P.Mok's Project: CHARLIE for NATO
 v1.2 Update list

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ATTENTION-IMPORTANT LIB USE INFORMATION

If I didn't make this clear enough on the web site where you downloaded this LIBrary, here we go again.

1)  THIS LIB IS FOR ATF/NATO FIGHTERS (DOS) ONLY.  IF YOU ONLY HAVE ATF V1.14, IT WILL NOT WORK.  YOU MUST OWN BOTH ATF AND THE NATO ADD-ON.  IF YOU HAVE ATF GOLD FOR WIN95, OR THE FIGHTERS ANTHOLOGY, IT WILL NOT WORK IN ITS CURRENT FORM (SEE CAVEAT BELOW).
	
2)  AN ADDITIONAL LIB NOT MADE BY ME IS REQUIRED FOR SOME OF THE MISSIONS CONTAINED IN THIS PROJECT:  SHAPEUP BY JON "PSYCHO" (JJB4000).  GO GET IT AT:

PSYCHO'S CIC
http://members.aol.com/jjb4000/private/cic.html

If you don't have it, then some of the Project: CHARLIE missions will cause the game to crash.  Everything else should work as advertised but hey, I don't guarantee anything!


CAVEAT:  I said above Project: CHARLIE wouldn't work with ATF Gold, this is because ATF Gold uses a different LIB format.  DuoSoft's ATF Gold Toolkit, SHOULD allow importing of LIBs and conversion to the Win95 format, which means ATF Gold users can finally enjoy my work.  I say "should" because I haven't done it before and I'm not sure it works.  I haven't done it because I don't have ATF Gold and I don't have the ATFGTK so I can't do it.  If you properly converted it and
get it to work, please let me know;  I may ask you to send it to me so I can post it for others to download.

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Listed here are the differences from and additions to v1.0 of Project CHARLIE.  For details of other features that weren't changed since v1.0, please see the CHARLIE.TXT file.  This file supersedes that file, however, if there are differences.

=======
WEAPONS
=======

Smoke effects on many of the weapons have been adjusted to give a longer lasting and more visible trail.  Hope it doesn't affect frame rates too much. :)  Weapons which use turbofans or jets have their smoke trails removed.  

Many of the Russian A-G weapons were not accurately modeled in the game, so I have updated them to reflect the Jane's info that came with them. They now use their Russian designations.

9M120 Vikhr
-----------
NATO designation: AT-12 Swinger.
This laser-guided A-G missile has a fairly short range (4.8 NM), and it packs a pretty small punch, but at least it's lighter than the Kedge.  Used mostly on Russian helos.  I'd use it only for light targets.

9M17 Skorpion
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NATO designation: AT-2 Swatter.
A really short range dumb missile.  But it's got enough warhead to kill light armor, and a few of 'em might even kill a tank.

AGM-114 Hellfire
----------------
Pods of 4 now instead of 3.  Ordnance graphic adjusted to reflect this.

AGM-119B Penguin
----------------
This IR-guided antiship missile is carried on the SH-60B Seahawk, and it's pretty powerful.  Slow and graceful, but a pair of these could ruin a small ship's day.

AIM-9L Sidewinder
-----------------
Well, the "L" model isn't a whole lot different from the "M" model (just slightly more susceptible to countermeasures).  But if you want to be historically or technically accurate, lots of armed forces around the world use the "L" model, not the "M".

AIM-120 AMRAAM (x2)
-------------------
Carry twice as many AMRAAMs with this double-AMRAAM pack.

ASAT
----
Take out satellites with this baby.  Kinda experimental, the USAF only has a few.  And they're even more expensive than the Phoenix so don't go wasting them on aircraft targets!!!  The ASAT missile is carried by a slightly modified F-15C.

B-61 TNW
--------
Someone told me (sorry I forget who), the B61 nuke weighs only around 700 lbs.  I don't remember the exact weight either, so I guesstimated once again... Blast radius has been expanded to just over 6 miles.  I'm a little unimpressed by what nukes do (basically make missions too easy) for the game, so I'm mostly focusing on other weapons and objects, and moving a bit away from any development of new nukes...

BGM-109 TLAM-C Tomahawk
-----------------------
The well-known Tomahawk missile, a very powerful long-range cruise attack missile.  I was working on getting the Iowa-class battleships to fire these at land targets, with some limited success.  I believe they are not loadable to aircraft, they are for ground/sea launchers only.  I saw something rather weird once, however:  I flew over the target area and saw the Tomahawk missile flying round and round in circles, like it was looking for a target, or its turn radius wouldn't allow it to close in.  Rather amusing to see.

Kh-15 Kickback
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NATO designation: AS-16.
For some reason in ATF/NATO the max range was only 6 NM!  It's more like 60 NM according to the Jane's specs, and that's what I've changed it to, making this a really killer anti-ship or attack weapon from way out.  Comparable, if not better, than the Exocet and Harpoon.

Kh-23 Kerry
-----------
NATO designation: AS-7.
This A=G missile pretty much stinks by today's standards because it only has a range of 3 NM and it requires constant radar lock so you're basically flying right at and over your target, something not to be recommended in most situations.

Kh-29T/L Kedge
--------------
NATO designation: AS-14.
This is a laser/TV guided attack missile with a range around 6 NM.  This is the laser-guided variant, it was pretty well modeled in the game so I haven't changed it much.

LAU-series rockets
------------------
Made em a bit more lethal, smaller radius explosion.  So now they're more useful than your cannon, the way they're supposed to be.  The LAU-61 now is smokeless, I think it makes the rockets look much cooler and it's easier to rapid fire on ground targets without the smoke in the way.

Long Track / Straight Flush Radars
----------------------------------
Gave them active radars so now they actually paint you with radar, allowing you to use HARMs against them.  Thanks to AnArcHISt for providing the tip to make these.

Mk- and FAB-series bombs
------------------------
Made them 'continuous fire' so if you hold down the pickle button, you'll drop 'em continuously until you stop or you run out.  Great for those carpet bombing missions, but keep an eye on your ammo!  I didn't bother doing this for cluster and multi-pack bombs, that would be a bit excessive don't you think?  I put this in because someone wrote to me asking how they could pickle off multiple bombs without having to pre-plan by loading a MER load.  This is the solution.  A quick pickle will still just fire one, hold it down a bit longer to release 2 or 3.  And when you're really feeling vicious... hold it down, drop it all!  Fun fun fun till Daddy takes the ammo away!

ZSU-PPC
-------
Ok, first it was a PPC in v1.0, now this?  Is P.Mok on PCP?!  No, I just like to fool around with futuristic stuff from time to time.  In all fairness you shouldn't be putting this into scenarios before 2008.  This AAA behaves just like a ZSU-23 but it fires PPC bursts.  Radar range: 25 nm.  One hit and you're pretty much dead.   Don't fly directly over it.  As long as you keep moving you can usually kill it with a HARM.  Check out the nice explosion it makes.


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AIRCRAFT
========

Anti-Stealth Blimp
------------------
The Blimp has fangs!  I just couldn't sleep well at night, thinking about that poor, defenseless blimp.  So I figured why not make it fair, and give the pilot a rifle?  He can lean out of the gondola and take pot shots at passing aircraft.  Don't say I didn't warn you.

B-52J Megafortress
------------------
Someone pointed out that the letter "I" is never used for aircraft designation, so the proper name after "H" would be "J".  Therefore, the Megafortress would now be called the B-52J.  Otherwise, the same plane and everything from v1.0.

CH-53E Super Stallion
---------------------
A nice big flyable chopper, but it has no weapons.  Used for transport, SAR.  Thought I'd throw this in for variety. :)

EA-6B Prowler
-------------
Added a new permanent HARM-type seeker to the EA-6B, the AN/ALQ-99F.  Now when you've run out of HARM missiles you'll still be able to see radar sources and lock on to them.  Useful when you have nothing but unguided bombs left or you are directing your wingman after you've gone "Winchester".  Also see listing for the AN/ALQ-99F below.

EC-135 "Looking Glass"
----------------------
Air Force electronic intelligence recon aircraft, used for all sorts of hush-hush stuff.  No weapons aboard, pretty much an aerial target.  But I gave it an ALQ-99F HARM sensor so at least it can spot the enemy and avoid them. 

F-14A Tomcat (F14A.PT)
----------------------
Date Available: 1972
This is the very first model of the Tomcat built, using the weaker TF30-P412A engines from 1972-1982, and the TF-30-P-414 engines from 1982-1988.  Both engines produced the same thrust, 12,350 lbs. each at 100%, 20,900 each with afterburner.  The first operational F-14As were delivered to the VF-1 and VF-2 squadrons in 1972.  It was the poor performance of the TF-series engines that led to the switch to an entirely different line of engines in the F-14B and F-14D.
I thought it would be nice to have the F-14A in here because it was available as far back as 1972 and you can use it in the Vietnam era now, albeit in its weaker form.  By default the F-14A is equipped with 4 AIM-7 Sparrows, and 4 AIM-9B Sidewinders (MiGCAP ALPHA).  It is of course Phoenix-capable but I didn't put any on the default load.  The F-14A does not include IR or Laser pods by default.  It uses the venerable AWG-9 radar which reaches out to 200 miles, but is not ground-attack capable.
The F-14 was first deployed aboard USS Enterprise (CV-65) in 1974.
Some of the most famous F-14 encounters involved F-14As.  For instance, it was 2 F-14As that shot down 2 Libyan Su-22 Fitters over the Gulf of Sidra in 1982.
Incidentally, the U.S. actually sold a number of F-14As to Iran.  Today the Iranian F-14As are mostly grounded for lack of parts, but  you can come up with some 1980s scenarios for them.  Besides, never underestimate the power of the military black market...

F-14B Tomcat (F14B.PT)
----------------------
Date Available: 1988
In 1984 the Navy decided to upgrade the F-14's engine and avionics.  Inpressed with the General Electric F110-GE-400 engine used by the F-16, the Navy selected the same engine to replace the TF-series.  The "400" puts out 14,000 lbs. @ 100%, 23,100 lbs. @ AB.  This makes catapult launches without afterburners possible.  The first F-14Bs were delivered to VF-101 "Grim Reapers" in 1988.  Originally called the F-14A(Plus), in 1991 this upgraded F-14 was redesignated F-14B.  Most of the F-14s currently in service are F-14Bs, although they are all to be upgraded eventually to F-14Ds.  The F-14B carries 4 Phoenixes, 4 Sparrows, 2 Sidewinder-Ms by default; most "B" models are not equipped to use AMRAAMs.  

F-14D Tomcat (F14.PT)
---------------------
Date Available: 1991
The F-14D upgrade program acknowledges the need in the 1990's for all of the Navy's aircraft to perform as multi-role aircraft, much like the F/A-18.  The GE "400" engines have been improved to each generate a whopping 27,000 lbs. of wet thrust.  The F-14D features a new AN/APG-71 radar capable of both air and ground attack, and the new avionics allow the "D" to do a limited ground attack mission.  The F-14D carries 4 Phoenixes, 4 AMRAAMS, and 2 Sidewinder-Ms by default, and carries two LANTIRN pods, one IR and one LASER.

F-105D & F-105F Thunderchief
----------------------------
Introducing the Thud!  Just felt it belonged with the other Vietnam era aircraft like the F-4 and A-6.  The Q-5 shape more or less looks like a F-105, until you get really close up... :)
The Thud carries quite a few bombs, but watch that fuel, that single engine really gulps the JP-4...
The "D" model is the standard one-seater with a nice load of bombs.  The two-seater "F" model, originally used as a trainer, was modified into the first Wild Weasel attack fighters in Vietnam.  It carries 4 Shrike Anti-Radar missiles and a nice load of bombs too.  And both variants also carry a pair of Sidewinder-Bs.

F-4J (No Gun) (F4JNG.PT)
-------------------------
Psycho's ShapeUp LIB includes an F-4J Phantom which carries an internal gun, and the improved shape from USNF'97.  This is the way the F-4J is modeled in USNF'97, so Psycho copied it right over.  In earlier versions of Project: CHARLIE, I introduced my version of the F-4J, which has no internal gun.  However, both of these planes used the same object name: F4J.PT.  So to avoid this clash with Psycho's F-4, I decided to rename mine, but it still uses the new shape from ShapeUp and is also available in the menu.  So you will see 2 variants, Psycho's "F-4J" and my "F-4J (no gun)".   

Ka-50 Hokum-A
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Just in case you wanted to play Airwolf but in Russian... now made flyable like the other featured helos.  Armament is pretty much unchanged.

MH-53J Pave Low
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A new Special Ops helo, can't have a Clancy-esque covert op without one :)
Carries two 20mm cannons, one on each side.  Pick your gun, pick your target, let 'er rip!

MiG-17C Fresco
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Actually, I ought to delete this record.  The A-7 shape is not a very good likeness of the MiG-17, and my model of the Fresco kind of stunk!  What to do?  Why, go get Psycho's SHAPEUP.LIB!!!  It has everything:  the real MiG-17 Shape, the real specs, the afterburner, the guns!  SHAPEUP can be used in conjunction (and actually is required in some missions) with Project CHARLIE.  I just left this in to be compatible with any missions people might have made with CHARLIE v1.0.  Of course, they REALLY ought to re-do the mission for v1.1, and use the real shape from SHAPEUP.

Satellite
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Needed something to shoot the ASAT at.  For some reason or another it can only fly at around 600 kts when you set it above 100,000 ft and give it waypoints, but if you put it below that you can jack up the speed (via mission file hacking) to around 6000 kts.  You really shouldn't try to fly it, it's just meant to be a target, but I did make it based on the Aurora (with a B2.HUD).

SH-60B Seahawk LAMPS III
------------------------
Now the Seahawk has some firepower!  It carries a FLIR and radar, plus room for two anti-ship missiles (Penguins) in the internal bay.  Haven't figured out how I could make Mk-46 torpedoes yet. :)

UH-1B Huey
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What Vietnam-era sim would be complete without the Huey?  Comes with one 20mm gun on the right side, and a pair of LAU-61 pods.  Now you can dust off from a hot LZ giving back as well as you take.


========
Graphics
========

Aircraft Textures
-----------------
Made a few modifications to some aircraft textures;  some of them won't be seen if you have upgraded shapes from Jon (JJB4000) "Psycho".
Added black tailpipes to these aircraft:

F-4:  with SHAPEUP, you'll get a new shape/texture for the F-4J, but this is the texture for the F-4G.

F-14D:  This texture has been deleted because SHAPEUP makes it obsolete, and in fact a different texture is now used on the new shape.

F-15C & F-15E

F-16

F/A-18:  Deleted.  See F-14D above.

MiG-21

MiG-23

MiG-29:  Deleted.  See F-14D above.

Q-5/F-105:  made a few little changes just to make the Q-5 also work as a Thud.

Su-35


Nose Art
--------
I wanted my very own "Mad Dog" art, so I brought in a few new ones, some of them from USNF.  IMHO the ones from ATF weren't all that good, the ones from USNF were nicer!  Notice that I haven't messed with any of the dog nose arts. :)

"Mad Dog" (friendly)
"Mad Dog" (ferocious)
Rattlesnake
Attack Shark
Black Aces (VF-41)
Cowgirl (yeeee-haw!)

Tail Art
--------
Replaced some tail arts, some from USNF, some homemade designs:  
VF-1 Wolfpack
VF-84 Jolly Roger
VF-101 Grim Reapers
VF-111 Sundowners
VF-143 Pukin' Dogs
DFCS logo
Felix the Cat logo
Shark logo
Playboy logo

As you might have guessed, I'm a little bit of a Navy F-14 fan. :)
For some reason the newer shapes of SHAPEUP use a small portion of the art and squash it flat.  I've tried to adjust the arts a little to make them look better on these planes.  Unfortunately I think you can only replace old ones, not add new ones so there are limits on how many you can have (12 I think?).  Let me know if you figure out a way to add more.


===============
SEEKERS/SENSORS
===============

AN/ALQ-99F
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This is the passive radar sensor suite used in the EA-6B Prowler.  Basically you can use it as a HARM-type sensor even without any AGM-88 HARM or AGM-45 Shrike missiles.  It will track and lock onto active radar sources within 50nm, and help you maintain tactical knowledge even after you've run out of anti-radar missiles.  Use it to track enemy radars, or even direct your wingmen/escorts to attack after you've run out of ammo yourself.  Intended for use on the EA-6B, but I made it loadable to hardpoints so almost any aircraft should be able to use it.  Thanks go to Vark111 for the tip on how to make these types of sensors.

Generic Laser Sensors
---------------------
I made 2 "Generic" laser sensors with a range of 250nm and 50nm, named GLS250.SEE and GLS050.SEE, respectively.  These were to be loaded onto ships or anything else on the ground that I wanted to actively search for targets and then fire on them.  They are not loadable onto aircraft hardpoints.  Not really much use to you unless you are working within Project: CHARLIE, but I may use them in a future version if I want to make more ships and ground units that search-and-destroy.  Just letting you know what it is if you import it and wonder what it's for, or maybe want to make some use of it.

LANTIRN PODS
------------
I thought I'd go ahead and try to add the newer LANTIRN pods to ATF/NATO, but unfortunately the limitations of the game made it a half-assed effort.  The original intent was to have one pod which could be loaded on most aircraft and provide both IR and Laser seekers.  This doesn't seem to be possible, so here is how I ended up doing it:  There are two separate LANTIRN pods, one for IR and one for Laser.  This is just like having to load both the FLIR and Pave Spike pods as usual, so you still need to use two separate hardpoints if you want both.  So the only real difference now is that you get somewhat better range on both, the LANTIRN system being the next generation of targeting systems. 

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SHIPS
=====

Two new ship-objects have now been added for v1.2, so now you actually have 3 different classes of American aircraft carriers.  You already know that the Eisenhower (CVN-69) is a Nimitz Class Aircraft Carrier.  I've now added Forrestal Class and Kitty Hawk Class carriers.  The two new carrier classes sport somewhat modified deck textures:  The USS Kitty Hawk (CV-63) looks pretty much like the Nimitz class in deck layout, so only the numbers on the deck and tower have been changed.  The USS Forrestal (CV-59) has some noticeable differences in its earlier deck design: the locations of the aircraft elevators and the bridge tower are different.  One of the elevators is right at the end of the noticeably shorter landing runway.  The 3 classes of carriers all perform exactly the same however.  There is no functional difference, just aesthetic differences.  For a list of real US Navy carriers' names and their designations, see APPENDIX A below.

NOTE:  For some reason unknown to me, the game refuses to automatically place the towers for the Forrestal and Kitty Hawk, while it works just fine for the Nimitz-class.  So this means that if you put in a Forrestal or Kitty Hawk carrier in your mission using the Mission Creator, you also have to put in and properly align (using the 3D map function) the towers.  The towers are considered "hidden" objects ($KHWKT.OT and $FORRT.OT) so you need to hold down the right side ctrl-alt-shift keys to show them on the menu when you want to insert the tower object.  Another way to do it is to go ahead and insert any object (i.e. a Windmill) on top of the carrier.  Now while holding down the ctrl-alt-shift combo click again on the name of that object, i.e. "American *Windmill* facing north" and this time the hidden objects should be listed with their respective carrier classes (i.e. Forrestal-class Tower) and you can select it.

All of the ships have had their Internal names changed to more generic terms, like the Eisenhower and Kiev are now called Carrier, etc.  This is so you can give these ships their own names and assign them to any plausible nationality in missions, like "Stennis", or "America", or "Kuznetsov", or "Vikrant".  When you destroy them, you will get the full description, like "Destroyed Nimitz-class Aircraft Carrier".  The Oscar sub has been changed to a generic "Submarine" so any nationality can have a sub now.  I thought about using military designations for the ships like CVN, FFG, etc., but I held off on that this time around.  If you think I should do that in my next revision, or suggest a different naming convention, let me know.  I am also thinking of giving the ships more appropriate surface-to-surface weapons in a future version.

I tried to make some ships aircraft-capable.  That is, given enough skill and luck, you ought to be able to operate a helo off of one of those itty bitty helipads if they have one.  But I couldn't get this feature to work somehow by just checking the "aircraft can land on this object" box, and even after copying the Wasp record and giving it a new shape like the Iowa or Cargo ship.  Let me know if you figure out how to work this, because then it would be really cool to operate off of these little ships.  For now, don't try it, or if you do, expect to crash into the ship and die.  The only aircraft-capable ships seem to be the Nimitz-class, Clemenceau-class, Wasp-class, Kiev-class carriers.  Vark says can't be done now, it's something to hope for with the  shape-editor... and if Vark can't do it, no one can! :)

========
MISSIONS
========
...and what good would all these changes do if you didn't know about them?  So that's why I made a bunch of missions so you can check 'em out without peeking back at this list, "Uh, what else should I be trying out that he changed?..."  :)

So I added 5 new missions since the previous version, giving you a total of 12 single missions.  They are all listed in the "Play Single Mission" screen under "Project CHARLIE:" and then the type of aircraft that you will be flying.  Some of the older missions have also been updated and modified a bit, the Vietnam ones in particular now take advantage of the cool new shapes brought by SHAPEUP.  So that's why you need Psycho's LIB, or else you'll get all kinds of crazy errors and crashes because the MIG17F.PT is nonexistent or some such.

There are new missions for the following aircraft:
A-10
F-105F
F-15 ASAT
MH-53J
SH-60B

=====================================================================
OTHER MISCELLANEOUS DISCUSSIONS

The biggest reason for releasing v1.2 was that v1.1 was locked against importing by the ATF Toolkit.  I did this out of selfish reasons;  I didn't want anyone copying my work immediately after I spent all that time on it.  Now it's been out for some time and a lot of other things have happened.  The ATF Gold toolkit is released now, and I wanted to make my LIB importable so that ATFGTK users can convert it for use in Win95.  Along the way I made a few other modifications, added a few things here and there... and this is the result.  Hope you like it.

ACKNOWLEDGMENTS

Special super duper thanks go to Vark111 for help with many toolkit innovations.

Nobody is more responsible for this project happening than DuoSoft.  Without their ATF Toolkit all of our copies of ATF might be sitting in our closets gathering dust already.  Thanks to David for his amazing work and perseverance.  Please support DuoSoft's work by registering the Toolkit if you make LIBs.

I would also like to thank Jon "Psycho" B. (JJB4000), Wild CJ, Jim Garwood, AnArcHISt, and other creators of LIBs for ATF/NATO, for some great ideas and inspiration I've gotten from their works and/or suggestions.


CONTACTING ME FOR HELP

Of course, somehow someone out there will not be able to get this LIB to work, no matter how many things they try and how many precautions I have taken.  Well, if that is the case then let me know by dropping me an email.

Future versions of Project: CHARLIE are planned, but I have very few ideas right now of what that will entail or when it will happen.  If you have any decent suggestions (they should also be POSSIBLE! :) then let me know.

A FINAL PLUG

You probably got this file from my web page.  If you didn't, then stop on by!  The latest version of this LIB will be found there.

P.Mok's USNF/MF/ATF/NATO Page
http://www-acc.scu.edu/~pmok/usnf.htm

And I guess last of all, enjoy!  I hope you find this LIB fun, challenging, inspiring, and all that.  I'd love to hear what you think of it.

P.Mok

PMok@aol.com.
10/11/97

=================================
APPENDIX A
=================================
Here is a current list of US Navy Aircraft Carriers, their designations, and their homeports (where they are stationed when not deployed).  This may come in handy if you want to take advantage of the new carriers I have made and want to build a realistic modern day scenario.  They are listed by Class-type.  Note that CV- denotes a conventionally powered carrier ship, while CVN- means the carrier is nuclear-powered.

NIMITZ
USS Nimitz (CVN-68); Bremerton, Wa.
USS Dwight D. Eisenhower (CVN-69); Norfolk, Va.
USS Carl Vinson (CVN 70) Bremerton, Wa.
USS Theodore Roosevelt (CVN-71); Norfolk, Va.
USS Abraham Lincoln (CVN 72); Everett, Wa.
USS George Washington (CVN 73); Norfolk, Va.
USS John C. Stennis (CVN-74); Norfolk, Va.
Harry S Truman (CVN-75) (under construction) (TBD)
Ronald Reagan (CVN-76) (under construction) (TBD)

ENTERPRISE
USS Enterprise (CVN 65); Norfolk, Va.

KITTY HAWK
USS John F. Kennedy (CV-67); Mayport, Fla.
USS Kitty Hawk (CV-63); San Diego, Ca.
USS Constellation (CV-64); San Diego, Ca.
USS America (CV-66) *

FORRESTAL
USS Forrestal (CV 59) *
USS Independence (CV 62); Yokosuka, Japan
USS Saratoga (CV 60) *
USS Ranger (CV 61) *

* indicates that these carriers are inactive or otherwise no longer in service.

Source: US NAVY website
