION section. NOTE: The F-15 has relatively small lift and control surfaces, and very large engines. It is unforgiving to the novice pilot. Learning to fly it, particularly through combat maneuvers, takes some perseverance and lots of practice! CONTROLS You maneuver your F-15 jet using a variety of controls. Be sure to press and hold the keys indicated until the proper response occurs. All controls are indicated on your instrument panel which is described in the next section. Elevators - The elevators pitch the aircraft UP and Down. They are operated by pressing keys 7 and 8 or by pushing the joystick FORWARD and pulling it BACK. Using the joystick may be difficult at first. Remember, pushing FORWARD on the joystick lowers the elevators and causes the aircraft to pitch down and pulling Back raises the elevators and causes the plane to pull up. Ailerons - The ailerons are used to roll the aircraft LEFT and RIGHT, and are controlled by the keys 5 and 6 , or by moving the joystick, LEFT or RIGHT. Pressing key 5 or moving the joystick LEFT will roll the plane to the left. Rudder - The rudder affects the yaw (heading or direction) of the aircraft. The rudder is controlled by key Z for the left rudder, and X for the right rudder. Z will yaw the plane to the left, X to the right. During maneuvers, these controls interact in differing ways. For example, at near 90 degrees roll (or angle at bank) the elevator control has a primary effect on heading not pitch. The aircraft also tends to pitch nose down when in a steep turn. Your pitch rate, roll rate, and yaw (heading) rate all increase in proportion to how long these controls are applied. This realistically simulates the feel of piloting the F-15. Throttle - The throttle controls the engine thrust. Thrust affect both the speed and the pitch angle of the aircraft. Press and hold down the Q key to open the throttle and increase engine thrust. Press and hold the A key to decrease thrust. The amount of thrust required to maintain a particular speed depends primarily on the pitch angle and altitude. At low speeds (i.e. on a landing approach) you must give the F-15 a "nose-up" attitude to maintain adequate lift and avoid stalling. This increases the drag on the aircraft, demanding more thrust to maintain a given speed. At higher speeds where a "nose-up" attitude is not necessary, the same thrust will maintain a higher speed. Maximum speed increases with altitude because of decreasing air density. You must also be sure to use the throttle with the ground brakes to hold the plane in preflight position before take-off. Flaps - The flaps are controlled by pressing S to extend them and W to retract them. Extended, the flaps increase the drag on the plane. They are used to slow down your approach speed and to reduce your rate of descent on landing. Fully extending the flaps lowers the stall speed to 120 knots. The pitch angle changes if you adjust the flaps while in flight. If you extend the flaps fully at speeds above 352 knots, or partially at speeds over 472 knots, they will fail. (The word Fail will appear in red on the bottom left of your instrument panel.) Unless taking off or landing, flaps should not be extended. Landing Gear - The landing gear is raised and lowered by pressing U. (See Instruments for location on panel display.) Lowering the landing gear while in flight slows down the aircraft. If the landing gear remains extended at speeds above 300 knots, your plane will crash. Be sure to lower the landing gear before landing! Brakes - The ground brakes are applied by pressing B. They can be used to hold your plane in preflight position on the runway until you reach maximum engine thrust. Once airborne, the brakes are no longer functional. Cannon - When you detect an enemy, select the Combat Mode by pressing C. Your sights will appear and you can use them to zero in on the enemy. Press the SPACE BAR or push the FIRE BUTTON to fire your cannon. Be sure to keep an eye on your ammunition. Map - Press M on the keyboard to display the map and ascertain your position relative to the airstrips and enemy aircraft. When switched on, the map replaces your cockpit view, however, the instrument panel will remain so that you can continue flying safely. Press M again to switch back to the cockpit view. INSTRUMENT PANEL Artificial Horizon - Placed in the center of the panel, this instrument is your principal source of visual information other than the cockpit window. It shows the roll and pitch angles of your plane. This information is particularly critical during aerobatic maneuvers or in air-to-air combat, when you frequently lose view of the horizon. The pitch angle is shown on a "moving tape" indicator, which reads in degrees. The blue area indicates a skyward or "nose-up" attitude, yellow indicates a "nose-down" or descending attitude. 90 degrees is a vertical climb or dive. In certain situations, the pitch of your craft can change instantly from "nose-up" to " nose-down"-so be careful not to get disoriented. The small aircraft symbol rotates to show your roll angle relative to the ground. The degree of the roll angle is displayed beneath this symbol. A roll angle greater than 90 degrees indicates inverted flight. Speed - Indicates airspeed in knots. Altitude - Displays the height you are flying at in feet. Vertical Speed Indicator-VSI - (Also known as VVI or Vertical Velocity Indicator.) This is the rate of climb or descent in feet per second. When your plane is climbing, the arrow points upward; when descending, it points down. To maintain a steady altitude, your VSI should be at zero. On landing approach, the rate of descent should be approximately 20 feet per second. Flaps - Flaps may be set at any extension from zero to full. Stall speed is lowered from 130 knots at zero flaps to 120 knots at full flaps. Thrust - Engine thrust is indicated by the green and red bar scale. The green portion of the thrust range indicates 0 to 100% thrust. The red region beyond 100% represents afterburners. Afterburners give a considerable boost to your acceleration, but at the expense of heavy fuel consumption. Radar and Compass - The stationary aircraft symbol points to your compass heading. Below the compass is the bearing and range of the navigational beacon on which you are currently logged. You can select the next beacon (next airstrip) by pressing N. The beacon identifier will change and new information will be displayed. The flashing cross on the radar screen shows the bearing of the beacon relative to your plane. To fly to the beacon, bank your plane until your heading matches the beacon. You will now see the flashing cross at the nose of the aircraft symbol on the radar screen. Combat Readiness - Switch to the Combat Mode by pressing C. The Combat Mode arms your Cannon and switches on your sights. A lightening symbol will appear to indicate Combat readiness. Your radar will now show the range and bearing of the enemy aircraft. Switch on your flight computer by pressing the function key f7 to lick onto the enemy's position. The enemy will appear when you are approximately 2.9 miles away and within 5000 feet in altitude. ILS (Instrument Landing System)/Flight Computer - The ILS gives you guidance on landing approaches. You can practice using it by selecting the LANDING PRACTICE simulation option (press 1 on the Ground Option Menu). Keep the flashing circle glidescope and the correct rate of descent (20 feet per second) for a good landing. As the flashing circle drifts from the center of this instrument, turn towards it to return to the correct approach. For example, if the circle drifts to the left and up, bank your aircraft to the LEFT and then pull BACK on the joystick or press key 8, to return the flashing circle slowly to the center. Flight Computer: Select the FLIGHT COMPUTER by pressing the function key F7. This will display your precise ground position, in feet, from any runway with a beacon within a radius of 6 miles. The distances are relative to the beacon currently indicated on your radar. If a runway has been destroyed or is out of range, the computer remains inactive. An inactive computer is indicated by black and yellow stripes. The Flight Computer also displays the altitude of enemy aircraft but only when your plane isn't in the Combat Mode During a dogfight, try to keep your altitude roughly equal to that of the enemy plane. After taking off, switch to Combat Mode and start the Flight computer to zero in on the enemy. Fuel and Ammunition - Keep an eye on your fuel and ammunition during your flights-give yourself enough to get to the next airstrip safely. If you are low, land at the nearest airstrip. STARTING THE SIMULATION Now that you are familiar with the controls and instruments used in Jet Combat Simulator, prepare for take-off! Every flight begins with a ground check and GET COMBAT SIMULATOR is no exception. The Ground Check Menu offers several options. Choose any option by pressing the corresponding numbered key. You can choose to fly any one of the following four simulations: 1. Landing Practice Your aircraft is positioned at an altitude of 1700 feet, 6 miles from touchdown at runway BASE. The landing gears are lowered, ready for landing. Apply full flaps by pressing and holding the S key. Set your throttle at 80%(key Q or A) and keep your aircraft's nose up using the elevators (key 7,8 or joystick left and right). The objective is to maintain maximum lift at the low speed required for approach and landing. But be sure not to drop your airspeed below 120 knots or the F-15 will stall-even with full flaps. Guidance may be taken from the ILS system. Once you have landed, reduce the thrust to zero and apply the brakes (key A and then B). 2. Flight Training Your aircraft is positioned at the threshold of runway BASE, facing due North. Take-off by opening the throttle by pressing Q (typically to 100% or to afterburner). Maximum acceleration can be achieved by applying the brakes (key B) until full thrust is reached. Then raise the elevators by pulling BACK the joystick or pressing key 8. Release the brakes to begin take-off. Raise the landing gear shortly after take-off if you intend to exceed an airspeed of 300 knots (key U)and decrease thrust (key A). Take-off is possible at a lower speed with extended flaps. Steer on the ground by using the rudder controls. This is easier if you speed is below 10 knots. 3. Air-To-Air Combat Practice You are positioned 2 miles behind the enemy plane at the same altitude. Select the Combat Mode by pressing C and your sights will appear on the cockpit window. Then turn on the flight computer by pressing the function key f7 to obtain a readout of enemy bearing, range, and altitude. Your flight computer will automatically pilot you to engage the enemy. DO NOT use any controls to fly the plane when the flight computer is on until you spot the enemy. The enemy plane will be flying at 550 knots and will not return fire during the dogfight. Maneuver your aircraft when you see the enemy plane and open fire as it passes through you sights. The enemy plane will be visible through your cockpit window at approximately 2.9 miles and 5000 feet altitude. 4. Air-To-Air Combat You are responsible for defending four airfields: BASE, TANGO, DELTA, and ZULU. Your mission begins with a scramble from runway BASE. Use your radar and map (by pressing M) to determine the location of the enemy plane. After determining the enemy's most likely target, select the Combat Mode by pressing C and your sights will appear. Then turn on your flight computer by pressing f7 to set your plane on an intercept course. (The words FLIGHT COMPUTER will appear on you ILS screen ) Fly the plane to the same altitude and in the direction of the enemy. Visual contact will occur when the enemy is within 2.9 miles of range and within 5000 feet of your altitude. As the dogfight begins, the enemy aircraft wheels around to gain advantage. Get the plane in your sights, then fire your cannon by pressing the SPACE BAR or the FIRE BUTTON. A control panel indicator shows how much ammunition you have. Damage to your aircraft is indicated by a change in color to your plane's symbol on your radar screen. Your aircraft can sustain three hits-the fourth is fatal. To break off an attack when you are running out of fuel, ammunition or have sustained too much damage, either climb or descend 5000 feet from the enemy's altitude, or put at least two miles of sky between your positions. You are then free to land on any remaining airstrips for repairs, rearmament, and refueling. Meanwhile, the enemy plane will return to its original target course. Your job is to get back into the air quickly enough to prevent it from destroying all four of your airbases. In any of these flight simulations, you can add either or both of these two flying conditions: 5. Blind Landing This option simulates landing and take-off in fog. There is no visible horizon and no visual display of the airstrip once your aircraft is above 50 feet. Navigate using your radar, flight computer, and map. To select, press key 5. To turn off, press 5 again. 6. Crosswinds and Turbulence This option gives crosswind effects and random in-flight disturbances due to turbulence. This option makes flying the F+15 more difficult-and more life-like. It is better to try this option after a little practice. Press 6 to turn on, press again to turn off. Finally, you can select your adversary's skill level: 7. Pilot Rating This feature will change the enemy aircraft's response to your combat maneuvers: how quickly it can detect you, how adeptly its pilot can maneuver, how easily he can get you in his sights and how close you must be to shoot it down. Your pilot rating does not affect your own skills or the fight characteristics of your plane. Press the 7 key repeatedly to select the skill level of your opponent. But beware! An enemy ace makes a lethal adversary. Press space bar when ready to begin. COMMAND CHART CONTROLS REFERENCE CHART CONTROL FUNCTION Key 5 or left with joystick Ailerons-Roll Right Key 6 or right with joystick Ailerons-Roll Left Key 7 or forward with joystick Lower elevator-Pitch Down Key 8 or back with joystick Raise elevator-Nose Up Key Z Left rudder-Yaw Left Key X Right rudder-Yaw Right Key Q Open throttle-Increase thrust Key A Close throttle-Decrease thrust Key W Retract (up) flaps-When in air Key S Extend flaps-Take-off or landing Key U Raise/Lower Landing gear Key B Brakes on Key N Next Beacon Key M Map on/off Key f7 ILS/Flight Computer Key C Combat Mode SPACE BAR or fire button Fire cannon Key H Pause game Key J Resume game RUN/STOP or RESTORE Return to Menu Note: When operating these controls, be sure to press and hold the key until the instrument panel indicates a response. PILOTS NOTES Take-off Speed: Zero flaps-140 knots Full flaps-130 knots Stall Speed: Zero flaps-130 knots Full flaps-120 knots Flaps: Vmax (Velocity Maximum) full flaps-352 knots Vmax, any flaps-472 knots Landing Gear: Vmax, airborne-300 knots Vmax, on the ground-250 knots Performance: Vmax, sea level, with full afterburners-802 knots Vmax, 60,000-1439 knots (max. 2.5) Ceiling: Approximately 65,000 feet Landing Characteristics: Thrust Flaps Gear Pitch VSI Speed 74% Full Down +3 -9 125 knots 62% Zero Down +6 -12 135 knots Landing Normal: -15 max. Landing Gears Failed: -8 max. ********* End of the Project 64 etext of the Jet Combat Simulator manual. *********