F 15 strike eagle game manual
Weapons and Defences Updates Whenever you arm a new missile, by tapping the appropriate missile key, a message indicating this appears in the message window. Whenever you release a chaff or flare see Dealing With Missile Attacks, for details a message appears in the message window indicating you have released the defence.
Cockpit Displays The Satellite Map Your fighter is equipped with three CRT displays inside the cockpit to help you identify threats and fly to your target area. This CRT appears on the left side of the cockpit and portrays the geographical features of the region.
It is orientated so North is always towards the top of the CRT. Your primary and secondary targets appear on this map as coloured crosses. Enemy radar signals are displayed graphically: dotted lines are pulse radar, solid arcs are doppler radar.
Ground search radar are entire degree circles, while ground fire-control tracking radar are short arcs. Missiles and aircraft also appear on this map as colour-coded squares. See the Technical Supplement for more details. You can zoom in on or expand the map by tapping the Zoom or Expand Keys. The Tactical Display This map is drawn by your computer from analysis of radar signals. It portrays the tactical situation surrounding your fighter and is orientated so the top corresponds to your flight path.
Thus the map rotates as you turn. The display graphically depicts aircraft, missiles, ground radar sources, airfields and incidental ground targets. A 16 km square grid is superimposed for range reference.
See the Technical Supplement for details on the colour coding of this map. Warning: The airbase symbols on this map are icons only. They may not be correctly aligned. Do not use this map for landings!
Radar Ranges: You can adjust the range of the radar signals that draw this map. Tap the Radar Range Key to change to short, medium, or long-range radar, thus changing the scale of the tactical display. In addition, it displays the type of target tracked the type of aircraft or ground installation , the range to the target, and the heading at which you must fly to reach it. Primary and secondary objectives are listed as such. Civilian and friendly targets which you shouldn't hit are noted also.
Fuel and Throttle Gauges Your F cockpit has two gauges: a throttle gauge and a fuel gauge. The gauge with the letter "T" beneath it is the throttle gauge and indicates the amount of thrust being generated.
On the extreme left side of the cockpit is an illuminated vertical bar with an "F" beneath it. This is your fuel gauge. As you use fuel during a mission this bar shortens. Missile Warning Lights At the bottom of the cockpit are found warning lights. One marked "R" and the other marked "I". The "R" stands for radar and this light begins flashing when a radar-guided missile is in the air and tracking you.
The "I" stands for infrared and this light flashes when an infrared-homer is in the air and tracking your fighter. If your fighter is going to fast for the gear to be safely extended, this light flashes.
When your brakes air or wheel are on the "B" light is illuminated. Weapons Readout Along the lower left side of the cockpit is a panel that gives a constant digital readout of the number of each type of missile you have remaining.
For details about your missiles, see Attacking the Enemy. Defences Readout Along the lower side of the cockpit are two indicators showing how many Chaff Cartridges and Flares you have remaining, labelled C and F.
For details about your defence systems, see Dealing with Missile Attacks. When the Autopilot is activated, the indicator is illuminated. Flight Controls Control Stick Your fighter has a standard aircraft control stick. Pushing the stick forward pitches the plane down, pulling it back pitches it up.
Pushing the stick left rolls left, while pushing it right rolls right. Note that the more you push the stick, the more the aircraft pitches or rolls in that direction.
When you release the stick ie. Controlling the Throttle The throttle controls the power output of your engines. Maximum throttle "full military power" gives you maximum speed and performance, but also uses up fuel faster.
The No Power Key closes the throttle, shutting down the engines. The Increase Throttle Key opens the throttle a small amount. The Decrease Throttle Key closes the throttle a small amount. The Afterburner: Your fighter is equipped with an afterburner that allows you to gain a sudden burst of thrust power at the expense of a great deal of fuel. To use the afterburner, fly at top speed, then tap the Afterburner Key and watch as your airspeed shoots up dramatically. This can be very useful in tight situations where escape is the better part of valour.
Eject Bail Out There are situations when it is best to bail out of your aircraft. When you are so damaged by enemy fire that you can no longer keep the aircraft in the air, it's probably time to eject. Just tap the Eject Key and you're out. Do not, however, eject if your fighter is inverted, or if you are less then ' from the ground; you'll end your career if you do. The "L" light in the cockpit indicates the landing gear position see the Technical Supplement for colours.
If the "L" light flashes, it means the gear is down at too high a speed - you should either slow down or raise the landing gear.
Extended landing gear slows you down, and high speeds can rip it off entirely. Brakes If your aircraft is airborne, the Brake Key toggles the airbrake retracted in and extended out. When the brake is extended the aircraft slows down because the airbrake causes extra drag.
If the aircraft is on the ground, the Brake Key toggles the landing gear brakes on and off. In either case, if the brakes are on, the "B" light is illuminated in the lower right corner of the cockpit. The autopilot, when active, flies you towards the current INS waypoint.
If you're below ' altitude, the autopilot climbs to that altitude. When the autopilot is turned on, the autopilot light will be illuminated, or a message will appear in the centre of the HUD. If you touch the control stick in any way, the autopilot turns off. Warning: The autopilot does not avoid hills and mountains! Weapons and Defences These instructions give only the bare rudiments of how to operate each weapon.
Many important secondary considerations like not launching some to low and tactical tricks are described in Air Combat. Weapons Missiles: To fire a missile you must first arm it. This is done by tapping the appropriate key for the missile you want to fire. Once a missile of a particular type has been armed all missiles of that type are armed until you arm a missile of another type.
When a missile is armed, a brief message appears in the message window indicating the name of that missile. Once armed a missile may be fired by tapping the Fire Missile Key. Before firing a missile, make sure your targeting system is locked on to a target the targeting box is an oval. If you want to be more certain of a hit, wait for the oval to change colour. For more information about your missiles and how and when to fire them see Firing Your Missiles.
Missile Targeting: When you arm a missile, the targeting system in the missile begins tracking the closest possible target, and this target appears in your tracking camera CRT. This may or may not be the target you want to track. If you've armed an air-to-air missile, the tracking system will focus only on the closest target.
But if the missile you've armed is a ground-attack missile, you can tap the Target Search Key to switch to a different target. You can cycle through all possible ground targets by repeatedly tapping the Target Search Key until you find the target you want to track. Note that when an armed ground-attack missile a Maverick finds the primary or secondary target, a message appears on the tracking camera CRT informing you of this. Cannon: Your 20mm cannon is always available for use unless out of ammo or damaged ; it does not have to be armed, To fire the cannon, press the Fire Cannon Key to fire one burst.
Defences Your fighter is equipped with two types of missile evasion devices: chaff and flares. Chaff is used to confuse radar-guided missiles and flares are used to fool infrared-homing missiles see Dealing With Missile Attacks for more information. These alternative views can be very helpful in learning manoeuvres because you can clearly see the effect your actions have on the flight of the plane.
This control is used to get you back into the cockpit - looking through the HUD - after you've switched to another view. Here you are positioned directly behind your fighter. This view is named for the famous "in the slot" position used by aerial acrobatic teams. Unlike the chase plane view, slot view remains level with the ground, do you can clearly see the degree of pitch and roll your fighter is making.
The Zoom and Expand Keys function in this view, moving your viewpoint closer to Zoom or farther from Expand the fighter. This view is an excellent one for learning the most efficient and effective flight manoeuvres. Here you are positioned in a hypothetical "chase aircraft" that follows a short distance behind your fighter. Although this view is very dramatic, its use as a teaching and learning aid is limited. Here your viewpoint is from the right side of the fighter. The Zoom and Expand Keys function in this view, moving your viewpoint closer to Zoom or farther from Expand.
This view can provide a useful reference point. It's also an excellent way to check the state of your landing gear. Missile launches are most dramatic when seen from this viewpoint. In this view, you are positioned directly behind your own missile as it flies to its target.
If more then one weapon is in flight, you are positioned behind the missile launched most recently. If no ordnance is in flight, you are positioned behind the plane, and will follow the first item launched. This view is very entertaining, as it lets you follow the weapon directly to the target. If you're having trouble understanding why your weapons sometimes miss, switching to this view after launch can be helpful.
Here you are positioned near your fighter, but looking past it at whatever target is being tracked on your tracking camera. This view automatically rotates to keep both your fighter and its target in view. This view is invaluable when dogfighting.
It helps you outmanoeuvre and line up on an opponent although it's wise to return to the cockpit before shooting, to avoid wasting ammo. The view is also useful if you want to return for a second or third attack run on a ground target. Here you are positioned near the fighter's target, looking past it at your own fighter.
The target may be another plane, or a ground target - whatever your tracking camera is following. In either case, you see the target in the foreground, and your fighter far away. In fact, often you fighter is nothing but a dot in the sky.
This view automatically rotates and pans to keep both the target and your plane in view. The Zoom and Expand Keys function in this view, moving your viewpoint closer Zoom or farther from Expand the target. Experienced pilots find this a very dramatic view when making attack runs on ground targets. It's a great showoff view, swinging to follow your plane as you fly overhead. Director Mode is provided to allow you to watch all the outstanding views described above at the most appropriate time.
Director 2 allows you to see action from anywhere within the theatre. Whenever you receive a radio transmission describing an event taking place within the theatre such as an enemy plane scrambling to intercept you, or a SAM firing a missile at you , the Director 2 mode will show this to you.
Director 2 will also show you when you fire a missile or when someone fires at you. Director 1 shows only those actions which you have directly initiated, such as missile launches, target destruction. Director mode can be very entertaining but it is not recommended when you are in close proximity to enemy fighters, because it can be distracting when you are trying to dogfight. We recommend that you use Director mode only when not near the enemy, or when showing the game off to your friends.
To resume action, press any key. Some computers have a special "pause" or "hold" key. Depending on the internal design of your machine, this key may also work. Accelerated time is useful when flying long distances without encountering and significant threats or opposition.
You should return to normal time before combat; it's very hard to control your fighter and respond to enemy actions in accelerated time.
Re-supply The Re-supply Key is available only in training missions. Pressing this key fills the plane's fuel tanks and gives it extra weapons. Re-supply is designed for sight-seeing and target practice. Detail Adjust The Detail Adjust Key allows you to change the amount and depth of ground detail visible through the cockpit.
See the Technical Supplement for details. In general the slower your computer, the lower the level of detail you should use. Volume Adjust The Volume Adjust Key allows you to change the type and variety of sounds used in the simulation.
When you press the key, the new sound setting appears briefly on the HUD. See Chapter 5, Theatres, for more details. Promotions and Medals For each mission you fly successfully, you receive points.
When you've accumulated enough points you will be promoted, and if you receive a large number of points in a single mission, you may receive special commendation in the form of a medal. The Pilot Roster Each time you boot up the game and before each new mission you will be shown the Pilot Roster. This screen shows the ranks, scores and medals of pilots that have flown before, and allows you to continue the career of a pilot who is still active or begin a new pilot's career.
You may erase a pilot from the roster, but if you do it is permanent and cannot be undone. Refer to your Technical Supplement for more information about loading and saving the roster. Difficulty Levels and Theatres After each mission you are given a choice of difficulty level and theatre.
You can score more points in the higher risk areas, but you may last longer if you progress through the theatres and difficulty levels slowly. You are never forced to progress to a new theatre or level of difficulty, but the game does suggest a slow, steady progression. Ending Your Career A pilot's career ends when he is killed, which can occur in one of two ways: 1. Becoming a Casualty There are two ways of being killed: crashing your fighter or bailing out under less then desirable circumstances.
Crashing: As you are hit by enemy fire during a mission and your plane becomes more damaged, it also becomes less and less effective - harder to fly, slower, and less manoeuvrable. Your airspeed will decrease to the extent where you may go into a stall from which you can't recover.
Finally, your fighter will crash. It's a good idea to bail out before you reach this point, because if your fighter crashes while you are aboard, you'll be killed.
Fatal Bail Out: If you eject by tapping the Eject Key at an altitude less then ' or greater then 14,' you stand a good chance of being killed. In addition, if you bail out while the plane is inverted you will almost certainly lose your life. Too Many Bail Outs: The Air Force will retire you from active flight duty if you lose to many of its expensive jet fighters.
If you bail out of the fighter too often during a career, you end your career. Missions Mission Objectives Your objective in ever mission is given to you by your commanding officer on the "Today's Mission" screen. You will constantly be the object of enemy SAM and AAM fire and may have to dogfight enemy fighters, but success is measured by whether you destroy your objectives. Scoring To obtain a high score, you must destroy the primary and secondary targets and shoot down as many enemy aircraft as possible.
You should always assume a full state of war exists with the enemy and should cripple him as much as possible. Therefore, destroying enemy ground installations such as SAM radars, oil storage facilities, runways, missile boats and so on is also very good. Remember though, that your primary and secondary targets must take priority. Ending a Mission A mission ends once both your main targets are destroyed and you have landed or bailed out safely.
Safe Landing After you've destroyed the primary and secondary targets you can land at any friendly base to end the mission.
When you land, stop and turn off your engines. Once you've destroyed your main targets, you cannot replenish fuel or ammunition see Landing the Fighter. Landing During a Mission: Until you destroy your targets, you cannot end a mission by landing the fighter. You may replenish your weapons during a mission by landing at any friendly airbase.
But you cannot end the mission at this time unless the primary and secondary targets have been destroyed; you may only replenish your supply of weapons. You should not land until both main targets are destroyed and you are ready to end the mission, because replenishing your weapons during a mission costs you a substantial portion of your final score. Safe Bail Out When you bail out of your aircraft under safe conditions not inverted, and not too low you end the mission.
If you have destroyed your primary and secondary targets, the mission is considered a success, even though you didn't bring the fighter home. Safe ejection can be accomplished between ' and 14,' altitude with your fighter in a gentle climb. Ejecting outside of these limits, especially at low altitude or in an inverted dive, can kill you, thus ending your career. Warning: Strike Eagles are expensive pieces of equipment.
The Air Force values its pilots but it also values its planes. If you bail out too many times during your career, the Air Force will take away your wings and give you a desk job, ending your career. Being Captured: Where you eject is important as well. Ejecting over friendly territory, or over water away from an enemy coastline is ideal - you can easily be rescued.
If you eject over enemy territory or near an enemy coastline, however, you may be captured. You, of course, are a top pilot, so the authorities will not let you languish in a POW camp; you are exchanged if you are captured. Your career doesn't end - but you will not receive a good score. Mission Review After completing a mission, you may watch a replay of what happened.
Just select "Review Mission" from the "Mission Debriefing" screen. Multi-Player Option If you want to play F II competitively against another player, there is a "same mission" option. Any time you choose the same difficulty level and same theatre as the immediately preceding mission, the game will ask you if you want to fly the same mission as the one just completed. If you say yes to this question, the next mission will have the same primary and secondary targets as the previous one and the fighter will begin the mission from the same base.
This is very convenient for playing against an opponent. Each player can fly his own pilot in identical missions and try to score the most points. Thrust pushes the plane forward; it varies with engine power. Drag friction reduces the effort of thrust and is relatively constant. Gravity pulls the plane towards the ground, regardless of the plane's altitude.
Lift pushes upward from the wings, directly opposing gravity. Lift Aircraft fly because of the difference in pressure created by air flowing over and under the wings. The wing design causes air to flow faster over the top of the wing then under the bottom, creating high pressure beneath the wing and low pressure above it. This difference in pressure pushes the wing upwards and is called lift. If the pressure difference is great enough, the upward lift is greater then the plane's weight ie.
Speed and Lift The amount of lift generated by the wing varies with airspeed. The faster the plane flies, the faster the airflow, so the greater the pressure difference.
If your plane is in level flight, reducing the speed reduces lift and causes a decent even though you didn't point the nose down. Angle of Attack and Lift The amount of lift generated also varies according to the angle between the wing and airflow. If you pull the nose up thereby changing the angle of the wing relative to the airflow , you increase the pressure difference, increasing your lift.
If you dive, the reverse occurs. This difference between the airflow direction and a line through the wing the wing "chord" is the "angle of attack". In level flight, whenever your nose indicator is above your flight path, the difference between the two is the angle of attack. The Effect of a Roll Lift is a force perpendicular to the wing. If the wings are tilted you are rolling or banking the fighter the lift force is no longer straight up.
Instead it has two components: one moving the aircraft sideways, the other straight up. This causes the plane to turn. However, it also reduces the force opposing gravity. During a turn a pilot can adjust the angle of attack by control stick "back pressure", that is, by pulling back slightly on the stick. The amount of adjustment needed is very small. Overcorrection is a common error among beginner pilots. Achieving Level Flight To achieve "level flight" at a given power setting, raise or lower the nose of your fighter until the VVI shows zero ie.
Note that a pitch of 0 degrees may show ascent or decent, depending on airspeed. Nosing up or down to a new "angle of attack" adds or subtracts lift as needed to achieve level flight. Never assume that a pitch of zero automatically means level flight. Stalls An aerodynamic stall occurs when the wing's angle of attack becomes too large. The air stops flowing smoothly over the wing, and instead part of the airflow breaks away onto an independent path. This erases the pressure difference, vastly reduces lift, and generally causes the nose to drop.
Stall speed varies considerably depending on aircraft altitude, flap configuration, etc. Tight turns increase the stall speed. Simultaneously, the act of turning will tend to decrease your airspeed. As a result, stalls are quite common in tight turns. Your fighter has an audible stall warning horn and a thin, coloured bar showing stall speed on the HUDs airspeed indicator. HOW TO FLY If you are flying at Rookie level, you will not have to worry about takeoffs and landings - you begin the game already flying, and after you've destroyed your primary and secondary targets you can simply fly towards a friendly airbase and be landed automatically.
All other difficulty levels require you to take off. Following are some guidelines on how to take off, fly, and land in your fighter. Taking Off Look at the satellite map on the left side of the dashboard and note the locations of the primary and secondary targets for your mission. Now look at the heading scale along the top of your HUD and tap the Waypoint Select Key several times, noting the positions of the waypoint marker.
Leave the marker pointing to the target you want to attack first. Check your ordnance tap the Short- and Medium-range Missile Keys and the Ground Attack Missile Key to familiarize yourself with the weapons you are carrying. Accelerate Turn on your engines by tapping the Maximum Power Key. As you move down the runway or carrier deck, watch the speed scale left side of the HUD very carefully. A thin, coloured bar on the side of that scale will gradually go down.
This is the Stall Speed Indicator. When the bar drops below the centre tick-mark your plane is past stall speed. This happens very quickly on a carrier deck, and somewhat slower on a runway. Climb and Turn onto Course Once past stall speed, pull back gently on the stick. Watch the altitude scale on the right side of the HUD: you'll start climbing. Push the control stick left or right until the waypoint marker along the top of the HUD matches up with the centre tick of the heading scale. Alternatively, you can simply tap the Pilot.
Automatic Key and let your autopilot turn you onto the correct course to the first waypoint. The most common pilot error is a "ham- fist" on the stick, throwing the plane around the sky in uncontrolled abandon. That kind of heavy-handed flying may be fun in a dogfight but, it's totally useless for lining up a cannon shot, or making a landing. Unless it's an emergency use light, smooth stick movements.
Chasing the Gauges When you change an aircraft's operating regime, by moving the stick, changing the throttle, etc. It takes a second or two for your gauges and displays to "settle out" and show the new situation. For smooth flying a pilot always makes a change, then observes the effects. Constant adjustment and correction should be avoided, because all you'll do is "chase the gauges", overcorrecting every move. Straight and Level Flight To be a good combat pilot, you need to master level flight.
Do this in a training scenario, rather then real life. Climb to ' 2K on the HUD altimeter and level the aircraft so the nose of the plane points at the horizon. Although the nose indicator on the HUD may appear level with the horizon, a glance at the VVI probably shows that you are gradually climbing or descending.
If climbing, push forward slightly on the stick and let go and see what happens; if you're descending pull back. Your goal is to keep the altimeter rock steady. You'll notice that your flight path indicator aims at the horizon, but your nose indicator may be pointed above or below it, depending on your speed. Generally, the slower you're travelling, the higher you must pitch the nose to achieve level flight. Tap the Brakes Key.
This slows your plane. Watch the HUD and notice how the flight path indicator drops as your speed and altitude drop. To achieve level flight at this new, lower speed, pitch up pull back on the stick until the flight path indicator is level with the horizon. You may need to adjust once or twice to find the setting. Turning Beware of stalls when pulling tight turns. As your roll angle increases beyond 45 degrees when turning right or left , your stall speed rises from the normal knot range to over knots in a 90 degree roll.
Since tight turns can "bleed off" airspeed, a long, tight turn may reduce your airspeed below the stall speed. Keeping an eye on your speed is especially important when making tight turns at low altitude - a stall can mean a crash! To make a very tight turn, roll to 80 or 90 degrees. Then you can significantly increase your turn rate by pulling back on the stick.
However, this trick bleeds off airspeed even faster then a bank turn, and the danger of a stall increases accordingly. Climbing Ballistic "straight up" climbs cannot be maintained for excessive periods: the engines are insufficient for a prolonged ballistic climb.
Remember that any prolonged vertical manoeuvre greatly reduces airspeed. However, going vertical is a very clever manoeuvre for changing direction, since you can roll while vertical, quickly pointing your nose in any desired direction, then push down into level flight again.
For details of these types of manoeuvre, see Dogfighting. Low Altitude Flying At altitudes under ' you can expect increased buffets, downdrafts, and other irregularities that make flying difficult.
Also beware of low ridges and mountains. It's easy to fly into a mountain if you're not looking. Good pilot develop a "cross check" routine of scanning the entire HUD periodically, to make sure everything is okay.
If you drop below ' this device automatically but gently pushes your plane above '. Be warned, the device automatically turns off when the landing gear is down or when the gun is firing. The device is not proof against power dives, stalls or other radical manoeuvres, but works fine in normal flight regimes. In fully realistic flight the automatic altimeter that keeps you above ' is turned off. This allows a skilful pilot to cruise at extremely low altitudes. Landing the Fighter One of the more difficult manoeuvres in flying the plane is getting it safely back on the ground.
If playing in Rookie difficulty level, all you have to do to land the plane is fly toward a friendly airbase; when you get near the base, the plane will be set down on the airstrip almost immediately.
If playing in higher difficulty levels, you have the choice of landing the plane yourself or allowing the autopilot to land it for you. About Airbases All ground runways and aircraft carriers have a North-South orientation. On approach, a course of if coming form the south or if coming from the north will aim you directly at the runway. Airbase runways are more then twice as long as your safe landing distance at knots, so you have a large safety margin.
Aircraft carriers have arrestor wires on the stern. You must touch down before or on these wires, which catch and stop your plane.
If you miss you'll roll off the deck. Do not attempt to land on the bow of an aircraft carrier. There are no arrestor wires there, and other aircraft spotted for launching may be positioned there - you don't want to crash into them. Automatic Landing Players who don't want to worry about learning to land the aircraft may use autopilot to land the plane for them.
To do this, select friendly airbase with the Waypoint Select Key. Then turn the autopilot on tap the Pilot, Automatic Key and sit back and watch the plane land. You still may be shot by an enemy aircraft and ground-based weapons, but the autopilot will land your aircraft perfectly every time.
This approach can be quite useful in learning to land. Watch the fighter's HUD and panel to get an idea of timing, descent, braking and so on in approaching the runway.
After a few times you'll probably be ready to attempt a landing unassisted. Straight-in Approach Landing Probably the easiest way to land the fighter, short of the autopilot, is to take the straight in approach.
Simply put, you find the airfield, approach it from directly North or South, and slowly descend towards the runway. Just before touchdown, open the brakes. That's it in a nutshell, but for more detail read on. Set your course so that you approach the heading , or Beginners should plan to begin this approach about 40 km to 50 km from the runway.
Attempting to find the approach and make a landing less then 20 km from the base is not advised for beginners. You'll need to raise the nose 5 to 7 degrees to maintain level flight until you're about 20 km from the airbase or carrier. This slows the plane to about knots. As you reach this speed, lower your landing gear. If you're moving too fast, extend the brakes tap the Brake Key for a brief period, then retract them again. Descend: There are two methods for descending.
One is to reduce the power slightly. If you were in level flight, you know have less thrust and will gradually descend. This method is generally preferred by pilots. The other method is to reduce the pitch of the nose slightly. Typically you're landing with the nose pitched up about 5 to 7 degrees, to maintain level flight at low power. Therefore, reduce this upward pitch a few degrees to cause a gradual descent - do not point the nose down and dive for the runway.
In either case, your nose should always have a positive pitch the nose indicator should be above the flight path indicator. Keep an eye on your airspeed and stall bar.
If the stall bar indicator is too close to your current airspeed within 25 knots , your throttle is too low or you're flying with brakes on. Increase the throttle or take off the brakes. Conversely, if you're moving too fast over knots , extend the brakes tap the Brake Key for a brief period, then retract them again.
Touchdown on Runways: Your altimeter will read 0' on a runway and ' on an aircraft carrier deck. These are your "touchdown" altitudes. The easiest and safest touchdown is simply to gradually continue the descent until you're on the runway.
Touchdown on Aircraft Carriers: Landing on a carrier is slightly more difficult, since you must touch down in the arrestor cables area. It kicks many "brand-new" simulators of today, with its playability, fun and realism. But be warned: this game is quite addicting! Share your gamer memories, help others to run the game or comment anything you'd like.
We may have multiple downloads for few games when different versions are available. Also, we try to upload manuals and extra documentation when possible. If the manual is missing and you own the original manual, please contact us! MyAbandonware More than old games to download for free! Browse By Download 6 MB. Play in your browser. Captures and Snapshots DOS. See older comments Write a comment Share your gamer memories, help others to run the game or comment anything you'd like. Send comment.
Just one click to download at full speed! DOS Version. Jane's Combat Simulations: F Win Follow Us! Top downloads. List of top downloads. I have the f15 Strike eagle II dos game and op desert storm scenario packages downloaded and unzipped. LibertyToad 1 point. We played this in the office back in the 90's. It was nice because you could play for just a few mins and then go back to work. No, guys the concept of an "open office" is not new--it was commonly done years ago, and it was as horrible then as it is now.
Anyway, if any of the bosses noticed us playing it, they never said anything about it. It was a great game for a quick fix. Duane Wong 1 point DOS version. Rully 0 point DOS version. Was looking for sound files from this game, especially "strike eagle ready for takeoff".
Nocito87 13 points. If you have a totally different keyboard layout, try the two keys between "0" and "backspace". The eagle should spread it's wings now :. I was going through some old boxes found the complete game in box all most mint what is it value thank you.
Bardman 0 point DOS version. Great game, even greater memories! Suffering the same issues as a bunch of years ago: no throttle increase or decrease is possible Thanx in advance! Aardvark 1 point DOS version. One of the games, along with Falcon 3. Got my SX16 back then Dont have a joystick anylonger, so just watching the scr. Anon 0 point DOS version. Paulbeinhart 0 point DOS version.
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