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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
<jeno@kontr.uzhgorod.ua>, the Non Stop Cracker. Please note that
the BBS phone number may no longer be valid.

JETCOM10.TXT, November 1996, etext #128.

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                      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.

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End of the Project 64 etext of the Jet Combat Simulator manual.

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