.


		F-29     R   E   T   A   L   I   A   T   O   R

 This doc is the entire manual typed out by Richard III, but
I (The Alien) have correct many mistakes in the original manual and added info
I thought should have been there.


				   CONTENTS

 0. QUICK KEY GUIDE
 1. SCENARIO
 2. LOADING INSTRUCTIONS
 3. AIRCRAFT DATA
 4. MAIN SELECTION COMPUTER
 5. WEAPONS
 6. MISSIONS
 7. KEYBOARD
 8. COCKPIT DISPLAY
 9. SIMPLE CONTROL
10. SCORING
11. CREDITS
12. TIPS


			       QUICK KEY GUIDE
F1	Front view
F2	Rear view
F3	Left view
F4	Right view
F5	Satellite view
F6	South facing view
F7	Zoom in
F8	Zoom out
F9	Behind plane view
F10	North facing view

1	Change MFD 1
2	Change MFD 2
3	Change MFD 3
4	Alternate satellite view
5	Missile view
6	Full forward view
7	Look up view
8	Supercruise

A	Autopilot
B	Brakes
C	Cockpit
D	3D detail change
E	ECM
F	Flaps
G	Gear
H	HUD
J	Joystick
K	Keyboard
M	Mouse
P	Pause
R	Radar range change
S	Stealth
T	Target lock change

Return	Weapon select
Del	Clear target lock
Esc	Eject (press twice)
Help	Level wings
*	Supercruise
+ =	Throttle up
-	Throttle down

0	Chaff
.	Flare

Cursors	Flight control
Space	Fire


			   F29-RETALIATOR SCENARIO

A new and deadly breed of fighters is taking shape in the secret workshops
deep in the American West: the Advanced Tactical Fighter F-22 and the Forward
Swept Wing F-29. They will convey one message to the enemy: the Retaliators
are effective, deadly and meet the threat of 21st Century Warfare. 

Their pilots will have a dangerous mission; to penetrate bands of  surface to
air missiles, destroy hostile AWACS and radar, launch ground strikes at enemy
resources, armies, installation and communication links, and to break up
hostile raids before they reach friendly territory. Their bases will be under
air and missile attack from H-hour + zero. They must destroy four or more
hostiles for every loss in order to survive and win.


				AIRCRAFT DATA 

Retaliator is a flight simulation program based upon two of the most
revolutionary aircraft designs ever conceived: The Lockheed F-22 Advanced
Tactical Fighter and the Grumman F-29. The Grumman F-29 has been developed as
a technology demonstrator towards creating the ultimate fighter aircraft and
was a genuine contender for the USAF's new advanced tactical fighter but is
now unlikely to enter service as it was judged too risky and too costly in
terms of performance for the ATF. However new studies have shown a forward
swept wing STOVL (Short Take Off and Vertical landing) multi-role supersonic
fighter which could be feasible in the late 1990's thanks to improved engine
performance. The F-29 shows great potential for the next generation advanced
tactical fighter, around 2007 to 2012.

			  Background to the new ATF

In 1979, the USAF first thought of a new advanced tactical fighter to replace
the F-15, whilst the Navy replaced the F-14. In 1981 the first step towards a
new fighter was taken when the ASD asked the American aircraft developers
"request for information", and their views on a new aircraft to be called the
Advanced Tactical Fighter. From studies on the ATF it was clear that the most
important attributes for it were:

STOL - Short Take Off and Landing.

STEALTH - Radar Invisible.

SUPERCRUISE - Supersonic persistence without using any afterburner.

In 1986 Lockheed,General Dynamics and Boeing announced an agreement that they
would team up to develop an ATF if one of their proposals was selected. Two
weeks later Northrop and McDonald Douglas announced a similar arrangement. Two
main designs had been picked for the fly-off competition: The Lockheed F-22
and the Northrop F23. the FSWX-29 by Grumman was shut out at this stage. The
first flight for the F-22 (which is now the favourite contender for the ATF)
was set for Autumn of 1989 in California. Full production will commence in
1994 at a cost (in 1989 terms) of 60 million dollars per unit.

		Technical Information on the F-22 and F-29 ATF. 

The ATF flies at Mach 1.4 to 1.5 (930 to 1000 mph)on dry thrust with full
armament and cruise at a greater altitude than current fighters; 70,000ft as
opposed to 50,000ft in the High Fast Sanctuary with less threat against SAMs
and at supersonic speed covering the ground from 75% faster than a subsonic
cruise type, reducing exposure time by a factor of 3 in the shrunken danger
zone.
 
The ATF combat radius is 700 to 920 miles-a significant increase over the
F-15. It would be able to take-off from a 2,000ft runway or rough surfaces and
easier to maintain than the F-15. Being slightly heavier than an F-15 (around
60,000lbs), the ATF has the same wings span but is slightly longer to
accommodate the extra fuel load. Great use is made of wing to body blending
like the F-16, SR-71 and B-1, again providing more internal volume for fuel
and weapons.

For its stealth the ATF is made with RAM (Radar Absorbing Materials). it is
also designed to reduce the radar cross section by a factor of 100 compared
to the F-15.

The engines are Pratt and Whitney XF-119s with vectoring and reversing
nozzles, having the advantage in all flight regimes as well as increasing the
manoeuverability. Reversing nozzles remove the use of large air brakes.

The control surfaces (flaps, canards and rudders) and the vectoring nozzles on
the ATF work together under the control of powerful computers to give the
impression of flying a straight-forward simple plane. The actual aircraft will
be so complex and have so many flight modes that the pilot would not be able
to exploit them all. The pilot issues a command and the system will interpret
it, i.e. if the pilot pulls back sharply on the stick, the control system will
first deflect the vectoring nozzles upward and the MAW (Mission Adapted Wing)
downward, to rotate the fuselage and start the aircraft into the manoeuvre.


		      THE GAME: MAIN SELECTION COMPUTER

1. Enrol to the USAF

Here you enrol to to the USAF and select your rank. The ranks available from
the lowest to highest rank are as follows: First Lieutenant, Captain, Major,
Lieutenant Colonel, Colonel. The higher the rank you select, the more missions
will be available. More points are awarded to the higher rank for the same
mission as the game will be harder (see scoring). If starting for the first
time, type in your name and press return. If you wish to use a pilot you have
already started playing with, click on 'Use previous pilot'.


2. Choose your scenario 

On this screen you are given the choice of four different locations. Three of
these locations will involve you in the wars that are taking place in those
areas. The four scenarios are:

a) Arizona

You are assigned to the USAF Test Range in Arizona where you will be given the
controls of the new ATF and the new F-29. The test range is approximately
1000 sq miles in size and contain various targets and remote control mobile
vehicles. This world is a true simulation of a hostile environment.

b) The Middle East

Several F-22s and F-29s have been exported to a friendly Middle East nation
which is currently engaged in a fierce war with two other countries. The
friendly nation's armed forces are, however, outnumbered; although they are
technically superior to the enemy's. Consequently in order to succeed three
enemy planes must be destroyed for every one friendly aircraft lost. The War
is on two fronts, with large tank battles to the South West and artillery
exchanges across the natural river boundary to the South East. The ATF
Squadron is based near the capital Tel-A-Von.

c) The Pacific

The strategically important volcanic island of Solomos provides vital oil
supplies to the USA, and is the only deep sea port for 1000 miles in all
directions. A small military airstrip is located there with a squadron of
ATFs. A military blockade by the enemy has cut off all support to the islands,
threatening the vital oil supplies to the USA, and is ready to invade the
islands. A task force from Guam led by USS John F. Kennedy is steaming towards
the war zone with two squadrons of F-22s, F18s and F-29s.

d) Europe

Diplomacy has failed and the world is about to plunge into another world war:
A full scale conventional war across the heartland of Europe will begin. All
airfields, installations, factories and towns will be attacked and initial
losses are expected to be heavy on both sides.

NATO forces have been mobilised and put on full alert, as have all air bases
with all squadrons being dispersed away from the vulnerable bases. Mounting
enemy activity has been reported near the border where an estimated 9000 tanks
and 3000000 soldiers have amassed.

The enemy is expected to launch a massive assault on key point along the
border and it's air force will plunge deep into your country crippling the
infra-structure. Two enemy tank divisions have assembled along the border with
huge reinforcements being drawn up from their rear flanks. The situation will
be critical if the enemy mobile tank divisions break through the border
defences as they will plunge deep into your territory threatening the
industrial complexes at Huttgart, Nueben and Coberg.

WARNING: Intelligence suggests that the Warsaw Pact forces will not surrender,
and if faced with defeat will begin nuclear attacks. An evenly matched war
could result in peace terms after some time, but if you do too well it will be
worse than if you had never even tried!


3. View Sierra Hotel Pilots

This screen shows the top ten highest scores achieved by pilots. These scores
are saved automatically. Press RETURN or CLICK the OK button with the mouse to
return to the main menu.
 

4. View Pilot's Log

The game disk is designed to store all of the statistics of one pilot, e.g.
his/her number of missions completed; name; rank; score and awards. To clear
this log press ESCAPE and all data will be erased for a new pilot's log. It
is also cleared if the pilot is killed or retires.


5. Load Pilot's Log

This loads up the previously saved log of the game.


6. Zulu Alert

Zulu Alert provides a quick entry into the game. You are given unlimited
weapons and begin a "shoot-em-up" game in your selected scenario, starting
in mid-air flight against a squadron of enemy fighters. This is useful for
practice in your chosen scenario.


7. Mission Control

Selecting this option puts you into the mission control section of the game.
When entering Mission Control you are provided with the latest update of the
war situation in your chosen scenario (except Arizona) with a detailed map
showing the battle front and text describing the latest events in the war. War
updates are provided after every four or so missions, dependent on your
scenario.

Press a key to clear the war update and access the Mission Control options
screen.

			MISSION CONTROL SELECTION MENU 

1. Select Plane

Using the mouse, point the cursor on the panel below the plane you wish to
select; clicking once on the appropriate panel will select the plane and
return you to the Mission Control menu.


2. Select Base

Using the mouse, point the cursor at an airfield located on the map. Clicking
with the left button on the air base provides you with a text description of
the base and clicking again on the same base will confirm this as your home
base in the game; i.e starting location for each mission.


3. Select Armament

See Weapons and Stores.


4. Choose Mission

Here you are provided with a selection of missions, the number of which is
dependent on three factors: your rank, your location and how long into the war
you are. Simply press the key corresponding to the mission number. Note that
for mission 10 you should press 0.


5. Accept Mission

This puts the player directly into their chosen scenario. It is essential that
all aircraft, weapons, mission scenarios etc. have been selected prior to
accepting a mission as the default status will be totally inadequate for the
scenario you will be presented with. 

On accepting a mission, you are shown a picture of your chosen scenario and
are then placed in the cockpit of your aircraft, facing South on the runway.
At this point you can press Q to abort the mission, or just continue with the
takeoff.

				   END GAME 

At the end of a game whether you fail or complete your mission, or are
killed or retire, you are returned to the main computer bank where you are
given a quick debriefing of the mission and your current statistics. Pressing
any key to continue will then bring up the Save screen, where you can choose
whether or not you wish to save the current status to disk. After that you
return to the Mission Control Screen.

			      WEAPONS AND STORES

The F-22 and F-29 boast a wide and awesome variety of weapons. For air to air
and air to ground mission the weapons are selected by clicking on the left
mouse button over the appropriate weapon (to deselect, click right button).
Both planes have a limited payload and are restricted to around 11000 pounds,
and even then you can only carry what you have room for- both planes have
seven pylons (the ATF has four external and three internal pylons in a bomb
bay to reduce drag).

			   MAXIMUM STORES PER PYLON

			/Wing & fuselage hardpoints:\
			|||||||
			_____________________________
			| 1 | 2 | 3 | 4 | 5 | 6 | 7 |
AIR TO AIR -------------|---|---|---|---|---|---|---|
BACKWINDER-9X		| 1 |	|   |	|   |	| 1 |
AIM 9M-R SIDEWINDER	| 1 | 1 | 1 |	| 1 | 1 | 1 |
AIM 132 ASRAAM-N	| 1 | 3 | 3 | 3 | 3 | 3 | 1 |
AMRAAM-120A		|   | 1 | 2 |	| 2 | 1 |   |
AIAAM-FIREBOLT		|   | 1 | 1 | 1 | 1 | 1 |   |
AIR TO GROUND ----------|---|---|---|---|---|---|---|
MRASM-AGM 109H		|   |	|   | 1 |   |	|   |
ASALM BDM		|   |	|   | 1 |   |	|   |
CSW			|   |	| 1 | 1 | 1 |	|   |
MAVERICK AGM-1		|   | 3 | 3 |	| 3 | 3 |   |
EXTERNAL FUEL TANK	|   |	| 1 | 1 | 1 |	|   |
			
+ TWIN CANNON, 1760 ROUNDS.

			      AIR TO AIR WEAPONS

AIAAM 196 Fire Bolt
Powerful air to air missile, not easily decoyed by chaff. On the lower ranks
it IS possible to hit a target even if it is not in visual range, but this
can require 2 or 3 (preferably more) missiles fired simultaneously.

Weight-	980 lbs
Range-	20 miles


AMRAAM 120A
Less powerful AAM, has less resistance to ECM.

AIM9M-R-SIDEWINDER
The latest and most advanced of the Sidewinder family with an imaging infra-
red seeker. This builds a detailed image of the target (similar to a Maverick)
and isn't easily duped by counter measures.

Weight-	190 lbs
Range-	11 miles
Speed-	Mach 3


AIM132 ASRAAM-N
Advanced short range AAM. This is smaller and more agile than the Sidewinder
and has an advanced focal plane array homing radar.

Weight-	156 lbs
Range-	9 miles
Speed-	Mach 3


BACK-WINDER 9X
Rear mounted short range air to air missile. A new weapon that overcomes the
problems of a rear firing missile system. It locks upon the attack radar of
the enemy.

Weight-	180 lbs
Range-	6 miles
Speed-	Mach 3


			    AIR TO SURFACE MISSILES 

MRASM, AGM-109 CRUISE MISSILE (also known as SOM - Stand Off Missile)
A base line airfield attack missile with DSMAC II (digital scene matching
area correlation) guidance and carrying a heavy payload of 58 TAAMs (Tactical
Airfield Attack Missile). This is a launch and leave missile that should be
fired at the target at as close a range as possible.

Weight-	2825 lbs
Range-	10 miles
Speed-	650 mph


ASALM (Advanced Strategic Air Launched Missile)
Effective against all form of surface target including those with the highest
degree of hardening.  Much the same as a MRASM in use.

Weight-	3100 lbs
Range-	10 miles
Speed-	Mach 3.5 to 4.5 


MAVERICK AGM1 LASER AND TV
The latest generation of the Maverick family, the smallest of the fully guided
self-homing AGMs in use. An improved version of the AGM 65E, with infra-red.
Will lock onto any visible target and show the normal diamond when fully
locked.
Weight-	484 lbs
Range-	9 miles
Speed-	Mach 1.6


CSW (Conventional Stand-Off Weapon)
Seen by the USAF as the best way to destroy hostile anti-aircraft defences and
armour moving behind the FLOT (Forward Line of Troops). It can distinguish
between tanks and low value trucks or decoys and it is smaller and much
cheaper than the MRASM. It is fitted with a PLSS (Precision Location Strike
System) and has 20 warheads which separate over an area homing in on
particular targets. These are especially effective against formations of tanks
and armour.

Weight-	2700 lbs
Range-	10 miles
Speed-	Mach 1.1

NOTE: Standard NATO Ground Forces have FOF (Friend or Foe), so 'smart' weapons
such as the Maverick will not lock on to a friendly target. It IS still
possible to destroy a friendly target by firing 'blind', so be careful.


				   MISSIONS

The enemy vehicles in Retaliator have dark-grey camouflage, whilst your own
forces are green/brown. Enemy Battleships are also dark-grey. You will never
see any friendly aircraft, so you need not worry about any tragedies there.

Note: there are 3 tanks in 1 battalion, and 3 planes per squadron.

All missions will only be deemed complete when your aircraft has fulfilled the
mission objective(s) and landed safely at an appropriate base / you have
ejected over friendly territory.

			       KNOW YOUR ENEMY!

The Mikoyan-Gurevich MiG-29 Fulcrum
The Fulcrum is a light, highly manoeuvrable fighter aircraft carrying 4, or,
more rarely, 8 air to air missiles. Like you, the Fulcrum has limited supplies
of chaff and flares.

The Sukhoi Su-27 Flanker
The Flanker looks much like the Fulcrum, but is slightly larger and has a
differently coloured nose. The Flanker is heavier than the Fulcrum, but just
as agile, and is a fighter bomber. Like the MiG-29, it carries 4 air to air
missiles, but never any more. It has to keep some room for it's air to ground
weapons, after all! The Su-27 is a tougher aircraft than the MiG-29, and as
a consequence will almost always take TWO missile hits before it will go down.

Both the Fulcrum and the Flanker act in much the same way in the game; any
attacks on your plane are usually commenced with a head-on pass, in which
AAMs may or may not be launched, and then the enemy aircraft will get on your
tail, reduce speed and begin using it's missiles up on you. One advantage you
have is a tighter turning circle at low speeds.

				  MAP LAYOUT

The sector numbers given for each mission are easy to find on the map; they
are displayed on your HUD if all is well with your communications equipment.

The sectors are laid out as follows... (two are on this diagram for example).

		      |||||||||
		     8|   |   |   |   |   |   |   |   |
		      |---|---|---|---|---|---|---|---|
		     7|   |   |   |   |   |   |7 G|   |
		      |---|---|---|---|---|---|---|---|
		     6|   |   |   |   |   |   |   |   |
		      |---|---|---|---|---|---|---|---|
		     5|   |   |   |   |   |   |   |   |
		      |---|---|---|---|---|---|---|---|
		     4|   |   |   |   |   |   |   |   |
		      |---|---|---|---|---|---|---|---|
		     3|   |3 B|   |   |   |   |   |   |
		      |---|---|---|---|---|---|---|---|
		     2|   |   |   |   |   |   |   |   |
		      |---|---|---|---|---|---|---|---|
		     1|   |   |   |   |   |   |   |   |
		      |___|___|___|___|___|___|___|___|
		        A   B   C   D   E   F   G   H



			  ARIZONA TEST RANGE MISSIONS

Mission 1: Hit the two canvas targets in Sector 7B.

Mission 2: A convoy of retired trucks are moving along the east-west
	   highway. Destroy all trucks in Sectors 8A-8H.

Mission 3: Hit the freight train on the railway line in Sector 3A.

Mission 4: Destroy the SAM sites and their radar control station in
	   Sector 5D.

Mission 5: Hit the test bridge in the Yuscon firing range and avoid the
	   electronic SAM simulations located in Sector 8F.

Mission 6: Engage the Drone MiG-29B Fulcrum Fighters in your vicinity.
	   Two must be destroyed.

Mission 7: Attack the mock tank formations crossing the Nevada Plains in
	   Sector 3A.

Mission 8: Destroy the industrial complex in Sector 1C.
 
Mission 9: Destroy the airbase in Sector 4C and the main runway; drone
	   fighters are located at this base.

Mission 10: Destroy the enemy command centre, avoiding the complex SAM
	    network located in Sector 1E. This is perhaps the most difficult
	    mission on the North American test range.

NOTE: If you destroy any unauthorized targets or civilian property, you will
be liable to court martial!

Map symbols:

(Star)		Enemy HQ
(Building)	Factory/Industrial Complex
(Ladder)	Airbase
(Shaded Line)	Rivers
(Wavy Line)	Roads
(Crossed Line)	Railroads
(Black Blob)	Town


			       EUROPE MISSIONS

A bug seems to present in Europe: if you shoot down a MiG on any mission which
does not involve them, then the game will crash on ending the mission. So,
only shoot down bandits on missions where that is the only objective. Do NOT
shoot down MiGs that are just opportunity targets.

War Update 1

1. "MiG Cap"
Zulu Alert: two incoming MiGs closing in on your base. Search, engage and 
destroy. This is not a drill - repeat - this is not a drill.

2. "Bomb Cap"
Three enemy bombers are closing in on your base at low level, escort provided.
Vector 30 degrees for bogies - engage and destroy.

3. "Intercept"
Two SU27 Flankers are crossing the border and are zig-zagging towards Huttgart
(Sector 8A). Engage and destroy.

4. "Tom Cat"
Three plus bandits are providing aerial support for advancing enemy mobile
divisions along the border in Sector 4D. Engage and destroy the bandits.

5. "Aggressor"
Provide close aerial support against advancing Red army tanks for the army
group centred in Sector 6D, near Ziepen. Destroy the two tank brigades (6
tanks).
(* I could not complete this, even though I killed all the tanks! *)

6. "Firehand"
Two enemy mobile divisions are engaging the British Seventh Centurion Tank
Division in the north of the country. Stem the advance and destroy the leading
brigade in Sector 8D.

7. "Ironhand"
Provide an aerial corridor along the southern border section by destroying the
three enemy SAM sites and radar site near the Stein river in Sector 3D.

8. "Backbreaker"
In order to stem enemy rear movements and hamper rear supply lines, your
primary target is the key Liepen bridge in Sector 5E.

9. "Limelight"
The road convoys towards the front-line from Frunsroure, across the northern
Liepen bridge, must be destroyed (Sector 8F).

10. "Linebacker III"
This is a deep strike retaliatory mission against the Red Army airfield of
Tranevora in Sector 1G. Crater the runway, making it unusable.

War Update 2

1. "Jawbreaker"
Destroy the bridge in the northern section of the Stein river (Sector 6D).

2. "Four Star"
Destroy the enemy supply dumps in Sector 2F.

3. "Big Ear"
Destroy the radar tracking station and the SAM emplacement in the northen-
most half of Sector 7E.

4. "Deep Throat"
The enemy air force has been scattered to regional bases across their country.
MisCon has detected a large enemy presence near an airstrip in Sector 3H.
Destroy the runway, and avoid any defending bandits.

5. "Strike Out"
The enemy has launched its biggest bombardment of the war against all air
force bases. Five plus bandits are closing over the border - heading unknown.
Intercept and destroy. Vector to Sector 2C.

6. "Tin Can Alley"
Provide close air support for allied tank forces against massive enemy
assault. Destroy the two leading enemy battalions (6 tanks). Refer to War
Update Map for battle location.

War Update 3

1. "Iron"
Destroy the vital road bridge in Sector 8F, to prevent enemy supplies reaching
the front. Note that the intelligence update in the game refers to sector F8-
this is the same as 8F!

2. "Titan"
Large enemy convoys are rallying towards the front. A massive amount of armour
is moving west in Sector 8G, with pontoons providing river crossings. Destroy
the convoy and return home.

3. "Snake Eye"
Fierce tank battles are continuing in various sectors (see War Update Map),
with French and British Northern Tank Divisions holding their ground. A lone
MiG is also closing on your runway. Destroy the MiG and wipe out the enemy
tanks.

4. "Grind"
The enemy's massive industrial complex in Sector 5H provides machine parts for
the Red Army war machine. Destroying this complex will cause great shortages
to the enemy.

5. "Lights Out"
Cripple the riverside power station in Sector 5H, destroying the cooling
towers which will disrupt enemy productivity.

6. "Fly-by"
A large number of allied interceptors have been downed by an Enemy MiG-29 
Hunting Squadron. The three ace fighters are operating from the Alps in Sector
1D. This mission is self-explanatory!

War Update 4

1. "Operation Wolf"
A new squadron of MiG-29C Fulcrums have been located zig-zagging across the
border towards Nuberg. Intercept in Sector 5C and break the pack up.

2. "Avenger"
A ferocious string of land battles has left the front line NATO forces
exhausted, with two fresh Warsaw Pact tank divisions engaging them (refer to
War Update Map for location). Halt the enemy attack and destroy at least 10
tanks.

3. "Operation Thunderbolt"
Decimate the chemical factory in Sector 7H and its two storage tanks.

4. "Operation Bear"
Attack the arms factory in Sector 2H, avoiding the SAMs located nearby.

5. "Express"
Constant convoys of rail freight are arriving hourly on the rail-lines from
the east to the enemy capital and the battle front. Destroy the rail-line and
any trains in Sectors 7H-4H.

6. "Untouchables"
A squadron of enemy Su-27 Flanker bombers have destroyed several allied
storage depots near the front line and are closing in on the international
airport in Sector 7A. Engage and destroy.

War Update 5

1. "Venus"
The Red armies' second air force has reinforced the depleted first army and
has launched the biggest aerial assault yet seen in the war, with six
squadrons of fighters causing havoc with NATO ground forces. Provide aerial
cover for Huttgart around Sector 7B against three closing MiGs.

2. "Venus 2"
Provide aerial cover from Nubergs industrial complexes against the ominous
threat of the squadron of three MiGs in Sector 4B.

3. "Counter"
The massed NATO ground forces are now being pinned down by this new surge of
Enemy aerial dominance. Provide aerial cover for the Second US Tank Corp in
the relevant sector (refer to War Update Map) and destroy any opposing tanks.

4. "Backache"
Launch a deep strike attack on the last main enemy bridge in Sector 7H to
cut off the enemy rear guard.

5. "Trax"
The massive tank factory in the north-west part of Sector 8H is your target.
Rip out the main building.

6. "Flame"
The huge storage depot in Sector 8H, conveniently located near a hospital, has
fuel for the Warsaw Pact armies. Destroy a storage tank and return home.

War Update 6

1. "Burst"
The hardest mission so far: hit the centre line of the international runway in
Sector 6H and avoid any scrambled bandits. Watch out for the dense SAM belts to
the west of the base.
That runway is tough, I hit it with 1 MRASM, 2 CSWs and a couple of Mavericks
and I still didn't make a scratch!! Bug methinks...

2. "Mercury"
A rag-tag formation of fighters is closing over the border, towards your home
runway, and intelligence believes cruise missiles may be carried on board.
Intercept and destroy the fighters and bring down any air-launched cruise
missiles. The missiles are your priority!

3. "Man Hunt"
The remnants of two massive armies are clashing in the relevant sector (see
War Update Map). Destroy enemy hardware in this battle zone.

4. "On-Line"
The nuclear power station south-east of the enemy capital is your target.
Destroy the cooling towers and main building, avoiding the reactor plant. This
will plunge the enemy into a total black-out in Sector 7H.

5. "Saturn"
A train carrying new tanks to the front has been located by satellite in
Sector 7H. Prevent the tanks from ever reaching the battlefield.

6. "Mars"
A heavily defended aircraft factory north west of the city in Sector 8H has
remained unscathed so far, and is producing large numbers of enemy aircraft.
Destroy the main building. The nearby hangar will house newly built planes,
so take it out if you have any weapons left.

War Update 7 (the final Update)

Random selection of one of the following missions:

"Savior"
"Retaliator"
"Hour Glass"

These missions are all secret to protect the outcome of the war - refer to War
Update Map.


			       PACIFIC MISSIONS

War Update 1

1. "Scramble"
Two bandits have been located in Sector 4D closing in on your island base.
Engage and destroy. 

2. "Firebolt"
The enemy has launched an aerial attack on the oil-refinery on Vejan Island
Sector 8D). Repel the enemy and destroy at least three fighters.

3. "Drop-in"
An enemy battleship has been detected in Sector 4G. Launch a surprise attack
using MSRAM missiles, avoiding it's radar networks and destroy the battleship.

4. "Plunge"
Hit the enemy oil storage depot on the island of Zahiti (Sector 1D).


War Update 2 

1. "Splash"
The enemy fleet has launched a full scale amphibious attack on Troy (Sector
8E) with at least ten landing craft landing on the North shore. These are
escorted by a squadron of Fulcrums. You must destroy the landing craft.

2. "Warmup"
Intelligence reports two Enemy Frigates are closing from the South in Sector
3B to reinforce the Red fleet. Give them a surprise welcome.

3. "Deep Heat"
The Leonid Brezhnev fleet carrier has retreated from the Enemy fleet but has
launched a long range strike force closing in on the Solomos Islands located
in Sector 4B. Engage all three hostile aircraft and destroy them.

4. "Beta-1"
The gigantic Enemy Super Tanker Azov has to be crippled in a surprise
retaliator strike in sector 4G. MiGs are providing aerial cover.


War Update 3

1. "Revenge"
The battleship New Jersey has stormed into the scene as two Enemy cruisers,
the Krentaz and Admiral Zozulya, have engaged her. Provide aerial cover
against incoming MiGs and engage the cruisers in Sector 7H.

2. "Arc"
The enemy has finally launched a full scale attack on Solomos with 10+ ships
to the South, barraging the Southern coast. Scramble and destroy the four MiGs
providing aerial cover for the fleet and hit any enemy ships.

3. "Strike Back"
The US fleet has arrived in Sector 5H, Steaming towards your island bastion
led by the carrier J. F. Kennedy. Launch a counter strike at the Enemy fleet,
avoiding SAMs whilst the MiGs engage the US Task Force. Destroy at least two
ships and return to base.

4. "Stamps"
You must attack and destroy the vital enemy gas plant and refinery on Zahiti
in Sector 1D.


War Update 4

1. "Knock-Out"
The Leonid Brehznev has been sighted in Sector 1G, with a support ship. Locate
and destroy.

2. "Fight Back"
A fierce Enemy counter-strike has sunk three US ships and threatens the JFK.
Provide air support and destroy the two Enemy battleships in Sector 4F.
I only had to destroy one ship to complete this, and there were no MiGs for
me to provide cover against! Also, the enemy ships did not show up on radar,
which is seriously spooky.


War Update 5

"Hand Shake"
A meeting between the two fleets has been arranged to discuss peace
terms on the Enemy battleship Leningrad, in Sector 4B. Provide an
aerial patrol to enforce an exclusion zone, as intelligence reports a
sabotage attempt will be imminent...

Map symbols:

(line with 4 dots)	Oil/gas resources
(l-shape)		Industrial areas
(ladder)		Airfields
(ship shape)		Oil tanker
(bent line)		Roads
(pointy line)		Hills/mountains


			     MIDDLE EAST MISSIONS

War Update 1

1. "Bravo"
Destroy the tank brigade (3 tanks) crossing the border in Sector 5A.

2. "Bogie"
Two MiGs are closing in on your base sighted in Sector 6F. Engage and destroy.

3. "Alpha"
Destroy the radar tracking station in Sector 4D to provide an aerial corridor.

4. "Foxstrike"
Destroy the road bridge in Sector 3F to hamper the enemy reinforcements.

5. "Lizard"
An enemy armoured column of at least six trucks and four tanks is advancing up
the highway in Sector 4C. Stem the advance and obliterate the column.

6. "Charlie"
Launch a deep strike attack on the enemy airfield in Sector 2H.


War Update 2 

1. "Moonstruck"
Hit the industrial works in Sector 3B which provides ammunition to the Arab
forces.

2. "Rogue"
The power station in Sector 2F, East of the city, needs to be knocked out.

3. "Pincer"
Refer to your War Update Map before commencing this mission, as it will inform
you of the whereabouts of two grey enemy tank battalions which are leading an
assault. Destroy these six enemy tanks and return to base.

4. "Torch"
Destroy the tracking station in Sector 4A.

5. "Crossfire"
Destroy the enemy oil refinery in Sector 1F with your primary target being the
three oil holding tanks.


War Update 3

1. "MayDay"
Three enemy fighters are closing in on the capital. Break up the raid, destroy
all fighters and return to base. Move to Sector 5E to engage.

2. "Lord"
Two continuing tank battles are occurring along the front-line. Stem the enemy
divisions. Refer to War Update Map on computer for the battle locations.

3. "Torture"
You must locate and demolish the rail bridge in Sector 3B.

4. "Romeo"
Lac Mi-El tank farm in Sector 1F is assembling Russian T-80s imported from
Russia. Raze the complex to the ground.


War Update 4 

1. "Heal"
Information is sketchy at this time, but it is believed a large enemy road
convoy is located around the vicinity of Sector 1D. This consists of over 10
trucks and tanks. You must locate this convoy and destroy it.

2. "Juno"
A large scale aerial force is massing over enemy territory and moving towards
the capital. Their target is uncertain but you must destroy four bandits and
hold them away from your base. Vector south to Sector 3G.

3. "Warrior"
Destroy the chemical processing plant in Sector 1C, believed to be developing
chemical weapons.

4. "Gold"
The greatest tank battle of the war is raging (refer to War Update Map), with
all reserves being drawn up. Provide aerial support and destroy 8+ tanks.


War Update 5

1. "Ajax"
MisCon has lifted the restriction on bombing the enemy capital in Sector 1B
and surrounding installations, and has made the international airport in
Sector 2A it's primary target. Destroy the main runway and return to base.

2. "Dawn"
Destroy the steelworks in Sector 1D, south west of the city, but make sure
to avoid any damage to the Red Cross hospital based in the compound.

3. "Zeus"
The enemy has flown everything into a new strike. Fresh enemy armour has been
deployed to the front line (see War Update Map) and is overwhelming the
exhausted armoured divisions. Provide aerial support and smash the lead tank
battalion.

4. "Red"
The road and rail networks have been badly damaged, consequently jeopardising
supply routes. Shortages to the front line are threatening our positions, so
you must provide aerial cover for a massive convoy moving from Tel-A-Von to
the front line against impending MiG attack. This takes place in Sector 7G.
(* When I flew this mission the 'massive' convoy was 4 stationary trucks, and
no MiGs arrived, so how do you complete this one?? *)

War Update 6

1. "Standstill"
The situation is critical with all three countries industries smashed. The
massive El Alamein factory (Sector 1A) is the sole productive enemy plant.
Avoid the fierce SAM systems and destroy the complex.

2. "Vice"
The forces on both sides are reaching exhaustion as the war is becoming a war
of attrition. Fanatical enemy tank brigades in the relevant sector (see War
Update Map) are causing havoc with our resisting ground forces. Destroy the
four leading tanks and supply vehicles.

3. "Thunder"
The heavily pounded enemy air-force have gathered from unknown runway strips
and are launching perhaps their last full-scale attack of the war. Vector
South to Sector 4G to engage and destroy all Bogies - number unknown.


War Update 7 

1. "Abyss"
On this day the war reaches its climax with the outcome unknown. A secret or
special range of missions will exist in this final chapter of the war...

Map symbols:
(building shape)		Installation
(wavy line) 			Road
(building icon with points)	Factory/power station
(crossed line)			Rail line
(u bracket above n bracket)	Bridge
(wavy shaded line)		River
(radar dish shape)		Radar tracking station
(black star)			Enemy HQ
(ladder)			Airfield
(black & white building shape)	Town



			       KEYBOARD CONTROLS

Esc	EJECT
Pressing this key once will place the systems into eject mode. This allows you
3 seconds to confirm by pressing the key a second time, which will then eject
you from the plane. If the key is not pressed within the 3 seconds, all
systems will revert to normal mode. This key is also used as an 'escape' key on
some menu selection screens to abort/cancel any inputs.

F1	FRONT
This gives you the normal cockpit view.

F2	REAR
This gives you the view looking backwards, but still in the cockpit.

F3	LEFT
This gives you the view from the left side of the aircraft.

F4	RIGHT
This gives you the view from the right side of the aircraft.

F5	SATELLITE
This gives you an overhead view, taken from a satellite positioned at
approximately 80,000 ft. Your aircraft is always at the centre point in this
view. The top of the screen is always North.

F6	SOUTH FACING
This gives you a fixed south-facing view from outside the aircraft.

F7	ZOOM IN
This gives you the facility, when using an exterior view, to zoom in towards
your aircraft.

F8	ZOOM OUT
See Zoom in.

F9	BEHIND
This gives you the view from directly behind your aircraft facing along your
current heading.

F10	NORTH FACING
This gives you a fixed north-facing view from outside the aircraft.

1	CHANGE MFD #1
2	CHANGE MFD #2
3	CHANGE MFD #3
These keys act as toggles between the three different modes on each of the
three MFD displays. See Instrument Description section.

4	ALTERNATE SATELLITE
This is an alternative satellite view, where your aircraft always points to
the top of the screen and any change of heading shows up with the surrounding
terrain rotating, not your aircraft as in the other satellite view.

5	MISSILE VIEW
This gives you the view from the seeker head of the last missile you fired.

6	FULL FORWARD VIEW
This gives you a full forward view unobscured by instrumentation.

7	LOOK UP VIEW
This gives you the view looking up over the HUD. This is useful in dogfights
when maximum visibility is essential.

8	SUPERCRUISE
*	SUPERCRUISE
Pressing this key gives an instant thrust of 100%. This is extremely wasteful
of fuel and should only be used in an emergency.

+	INCREASE RPM
=	INCREASE RPM
-	DECREASE RPM
These keys increase and decrease revs/thrust.

A	AUTOPILOT
This key will toggle between manual flight and autopilot. See Instrument
Description section.

B	BRAKES
This toggles the brakes on or off. See Instrument Description section.

C	COCKPIT 
This key toggles all the MFDs on or off. Very useful I don't think.

D	CHANGE 3D DETAIL
This toggles between two levels of 3D detail (very very detailed and very
detailed!)... the less detailed level is marginally faster.

E	ECM ON/OFF
This key toggles the electronic counter measures system. See Instrument
Description section.

F	FLAPS
This toggles flaps in or out. See Instrument Description section.

G	GEAR
This toggles between lowering and retracting the landing gear. See Instrument
Description section.

H	HUD
This toggles the HUD display on or off. See Instrument Description section.

J	JOYSTICK
K	KEYBOARD
M	MOUSE
These keys will defer to the chosen control at any stage during the 
flight.

P	PAUSE
Pauses the simulation at any time during the flight.

Q	QUIT
This ends the mission when on the ground with zero speed. This can therefore
be used before a mission starts, to abort, or when you have landed after
completing a mission.

R	RADAR RANGE CHANGE
Cycles the range of the horizontal situation radar (see Instrument Description
section) between 20, 10, 5 and 2 miles. A bug seems to set the radar range at
around 15 miles when you start a mission, so it will show targets as being
closer than they really are until you cycle through back to 20.

S	STEALTH
This key toggles Stealth mode on or off. See Instrument Description section.
 
T	CHANGE TARGET LOCK
This key will toggle the lock your missile has on a particular target. If
there are, say, three enemy targets on the screen, pressing this key will
alternate the lock-on between each of the three targets.

Return	WEAPON SELECTION
Pressing this key will cycle through all of the weapons systems you have
available onboard. The weapon you select will be automatically armed and ready
for launch.

Del	BREAK LOCK
This key cancels the lock your weapon may be holding on a target.

Space			FIRE
Fire button		FIRE
Left mouse button	FIRE
This fires the appropriate weapon, if armed. Note: with certain weapons, it is
necessary to wait for them to fix a lock on to a target - an appropriate
symbol will appear in the HUD: see HUD diagram.

Help	LEVEL WINGS
This does just that- levels the wings. It will NOT pull you out of a dive or
climb, nor will it help recovery from a stall.

0	CHAFF
This releases the Chaff. This effectively 'blinds' enemy radar and guided
missiles.

.	FLARE
This releases a flare decoy, used primarily to divert infra-red guided
missiles.


			    DIRECT FLIGHT CONTROLS 

Cursor-up key/Joystick up/Mouse up			Dive
Cursor-down key/Joystick down/Mouse down		Climb
Cursor-left key/Joystick left/Mouse left		Bank left
Cursor-right key/Joystick right/Mouse right		Bank right


			     THE NEXT GENERATION
			    COCKPIT SYSTEM [ECOP]

			    INSTRUMENT DESCRIPTION 

AUTO light
When operative the light is green. And that's about it really, the autopilot
doesn't actually work you see... nice one Ocean.

BRAKE light
When your plane is on the ground the brake key turns the wheel brakes on or
off - in the air it turns the air brakes on or off. When the air brake is
extended or the wheel brakes are on, the brake light will appear green. If the
brake light is red then the brakes are not operative, or are damaged. If you
exceed 70 rpm on the ground whilst brakes are engaged, you will incur damage
to the landing gear. An orange brake light is warning that you are about to
exceed the speed limit that the brakes can take without damage.

FLAP light
The flaps seem to have no effect, just like the autopilot. And they want 20
quid for this?

GEAR light
The green landing gear light will appear when the gear is out in the landing
position. When gear is retracted the light is out. If you exceed 320 kts you
will fatally damage your gear. If it is out at 240 kts an orange caution light
will appear. If this occurs, you should either raise your gear or slow down to
prevent any damage. A red light indicates fatal damage or failure of the gear.

ARM light
This lights up when a selected weapon is armed and ready for launch (see 
weapons).

STALL light
In F-29 a stall occurs when you go too slow. To recover, throttle up and keep
pulling back on the stick to pull out of the dive you will inevitably be in.
95 kts is the lowest speed you can go and still fly. Higher altitudes require
higher speeds.

P bar (left side of cockpit)
This shows the amount of thrust being applied. Each small bar represents 10%
increments of thrust. More thrust consumes fuel quicker.

F bar
This shows the amount of fuel left in the three internal fuel tanks of each
plane. This is represented in increments of 1000lbs for each small bar shown
(if external fuel pods are carried the fuel in these is spent first and then
the empty tanks ejected).

FIRE light
If there is an engine fire this light will flash red - it is not recoverable
and the pilot must eject.

FUE light
If the level of fuel is below 2000lbs a yellow caution light will appear. If
below 500lbs a red flashing light will appear and below 200lbs a solid red
light and a message will appear on the HUD.

ENG light
The engine warning light will appear a cautionary yellow if the RPM falls
below 50% in fight or if partial engine damage has occurred. If severe damage
occurs, the light will flash red and the pilot will have to eject. Partial
(yellow) engine damage allows you to limp back to base, but can get worse if
left unchecked. A solid red light represents turbine failure. With partial
damage, you cannot adjust your RPM so landing will be tricky, if not totally
impossible.

ALT light
If you fly below 500ft a yellow altitude warning light will appear; below
200ft a red light will show.

RD light
If the radar is damaged partially or is faulty, a yellow caution light will
appear. If it is totally damaged or destroyed a red light will show.

WEP light
If the weapon system is damaged or jams on one particular weapon, the warning
light will appear appropriately.

COM light
If any communication faults occur, a yellow warning light will appear. If
these faults are fatal (and irrepairable) a red light will appear.

NOTE:  The F-22 and F-29 have a computer self-diagnostics test and in some
cases are able to track down and repair faults (only yellow caution faults),
e.g. some problems on RAD, WEP and COM can be repaired automatically... not
that I ever saw that happen, but what do I know?

Message line
Various text information is provided on this display, e.g.the type of enemy
missile approaching, etc.

LCK light
If a lock is fixed on your plane by enemy radar this light will appear. You
can attempt to break the lock with ECM and chaff, and shut down to "stealth".

LUN light 
When an enemy missile launch occurs then there is a large bright flashing
launch light.

RWR- Radar Warning Receiver (green circle on right side of cockpit)
This has a fixed range of 24 miles and shows any threats, i.e SAMs and enemy
planes (it is crude horizontal radar). When an object appears on this and is
behind your plane then an audio signal also sounds.

THREAT light
When the on board ECM equipment detects a 'Fansong' signal (Russian SAM Radar
Signals), you are presented with a yellow steady missile "threat" light and
audio tone. If you are detected and the enemy radar has a target, the missile
warning light will flash and the tone warble.

STEALTH light
You have limited radar cloaking and can appear radar invisible if you fly
slowly and low and reduce all your radar emissions from your craft, i.e radar
shutdown. You can still be detected visually but it is a lot safer. An
indicator shows how vulnerable you are to radar emission. NOTE: The radar and
maps have a freeze mode, displaying a target and its position whilst all
radars are shutdown.

ECM (Electronic Counter Measures Radar Jammer) light
When activated the ECM light appears. The ECM "blinds" radar guided missiles
and stops them homing in on your plane. The ECM works better at long range.

RUN light
When the engine is powered up this light is activated until RPM reaches 20%.

MULTI FUNCTION DISPLAY #1

Systems
This provides present flight details for fuel, RPM, Speed and Altitude.

Stores
This shows the number of weapons and type; which weapon is armed and selected
and it also shows the amount of chaff and flares remaining.

BVR Radar
The Beyond Visual Range Radar is useful for finding targets that aren't in
sight, or out of normal radar range. The BVR radar has a range of 100 miles.

MULTI FUNCTION DISPLAY #2

Forward Looking Radar
This gives a detailed infra-red display from the front of the plane providing
data on the type of plane, its bearing and speed, whilst in combat.

Missile FLIR and TV
This provides a cockpit display of what the CSW, Maverick, MRASM and ASALM
see via TV and forward looking infra-red cameras. This is relayed directly to
the cockpit showing the missile closing in on its target in 3-D perspective.

Horizontal Indicator
This provides the pilot with information of the plane's roll from left to
right and at what angle it is banking.

MULTI FUNCTION DISPLAY #3

Horizontal Situation Radar
This radar provides a cross section view of the plane and all the area around
it, with a variable range indicator. This provides location of SAMs or enemy
planes within its 40 mile range.

Satellite Radar (Moving map display) 
This shows a digital map of the world, 40 miles around you. It provides
terrain locations of all enemy bases, factories and road/rail networks.

MMD (Moving map display with direction finder)
This is a computer generated display above the moving map which shows the
direction of the plane with a line indicator. (This is also available on MFD
#2).


			   The Head-Up Display (HUD) 

The HUD can be toggled on and off (see keyboard). This will show you on a
constant basis: heading, air speed, altitude, "G-loading", weapon selected
and number of weapons remaining and the flight equipment currently in use
(e.g. FLAPS, GEAR). Other symbols that will appear when appropriate are the
gun sight and missile sights.

			    UNIVERSAL HUD SYMBOLOGY

COMPASS HEADING		Box at top of HUD
LADDERBAR PITCH LINES	The lines with angles of pitch at the ends
AIR SPEED		Left middle box
ALTITUDE		Right middle box
"G LOADING"		Number below airspeed in G
WEAPON SELECTED AND
NUMBER REMAINING	Below G loading
FLAPS			Shows flaps out
GEAR			Shows gear down
BRAKE			Shows brakes engaged
AUTO			Shows autopilot engaged

			      OTHER HUD SYMBOLOGY

GUN SIGHT		Small circle with 4 marks on top/bottom/sides

AIR TO GROUND SIGHT	Large cross
AIR TO AIR SIGHT	Large '\/\/' with a circle round it

TARGET DESIGNATOR	Box over target
LOCK ON MARKER		Diamond over target designator


			  SIMPLE CONTROL OF THE ATF

Level Flight
To achieve 'level' flight, the pilot raises or lowers the nose until the
Ladderbar (in the HUD) shows 0 degrees.

Lift
The amount of lift generated on the craft is dependant upon your airspeed.
Reducing speed reduces lift, making the craft descend - without lowering the
nose. Increasing speed elevates the craft.

'G'-Loading
Represented on the HUD, this informs you of the gravitational forces exerted
upon yourself and the plane, which varies according to speed and angle. If the
G-Loading exceeds about 8, you will be subjected to 'Blackout'. If the
G-Loading is -3, or less, then you will be prone to 'Red-out', as the blood
rushes to your head.

The most common way of inducing these G ratings is by generating a very steep-
banked turn at great speed, the combination of which will result in the afore-
mentioned Blackout. If you straighten out immediately after a very high-angle,
high-speed ascent, then you will cause a minus G-force which may result in a
Red-out.

Altitude
The maximum altitude of the ATF is 75,000 feet (which is the approximate
height of the radar generated satellite view). To attain the required height
to evade radar detection, you need to fly at between 200-300ft above the
ground or the sea level (dependent on the environment you are over).

Ladderbar
Portrayed on the HUD, the Ladderbar indicates the angle of your aircraft in
relation to the horizon. Hence, the zero level indicator indicates 'level'
flight. Note that the Ladderbar Pitch Lines are always horizontal to the
horizon, i.e, when you roll, the Ladderbar will change angle accordingly in
the HUD. The Ladderbar is shown in increments and decrements of 10 degrees.


				   SCORING

You are promoted after completing a certain amount of missions, so you will
eventually be at the highest (and most difficult) rank, no matter what you
do! When you start a new pilot you select an initial rank, which will affect
the building of difficulty during the game, and also what missions are
available. If you start on one of the lower ranks there will be certain
missions which will not be offered to you, so if you want to play them all,
start as Colonel!

Your achievements will be based on the rank you have selected. If 1st. Lt. is
taken as the 'base' rank, Captain will be awarded twice as many points for the
mission; Major, three times; Lt. Col, five times and Colonel seven times as
much. It must be borne in mind, though, that the higher the rank you select,
the more difficult will the mission be to complete.

Scores are given after each mission and Awards (if applicable) after each War
Update. Different missions will attain different scores - you will be awarded
proportionally more points the further you progress into the war.

Just because you get to the last mission in any scenario and complete it,
doesn't mean that you have won the war! It is possible to lose! To guarantee
success, complete ALL the missions you are offered, do not skip any. And to
really guarantee success, start as Colonel so you are offered ALL the
missions! But remember that a nuclear holocaust will happen if you do too well
on the European missions!! Also remember that ejecting is NOT an easy way to
land! Ejecting LOSES you one aircraft, which will effect the result of the
war. As is stated near the start of this doc, you will have to destroy four
or more hostiles for every aircraft you lose in order to win. As far as the
result of the war is concerned, crashing and ejecting are one and the same!


				    MEDALS 

1. PURPLE HEART-		    awarded if injured or killed in action.

2. AIRMANS MEDAL (AM)-				awarded after War Update 1.

3. DISTINGUISHED FLYING CROSS (DFC)-		awarded after War Update 2.

4. SILVER STAR (SS)-				awarded after War Update 3.

5. AIRFORCE CROSS (AFC)-			awarded after War Update 4.

6. MEDAL OF HONOUR (MOH)-			awarded after War Update 5.



				   CREDITS

		   F-29 RETALIATOR BY DIGITAL IMAGE DESIGN

		    Concept & Design by Martin Kenwright
	    Programmed by Phil Allsopp (Amiga), Russel Payne (ST)
	     Main Graphics & Graphic Design by Martin Kenwright
		     Additional Graphics by Joanne Drury
		      Sound FX & Music by Mathew Cannon
			  Manual by Martin Kenwright
		    Thanks to Michael Flint & Gary Bracey
			    Produced by Jon Woods

			    
		     Doc file typed out by Richard III
			 


TIPS from your favourite extra-terrestrial...

Landing:	Approach at 275 kts, lower the gear, come in slow and point
		the nose at the runway threshold- don't dive into the ground!
		Lower your airspeed to 140 kts, and you should be just over
		the threshold at around 50 ft. Level out, let the plane sink
		to the ground, then hit the brakes, throttle down and press Q
		when stationary.

Takeoff:	Release the brakes, throttle up to 53%, wait for airspeed to
		reach 150 kts and then pull up, retracting the gear
		immediately. Why 53%? Because that gives you an airspeed of
		700 kts with good fuel economy. Any more is unnecessary, as
		700-720 kts is the maximum you can go below 2000 ft! Also,
		if you extend the airbrakes, you slow down to 95 kts; the
		lowest speed you can go without stalling. Any less power
		would result in a stall, so 53% is a nice handy setting.

MiG killing:	Close in the normal head to head manner, and fire a missile
		when you can see that it is a MiG, NOT when it is still just
		a blob. On lower ranks you can fire at greater distances, but
		on the higher ones you have to wait till you can see them,
		at least 99.9% of the time! The MiG will fire at much the same
		moment, so read the bit about SAM avoidance below... done
		that? Right...
		Now once a MiG has run out of missiles, it will get on your
		tail and stay there. They don't seem to use cannon at all!
		The way to get them is to slow down to about 320 kts, pull
		the old spiral trick and soon you will see the MiG(s) all
		flopping around like Mad Cows, helpless seeing as you are
		flying at the same speed, and only a total dork would let
		them get away now! Now either use missiles at point blank
		range (ahhh, sadism!) or use your cannon.

Tank killing:	Use a CSW, fire into the middle of the tank formation and then
		watch the fireworks- any friendly tanks are left untouched!
		This also works with trucks and trains.

Cannon use:	The cannon is a powerful weapon, but needs continued hits on
		a target to destroy it. This is easy with stationary targets,
		just slow down to 95 kts and hold down fire! With MiGs, tanks
		and ships, it's more tricky. With MiGs, get on the bogey's
		tail and pump him full of lead. With tanks, you may as well
		forget it. You can't kill one in a single pass, and by the
		time you turn around you will have lost the one you were
		shooting at. With ships, just come in behind the ship, keep
		firing... the ship will change direction, but keep firing!
		You really are better off using a CSW on ships, though...

SAM avoidance:	There are two ways of doing this, and both are also effective
		against AAMs launched by MiGs.

		1: Fly at 700 kts, banked over at 90 degrees (i.e. one wing
		pointing straight down, one straight up), and pull back on the
		stick so that you fly in a tight circle. You will black out
		from the Gs you take in this manoeuvre, so use the Full Front
		view (key 6), NOT the internal cockpit view. This is very
		effective, as missiles cannot turn as tight as you, so miss
		completely! Also, if you alter the bank angle slightly, you
		will fly in a spiral; losing or gaining altitude at the same
		time as flying the circle, which means that missiles have an
		even harder time, and so do any MiGs trying to follow you.
		Remember MiGs usually have 4 missiles each, so when you have
		heard 4 launches, it is safe to go on your little massacre
		(see MiG killing above).

		2: Visually acquire the missile, wait until it is CLOSE (and
		I mean that, wait at least until you can see the white of
		it's fins!), and then release a flare or two while pulling up
		or banking away. The missile almost always goes for the
		flare. This is not as useful as method (1) because you only
		have 10 flares, and one MiG carries at least 4 missiles, so
		3 MiGs will exhaust your supply in seconds, even if you are
		fast enough to visually acquire every single missile that
		is launched!

Airfield attack:Wiping out enemy runways is best done with a MRASM... come
		in at high altitude and dive straight down, firing the weapon
		at about 5000 ft and then pull out immediately, climb back
		up and go home. If you do this, the defenders usually don't
		have time to fire on you, and if any missiles are launched,
		they find it very difficult to hit you, as you are going like
		a bat out of hell, and straight down!

Cruise missile	Cruise missiles make an appearance in very few missions, but
killing:	it is vital that you master the art of destroying them. First,
		IGNORE any escort the missile(s) may have, and concentrate on
		finding the missile before it reaches it's target. The missile
		will show up as a yellow dot from a distance, in the same way
		that aircraft are black dots. Close on the missile from the
		rear, so that you are following it. Get close to the missile,
		and then equalise your speed with the missile's. Now fire a
		CSW at point blank range! This works every time. You may wish
		to try using AAMs but I had no luck, the cruise missile is
		just travelling too fast.

That's it... enjoy the game!

